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  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

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  • How to detect whether an Object came to sleep at a specific position?

    - by Nils Riedemann
    I'm currently writing a small game with box2dweb and I need some direction for this: I'm throwing a Box and have to hit a specific place and trigger an event when the object that's been thrown isn't moving anymore, "fell asleep" so to say. What's the proper way / best practice for this? I'm currently thinking of asking the b2World whether an Object is within a specific AABB and then wait a few seconds, check if it's still there and then trigger the event. But this seems to me like the roundabout way and the object might still be moving inside of that AABB and eventually even drop out of the AABB.

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  • How can I get accurate collision resolution on the corners of rectangles?

    - by ssb
    I have a working collision system implemented, and it's based on minimum translation vectors. This works fine in most cases except when the minimum translation vector is not actually in the direction of the collision. For example: When a rectangle is on the far edge on any side of another rectangle, a force can be applied, in this example down, the pushes one rectangle into the other, particularly a static object like a wall or a floor. As in the picture, the collision is coming from above, but because it's on the very edge, it translates to the left instead of back up. I've searched for a while to find an approach but everything I can find deals with general corner collisions where my problem is only in this one limited case. Any suggestions?

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  • 1 to 1 Comparison and Ranking System

    - by David
    I'm looking to create a comparison and ranking system which allows users to view 2 items, click on the one that they feel is the better one and then get presented with 2 more random items and continue to do this until they decide to stop. In the background, I want the system to use these wins and loses to rank each item in an overall ranking table so I can then see what is #1 and what isn't. I haven't got a clue where to begin with the formula, but I image I need to log wins and loses. Any help/direction appreciated!

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  • How do I efficiently generate chunks to fill entire screen when my player moves?

    - by Trixmix
    In my game I generate chunks when the player moves. The chunks are all generated on the fly, but currently I just created a simple flat 8X8 floor. What happens is that when he moves to a new chunk the chunk in the direction of the player gets generated and its neighboring chunks. This is not efficient because the generator does not fill the entire screen. I did try to use recursion but its not as fast as I would like it to be. My question is what would be an efficient way of doing so? How does minecraft do so? When I say this I mean just the way it PICKS which chunks to generate and in what order. Not how they generate or how they are saved in regions, just the order/way it generates them. I just want to know what is a good way to load chunks around the player.

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  • C++: Checking if an object faces a point (within a certain range)

    - by bojoradarial
    I have been working on a shooter game in C++, and am trying to add a feature whereby missiles shot must be within 90 degrees (PI/2 radians) of the direction the ship is facing. The missiles will be shot towards the mouse. My idea is that the ship's angle of rotation is compared with the angle between the ship and the mouse (std::atan2(mouseY - shipY, mouseX - shipX)), and if the difference is less than PI/4 (45 degrees) then the missile can be fired. However, I can't seem to get this to work. The ship's angle of rotation is increased and decreased with the A and D keys, so it is possible that it isn't between 0 and 2*PI, hence the use of fmod() below. Code: float userRotation = std::fmod(user->Angle(), 6.28318f); if (std::abs(userRotation - missileAngle) > 0.78f) return; Any help would be appreciated. Thanks!

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  • Opensource package for securly allowing users to log in and provide information

    - by JTS
    I have a site written in mostly php and html. I also have a sql database of personal information like names and addresses. I would like my users to be able to log in to my website with a login I can email or snail mail to them, and view and edit their information on my database. Users can currently enter information online I and store it in my database but they can't view or edit stored information. I can add the code to do this, but when I give users the ability to view information I suddenly have a lot more security concerns. Is there an open source package to deal with allowing users to do something like this? Or is there an established convention for this? I know this is a pretty basic question, and there might be some good literature about it that I have yet to find, so if someone can just point me in the direction of some of that information, or better yet give me firsthand some information about this that would be great.

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  • Discover Why Computer Shut Down

    - by kzh
    I was at school SSHing to my homebox. All of a sudden, my connection was closed. Attempting to reconnect failed. When I returned home, I discovered that my computer was off. Nobody was at my house and I am sure that I did not have a power outage. How can I figure out how or why my computer shut off? Is there some log in /var/log that could point me in the right direction? Should there be a core dump somewhere that I should find? If so, how do I use core dumps?

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  • Passing an objects rotation down through its children

    - by MintyAnt
    In my topdown 2d game you have a player with a sword, like an old Zelda game. The sword is a seperate entity, and its collision box "rotates" around the player like an orbit, but always follows the player wherever he goes. The player and sword both have a vector2 heading. The sword is a weapon object that is attached to the character. In order to allow swinging in a direction, I have the following property inside sword (RotateCopy returns a copy of the mHeading after rotation) public Vector2 Heading { get { return mHeading.RotateCopy(mOwner.Rotation); } } This seems a bit messy to me, and slower than it could be. Is there a better way to "translate" the base/owner component rotations through to whatever component I am using, like this sword? Would using a rotation MATRIX be better? (Curretnly rotates by sin/cos) If so, how can I "add" up the matrices? Thank you.

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  • Repairing back-facing triangles without user input

    - by LTR
    My 3D application works with user-imported 3D models. Frequently, those models have a few vertices facing into the wrong direction. (For example, there is a 3D roof and a few triangles of that roof are facing inside the building). I want to repair those automatically. We can make several assumptions about these 3D models: they are completely closed without holes, and the camera is always on the outside. My idea: Shoot 500 rays from every triangle outwards into all directions. From the back side of the triangle, all rays will hit another part of the model. From the front side, at least one ray will hit nothing. Is there a better algorithm? Are there any papers about something like this?

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  • Ease Rotate RigidBody2D toward arbitrary angle

    - by Plastic Sturgeon
    I'm trying to make a rigidbody2D circle return to an orientation after a collision. But there is a weird behavior I do not expect - it always orients to the same direction. This is what I call in FixedUpdate(): rotationdifference = -halfPI + rigidbody2D.rotation; rigidbody2D.AddTorque (rotationdifference * ease); I would expect this would rotate 90 degrees (1/2 Pi Radians) off of the neutral axis. But it does not. In fact it performs exactly the same as: rotationdifference = rigidbody2D.rotation; rigidbody2D.AddTorque (rotationdifference * ease); What is going on? How would I be able to set an angle I want it to ease towards, and then have it ease towards it when its not colliding with some other force?

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  • Website signaled as containing malware

    - by Bakaburg
    I've got a nasty problem with one of our websites. It has been signaled to us by Google and other agencies that it contains malware. We weren't able to understand how to cope with the problem. Could anyone drive us in the right direction? UPDATE: I used google webmaster tools to review the suspicious website. And now it says it's ok! Even if I didn't change anything! How could it be? false alarm?

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  • Creating a 2D Line Branch (Part 2)

    - by Danran
    Yesterday i asked this question on how to create a 2D line branch; Creating a 2D Line Branch And thanks to the answered provided, i now have this nice looking main branch; *coloured to show the different segments in the final item. Now is the time now to branch things off as discussed in the article; http://drilian.com/2009/02/25/lightning-bolts/ Again however i am confused as to the meaning of the following pseudo code; splitEnd = Rotate(direction, randomSmallAngle)*lengthScale + midPoint; I'm unsure how to actually rotate this correctly. In all honesty i'm abit unsure what to-do completely at this part, "splitEnd" will be a Vector3, so whatever happens in the rotate function must then return some form of directional rotation which is then * by a scale to create length and then added to the midPoint. I'm not sure. If someone could explain what i'm meant to be doing in this part that would be really grateful.

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  • Circle physics and collision using vectors

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but I don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]); if( Math.sqrt(distance) <16) ...

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  • Good Intro to Computer Science Book for FE Developer [on hold]

    - by Squirkle
    I am a JavaScript developer/architect who, like many developers these days, did not come from a Computer Science background (I studied Philosophy at a liberal arts college), but instead learned development by actually building applications, and by reading books explaining language grammars, design patterns, and best practices. I have never felt that my ignorance of CS concepts has hurt my ability to build great apps or find employment. Recently, however, I have felt the itch to grow in this direction. Do you have any suggestions for some good introductory CS resources/books? I know that Computer Science is a huge field and my question is very general, but I am looking for a 101-type survey of the high-level concepts, from which I can branch off into more specific areas of study. Thanks!

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  • Java plugin is not working on some sites

    - by Jay
    I have icedtea6-plugin installed on my Ubuntu box. The weird thing is, when I am browsing the internet, certain website are able to use the Java and some websites are not. For instance, I am able to log in to my bank at nordea.dk. They use a Java applet to authenticate the user. But when I try to use keepvid.com, it says "Loading Java Applet". And then after a minute or two it says "Error: Please click here to download Java. If you already have Java, please restart your browser and try again." The thing is I've restarted my computer, closed and opened my browser(chromium) and none of it seems to help. Could someone please point me in the right direction to solve this problem? Thanks.

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  • What's the best language to use for a simple windows 7 dynamic gui desktop app [closed]

    - by Gregor Samsa
    [Note: I hope I am not breaking etiquette, but I originally posted a variant on this question here, but am re-asking here because I am making this now solely a question about programming.] I would like to program of the following simple form: The user can produce X number of resizable frames (analogous to HTML frames). Each frame serves as a simple text editor, which you can type into and save the whole configuration including resized windows and text. The user should be able alternately "freeze" and present the information, and "unfreeze" and edit frames. Thus it will be a cross between a calendar and a text editor. I don't particularly care if it is a web application or not. What languages are ideal for such a setup? I know some C and Python and Html, and am willing to learn others if need be. It seems to me this should be a relatively easy program to make, but I need a little direction before starting. EDIT: My OS is Windows 7.

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  • Box 2D Collision Question

    - by Farooq Arshed
    I am very new to Box 2D Physics world. I wanted to know how to collide 2 bodies when one is Dynamic and other is Kinematic. The whole Scenario is explained below: I have 3 balls in total. I want to balls to remain in their places and the third ball to be able to move. When the third ball hits the other two balls then they should move according to the speed and direction from which they were hit. My gravity of the world is 0 because I only want z-axis gravity. I would also like some one to point me towards some good tutorials regarding Box 2D basics which is language independent. I hope I have explained my scenario well. Thanks for the help in advance.

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  • SS7(M3UA, SCCP, TCAP, MAP) Stack

    - by Ammar Hameed
    I'm building an open source SMSC from scratch; it's almost finished, The SRI and the forwardSM operations are working, but I still have few things to do for the receiving part. I've built the SS7 stack already, but I'm using DB for saving the TCAP transactions IDs to be updated later to get/generate responses. My approach is this: I created memory table (heap table), saved the TCAP TID in the database, then compared the received TCAP TID with the TIDs saved in the database and then decide whether to end the TCAP session or continue. What is the best way to implement it? I'm thinking of doubly linked list that holds the TCAP TID. Am I going towards the right direction, or should I use another technique other than database or D-linked list? Should I leave it as it is, and let the database do the job for saving the TIDs? Please note that I'm using SCTP implementation available on Linux (lsctp) as a transport protocol, the language I'm using is C and the DB is MYSQL.

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  • Designing exceptions for conversion failures

    - by Mr.C64
    Suppose there are some methods to convert from "X" to "Y" and vice versa; the conversion may fail in some cases, and exceptions are used to signal conversion errors in those cases. Which would be the best option for defining exception classes in this context? A single XYConversionException class, with an attribute (e.g. an enum) specifying the direction of the conversion (e.g. ConversionFromXToY, ConversionFromYToX). A XYConversionException class, with two derived classes ConversionFromXToYException and ConversionFromYToXException. ConversionFromXToYException and ConversionFromYToXException classes without a common base class.

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  • 5.1 surround sound for 12.04

    - by iwhorl
    I am very new to Ubuntu and linux as I have used windows only until yesterday. I am attempting to send my audio signal to my pioneer reciever using a single digital optical cable which is plugged into my M2N Sli Deluxe motherboard. I am sending video with a Geforce 8600gt video card through HDMI. That card does not support audio through HDMI. The only thing I have got to work so far is my left channel speaker acts as a stereo left and my sub woofer is trying to act as a stereo right. I was able to achieve this through altering the alsamixer settings. Can anyone point me in the right direction on this?

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  • Rotation matrix for a 3D vector

    - by Shashwat
    I have a direction vector on which I have to apply some rotation to align it to positive z-axis. To use Matrix.CreateRotationX(angle) of XNA, I need the angle for which I'd have to compute cos or tan inverse. I think this is a complex task to do. Also, eventually those are also converted to sin(angle) and cos(angle) in the matrix. Is there any inbuilt way to create rotation matrix from a 3D vector? However, I can write the function but still asking if there is one already there.

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  • Converting large files in python

    - by Cenoc
    I have a few files that are ~64GB in size that I think I would like to convert to hdf5 format. I was wondering what the best approach for doing so would be? Reading line-by-line seems to take more than 4 hours, so I was thinking of using multiprocessing in sequence, but was hoping for some direction on what would be the most efficient way without resorting to hadoop. Any help would be very much appreciated. (and thank you in advance) EDIT: Right now I'm just doing a for line in fd: approach. After that right now I just check to make sure I'm picking out the right sort of data, which is very short; I'm not writing anywhere, and it's taking around 4 hours to complete with that. I can't read blocks of data because the blocks in this weird file format I'm reading are not standard, it switches between three different sizes... and you can only tell which by reading the first few characters of the block.

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  • Can I use a desktop as a network server?

    - by Jhourlad Estrella
    Pardon me if I'm asking the wrong question. But I am a newbie in networking and I'm not sure what direction to go on this. I have just setup an Ubuntu Desktop. I am planning to convert it to a network server without losing the GUI interface (again, I'm a newbie) and use it to manage and monitor user access to a network with a small number of network terminals all running on Windows. My purpose is to use the new server to filter sites accessed by each terminals, monitor sites being visited by employees and grant access to both group and user-specific folders based on their IP address. Is this possible? What server software do I need to install? How do I structure the hardware? (I have a router, a hub, the Ubuntu server and the network terminals) How do I assign privileges to users and monitor them at the same time? Thank you in advance for your replies.

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  • Sega lance des jeux vidéos dirigés par les jets d'urine, dont les consoles sont installées dans les urinoirs

    Sega lance des jeux vidéos dirigés par des jets d'urine, dont les consoles sont installées dans les urinoirs Ras-le-bol des jeux vidéos conventionnels ? Pas tenté par les nouvelles consoles à détection de mouvements comme le Kinect ? Sega a pensé à vous. La firme vient en effet de lancer un nouveau concept qui est actuellement testé à Tokio, dans quatre stations de métro. Cette nouvelle console de jeux s'appelle Toylets et, comme son nom l'indique, elle s'utilise dans les urinoirs. Pas de manettes, mais des capteurs de pression mesurant l'intensité du jet de votre urine. Pour diriger votre personnage, modifiez la direction de votre émission de liquide, comme dans le "Vent du Nord&qu...

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