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  • Tuning B2B Server Engine Threads in SOA Suite 11g

    - by Shub Lahiri, A-Team
    Background B2B 11g has a number of parameters that can be tweaked to tune the engine for handling high volumes of messages. These parameters are also known as B2B server properties and managed via the EM console.  This note highlights one aspect of the tuning exercise and describes the different threads, that can be configured to tune the performance of a B2B server. Symptoms The most common indicator of a B2B engine in need of a tuning is reflected in the constant build-up of messages in an internal JMS queue within the B2B server. It is called B2B_EVENT_QUEUE and can be monitored via the Weblogic server console. Whenever such a behaviour is seen, it usually results in general degradation of performance. Remedy There could be many contributing factors behind a B2B server's degradation of performance. However, one of the first places to tune the server from the out-of-the-box, default configuration is to change the number of internal engine threads allocated within the B2B server. Usually the default configuration for the B2B server engine threads is not suitable for high-volume of messaging loads. So, it is necessary to increase the counts for 3 types of such threads, by specifying the appropriate B2B server properties via the EM console, namely, Inbound - b2b.inboundThreadCount Outbound - b2b.outboundThreadCount Default - b2b.defaultThreadCount The function of these threads are fairly self-explanatory. In other words, the inbound threads process the inbound messages that are coming into the B2B server from an external endpoint. Similarly, the outbound threads processes the messages that are sent out from the B2B server. The default threads are responsible for certain B2B server-specific special tasks. In case the inbound and outbound thread counts are not specified, the default thread count also dictates the total number of inbound and outbound threads. As found in any tuning exercise, the optimisation of these threads is usually reached via an iterative process. The best working combination of the thread counts are directly related to the system infrastructure, traffic load and several other environmental factors.

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  • Understanding Box2d Restitution & Bouncing

    - by layzrr
    I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution. While trying to create the ball in the testbed first, I've run into infinite bouncing, as described in this question, however obviously not using my own implementation. The Box2d manual describes restitution as follows: Restitution is used to make objects bounce. The restitution value is usually set to be between 0 and 1. Consider dropping a ball on a table. A value of zero means the ball won't bounce. This is called an inelastic collision. A value of one means the ball's velocity will be exactly reflected. This is called a perfectly elastic collision. My confusion lies in that I am still getting infinite bouncing with restitution values at 0.75/0.8. The same behavior can be seen in the testbed under Collision Watching - Varying Restitution, on the 6th and 7th balls. I believe the last one has restitution of 1, which makes sense, but I don't understand why the second to last ball bounces infinitely (as is happening with my working basketball I've created). I am looking to understand the restitution concept more fully, as well as look for a solution to infinite bouncing with the Box2d framework. My instinct was to sleep objects that appeared to be moving in very small increments, but this seems like a misuse of the engine. Should I just work with lower restitution values altogether?

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  • How to calculate new velocities between resting objects (AABB) after accelerations?

    - by Tiedye
    lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after accelerations like gravity have been applied to them. Right now I can detect collisions and respond to them correctly (I think) and when objects collide they remember what other objects they're resting against so objects can be pushed by other objects (note that there is no bounce in any collisions so when objects collide they are guaranteed to become resting until something else happens). Every time the simulation advances, the acceleration for objects is applied to their velocities (for example vx += ax * t, where t is time elapsed since last advancement). After these accelerations are applied, I want to check if any objects that are resting against each other are moving at different speeds than their counterparts (as different objects can have different accelerations) and depending on that difference either unlink the two objects so they are no longer resting, or even out their velocities so they are moving at the same speed once again. I am having trouble creating an algorithm that can do this across many resting objects. Here's a diagram to help explain my problem

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  • Hekaton – SQL Server’s in-memory database engine

    - by Christian
    Microsoft have just gone public at the PASS Summit in Seattle about a new SQL Server engine that they’re working on which is optimized for high-memory servers – an in-memory OLTP database engine which is built-in to SQL Server rather than a separate entity.  This means that you can move just the performance critical parts of your database to Hekaton. The new engine really pushes the performance boundaries by eliminating as many instructions as possible: Main memory optimized tables which are decoupled from on-disk structures; Everything is lock and latch free; More work is pushed to compile time so your T-SQL code is compiled natively into low-level code. We’re already working with a customer on an early adoption program so expect to hear from us on what we learn about implementing it!   Christian Bolton - MCA, MCM, MVP Technical Director http://coeo.com - SQL Server Consulting & Managed Services

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  • Running a Silverlight application in the Google App Engine platform

    - by rajbk
    This post shows you how to host a Silverlight application in the Google App Engine (GAE) platform. You deploy and host your Silverlight application on Google’s infrastructure by creating a configuration file and uploading it along with your application files. I tested this by uploading an old demo of mine - the four stroke engine silverlight demo. It is currently being served by the GAE over here: http://fourstrokeengine.appspot.com/ The steps to run your Silverlight application in GAE are as follows: Account Creation Create an account at http://appengine.google.com/. You are allocated a free quota at signup. Select “Create an Application”   Verify your account by SMS   Create your application by clicking on “Create an Application”   Pick an application identifier on the next screen. The identifier has to be unique. You will use this identifier when uploading your application. The application you create will by default be accessible at [applicationidentifier].appspot.com. You can also use custom domains if needed (refer to the docs).   Save your application. Download SDK  We will use the  Windows Launcher for Google App Engine tool to upload our apps (it is possible to do the same through command line). This is a GUI for creating, running and deploying applications. The launcher lets you test the app locally before deploying it to the GAE. This tool is available in the Google App Engine SDK. The GUI is written in Python and therefore needs an installation of Python to run. Download and install the Python Binaries from here: http://www.python.org/download/ Download and install the Google App Engine SDK from here: http://code.google.com/appengine/downloads.html Run the GAE Launcher. Select Create New Application.   On the next dialog, give your application a name (this must match the identifier we created earlier) For Parent Directory, point to the directory containing your Silverlight files. Change the port if you want to. The port is used by the GAE local web server. The server is started if you choose to run the application locally for testing purposes. Hit Save. Configure, Test and Upload As shown below, the files I am interested in uploading for my Silverlight demo app are The html page used to host the Silverlight control The xap file containing the compiled Silverlight application A favicon.ico file.   We now create a configuration file for our application called app.yaml. The app.yaml file specifies how URL paths correspond to request handlers and static files.  We edit the file by selecting our app in the GUI and clicking “Edit” The contents of file after editing is shown below (note that the contents of the file should be in plain text): application: fourstrokeengine version: 1 runtime: python api_version: 1 handlers: - url: /   static_files: Default.html   upload: Default.html - url: /favicon.ico   static_files: favicon.ico   upload: favicon.ico - url: /FourStrokeEngine.xap   static_files: FourStrokeEngine.xap   upload: FourStrokeEngine.xap   mime_type: application/x-silverlight-app - url: /.*   static_files: Default.html   upload: Default.html We have listed URL patterns for our files, specified them as static files and specified a mime type for our xap file. The wild card URL at the end will match all URLs that are not found to our default page (you would normally include a html file that displays a 404 message).  To understand more about app.yaml, refer to this page. Save the file. Run the application locally by selecting “Browse” in the GUI. A web server listening on the port you specified is started (8080 in my case). The app is loaded in your default web browser pointing to http://localhost:8080/. Make sure the application works as expected. We are now ready to deploy. Click the “Deploy” icon. You will be prompted for your username and password. Hit OK. The files will get uploaded and you should get a dialog telling you to “close the window”. We are done uploading our Silverlight application. Go to http://appengine.google.com/ and launch the application by clicking on the link in the “Current Version” column.   You should be taken to a URL which points to your application running in Google’s infrastructure : http://fourstrokeengine.appspot.com/. We are done deploying our application! Clicking on the link in the Application column will take you to the Admin console where you can see stats related to system usage.  To learn more about the Google Application Engine, go here: http://code.google.com/appengine/docs/whatisgoogleappengine.html

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  • design of 'game engine' for small javascript games?

    - by Matt Ball
    I'm making a group of two or three simple javascript games for fun. After someone finishes one game, they'll be presented with a harder or easier version of another game depending on whether the original game was won or lost. I have a high-level question about the design of things: So far I've created a class for one game type that manages the interaction with the UI and the state of the game itself. But for tracking how many of the subgames have been won, or for understanding whether the next game presented should be more or less difficult, are there arguments to be made for making a 'game engine' class? How does the engine communicate to the games? For instance, when a game is won, how is that information relayed to the engine? Is there a better or more common design? (If you want to see what I have so far, the games are slowly taking shape here: https://github.com/yosemitebandit/candela and can be viewed at http://yosemitebandit.com/candela)

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  • Which paradigm to use for writing chess engine?

    - by poke
    If you were going to write a chess game engine, what programming paradigm would you use (OOP, procedural, etc) and why whould you choose it ? By chess engine, I mean the portion of a program that evaluates the current board and decides the computer's next move. I'm asking because I thought it might be fun to write a chess engine. Then it occured to me that I could use it as a project for learning functional programming. Then it occured to me that some problems aren't well suited to the functional paradigm. Then it occured to me that this might be good discussion fodder.

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  • Shader inputs in a general purpose engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this offhand. Do general purpose engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How to break terrain (in blender) into Chunks for a game engine

    - by Red
    I've created an island in blender. 2048x2048 blender units. The engine developer wants me to split the terrain into 128x128 "chunks" so that would be 16x16 "chunks" from a top down view. The engine isn't using height maps, in order to allow caves, 3d overhangs, etc. I'm not in charge of the engine, so suggestions about that aren't needed here :/ I just need a good, seamless way to split a terrain mesh into 16x16 pieces without leaving holes. I'm very new to blender, so baby steps are very much welcomed :) Here's a quick render of what i've got so far. I added a plane to show sea level but i've since removed it. http://i.imgur.com/qTsoC.png

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  • Spring MVC vs raw servlets and template engine?

    - by Gigatron
    I've read numerous articles about the Spring MVC framework, and I still can't see the benefits of using it. It looks like writing even a simple application with it requires creating a big hodgepodge of XML files and annotations and other reams of code to conform to what the framework wants, a whole bunch of moving parts to accomplish a simple single task. Any time I look at a Spring example, I can see how I can write something with the same functionality using a simple servlet and template engine (e.g. FreeMarker, StringTemplate), in half the lines of code and little or no XML files and other artifacts. Just grab the data from the session and request, call the application domain objects if necessary, pass the results to the template engine to generate the resulting web page, done. What am I missing? Can you describe even one example of something that is actually made simpler with Spring than using a combination of raw servlets with a template engine? Or is Spring MVC just one of those overly complicated things that people use only because their boss tells them to use it?

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  • Which paradigm to use for writing chess engine?

    - by poke
    If you were going to write a chess game engine, what programming paradigm would you use (OOP, procedural, etc) and why whould you choose it ? By chess engine, I mean the portion of a program that evaluates the current board and decides the computer's next move. I'm asking because I thought it might be fun to write a chess engine. Then it occured to me that I could use it as a project for learning functional programming. Then it occured to me that some problems aren't well suited to the functional paradigm. Then it occured to me that this might be good discussion fodder.

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  • C++ Game engine time scale

    - by I Phantasm I
    i have begun creating a very simple game engine and i am trying to work out how to create a time scale for the game.by time scale i mean some way of increasing and decreasing the speed of the game(not the fps) like creating a slow motion effect ... i have no idea how this could be accomplished so any help would be appreciated. if this help im using windows, Opengl and C++ in the game engine... How my engine is setup i have an update and draw function...update is called 25 times per second while display is called as much as possible.

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  • Udacity: Teaching thousands of students to program online using App Engine

    Udacity: Teaching thousands of students to program online using App Engine Join Fred Sauer & Iein Valdez as they talk with Steve Huffman, founder of Reddit and Hipmunk, and Chris Chew, senior software engineer at Udacity. Steve will share his experience teaching a course on web development using App Engine at Udacity, and Chris will talk about his experience building Udacity itself using App Engine. Submit your questions for Steve and Chris to answer live on air. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • How does a collision engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platform games to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How To Create Your Own Custom Google Search Engine

    - by Chris Hoffman
    Have you ever wanted to create a custom Google search engine that searches only specific websites? You can easily do this with Google’s Custom Search Engine tool. You can bookmark your search engine and even share it with other people. This trick works similarly to Google’s site: operator, but you won’t have to type the operator every time you search. It’s particularly useful if you want to search a large number of sites at once. How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • How does a collison engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platformer games to make the player acutally hit walls and the like. There's the 2d type and the 3d type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Search engine bots accessing strange URLs

    - by casasoft
    We have ELMAH enabled on our site and get errors whenever a Page Not Found error is triggered on the website. We have recently redesigned a new website and so we understand that search engine robots might have previously indexed pages which they try to access and result in a Page Not Found errors. For this reason, we have set up permanent redirects for such previously indexed pages to the respective new pages. The website in mention is www.chambercollege.com and for example, a previously indexed URL was www.chambercollege.com/special-offers.aspx. This page is no longer accessible so we have created the necessary permanent redirect to redirect to the respective page on www.chambercollege.com/en/content/special-offers-161/. Now we are starting to receive Page Not Found errors of search engine bots (e.g. MSN bot) trying to access the URL www.chambercollege.com/special-offers.aspx/images/shadow_right.jpg/. Any idea how could a search engine make up that strange URL and whether you have any suggestions of what to do best?

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  • GDD-BR 2010 [1B] What's New in Google App Engine and GAE for Business

    GDD-BR 2010 [1B] What's New in Google App Engine and GAE for Business Speaker: Patrick Chanezon Track: Cloud Computing Time: B[11:15 - 12:00] Room: 1 Level: 151 Learn what's new with Java on App Engine. We'll take a whirlwind tour through the changes since last year, walk through a code sample for task queues and the new blobstore service, and demonstrate techniques for improving your application's performance. We'll top it off with a glimpse into some new features that we've planned for the year ahead. This session will include an overview of Google App Engine for Business. From: GoogleDevelopers Views: 0 0 ratings Time: 49:20 More in Science & Technology

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  • Tile Collision & Sliding against tiles

    - by Devin Rawlek
    I have a tile based map with a top down camera. My sprite stops moving when he collides with a wall in any of the four directions however I am trying to get the sprite to slide along the wall if more than one directional key is pressed after being stopped. Tiles are set to 32 x 32. Here is my code; // Gets Tile Player Is Standing On var splatterTileX = (int)player.Position.X / Engine.TileWidth; var splatterTileY = (int)player.Position.Y / Engine.TileHeight; // Foreach Layer In World Splatter Map Layers foreach (var layer in WorldSplatterTileMapLayers) { // If Sprite Is Not On Any Edges if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West } // If Sprite Is Not On Any X Edges And Is On -Y Edge if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X And -Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X Edge And Y Is Not On Any Edge if (splatterTileX == layer.Width - 1 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is On +X And +Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is Not On Any X Edges And Is On +Y Edge if (splatterTileX < (layer.Width - 1) && splatterTileX > 0 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X And +Y Edges if (splatterTileX == 0 && splatterTileY == layer.Height - 1) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X Edge And Y Is Not On Any Edges if (splatterTileX == 0 && splatterTileY < (layer.Height - 1) && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // If Sprite Is In The Top Left Corner if (splatterTileX == 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // Creates A New Rectangle For TileN tileN.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And N Tile var tileNCollision = player.Rectangle.Intersects(tileN.TileRectangle); // Creates A New Rectangle For TileNE tileNE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And NE Tile var tileNECollision = player.Rectangle.Intersects(tileNE.TileRectangle); // Creates A New Rectangle For TileE tileE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And E Tile var tileECollision = player.Rectangle.Intersects(tileE.TileRectangle); // Creates A New Rectangle For TileSE tileSE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SE Tile var tileSECollision = player.Rectangle.Intersects(tileSE.TileRectangle); // Creates A New Rectangle For TileS tileS.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And S Tile var tileSCollision = player.Rectangle.Intersects(tileS.TileRectangle); // Creates A New Rectangle For TileSW tileSW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SW Tile var tileSWCollision = player.Rectangle.Intersects(tileSW.TileRectangle); // Creates A New Rectangle For TileW tileW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileWCollision = player.Rectangle.Intersects(tileW.TileRectangle); // Creates A New Rectangle For TileNW tileNW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileNWCollision = player.Rectangle.Intersects(tileNW.TileRectangle); // Allow Sprite To Occupy More Than One Tile if (tileNCollision && tileN.TileBlocked == false) { tileN.TileOccupied = true; } if (tileECollision && tileE.TileBlocked == false) { tileE.TileOccupied = true; } if (tileSCollision && tileS.TileBlocked == false) { tileS.TileOccupied = true; } if (tileWCollision && tileW.TileBlocked == false) { tileW.TileOccupied = true; } // Player Up if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Up; if (tileN.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileNCollision && tileN.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } else if (tileN.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } } // Player Down if (keyState.IsKeyDown(Keys.S) || (gamePadOneState.DPad.Down == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Down; // Check Collision With Tiles if (tileS.TileOccupied == false) { if (tileSWCollision && tileSW.TileBlocked || tileSCollision && tileS.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } else if (tileS.TileOccupied) { if (tileSWCollision && tileSW.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } } // Player Left if (keyState.IsKeyDown(Keys.A) || (gamePadOneState.DPad.Left == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Left; if (tileW.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileWCollision && tileW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } else if (tileW.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } } // Player Right if (keyState.IsKeyDown(Keys.D) || (gamePadOneState.DPad.Right == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Right; if (tileE.TileOccupied == false) { if (tileNECollision && tileNE.TileBlocked || tileECollision && tileE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } else if (tileE.TileOccupied) { if (tileNECollision && tileNE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } } I have my tile detection setup so the 8 tiles around the sprite are the only ones detected. The collision variable is true if the sprites rectangle intersects with one of the detected tiles. The sprites origin is centered at 16, 16 on the image so whenever this point goes over to the next tile it calls the surrounding tiles. I am trying to have collision detection like in the game Secret of Mana. If I remove the diagonal checks the sprite will pass through thoses tiles because whichever tile the sprites origin is on will be the detection center. So if the sprite is near the edge of the tile and then goes up it looks like half the sprite is walking through the wall. Is there a way for the detection to occur for each tile the sprite's rectangle touches?

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  • Basic collision direction detection on 2d objects

    - by Osso Buko
    I am trying to develop a platform game for Android by using ANdroid GL Engine (ANGLE). And I am having trouble with collision detection. I have two objects which is shaped as rectangular. And no change in rotation. Here is a scheme of attributes of objects. What i am trying to do is when objects collide they block each other's movement on that direction. Every object has 4 boolean (bTop, bBottom, bRight, bLeft). For example when bBottom is true object can't advance on that direction. I came up with a solution but it seems it only works on one dimensional. Bottom and top or right and left. public void collisionPlatform (MyObject a, MyObject b) { // first obj is player and second is a wall or a platform Vector p1 = a.mPosition; // p1 = middle point of first object Vector d1 = a.mPosition2; // width(mX) and height of first object Vector mSpeed1 = a.mSpeed; // speed vector of first object Vector p2 = b.mPosition; // p1 = middle point of second object Vector d2 = b.mPosition2; // width(mX) and height of second object Vector mSpeed2 = b.mSpeed; // speed vector of second object float xDist, yDist; // distant between middle of two object float width , height; // this is average of two objects measurements width=(width1+width2)/2 xDist=(p1.mX - p2.mX); // calculate distance // if positive first object is at the right yDist=(p1.mY - p2.mY); // if positive first object is below width = d1.mX + d2.mX; // average measurements calculate height = d1.mY + d2.mY; width/=2; height/=2; if (Math.abs(xDist) < width && Math.abs(yDist) < height) { // Two object is collided if(p1.mY>p2.mY) { // first object is below second one a.bTop = true; if(a.mSpeed.mY<0) a.mSpeed.mY=0; b.bBottom = true; if(b.mSpeed.mY>0) b.mSpeed.mY=0; } else { a.bBottom = true; if(a.mSpeed.mY>0) a.mSpeed.mY=0; b.bTop = true; if(b.mSpeed.mY<0) b.mSpeed.mY=0; } } As seen in my code it simply will not work. when object comes from right or left it doesn't work. I tried couple of ways other than this one but none worked. I am guessing right method will include mSpeed vector. But I have no idea how to do it. I really appreciate if you could help. Sorry for my bad english.

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • Any book on designing and implementing a CRPG engine?

    - by Fabzter
    Hi! First, let me tell you, I am not really interested in making my own rpg engine (at least not in the near future, hehe), but I do feel like I want to understand the internals of how a rpg engine works. Why? Well, because I like to read about programming and design, It keeps me motivated and excited, and because I know I will learn a lot, for, even when I have been programming for some years now, I never stop considering myself an ignorant... there are simply SO many things involving a game engine (specially rpg ones, like branching storylines, and items and economics!) I'm eager to know. I've been searching (and thus, finding) lots of info online, but it is never focused in what I'm interested (most of it talks about the mathematics and AI algorithms implementation, which I know quite well), which is the design of overall structure, patterns, scripting engine, decision engine... damn, so many things I can't even imagine, since I've never done any game programming. I hope you know have an idea of how I feel, and how I want to learn for the sake of learning, and why would I want you to tell me if you know if there exist books touching the topics that interest me the most.

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  • Server side includes on app engine (<!-- include virtual="header.html" -->)?

    - by Alexandre H. Tremblay
    Hi, I have been trying to figure this out a while. I would like to make my app engine website use basic html and shtml whenever in order to avoid the slow warm-up phase of jsp apps on app engine. This is so that my landing pages load instantly. Basically, I am trying to include an html file into my main html file (index.html - I tried index.shtml). This is the command I try: <!-- include virtual="header.html" --> However it does not work. The server side includes to not seem to get executed in app engine. Do I need to enable these commands somewhere first - or does app engine simply not allow them?

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  • What's a Java alternative to Google App Engine for developing iPhone Push Notification services?

    - by bpapa
    I'm a Java programmer who is working on an iPhone application. I'd like it to use Push Notification services. I originally thought I could use Google App Engine to provide the payloads to Apple, but I see now that it won't be possible because App Engine doesn't support the low-level socket programming that is needed to communicate with Apple. Are there any alternatives to Google App Engine that let me use Java? In brief, I'm wondering if there is a free hosting platform that supports Java and Socket Programming

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