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  • C++ simple arrays and pointers question

    - by nashmaniac
    So here's the confusion, let's say I declare an array of characters char name[3] = "Sam"; and then I declare another array but this time using pointers char * name = "Sam"; What's the difference between the two? I mean they work the same way in a program. Also how does the latter store the size of the stuff that someone puts in it, in this case 3 characters? Also how is it different from char * name = new char[3]; If those three are different where should they be used I mean in what circumstances?

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  • Cloud computing - database loading question

    - by workwise
    Following is the situation, I want to know whether what I want is possible in cloud computing and is it the best way for me: 1) My main site has a Database with tables with millions of rows, and entries are added almost every second. 2) I will setup a mysql mirror, so there will be a backup database always in sync with the main one. 3) There are few tens of thousands of images- growing. So say total size of images few tens of gigabytes. I will be keeping the image data also in sync on the backup server. 4) There can be short periods where traffic can go 100X the average traffic. 5) I will be using memcache heavily - most database and even frequently used disk files/images will be in RAM. I want that the main site runs on a dedicated server. The backup server is say an Amazon EC2 instance. Now note that since it is live backup, I need to run a small instance continuously. I want that when I anticipate high traffic, I should be able to run a large instance on the cloud and transfer the traffic there. The main point is - I do not want to spend time in "loading" the database on the large instance, as it typically can take few minutes or even hours (experience). So is it possible to just scale the memory/CPU on demand, and not having to load the database or sync up the filesystem? I want to setup my backup scripts etc just ONCE. Thanks JP

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  • A question about the cobbler-ubuntu-import bash script

    - by user183394
    I have been testing the latest cobbler for PXE booting Ubuntu 12.04.1-server-x86_64 and 12.10-server-x86_64 using a Scentific Linux 6.3 host to run the cobbler server. With the former, I got everything going. But with the later, I haven't been successful. As an attempt to figure things out, I downloaded Ubuntu's cobbler 2.2.2 source package. Examining the content, I soon noticed that Ubuntu's cobbler 2.2.2 came with a cobbler-ubuntu-import bash script. I reviewed the code and spotted something interesting: line 9 of the script states: 9 AUTO_KOPTS='log_host=@@server@@ log_port=514 priority=critical locale=en_US netcfg/choose_interface=auto' But after extensive googling, reading both Debian and Ubuntu's documentation about the debian-installer, I don't see these two kopts log_host and log_port documented anywhere. Putting it in the profile of my current test setup, even my cobbler server host does run rsyslogd, I don't see anything logged either. No, I don't have iptables and selinux on on the cobbler server host. Can anyone point to me where I can read more about these two options? Having the ability to log an installation to a remote central logging host would be really cool.

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  • A rather long question about installation/uninstall

    - by user2364312
    Ok so here's the deal guys, last week I decided I want to install Ubunutu again because I really missed it. (Last time I had an ubunutu was 7.somehting) I downloaded 12.04 and isntalled it via bootable usb device. Knowing how dual boots works I cleared up some space on my hard disc before hand using the windows 7 built in disc manager. During Ubunutu's installation I thought that by choosing "Install Ubuntu alongside Windows 7" will automatically just use the space I cleared before, but apperentaly it did not since that partition is still 100% free space. On what partition is Ubunutu installed when using that method? And how can I uninstall it to re-install it back on the space I cleared up for it? Thank you very your time reading and helping!

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  • Data drive disappearing.

    - by Mike Keller
    We have a Windows 2003 R2 server with SP 2 here that randomly loses a partition. There are two partitions the C: and the D: (the one that disappears). When I go into Disk Management the space shows available on the drive but that it isn't formated. There are two drives that are set up in a RAID 1 array. There isn't anything sticking out in the event log as to something triggering this problem and thank god we do daily backups of the data, but it gets kind of annoying to have to go back in there and reformat the partition and restore the data. Any places I can poke around to find the cause of this or even better solutions to the problem would be appreciated.

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  • RAID0 PROBLEM WITH A SONY SPORTING A NEW HDD

    - by redrock
    Sony Windows 7 PC. Originally had 2 x 300Gb HDD. One HDD completely pancaked so have replaced with a new 500Gb HDD. When both drives are connected the 300GB doesn't appear to be recognised as a 300Gb HDD as a seperate entity. BIOS sees it but the operating system only sees a total of 465GB of HD space. When both disks are attached unde disk management it shows one 465Gb as RAID 0 and the new drive as STxxxxxx 465Gb. My question I guess is what should I see in total HDD space and is this configured correctly as I thought I would see 2 seperate drives 1x500Gb and 1x300Gb. My customer insisted that prior to the HDD crash he saw 2 drives both registering as 300Gb (a c: and d: drive).

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  • Question about mipmaps + anisotropic filtering

    - by Telanor
    I'm a bit confused here and maybe someone can explain this to me. I created a simple test texture for my terrain which is nothing more than a solid green color with a black grid overlayed on top of it. If I look at the terrain in the distance with mipmapping on and linear filtering, the grid lines become blurry fairly quickly and further back the grid is pretty much invisible. With these settings, I don't get any moire patterns at all. If I turn on anisotropic filtering, however, the higher the anisotropic level, the more the terrain looks like it did with without mipmapping. The lines are much crisper nearby but in the distance I start to see terrible moire patterns. My understanding was that mipmapping is supposed to get rid of moire patterns. I've always had anisotropic filtering on in every game I play and I've never noticed any moire patterns as a result, so I don't understand why it's happening in my game. I am using logarithmic depth however, could that be causing any problems? And if it is, how do I resolve it? I've created my sampler state like so (I'm using slimdx): ssa = SamplerState.FromDescription(Engine.Device, new SamplerDescription { AddressU = TextureAddressMode.Clamp, AddressV = TextureAddressMode.Clamp, AddressW = TextureAddressMode.Clamp, Filter = Filter.Anisotropic, MaximumAnisotropy = anisotropicLevel, MinimumLod = 0, MaximumLod = float.MaxValue });

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  • Javascript Rookie Question: Define Variables Inline

    - by Dylan Kinnett
    I'm proficient with HTML and CSS but I'm still pretty shaky when it comes to Javascript. That said, I've been able to build a site using the Internet Archive Book Reader, which relies on reader.js Here's a copy of one of my versions of reader.js https://gist.github.com/dylan-k/ed4efed2384e221d46cc It's a good site, but I find I have to repeat things a lot. Basically, I have one copy of reader.js for every page/book featured on the site. It seems there must be a better way. I re-use the script, making copies, just so that I can change lines 28, 80, 83, 84. Is there a way I could include just one copy of reader.js and then use a <script> tag to define these 4 lines for the individual pages?

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  • Quick Question, robots.txt Disallow: /*/ does what exactly?

    - by Exit
    A SEO firm suggested changing the robots.txt to: User-agent: * Disallow: /*/ Allow: /ims/ I'm not sure what that would do, but my guess is that is would tell all robots to index nothing but the ims folder. I understand the wildcard, but I'm confused by the slashes and don't know how they would play out in conjunction with the wildcard. * Update * I didn't mention that there is a sitemap listed in the robots.txt file, but according to one tech blogger, he realized that sitemaps trump robots exclusions. So, even though this says in Google Webmaster Tools that everything with a trailing slash will not be indexed, the sitemap contains the important links. I did notice that the link count on Google went from 360 to 336, and the sitemap links under the URL scaled back to 3 from 6. I'm not sure the cause or what links were removed, though. Perhaps it cleaned out garbage. I'm still clueless why they would add in 'Allow: /ims/', that seems pointless. And a quick list of what would index according to the robots rules above (withouth the sitemap) using /*/: domain.com Indexed domain.com/page.html Indexed domain.com/folder/ Not Indexed domain.com/folder/page.html Not Indexed

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  • SAN shows as unallocated in Windows Server

    - by Gareth Ferneyhough
    Hello. We have a SAN drive that shows as unallocated in Windows Server 2008. I believe it is a raid 10 with 4+ disks. The disks are in good health. I think a server that we rebuilt tried to connect to the drive and re-initialized them, or re-wrote the partition table. (excuse my poor terminology). We ran TestDisk on the drive and it shows no partitions, so now we are doing a quick search (which is not so quick). Can anyone else suggest anything? Thanks, Gareth

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  • View matrix question (rotate by 180 degrees)

    - by King Snail
    I am using a third party rendering API on top of OpenGL code and I cannot get my matrices correct. The API states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • Question on the implementation of my Entity System

    - by miguel.martin
    I am currently creating an Entity System, in C++, it is almost completed (I have all the code there, I just have to add a few things and test it). The only thing is, I can't figure out how to implement some features. This Entity System is based off a bit from the Artemis framework, however it is different. I'm not sure if I'll be able to type this out the way my head processing it. I'm going to basically ask whether I should do something over something else. Okay, now I'll give a little detail on my Entity System itself. Here are the basic classes that my Entity System uses to actually work: Entity - An Id (and some methods to add/remove/get/etc Components) Component - An empty abstract class ComponentManager - Manages ALL components for ALL entities within a Scene EntitySystem - Processes entities with specific components Aspect - The class that is used to help determine what Components an Entity must contain so a specific EntitySystem can process it EntitySystemManager - Manages all EntitySystems within a Scene EntityManager - Manages entities (i.e. holds all Entities, used to determine whether an Entity has been changed, enables/disables them, etc.) EntityFactory - Creates (and destroys) entities and assigns an ID to them Scene - Contains an EntityManager, EntityFactory, EntitySystemManager and ComponentManager. Has functions to update and initialise the scene. Now in order for an EntitySystem to efficiently know when to check if an Entity is valid for processing (so I can add it to a specific EntitySystem), it must recieve a message from the EntityManager (after a call of activate(Entity& e)). Similarly the EntityManager must know when an Entity is destroyed from the EntityFactory in the Scene, and also the ComponentManager must know when an Entity is created AND destroyed. I do have a Listener/Observer pattern implemented at the moment, but with this pattern I may remove a Listener (which is this case is dependent on the method being called). I mainly have this implemented for specific things related to a game, i.e. Teams, Tagging of entities, etc. So... I was thinking maybe I should call a private method (using friend classes) to send out when an Entity has been activated, deleted, etc. i.e. taken from my EntityFactory void EntityFactory::killEntity(Entity& e) { // if the entity doesn't exsist in the entity manager within the scene if(!getScene()->getEntityManager().doesExsist(e)) { return; // go back to the caller! (should throw an exception or something..) } // tell the ComponentManager and the EntityManager that we killed an Entity getScene()->getComponentManager().doOnEntityWillDie(e); getScene()->getEntityManager().doOnEntityWillDie(e); // notify the listners for(Mouth::iterator i = getMouth().begin(); i != getMouth().end(); ++i) { (*i)->onEntityWillDie(*this, e); } _idPool.addId(e.getId()); // add the ID to the pool delete &e; // delete the entity } As you can see on the lines where I am telling the ComponentManager and the EntityManager that an Entity will die, I am calling a method to make sure it handles it appropriately. Now I realise I could do this without calling it explicitly, with the help of that for loop notifying all listener objects connected to the EntityFactory's Mouth (an object used to tell listeners that there's an event), however is this a good idea (good design, or what)? I've gone over the PROS and CONS, I just can't decide what I want to do. Calling Explicitly: PROS Faster? Since these functions are explicitly called, they can't be "removed" CONS Not flexible Bad design? (friend functions) Calling through Listener objects (i.e. ComponentManager/EntityManager inherits from a EntityFactoryListener) PROS More Flexible? Better Design? CONS Slower? (virtual functions) Listeners can be removed, i.e. may be removed and not get called again during the program, which could cause in a crash. P.S. If you wish to view my current source code, I am hosting it on BitBucket.

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  • Fixed timestep and interpolation question

    - by Eric
    I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me tween properties of my game entites. Properties such as scale, shear, position, color, rotation etc. Im curious of how I'd interpolate these values, since there's a lot of them. My first thought is to keep a previous value of every property (colorPrev, scalePrev etc.), and interpolate between those. Is this the correct method? To interpolate my characters I use their velocity; renderPostion = position + (velocity * interpolation), but I cannot apply that to color for example. So what is the desired method to interpolate various properties or a entity? Is there any rule of thumb to use?

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  • Forex EA simple coding question [closed]

    - by Evgeny
    I simply want to close all open orders in my EA when equity reaches -250$. I found an EA online that closes all orders. It has one CloseAll() function that closes all orders. So I copied it to my EA and called it in start() function like that: if(AccountBalance()-AccountEquity()< -250) CloseAll(); But EA works as usual, not restarting. If any programmer would point me in the right direction that would be great.

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  • Is it possible create a 4TB bootable partition in the x86 edition of Windows Server 2003 Enterprise?

    - by Giffyguy
    I'd like to find out if there is any way to accomplish this, since it would benifit my storage server greatly. I am using a Promise FastTrak 8660 and five Seagate ST31000340NS 1TB drives in a RAID 5 array. I figure that if the x86 ENTERPRISE edition of Server 2003 can handle 64GB of RAM, it should have no problem supporting larger HDD volumes as well. I've read (somewhere...) that the Windows Server operating systems are not limited to the standard 2TB like Windows XP and 2000 are. I'm hoping it's something that just needs to be turned on, similar to the way PAE works for the 4GB RAM limit in x86 servers.

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  • Question about component based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Ubuntu keyboard shortcuts - two-part question

    - by Don
    Background: I come from a Windows background and just started dual-booting Ubuntu (my first Linux experience) about 4 days ago. So my systems are Windows 7/Ubuntu 12.04, and so far I'm loving Ubuntu. I am a dedicated mouse-abolitionist (trackpads are hell) and do most of my browsing and navigation with keyboard shortcuts. However, on switching to Ubuntu, a lot of my keyboard shortcuts are gone, and my productivity has resultantly taken a huge hit anytime I am using Ubuntu. Problem 1: My computer was designed to display on-screen notifications for a second when I hit caps-lock or num-lock, and there are no constant indicators of the lock status (LEDs, etc). In Ubuntu, the keys still worked, but the notifications were gone. Googling got me a tutorial on key-binding(Compiz) and scripts, so now I have capslock and numlock running this script: #!/bin/bash icon="/usr/share/icons/gnome/scalable/devices/keyboard.svg" case $1 in 'scrl') mask=3 key="Scroll" ;; 'num') mask=2 key="Num" ;; 'caps') mask=1 key="Caps" ;; esac value=$(xset q | grep "LED mask" | sed -r "s/.*LED mask:\s+[0-9a-fA-F]+([0-9a-fA-F]).*/\1/") if [ $(( 0x$value & 0x$mask )) == $mask ] then output="$key Lock" output2="On" else output="$key Lock" output2="Off" fi notify-send -i $icon "$output" "$output2" -t 1000 But, whether turning it off or on, the notifications always say that I have turned it on. Is there an easy fix for this, or an easier way to work it to get it do display the CORRECT notifications? Problem 2: I'm not sure if this is because of my keyboard or Ubuntu. In Windows, I use Chrome and use the ctrl+pgUp/pgDwn shortcuts quite a bit to switch between tabs. On my keyboard, I can enter pgUp and pgDwn by either disabling NumLock and hitting 9 or 3 respectively on the 10key. Alternately I can hold the fn key and hit up or down arrow. The first method is the one I very heavily relied upon, and it works in Firefox for Ubuntu, but not in Chrome nor in Chromium. The second method (ctrl + fn + up/down) works fine in Chrome. However, I'd dearly like to find a method to make the first method work. Any suggestions? Thanks in advance for your help. Update: @julien: I've checked the keyboard layout options - I didn't find anything that seemed useful for this goal. @Marty: The script runs once when the button is pressed. In Compiz, I've tied those two keys to the script, so when I press the button, it runs the script with the button pressed as a parameter. Update: @elmicha: Thanks. That one works a lot better, and it even pops an icon into the status bar when caps lock is on. There's still a very slight problem in that if I quickly tap the key twice, the image will show that it has been turned on and then turned off, and the notifaction will come and go from my status area, but the text of both notifications will be "Caps Lock on". Same with Num Lock. However, if the time between presses is long enough for the first notification to disappear, everything displays correctly. Given how quickly the notifications disappear, I don't expect this will pose too much of a problem for me.

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  • iSCSI RAID1 on two servers, fail scenario

    - by Franz Kafka
    Hallo, a simple question: Image I have two servers, each server has two disks in RAID1. Now I merge the two arrays with iSCSI to one RAID1 disk. Two questions: Can I do the merging of the 4 disks in one go? I can't image how. First I will have to install the os, and then the raid controller is already set up to RAID1. If a whole server fails the other server would continue working without any problems? Does iSCSI notice that the other server is missing and treet this as if the two disks were broken? When the server comes back online the data is resynced, as if I installed new disks into a array? Can I image that this way? Thanks alot.

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  • Verification of requirements question

    - by user970696
    Doing a lot of reading about V&V, I would need to clarify the following. A lot of definitons (less formal ones found in books) define verification like that: Verification: The software should conform to its specification. But then they speak about requirement verification, design verification etc. If I say that these items are "software" in terms of applying the definitons, what should I checked them against, what specification should requirements, which is the basic information, conform to? And one more thing: shouldnt be requirements also validated? To make sure they meets the customer needs? All texts I have speak only about SW validation on the end of the dev.process..

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  • Simple question about what methodology to pick for my information system [closed]

    - by Neenee Kale
    Possible Duplicate: I need help on methodologies for information system project I will be implementing a student information system for parents for my final year project. I have to choose the best suitable methodology which i could use through out my project. could you please recommend me any methodologies i could use please. Also i would like to ask is Agile system development a methodology?

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  • Need help with this question [closed]

    - by Jaime
    Occasionally, multiplying the sizes of nested loops can give an overestimate for the Big-Oh running time. This result happens when an innermost loop is infrequently executed. Give the Big-O analysis of the running time. Implement the following code and run for several values of N, and compare your analysis with the actual running times. for(int i = 1; i <= n; i++) for(int j = 1; j<=i * i; j++) if(j%i == 0) for(int k = 0; k < j; k++) sum++;

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  • GNU Octave - question about graphs and plotting

    - by Twórca
    I've had task to do - to make an graphical interpretation of adding two functions together: sin(8x) and multiplied -sign(x) in Octave, as shown on image above. And I've done that, but I don't know how to get rid of these lines, which link up gaps between separated values (for example, -1 and 1). I don't want them to be seen especially in third graph. To make helping me easier, I'm going to tell you what I did: I made linear series of numbers, from -100 to 99 (tempx). tempy = -sign(tempx) y1 = [tempy tempy tempy tempy] (this line is kinda funny, if you know Polish language) Creating y2 - sinus function y3 = y2 + y1 Plotting, subplotting... Screenshot Awaiting for instructions...

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • Inverse projection: question about w coordinate

    - by fayeWilly
    I have to perform in shader an inverse projection from a u/v of a render target. What I do is: Get NDC as 2*(u,v,depth) - 1 Then world space as tmp = (P*V)^-1 * (NDC,1.0); world space = tmp/tmp.w; This apparently works, but I am confused about the w division there. Why this work? Shouldn't be a multiplication by a w somewhere (as in the "forward" pipeline there is the perpsective division?) Thank you, Faye

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  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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