Search Results

Search found 38203 results on 1529 pages for 'library development'.

Page 455/1529 | < Previous Page | 451 452 453 454 455 456 457 458 459 460 461 462  | Next Page >

  • Box 2d basic questions

    - by philipp
    I am a bit new to box2d and I am developing an game with type and letters. I am using an svg font and generate the box2d bodies direct from the glyphs path definition, using the convex hull of them. I also have an decomposition routine the decomposes this hull if necessary. All this it is more or less working, except that I got some strange errors which definitely are caused by the scale factors. The problem is caused by two factors: first: the world scale of box2d, second: the the precision of curve-approximation of the glyph vectors. So through scaling down the input vertices for box2d, it happens that they become equal caused by numerical precision, what causes errors in box2d. Through scaling the my glyphs a bit up, this goes away. I also goes away if I chose a different world scale factor, but this slows down the whole animation quite much! So if my view port is about 990px * 600px and i want to animate Glyphs in box2d which should have a size from about 50px * 50px up to 300px * 300px, which scale factor of the b2world should i choose? How small should the smallest distance from on vertex to another be, while approximating the glyph vectors? Thanks for help greetings philipp EDIT:: I continued reading the docs of box2d and after rethinking of the units system, which is designed to handle object from 0.1 up to 10 meters, I calculated a scale factor of 75. So Objects 600px width will are 8 meters wide in box2d and even small objects of about 20px width will become 0.26 meters width in box2d. I will go on trying with this values, but if there is somebody out there who could give me a clever advice i would be happy!

    Read the article

  • Matchmaking algorithm with a set of filters

    - by Yuriy Pogrebnyak
    I'm looking for matchmaking algorithm for 1x1 online game. Players must be matched not by their skill or level, as usual, but by some specific filters. Each player sends request, where he specifies some set of parameters (generally, 2-4 parameters). If some parameter is specified, player can be matched only with those who has sent this parameter with exactly the same value, or those who hasn't specified this parameter. I need this algorithm to be thread-safe and preferably fast. It would be great if it'll work for 3-4 or even more parameters, but also I'm looking for algorithm that works with only one parameter (in my case it's game bet). Also I'd appreciate ideas on how to implement or improve this algorithm on my server platform - ASP.NET. One more problem I'm facing is that finding match can't be executed right after user sends request, because if other user sends request before matching for previous is finished, they won't be matched even is they possibly could. So it seems that match finding should be started on schedule, and I need help on how to optimize it and how to choose time interval for starting new match finding. P.S. I've also posted this question on stackoverflow

    Read the article

  • Pass a single boolean from an Android App to a LIBGDK game

    - by Doug Henning
    I'm writing an Android application that needs to pass a single boolean into an Android game that I am also writing. The idea is that the user does something in the App which will affect how the game operates. This is tricky with LIBGDX since I need to get the bool value into the Java files of the game, but of course, you can't call Android specific things from within LIBGDX's main Java files. I tried using an intent but of course the same problem persists. I can get the boolean into the MainActivity.Java of the android output of the game, but can't pass it along any further since the android output and the main java files don't know about each other. I have seen a few tutorials that explain how to use set up an interface in the LIBGDX java files that can call android things. This seems like wild overkill for what I want to do. I've been trying to use Android's Shared Preferences with LIBGDX's Gdx.app.getPreferences, but I can't make it work. Anyhelp would be MUCH appreciated. I've set up two hello world applications. One is a standard Android app, with a single button that is supposed to write "true" into the shared preferences. The other is a standard LIBGDX hello world that is supposed to do nothing but check that bool when launched and if true display one image to the screen, if false, display a different one. Here's the relevant bit of the Android code: import android.preference.PreferenceManager; public void onClick(View view) { if (view == this.boolButton){ final String PREF_FILE_NAME = "myBool"; SharedPreferences preferences = getSharedPreferences(PREF_FILE_NAME, MODE_WORLD_WRITEABLE); SharedPreferences.Editor editor = preferences.edit(); editor.putBoolean("myBool", true); editor.commit(); } } And here's the relevant bit of the code from the LIBGDX main file: Preferences prefs = Gdx.app.getPreferences("myBool"); boolean switcher = prefs.getBoolean("myBool"); if(switcher == true){ texture = new Texture(Gdx.files.internal("data/worked512.png")); prefs.putBoolean("myBool", false); } else { texture = new Texture(Gdx.files.internal("data/libgdx.png")); } Everything compiles fine, it just doesn't work. I've spent HOURS googling trying to find a way to pass this single boolean from android into a LIBGDX main and I'm totally stumped. Thanks for your help.

    Read the article

  • Cannot redeclare class error when generating PHPUnit code coverage report

    - by Cobby
    Starting a project with Zend Framework 1.10 and Doctrine 2 (Beta1). I am using namespaces in my own library code. When generating code coverage reports I get a Fatal Error about Redeclaring a class. To provide more info, I've commented out the xdebug_disable() call in my phpunit executable so you can see the function trace (disabled local variables output because there was too much output). Here's my Terminal output: $ phpunit PHPUnit 3.4.12 by Sebastian Bergmann. ........ Time: 4 seconds, Memory: 16.50Mb OK (8 tests, 14 assertions) Generating code coverage report, this may take a moment.PHP Fatal error: Cannot redeclare class Cob\Application\Resource\HelperBroker in /Users/Cobby/Sites/project/trunk/code/library/Cob/Application/Resource/HelperBroker.php on line 93 PHP Stack trace: PHP 1. {main}() /usr/local/zend/bin/phpunit:0 PHP 2. PHPUnit_TextUI_Command::main() /usr/local/zend/bin/phpunit:54 PHP 3. PHPUnit_TextUI_Command-run() /usr/local/zend/share/pear/PHPUnit/TextUI/Command.php:146 PHP 4. PHPUnit_TextUI_TestRunner-doRun() /usr/local/zend/share/pear/PHPUnit/TextUI/Command.php:213 PHP 5. PHPUnit_Util_Report::render() /usr/local/zend/share/pear/PHPUnit/TextUI/TestRunner.php:478 PHP 6. PHPUnit_Framework_TestResult-getCodeCoverageInformation() /usr/local/zend/share/pear/PHPUnit/Util/Report.php:97 PHP 7. PHPUnit_Util_Filter::getFilteredCodeCoverage() /usr/local/zend/share/pear/PHPUnit/Framework/TestResult.php:623 Fatal error: Cannot redeclare class Cob\Application\Resource\HelperBroker in /Users/Cobby/Sites/project/trunk/code/library/Cob/Application/Resource/HelperBroker.php on line 93 Call Stack: 0.0004 322888 1. {main}() /usr/local/zend/bin/phpunit:0 0.0816 4114628 2. PHPUnit_TextUI_Command::main() /usr/local/zend/bin/phpunit:54 0.0817 4114964 3. PHPUnit_TextUI_Command-run() /usr/local/zend/share/pear/PHPUnit/TextUI/Command.php:146 0.1151 5435528 4. PHPUnit_TextUI_TestRunner-doRun() /usr/local/zend/share/pear/PHPUnit/TextUI/Command.php:213 4.2931 16690760 5. PHPUnit_Util_Report::render() /usr/local/zend/share/pear/PHPUnit/TextUI/TestRunner.php:478 4.2931 16691120 6. PHPUnit_Framework_TestResult-getCodeCoverageInformation() /usr/local/zend/share/pear/PHPUnit/Util/Report.php:97 4.2931 16691148 7. PHPUnit_Util_Filter::getFilteredCodeCoverage() /usr/local/zend/share/pear/PHPUnit/Framework/TestResult.php:623 (I have no idea why it shows the error twice...?) And here is my phpunit.xml: <phpunit bootstrap="./code/tests/application/bootstrap.php" colors="true"> <!-- bootstrap.php changes directory to trunk/code/tests, all paths below are relative to this directory. --> <testsuite name="My Promotions"> <directory>./</directory> </testsuite> <filter> <whitelist> <directory suffix=".php">../application</directory> <directory suffix=".php">../library/Cob</directory> <exclude> <!-- By adding the below line I can remove the error --> <file>../library/Cob/Application/Resource/HelperBroker.php</file> <directory suffix=".phtml">../application</directory> <directory suffix=".php">../application/doctrine</directory> <file>../application/Bootstrap.php</file> <directory suffix=".php">../library/Cob/Tools</directory> </exclude> </whitelist> </filter> <logging> <log type="junit" target="../../build/reports/tests/report.xml" /> <log type="coverage-html" target="../../build/reports/coverage" charset="UTF-8" yui="true" highlight="true" lowUpperBound="50" highLowerBound="80" /> </logging> </phpunit> I have added a tag inside the which seams to hide this problem. I do have another application resource but it doesn't seam to have a problem (the other one is a Doctrine 2 resource). I'm not sure why it is specific to this class, my entire library is autoloaded so their isn't any include/require calls anywhere. I guess it should be noted that HelperBroker is the first file in the filesystem stemming out from library/Cob I am on Snow Leopard with the latest/recent versions of all software (Zend Server, Zend Framework, Doctrine 2 Beta1, Phing, PHPUnit, PEAR).

    Read the article

  • Fragment shader seems to floor() imprecisely

    - by Peter K.
    I'm trying to interpolate coordinates in my fragment shader. Unfortunately if close to the upper edge the interpolated value of fVertexInteger seems to be rounded up instead of beeing floored. This happens above approximately fVertexInteger >= x.97. Example: floor(64.7) returns 64.0 -- correct floor(64.98) returns 65.0 -- incorrect The same happens on ceiling close above x.0, where ceil(65.02) returns 65.0 instead of 66.0. Q: Any ideas how to solve this? Note: GL ES 2.0 with GLSL 1.0 highp floats are not supported in fragment shaders on my hardware flat varying hasn't been a solution, because I'm drawing TRIANGLE_STRIP and can't redeclare the provoking vertex (only OpenGL 3.2+) Fragment Shader: varying float fVertexInteger; varying float fVertexFraction; void main() { // Fix vertex integer fixedVertexInteger = floor(fVertexInteger); // Fragment color gl_FragColor = vec4( fixedVertexInteger / 65025.0, fract(fixedVertexInteger / 255.0), fVertexFraction, 1.0 ); }

    Read the article

  • Setting Higher Z-Index for Sprite

    - by Siddharth
    For my game, I have to set highest z index for my sprite. At present, I wrote following code but didn't work for me. Sprite houseSprite = new Sprite(pX, pY, textureManager.houseBgRegion.deepCopy(), mVertexBufferObjectManager); attachChild(houseSprite); houseSprite.setZIndex(500); sortChildren(); My requirement did not satisfied with setting sprite in the HUD. So any how I have to apply highest z index. Also in my game sprites are dynamically generated as per game play. So members please share your thoughts.

    Read the article

  • Flixel - Animated Tilemaps

    - by nospoone
    I am using Flixel 2.55 and I am trying to animate a tilemap. I found this piece of code that apparently enables the use of sprites as tiles. From what I understand, this loops over the tilemap's graphic and replaces the tile's pixels with the sprite's pixels each time they change. I have implemented the class and it's working, but not completely; the tiles get replaced, but do not animate unless the camera moves. Here's the relevant parts from LevelLoader.as, which only instantiates the AnimatedTilemaps (piece of code from forum) and pushes sprites to the array. // AnimatedTile is just an extended FlxSprite private var _waterTop1:AnimatedTile; // Create ground tilemap _groundTilemap = new AnimatedTilemap(); _groundTilemap.loadMap(_rawXML.Ground, Assets.OverworldGround, 8, 8); FlxG.state.add(_groundTilemap); _waterTop1 = new AnimatedTile(8, 8, Assets.WaterTop, 100); // .Animate only adds and plays an animation, with a startAtFrame param. _waterTop1.Animate('run', [0...47], 10, true, 0); Now, it seems as though the sprites are updating. I tried tracing the update()s, and they are running for both the sprites and the tilemap. The sprites are even changing frames. Using only AnimatedTiles and hard placing them (giving a x and y) works and animates. What troubles me is that they only update when the camera moves. I've been on this for a week now and can't seem to put my finger on what's wrong. I am also open to other solutions to have animates tiles in a tilemap. If other details are needed, just ask. PS: Sorry for my english, I am not a native speaker...

    Read the article

  • Objective-C or C++ for iOS games?

    - by Martin Wickman
    I'm pretty confident programming in Objective-C and C++, but I find Objective-C to be somewhat easier to use and more flexible and dynamic in nature. What would be the pros and cons when using C++ instead of Obj-C for writing games in iOS? Or rather, are there any known problems with using Obj-C as compared to C++? For instance, I suspect there might be performance issues with Obj-C compared to code written in C/C++.

    Read the article

  • How do I draw an OpenGL point sprite using libgdx for Android?

    - by nbolton
    Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

    Read the article

  • CodePlex Daily Summary for Wednesday, December 08, 2010

    CodePlex Daily Summary for Wednesday, December 08, 2010Popular ReleasesAlgorithmia: Algorithmia 1.1: Algorithmia v1.1, released on December 8th, 2010.SubtitleTools: SubtitleTools 1.1: Added a better ToUTF-8 converter (not just from windows-1256 to utf-8). Refactored OpenFileDialogs to a more MVVM friendly behavior.SuperSocket, an extensible socket application framework: SuperSocket 1.0 SP1: Fixed bugs: fixed a potential bug that the running state hadn't been updated after socket server stopped fixed a synchronization issue when clearing timeout session fixed a bug in ArraySegmentList fixed a bug on getting configuration valueHydroDesktop - CUAHSI Hydrologic Information System Desktop Application: 1.1.340: HydroDesktop 1.1 Stable Release (Build 340)CslaGenFork: CslaGenFork 4.0 CTP 2: The version is 4.0.1 CTP2 and was released 2010 December 7 and includes the following files: CslaGenFork 4.0.1-2010-12-07 Setup.msi Templates-2010-10-07.zip For getting started instructions, refer to How to section. Overview of the changes Since CTP1 there were 53 work items closed (28 features, 24 issues and 1 task). During this 60 days a lot of work has been done on several areas. First the stereotypes: EditableRoot is OK EditableChild is OK EditableRootCollection is OK Editable...My Web Pages Starter Kit: 1.3.1 Production Release (Security HOTFIX): Due to a critical security issue, it's strongly advised to update the My Web Pages Starter Kit to this version. Possible attackers could misuse the image upload to transmit any type of file to the website. If you already have a running version of My Web Pages Starter Kit 1.3.0, you can just replace the ftb.imagegallery.aspx file in the root directory with the one attached to this release.EnhSim: EnhSim 2.2.0 ALPHA: 2.2.0 ALPHAThis release adds in the changes for 4.03a. at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Updated En...ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.4: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager new stuff: popup WhiteSpaceFilterAttribute tested on mozilla, safari, chrome, opera, ie 9b/8/7/6nopCommerce. ASP.NET open source shopping cart: nopCommerce 1.90: To see the full list of fixes and changes please visit the release notes page (http://www.nopCommerce.com/releasenotes.aspx).TweetSharp: TweetSharp v2.0.0.0 - Preview 4: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 4 ChangesReintroduced fluent interface support via satellite assembly Added entities support, entity segmentation, and ITweetable/ITweeter interfaces for client development Numerous fixes reported by preview users Preview 3 ChangesNumerous fixes and improvements to core engine Twitter API coverage: a...myCollections: Version 1.2: New in version 1.2: Big performance improvement. New Design (Added Outlook style View, New detail view, New Groub By...) Added Sort by Media Added Manage Movie Studio Zoom preference is now saved. Media name are now editable. Added Portuguese version You can now Hide details panel Add support for FLAC tags You can now imports books from BibTex Xml file BugFixingmytrip.mvc (CMS & e-Commerce): mytrip.mvc 1.0.49.0 beta: mytrip.mvc 1.0.49.0 beta web Web for install hosting System Requirements: NET 4.0, MSSQL 2008 or MySql (auto creation table to database) if .\SQLEXPRESS auto creation database (App_Data folder) mytrip.mvc 1.0.49.0 beta src System Requirements: Visual Studio 2010 or Web Deweloper 2010 MSSQL 2008 or MySql (auto creation table to database) if .\SQLEXPRESS auto creation database (App_Data folder) Connector/Net 6.3.4, MVC3 RC WARNING For run and debug mytrip.mvc 1.0.49.0 beta src download and ...MiniTwitter: 1.62: MiniTwitter 1.62 ???? ?? ??????????????????????????????????????? 140 ?????????????????????????? ???????????????????????????????? ?? ??????????????????????????????????Phalanger - The PHP Language Compiler for the .NET Framework: 2.0 (December 2010): The release is targetted for stable daily use. With improved performance and enhanced compatibility with several latest PHP open source applications; it makes this release perfect replacement of your old PHP runtime. Changes made within this release include following and much more: Performance improvements based on real-world applications experience. We determined biggest bottlenecks and we found and removed overheads causing performance problems in many PHP applications. Reimplemented nat...Chronos WPF: Chronos v2.0 Beta 3: Release notes: Updated introduction document. Updated Visual Studio 2010 Extension (vsix) package. Added horizontal scrolling to the main window TaskBar. Added new styles for ListView, ListViewItem, GridViewColumnHeader, ... Added a new WindowViewModel class (allowing to fetch data). Added a new Navigate method (with several overloads) to the NavigationViewModel class (protected). Reimplemented Task usage for the WorkspaceViewModel.OnDelete method. Removed the reflection effect...MDownloader: MDownloader-0.15.26.7024: Fixed updater; Fixed MegauploadDJ - jQuery WebControls for ASP.NET: DJ 1.2: What is new? Update to support jQuery 1.4.2 Update to support jQuery ui 1.8.6 Update to Visual Studio 2010 New WebControls with samples added Autocomplete WebControl Button WebControl ToggleButt WebControl The example web site is including in source code project.LateBindingApi.Excel: LateBindingApi.Excel Release 0.7g: Unterschiede zur Vorgängerversion: - Zusätzliche Interior Properties - Group / Ungroup Methoden für Range - Bugfix COM Reference Handling für Application Objekt in einigen Klassen Release+Samples V0.7g: - Enthält Laufzeit DLL und Beispielprojekte Beispielprojekte: COMAddinExample - Demonstriert ein versionslos angebundenes COMAddin Example01 - Background Colors und Borders für Cells Example02 - Font Attributes undAlignment für Cells Example03 - Numberformats Example04 - Shapes, WordArts, P...ESRI ArcGIS Silverlight Toolkit: November 2010 - v2.1: ESRI ArcGIS Silverlight Toolkit v2.1 Added Windows Phone 7 build. New controls added: InfoWindow ChildPage (Windows Phone 7 only) See what's new here full details for : http://help.arcgis.com/en/webapi/silverlight/help/#/What_s_new_in_2_1/016600000025000000/ Note: Requires Visual Studio 2010, .NET 4.0 and Silverlight 4.0.ASP .NET MVC CMS (Content Management System): Atomic CMS 2.1.1: Atomic CMS 2.1.1 release notes Atomic CMS installation guide New ProjectsCore Motives Tracking Web Part: This C# web part was created to allow users of SharePoint 2007 to place CoreMotives (http://www.coremotives.com) tracking code on any web part page. Can also be used in master pages and page layouts.CPEBook: OsefEatFrsh: Keep Track of contents of your Fridge. Eat items while they are still fresh.ENUH10Publisher: Et prosjekt for studenter ved eCademy H10EVE Community Portal: EVE Community Portal is a complete community portal for EVE alliances (and corporations), which will host everything an eve alliance needs, from a forum and blogs to every tool you could whish for and more...FER CSLA.NET Compact: .NET Compact Framework edition of CSLA.NET application framework.Finger Mouse: it's a good idea and simple program help you to use the mouse feature from webcam (without mouse) note : you should have i3 or higher processorGambaru: Gambaru é um techdemo de um game 3D desenvolvido em Delphi. Utiliza engine de física Newton e Open GL (pacote GL-Scene). Foi apresentado como trabalho de conclusão de curso no SENAC-SP por Marcelo, Daniel e Thais em 2007. Exploramos o universo Samurai. Contribua, programe, sonhe!GameBoyEmu: ????,GameBoy ???GenericList Inherits IDataReader ( ListEx<T>() : IDataReader ): This Generic List implements the IDataReader interface and displays the usage of Linq, Lamba expressions and some creative thought around working with collection types. I hope it can serve as reference to your projects.Guard: Provides the argument validation class Guard, ubiquitously used throughout all .NET projects but with no central place for updates.HolidayChecker Library: HolidayChecker Library is a usefull library that allows programmers to know if a certain date is a festivity or not. This library also allows the calculation of Easter day based on the algorithm of Tondering. It's developed in C#.JuniorTour - Junior Golf Tour Silverlight Application: JuniorTour makes it easier for golf tour operators to publish tournament results for multiple divisions and multiple seasons. You'll no longer have to manually edit player pages, tournament results, or compute rankings. It's developed in C# and Silverlight.LibGT: LibGT aims to reduce the amount of overall code a programmer has to write in C#. This library provides many shortcuts and extension methods to facilitate robust development rapidly even without the use of an IDE.Mayhem: Mayhem makes it simple for end users to control complex events with their PCs. Whether you want to Update a Twitter status when your cat is detected by your webcam or monitor your serial ports and trigger events, it's no problem with Mayhem -- wreak your own personal havoc.mmht: ???????,??????MobilePolice: my mobilepolice projectOpenCallback: This is a implementation of the callback handler pattern that allows you to invoke the callback handle methods with out type switching or if...else if chains.Project Baron: Simple, yet powerful Project Management System.PS3Lib for SDK 1.92: Création d'une librairie de ceveloppement pour le SDK 1.92Remote Controller for Trackmania: Evzrecon is a remote controller for Trackmania Forever dedicated servers, much like XASECO but written in Java.SharePointSocial: SharePointSocial is focused on taking social interaction within SharePoint to the next level, extending beyond the corporate boundaries. Corporate listening, one-click interaction through key social media outlets and data-driven management and reporting are planned features.SIGS: ssSimple Routing: Simple Routing allows you to associate arbitrary routes with static methods in an ASP.NET application through attribution.SlimCRM: Aplicación de referencia de buenas prácticas de programaciónTalkBoard: ????????,?????????!uHelpsy - Umbraco Helper Library: uHelpsy is a tiny (but growing) library which makes programatically interacting with Umbraco 4.5.2 much more pleasant. It provides helper methods for creating and updating nodes, working with the Umbraco cache, and dealing with unpublished nodes. VCSS: VCSS is a decorated version of CSS (Cascading Style Sheets) that allows you to specify variables and also nest rules. The VCSS file can be compiled into a standard CSS file to be used on any website.Vote: ?,???????????????!WP7 GPS Simulator: Use this project to simulate GPS while doing development on your Windows Phone 7.WPF_CAD: this proyect it's a college proyect form grafic computer course. Consist in the development of a cad soft implementing all grafics algoritms.Xml-Racing: Réaliser une application Web 3-tiers qui permette d'interroger une BD et de restituer les infos sous forme de graphiques et cartes.

    Read the article

  • Quick 2D sight area calculation algorithm?

    - by Rogach
    I have a matrix of tiles, on some of that tiles there are objects. I want to calculate which tiles are visible to player, and which are not, and I need to do it quite efficiently (so it would compute fast enough even when I have a big matrices (100x100) and lots of objects). I tried to do it with Besenham's algorithm, but it was slow. Also, it gave me some errors: ----XXX- ----X**- ----XXX- -@------ -@------ -@------ ----XXX- ----X**- ----XXX- (raw version) (Besenham) (correct, since tunnel walls are still visible at distance) (@ is the player, X is obstacle, * is invisible, - is visible) I'm sure this can be done - after all, we have NetHack, Zangband, and they all dealt with this problem somehow :) What algorithm can you recommend for this? EDIT: Definition of visible (in my opinion): tile is visible when at least a part (e.g. corner) of the tile can be connected to center of player tile with a straight line which does not intersect any of obstacles.

    Read the article

  • Do game-theoretic considerations stand in the way of this market-based game-mechanic achieving its goals?

    - by BerndBrot
    Mechanic The mechanic is called "market manipulation" and is supposed to work like this: Players can enter the London Stock Exchange (LSE) LSE displays the stock prices of 8 to 10 companies and derivatives. This number is relatively small to ensure that players will collide in their efforts to manipulate the market in their favor. The prices are calculated based on real world prices of these companies and derivatives (in real time) any market manipulations that were conducted by the players any market corrections of the system Players can buy and sell shares with cash, a resource in the game, at current in-game market value Players can manipulate the market, i.e. let the price of a share either rise or fall, by some amount, over a certain period of time. Manipulating the market requires spending certain in-game resources and is therefore limited. The system continuously corrects market manipulations by letting the in-game prices converge towards their real world counterparts at a rate of 2% of the difference between the two per hour. Because of this market correction mechanism, pushing up prices (and screwing down prices) becomes increasingly difficult the higher (lower) the price already is. Goals Players are supposed to collide (and have incentives to collide) in their efforts to manipulate the market in their favor, especially when it comes to manipulation efforts by different groups. Prices should not resolve around any equilibrium points. The more variance the better. Band-wagoning should always involve risk (recognizing that prices start rising should not be a sure sign that they will keep rising so that everybody can make easy profits even when they don't manipulate the market themselves) Question Are there any game-theoretic considerations that prevent the mechanic from achieving these goals?

    Read the article

  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

    Read the article

  • Rendering shadow sprites in cocos2d-x

    - by lukeluke
    I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd*1 - Cs*S) where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1). The MAX() function is used to avoid negative results. This is a lighting effect: when the shadow sprite pixel is 0, there is no effect on the background pixel, otherwise, the background pixel becomes darker. Now, the only way that comes to my mind is to change the blending equation to GL_FUNC_SUBTRACT, but it doesn't compile with cocos2d-x (can't found it)... I would subclass the CCSprite class in order to implement the draw() method in order to change, when needed, the blending equation, call the original draw() method and restore the blending equation to its previous state at the end of the method. So my questions are two: how to use glBlendEquation() with cocos2d-x? Keep in mind that i am writing a game for iphone/android/windows. are shadows handled this way in 2D games? Thx

    Read the article

  • Unity 3D game idea for a fun and teaching game

    - by rasheeda
    I have been brainstorming for months now on writing a unity 3D game for my final year computer science project. I have been learning unity for sometime now but comming up with a concept is quite difficult than i thought. The game has to be really fun and also educational, one that the school and community can benefit from. I am thinking about a third person game. where the player runs round in an enviroment, picks up coins and earn points. This alone wouldn't earn me points and I have been trying to find new ideas of my own and all over the net but to no avail. Hopefully you guys can help me out with an idea, and how to make the lecturers appreciate the game and also make kids wanna play play it for a reason. Thanks.

    Read the article

  • Cocos2d+pybox2d vs Cocos2d-Iphone

    - by DraskyVanderhoff
    I'm now working with two guys for making our first pc indie game and we decide to use cocos2d+pybox2d ( yeah , 2d python game :) ). We decide this based on what i seen in cocos2d iphone games , but i don't get very clear if cocos2d-iphone is just a porting with just a little more features or is far more better than cocos2d for pc. If you can get me out of this dilemma it would be great. I just want to be sure that i'm on the right track ( and also i want to porting this game for android and iphone if it got success in pc , but first my lovely pc :P ) PD: For the maps we will use Tiled , so is totally compatible with cocos2d ( any of both cases i think... )

    Read the article

  • Doubt about texture waves in CG Ocean Shader

    - by Alexandre
    I'm new on graphical programming, and I'm having some trouble understanding the Ocean Shader described on "Effective Water Simulation from Physical Models" from GPU Gems. The source code associated to this article is here. My problem has been to understand the concept of texture waves. First of all, what is achieved by texture waves? I'm having a hard time trying to figure out it's usefulness. In the section 1.2.4 of the article, it does say that the waves summed into the texture have the same parametrization as the waves used for vertex positioning. Does it mean that I can't use the texture provided by the source code if I change the parameters of the waves, or add more waves to sum? And in the section 1.4.1, is said that we can assume that there is no rotation between texture space and world space if the texture coordinates for our normal map are implicit. What does mean that the "normal map are implicit'? And why do I need a rotation between texture and world spaces if the normal map are not implicit? I would be very grateful for any help on this.

    Read the article

  • Opengl glVertexAttrib4fv doesn't work?

    - by Naor
    This is my vertex shader: static const GLchar * vertex_shader_source[] = { "#version 430 core \n" "layout (location = 0) in vec4 offset; \n" "void main(void) \n" "{ \n" " const vec4 vertices[3] = vec4[3](vec4( 0.25, -0.25, 0.5, 1.0),\n" " vec4(-0.25, -0.25, 0.5, 1.0), \n" " vec4( 0.25, 0.25, 0.5, 1.0)); \n" " gl_Position = vertices[gl_VertexID] + offset; \n" "} \n" }; and this is what im trying to do: glUseProgram(rendering_program); GLfloat attrib[] = { (float)sin(currentTime) * 0.5f, (float)cos(currentTime) * 0.6f, 0.0f, 0.0f }; glVertexAttrib4fv(0, attrib); glDrawArrays(GL_TRIANGLES, 0, 3); currentTime - The number in seconds since the program has started. Expected result - Triangle moving around the window. Its from the SuperBible book (sixth edition), this is the full code:http://pastebin.com/xA3eCKz1 The triangle should move across the screen but it doesn't.

    Read the article

  • Making A C++ Game

    - by user1758938
    I'm gonna make a game and I think C++ would be perfect for it. I think I'm gonna use SDL and OpenGL but I need help with making the code manageable. These were my ideas: 1. Making A DLL File With Commands Such A CreateScreen(640, 480); Which Binds SDL And OpenGL Commands For A Manageable Setup 2. Making It Harder To Mod (Like UnCompiling My Code) Like Encrypting Save Files That Only My Program Can Read Any Suggestions?

    Read the article

  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

    Read the article

  • Blender mesh mirroring screws up normals when importing in Unity

    - by Shivan Dragon
    My issue is as follows: I've modeled a robot in Blender 2.6. It's a mech-like biped or if you prefer, it kindda looks like a chicken. Since it's symmetrical on the XZ plane, I've decided to mirror some of its parts instead of re-modeling them. Problem is, those mirrored meshes look fine in Blender (faces all show up properly and light falls on them as it should) but in Unity faces and lighting on those very same mirrored meshes is wrong. What also stumps me is the fact that even if I flip normals in Blender, I still get bad results in Unity for those meshes (though now I get different bad results than before). Here's the details: Here's a Blender screen shot of the robot. I've took 2 pictures and slightly rotated the camera around so the geometry in question can be clearly seen: Now, the selected cog-wheel-like piece is the mirrored mesh obtained from mirroring the other cog-wheel on the other (far) side of the robot torso. The back-face culling is turned of here, so it's actually showing the faces as dictated by their normals. As you can see it looks ok, faces are orientated correctly and light falls on it ok (as it does on the original cog-wheel from which it was mirrored). Now if I export this as fbx using the following settings: and then import it into Unity, it looks all screwy: It looks like the normals are in the wrong direction. This is already very strange, because, while in Blender, the original cog-wheel and its mirrored counter part both had normals facing one way, when importing this in Unity, the original cog-wheel still looks ok (like in Blender) but the mirrored one now has normals inverted. First thing I've tried is to go "ok, so I'll flip normals in Blender for the mirrored cog-wheel and then it'll display ok in Unity and that's that". So I went back to Blender, flipped the normals on that mesh, so now it looks bad in Blender: and then re-exported as fbx with the same settings as before, and re-imported into Unity. Sure enough the cog-wheel now looks ok in Unity, in the sense where the faces show up properly, but if you look closely you'll notice that light and shadows are now wrong: Now in Unity, even though the light comes from the back of the robot, the cog-wheel in question acts as if light was coming from some-where else, its faces which should be in shadow are lit up, and those that should be lit up are dark. Here's some things I've tried and which didn't do anything: in Blender I tried mirroring the mesh in 2 ways: first by using the scale to -1 trick, then by using the mirroring tool (select mesh, hit crtl-m, select mirror axis), both ways yield the exact same result in Unity I've tried playing around with the prefab import settings like "normals: import/calculate", "tangents: import/calculate" I've also tired not exporting as fbx manually from Blender, but just dropping the .blend file in the assets folder inside the Unity project So, my question is: is there a way to actually mirror a mesh in Blender and then have it imported in Unity so that it displays properly (as it does in Blender)? If yes, how? Thank you, and please excuse the TL;DR style.

    Read the article

  • How do games like Halo 3 save in-game footage? [duplicate]

    - by CPP_Person
    This question already has an answer here: How to design a replay system 11 answers I was just wondering how games (such as Halo 3, like the title says) save in-game replay? Since it gives the ability to look around at almost every possible angle it can't be a simple recording. What is the logic behind this? Here is a good example of what Halo 3's footage looks like.

    Read the article

  • game inventory/bag system javascript html5 game

    - by Tom Burman
    im building an RPG game using html5's canvas and javascript. Its tile based and im using an array to created my game map. I would like the player to have a bag/inventory so when they select or land on a tile that has an item on it, they can click on it and store it in their bag/inventory. I was thinking of using a 2d array to store the value of the item tile, a bit like my map is doing, so when the player lands on, lets say a rope tile which is tileID 4, the value 4 is pushed into the next array position available, then reloop through the array and reprint it to the screen. For an example of what im trying to achieve visually, would be like runescapes inventory, but dumbed down a bit. I appreciate any views and answers. Im not great at javascript coding so please be patient Thanks Tom

    Read the article

  • Determine arc-length of a Catmull-Rom spline

    - by Wouter
    I have a path that is defined by a concatenation of Catmull-Rom splines. I use the static method Vector2.CatmullRom in XNA that allows for interpolation between points with a value going from 0 to 1. Not every spline in this path has the same length. This causes speed differences if I let the weight go at a constant speed for every spline while proceeding along the path. I can remedy this by letting the speed of the weight be dependent on the length of the spline. How can I determine the length of such a spline? Should I just approximate by cutting the spline into 10 straight lines and sum their lengths? I'm using this for dynamic texture mapping on a generated mesh defined by splines.

    Read the article

  • Simulating the effects of wind

    - by jernej
    I am developing a mobile game for Android. It is a 3D jumping game (like ski jump) where wind plays a important role so i need to simulate it. How could I achieve this? The game uses libgdx for rendering and a port of Bullet physics engine for physics. To simulate the jump I have 2 spheres which are placed at the start and at the end of the player and gravity is applied to them (they role down the hill and jump at the end). I use them to calculate the angle and the position of the player. If a button is pressed some extra y speed is applied to them (to simulate the jump before the end of the jumping ramp). But now I have to add wind to it. How is this usually done? Which collision box/method should I use? The way I understand it I only have to apply some force with direction to the player while in mid air. How can I do this in Bullet?

    Read the article

< Previous Page | 451 452 453 454 455 456 457 458 459 460 461 462  | Next Page >