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  • Light on every model and not in the whole scene

    - by alecnash
    I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; } mesh.Draw(); } My only issue is that every Model now has its own light source in it. Why is this happening and is this a problem of my shader? Edit: These are the parameters passed to the shader: private void Get_lambertEffect() { if (_lambertEffect == null) _lambertEffect = Engine.LambertEffect; //Lambert technique (LambertWithShadows, LambertWithShadows2x2PCF, LambertWithShadows3x3PCF) _lambertEffect.CurrentTechnique = _lambertEffect.Techniques["LambertWithShadows3x3PCF"]; _lambertEffect.Parameters["texelSize"].SetValue(Engine.ShadowMap.TexelSize); //ShadowMap parameters _lambertEffect.Parameters["lightViewProjection"].SetValue(Engine.ShadowMap.LightViewProjectionMatrix); _lambertEffect.Parameters["textureScaleBias"].SetValue(Engine.ShadowMap.TextureScaleBiasMatrix); _lambertEffect.Parameters["depthBias"].SetValue(Engine.ShadowMap.DepthBias); _lambertEffect.Parameters["shadowMap"].SetValue(Engine.ShadowMap.ShadowMapTexture); //Camera view and projection parameters _lambertEffect.Parameters["view"].SetValue(Engine._camera.ViewMatrix); _lambertEffect.Parameters["projection"].SetValue(Engine._camera.ProjectionMatrix); _lambertEffect.Parameters["world"].SetValue( Matrix.CreateScale(Size) * world ); //Light and color _lambertEffect.Parameters["lightDir"].SetValue(Engine._sourceLight.Direction); _lambertEffect.Parameters["lightColor"].SetValue(Engine._sourceLight.Color); _lambertEffect.Parameters["materialAmbient"].SetValue(Engine.Material.Ambient); _lambertEffect.Parameters["materialDiffuse"].SetValue(Engine.Material.Diffuse); _lambertEffect.Parameters["colorMap"].SetValue(ColorTexture.Create(Engine.GraphicsDevice, Color.Red)); }

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • Unity elements sometimes appear while full screen in Virtualbox - how to stop it?

    - by frumbert
    Launcher is great, and it helps me finds stuff. I have the latest release of 12. But when I'm full screen in VirtualBox running another operating system and I hit some key combination I haven't yet figured out, Unity suddenly grabs keyboard focus. It might be alt-tab, it might be left-control x. I have physically pulled both the windows key and FN key off my laptop because they get in the way, so it's probably not the windows key. You don't know the focus has been stolen because the full screen app (VirtualBox) is still full screen and the Unity element is in the background. But you're busy typing into a Unity box, not your foreground application. This is particularly annoying. In my screenshot (taken from a camera, because the built in screen capture program can't capture a screenshot containing the launcher...) the windows VM is the foreground application, but the "Run Command" entry box has come up and is capturing the keyboard: I would like a foreground full screen app to stay that way. Is there a way that I can keep Unity but only have it activate its elements (e.g. pop out with its search box) if I physically click a button, not type some random key combination that foreground applications can get confused about? Otherwise I can do without the launcher or other elements, because doing my actual work is more involved than just launching programs.

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  • Launcher sometimes appears while full screen in VM (virtaulbox) - how to stop it?

    - by frumbert
    Launcher is great, and it helps me finds stuff. I have the latest release of 12. But when I'm full screen in VirtualBox running another operating system and I hit some key combination I haven't yet figured out, Laucher suddenly grabs keyboard focus. It might be alt-tab, it might be left-control x. I have physically pulled both the windows key and FN key off my laptop because they get in the way, so it's probably not the windows key. You don't know the focus has been stolen because the full screen app (VirtualBox) is still full screen and launcher is in the background. But you're busy typing into a laucher search box, not your foreground application. This is particularly annoying. In my screenshot (taken from a camera, because the built in screen capture program can't capture a screenshot containing the launcher...) the windows VM is the foreground application, but the launcher has come up and is capturing the keyboard: http://imgur.com/SrMRr I would like a foreground full screen app to stay that way. Is there a way that I can keep the launcher but only have it activate (e.g. pop out with its search box) if I physically click the button, not type some random key combination that foreground applications can get confused about? Otherwise I can do without the launcher, because doing my actual work is more involved than just launching programs.

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  • Dealing with numerous, simultaneous sounds in unity

    - by luxchar
    I've written a custom class that creates a fixed number of audio sources. When a new sound is played, it goes through the class, which creates a queue of sounds that will be played during that frame. The sounds that are closer to the camera are given preference. If new sounds arrive in the next frame, I have a complex set of rules that determines how to replace the old ones. Ideally, "big" or "important" sounds should not be replaced by small ones. Sound replacement is necessary since the game can be fast-paced at times, and should try to play new sounds by replacing old ones. Otherwise, there can be "silent" moments when an old sound is about to stop playing and isn't replaced right away by a new sound. The drawback of replacing old sounds right away is that there is a harsh transition from the old sound clip to the new one. But I wonder if I could just remove that management logic altogether, and create audio sources on the fly for new sounds. I could give "important" sounds more priority (closer to 0 in the corresponding property) as opposed to less important ones, and let Unity take care of culling out sound effects that exceed the channel limit. The only drawback is that it requires many heap allocations. I wonder what strategy people use here?

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  • OGRE 3D: How to create very basic gameworld [on hold]

    - by skiwi
    I'm considering trying around to create an FPS (First person shooter), using the Ogre 3D engine. I have done the Basic Tutorials (except CEGUI), and have read through the Intermediate Tutorial, I understand some of the more advanced concepts, but I'm stuck with very simple concepts. First of all: I would want to use some tiles (square ones, with relative little height) as the floor, I guess I need to set up a loop to get those tiles done. But how would I go about creating those tiles exactly? Like making it to be their own mesh, and then I would need to find some texture. Secondly: I guess I can derive the camera and movement functions from the basic tutorial. But I'll be needing a "soldier" (anything does for now), what is the best way to create a moderately decent looking soldier? (Or obtain a decent one from an open library?) And thirdly: How can I ensure that the soldier is actually walking on the ground, instead of mid air? Will raycasting into the ground + adjust position based on that, suffice?

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  • 45 Different Services, Sites, and Apps to Help You Read Your Favorite Sites (Like How-To Geek)

    - by Eric Z Goodnight
    Ever wonder how geeks stay connected with their favorite blogs and writers? Read on to learn about RSS feeds and how easy they are to use with these 45 apps, services, and websites that can help you stay current. Note: of course, our more geeky readers are going to understand a lot of this already, which is why we included 45 great services that you might not have heard about before. Keep reading for more, or give you advice to the newbies in the comments Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Lord of the Rings Movie Parody Double Feature [Video] Turn a Webpage into an Asteroids-Styled Shooting Game in Opera Dolphin Browser Mini Leaves Beta; Sports New GUI, Easy Bookmarking, and More Updated Google Goggles Scans Faster; Solves Sudoku Puzzles Snowy Castle Retreat in the Mountains Wallpaper Fix TV Show Sorting Issues on iOS Devices

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  • List<T>.AddRange is causing a brief Update/Draw delay

    - by Justin Skiles
    I have a list of entities which implement an ICollidable interface. This interface is used to resolve collisions between entities. My entities are thus: Players Enemies Projectiles Items Tiles On each game update (about 60 t/s), I am clearing the list and adding the current entities based on the game state. I am accomplishing this via: collidableEntities.Clear(); collidableEntities.AddRange(players); collidableEntities.AddRange(enemies); collidableEntities.AddRange(projectiles); collidableEntities.AddRange(items); collidableEntities.AddRange(camera.VisibleTiles); Everything works fine until I add the visible tiles to the list. The first ~1-2 seconds of running the game loop causes a visible hiccup that delays drawing (so I can see a jitter in the rendering). I can literally remove/add the line that adds the tiles and see the jitter occur and not occur, so I have narrowed it down to that line. My question is, why? The list of VisibleTiles is about 450-500 tiles, so it's really not that much data. Each tile contains a Texture2D (image) and a Vector2 (position) to determine what is rendered and where. I'm going to keep looking, but from the top of my head, I can't understand why only the first 1-2 seconds hiccups but is then smooth from there on out. Any advice is appreciated.

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  • How can I render a semi transparent model with OpenGL correctly?

    - by phobitor
    I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but I don't know how to add transparency to it. I tried to set my fragment shader's output (gl_FragColor) to a non opaque alpha value but the results weren't too great. It sort of works, but it looks like certain model triangles are only rendered based on the camera position... It's really hard to describe what's wrong so please watch this short video I recorded: http://www.youtube.com/watch?v=s0JqA0rZabE I thought this was a depth testing issue so I tried playing around with enabling/disabling depth testing and back face culling. Enabling back face culling changes the output slightly but the problem in the video is still there. Enabling/disabling depth testing doesn't seem to do anything. Could anyone explain what I'm seeing and how I can add some simple transparency to my model with the shader? I'm not looking for advanced order independent transparency implementations. edit: Vertex Shader: // color varying for fragment shader varying mediump vec3 LightIntensity; varying highp vec3 VertexInModelSpace; void main() { // vec4 LightPosition = vec4(0.0, 0.0, 0.0, 1.0); vec3 LightColor = vec3(1.0, 1.0, 1.0); vec3 DiffuseColor = vec3(1.0, 0.25, 0.0); // find the vector from the given vertex to the light source vec4 vertexInWorldSpace = gl_ModelViewMatrix * vec4(gl_Vertex); vec3 normalInWorldSpace = normalize(gl_NormalMatrix * gl_Normal); vec3 lightDirn = normalize(vec3(LightPosition-vertexInWorldSpace)); // save vertexInWorldSpace VertexInModelSpace = vec3(gl_Vertex); // calculate light intensity LightIntensity = LightColor * DiffuseColor * max(dot(lightDirn,normalInWorldSpace),0.0); // calculate projected vertex position gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: // varying to define color varying vec3 LightIntensity; varying vec3 VertexInModelSpace; void main() { gl_FragColor = vec4(LightIntensity,0.5); }

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • Why isn't one of the constant buffers being loaded inside the shader?

    - by Paul Ske
    I however got the model to load under tessellation; only problem is that one of the constant buffers aren't actually updating the shader's tessellation factor inside the hullshader. I created a messagebox at the rendering point so I know for sure the tessellation factor is assigned to the dynamic constant buffer. Inside the shader code where it says .Edges[1] = tessellationAmount; the tessellationAmount is suppose to be sent from the dynamic buffer to the shader. Otherwise it's just a plain box. In better explanation; there's a matrixBuffer, cameraBuffer, TessellationBuffer for constant. There's a multiBuffer array that assigns the matrix, camera, tesselation. So, when I set the Hull Shader, PixelShader, VertexShader, DomainShader it gets assigned by the multibuffer. E.G. devcon-HSSetConstantBuffers(0,3,multibuffer); The only way around the whole ideal would be to go in the shader and change how much the edges tessellate and inside the edges as well with the same number. My question is why wouldn't the tessellationBuffer not work in the shader?

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  • PS2 Eyetoy Recording Quality

    - by Fire
    I have Ubuntu 12.04 LTS and a PS2 eyetoy "Namtai". Don't worry - this is not the sterotypical " how do I get my eyetoy working" question. My eyetoy works fine on Cheese, gucview and various other media software like VLC. However, It seems like I am capped by 25fps. If I recall, the eyetoy is much better than this (~60fps) but cannot find any way to fix this. The best program that I have have found is VLC because its advanced options allow you to change many settings but the framerate setting appears to have no effect. What software or settings can I use to take full advantage of my eyetoy? To give you the full information I wish to attach multiple eyetoys to the system and record from all of them. (Security software like motion and zoneminder, I couldn't get installed correctly on my system- so I haven't tried those yet). edit - I tried the same camera on a Windows system and the frame rate is much better in VLC compared to the Ubuntu system. Mind you with default settings in Windows VLC, the resolution isn't great. However, in Skype for example the resolution is amazing and the framerate is good. It seems there must be some settings I am missing somewhere because it doesn't appear to be a hardware problem...

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  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

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  • Pixel Shader Issues :

    - by Morphex
    I have issues with a pixel shader, my issue is mostly that I get nothing draw on the screen. float4x4 MVP; // TODO: add effect parameters here. struct VertexShaderInput { float4 Position : POSITION; float4 normal : NORMAL; float2 TEXCOORD : TEXCOORD; }; struct VertexShaderOutput { float4 Position : POSITION; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { input.Position.w = 0; VertexShaderOutput output; output.Position = mul(input.Position, MVP); // TODO: add your vertex shader code here. return output; } float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET { return float4(1, 0, 0, 1); } technique { pass { Profile = 11.0; VertexShader = VertexShaderFunction; PixelShader = PixelShaderFunction; } } My matrix is calculated like this : Matrix MVP = Matrix.Multiply(Matrix.Multiply(Matrix.Identity, Matrix.LookAtLH(new Vector3(-10, 10, -10), new Vector3(0), new Vector3(0, 1, -0))), Camera.Projection); VoxelEffect.Parameters["MVP"].SetValue(MVP); Visual Studio Graphics Debug shows me that my vertex shader is actually working, but not the PixelShader. I striped the Shader to the bare minimums so that I was sure the shader was correct. But why is my screen still black?

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  • How do I convert mouse co-ordinates in Slick2d java?

    - by Trycon
    I'm really new in Java and I really want to how do I convert the mouse clicks to co-ordinates in game. My game moves its images so that the camera could stay with the character. I follwed thenewboston tutorials. I have been modifying new codes for smoother gameplay. I have been searching the web for tutorials. This is one of the codes: PosGameX=MouseX+0; PosGameY=MouseY+0; I have not try this code but, I really think this would not work. The website I have visited, I think, is not good for coding. My gameplay is that when the mouse clicks on a position. It would try to get the co-ordinates(Mouse) and convert it to game co-ordinates. And I really want to know how do I make my mouse clicks to game co-ordinates? FOR MORE INFO: Searches: How Do I translate game co-ordinates? How Do I translate mouse to game co-ordinates? AND PLEASE! Do not give me algebra. I have really forgotten those.

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  • Rotating object around moving object/player in 2D

    - by Boston
    I am trying to implement a camera which rotates around the world around the player. I have found many solutions online to the task of rotating an object about the origin, or about an arbitrary point. The procedure seems to be to translate the point to be rotated about to the origin, perform the rotation, translate back, then draw. I have gotten this working for rotation around the origin as well as for a fixed point. Rotation of objects around the player works as well, provided the player does not move. However, if the objects are rotated around the player by some non-zero degree, if the player moves after the rotation it causes the rotated objects to move as well. I probably have done a poor job explaining this so here's an image: http://i.imgur.com/1n63iWR.gif And here's the code for the behavior: renderx = (Ox - Px)*cos(camAngle) - (Oy - Py)*sin(camAngle) + Px; rendery = (Ox - Px)*sin(camAngle) + (Oy - Py)*cos(camAngle) + Py; Where (Ox,Oy) is the actual position of the object to be rotated and (Px,Py) is the actual position of the player. Any ideas? I am using C++ with SDL2.0.

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • Transforms in Box2D

    - by user1264811
    I'm attempting to implement a camera in my game. I had it working for regular objects, but I began using Box2D and obviously things changed a bit. I have a Body object that I want to draw at the center of the screen. Basically what I'm doing is subtracting the viewportX and viewportY to the Body. I use this code that currently is not working as it should: public void paint(Graphics2D g, int viewportX, int viewportY) { Transform xf = new Transform(); // m_body is the Body object xf.set(m_body.getTransform()); // Here what I attemp to do is take the transform and alter it // by the viewportX and Y, which is something like **-240, -150**. // Why is it negative? Because an object has coordinates 500, 300 would be displayed // at 160, 150 when the subtraction is done. // With the DrawUtils.toScale(), it's just how I convert the units from JBox2D units // to my units. Vec2 v = Transform.mulTrans(xf, new Vec2(DrawUtils.toScale(-viewportX), DrawUtils.toScale(-viewportY))); // Set the new transform to the new vector. Keep the old angle. xf.set(v, xf.q.getAngle()); g.setColor(Color.white); // I know for a fact that the following method works 100%. It correctly displays // my object, just that it doesn't follow it. for (Fixture f = m_body.getFixtureList(); f != null; f = f.getNext()) DrawUtils.drawShape(f, xf); } Hopefully I didn't over comment this and you understand my problem. I don't want to alter the actual physics position of the object, I just want to display it in the center.

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  • AGENT: The World's Smartest Watch

    - by Rob Chartier
    AGENT: The World's Smartest Watch by Secret Labs + House of Horology Disclaimer: Most if not all of this content has been gleaned from the comments on the Kickstarter project page and comments section. Any discrepancies between this post and any documentation on agentwatches.com, kickstarter.com, etc.., those official sites take precedence. Overview The next generation smartwatch with brand-new technology. World-class developer tools, unparalleled battery life, Qi wireless charging. Kickstarter Page, Comments Funding period : May 21, 2013 - Jun 20, 2013 MSRP : $249 Other Urls http://www.agentwatches.com/ https://www.facebook.com/agentwatches http://twitter.com/agentwatches http://pinterest.com/agentwatches/ http://paper.li/robchartier/1371234640 Developer Story The first official launch of the preview SDK and emulator will happen on 20-Jun-2013.  All development will be done in Visual Studio 2012, using the .NET Micro Framework SDK 2.3.  The SDK will ship with the first round of the expected API for developers along with an emulator. With that said, there is no need to wait for the SDK.  You can download the tooling now and get started with Apps and Faces immediately.  The only thing that you will not be able to work with is the API; but for example, watch faces, you can start building the basic face rendering with the Bitmap graphics drawing in the .NET Micro Framework.   Does it look good? Before we dig into any more of the gory details, here are a few photos of the current available prototype models.   The watch on the tiny QI Charter   If you wander too far away from your phone, your watch will let you know with a vibration and a message, all but one button will dismiss the message.   An app showing the premium weather data!   Nice stitching on the straps, leather and silicon will be available, along with a few lengths to choose from (short, regular, long lengths). On to those gory details…. Hardware Specs Processor 120MHz ARM Cortex-M4 processor (ATSAM4SD32) with secondary AVR co-processor Flash & RAM 2MB of onboard flash and 160KB of RAM 1/4 of the onboard flash will be used by the OS The flash is permanent (non-volatile) storage. Bluetooth Bluetooth 4.0 BD/EDR + LE Bluetooth 4.0 is backwards compatible with Bluetooth 2.1, so classic Bluetooth functions (BD/EDR, SPP/AVRCP/PBAP/etc.) will work fine. Sensors 3D Accelerometer (Motion) ST LSM303DLHC Ambient Light Sensor Hardware power metering Vibration Motor (You can pulse it to create vibration patterns, not sure about the vibration strength - driven with PWM) No piezo/speaker or microphone. Other QI Wireless Charging, no NFC, no wall adapter included Custom LED Backlight No GPS in the watch. It uses the GPS in your phone. AGENT watch apps are deployed and debugged wirelessly from your PC via Bluetooth. RoHS, Pb-free Battery Expected to use a CR2430-sized rechargeable battery – replaceable (Mouser, Amazon) Estimated charging time from empty is 2 hours with provided charger 7 Days typical with Bluetooth on, 30 days with Bluetooth off (watch-face only mode) The battery should last at least 2 years, with 100s of charge cycles. Physical dimensions Roughly 38mm top-to-bottom on the front face 35mm left-to-right on the front face and around 12mm in depth 22mm strap Two ~1/16" hex screws to attach the watch pin The top watchcase material candidates are PVD stainless steel, brushed matte ceramic, and high-quality polycarbonate (TBD). The glass lens is mineral glass, Anti-glare glass lens Strap options Leather and silicon straps will be available Expected to have three sizes Display 1.28" Sharp Memory Display The display stays on 100% of the time. Dimensions: 128x128 pixels Buttons Custom "Pusher" buttons, they will not make noise like a mouse click, and are very durable. The top-left button activates the backlight; bottom-left changes apps; three buttons on the right are up/select/down and can be used for custom purposes by apps. Backup reset procedure is currently activated by holding the home/menu button and the top-right user button for about ten seconds Device Support Android 2.3 or newer iPhone 4S or newer Windows Phone 8 or newer Heart Rate monitors - Bluetooth SPP or Bluetooth LE (GATT) is what you'll want the heart monitor to support. Almost limitless Bluetooth device support! Internationalization & Localization Full UTF8 Support from the ground up. AGENT's user interface is in English. Your content (caller ID, music tracks, notifications) will be in your native language. We have a plan to cover most major character sets, with Latin characters pre-loaded on the watch. Simplified Chinese will be available Feature overview Phone lost alert Caller ID Music Control (possible volume control) Wireless Charging Timer Stopwatch Vibrating Alarm (possibly custom vibrations for caller id) A few default watch faces Airplane mode (by demand or low power) Can be turned off completely Customizable 3rd party watch faces, applications which can be loaded over bluetooth. Sample apps that maybe installed Weather Sample Apps not installed Exercise App Other Possible Skype integration over Bluetooth. They will provide an AGENT app for your smartphone (iPhone, Android, Windows Phone). You'll be able to use it to load apps onto the watch.. You will be able to cancel phone calls. With compatible phones you can also answer, end, etc. They are adopting the standard hands-free profile to provide these features and caller ID.

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  • The Best Free Tools for Creating a Bootable Windows or Linux USB Drive

    - by Lori Kaufman
    If you need to install Windows or Linux and you don’t have access to a CD/DVD drive, a bootable USB drive is the solution. You can boot to the USB drive, using it to run the OS setup program, just like a CD or DVD. We have collected some links to free programs that allow you to easily setup a USB drive to install Windows or Linux on a computer. NOTE: If you have problems getting the BIOS on your computer to let you boot from a USB drive, see our article about booting from a USB drive even if your BIOS won’t let you. What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • Which is Better? The Start Screen in Windows 8 or the Old Start Menu? [Analysis]

    - by Asian Angel
    There has been quite a bit of controversy surrounding Microsoft’s emphasis on the new Metro UI Start Screen in Windows 8, but when it comes down to it which is really better? The Start Screen in Windows 8 or the old Start Menu? Tech blog 7 Tutorials has done a quick analysis to see which one actually works better (and faster) when launching applications and doing searches. Images courtesy of 7 Tutorials. You can view the results and a comparison table by visiting the blog post linked below. Windows 8 Analysis: Is the Start Screen an Improvement vs. the Start Menu? [7 Tutorials] How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

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  • Use a Windows 8-Like Task Manager in Windows 7, Vista, and XP

    - by Lori Kaufman
    One of the new features in Windows 8 is the improved Task Manager, which provides access to more information and settings. If you don’t want to upgrade, there is a way you can use a simple Windows 8-like Task Manager in Windows 7, Vista, or XP. The Windows 8 Metro Task Manager does not need to be installed. Simply download the .zip file (see the download link at the end of this article), extract the files, and double-click the Windows 8 Task Manager.exe file. A window displays a list of tasks currently running with the status of each task listed. To end a task, select the task in the list and click End Task. Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • Mobile Development- Obtaining development hardware - best practices?

    - by Zoot
    I'm looking to get into smartphone development, but there a quite a few options out there for platforms right now. (iOS/Android/WebOS/Bada/Symbian/MeeGo/WindowsMobile/JavaME) I'd like to have development hardware to test my code and the overall functionality of the devices. What is the best way to obtain and/or borrow hardware for development and testing? Are there rules of thumb to follow which apply to all companies and platforms? In this situation, I'm a single developer. Does this process change for a startup? A hackerspace? A small business? A large business? Thanks.

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  • How do I generate mipmap .png and model .obj files for LibGDX?

    - by John Murdoch
    I'm playing a bit with LibGDX (OpenGL ES 2.0 wrapper for Android). I found some sample code which used prepared files to load models and mipmap textures for them, e.g., at https://github.com/libgdx/libgdx/blob/master/demos/invaders/gdx-invaders/src/com/badlogic/gdxinvaders/RendererGL20.java it reads .obj file for the model and RGB565 format .png file to apply a mipmapped texture to it. What is the best / easiest way for me to create these files? I understand .obj files are generated by a bunch of tools (I installed Blender, Wings3D and Kerkythea so far), but which ones will be the most user friendly for someone unfamiliar with 3D modelling? But more importantly, how do I produce a .png file with the mipmapped texture? The .png I looked at ( https://github.com/libgdx/libgdx/blob/master/demos/invaders/gdx-invaders/data/ship.png ) seems to include different textures for each of the faces, probably created with some tool. I browsed through the menus for the 3 tools I have installed but didn't find an option to export such a .png file. What am I missing?

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