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  • How to export 3D models that consist of several parts (eg. turret on a tank)?

    - by Will
    What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2-like format that I'm using (blender-exported using a script) to include a new set of properties for a mesh that: is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh; these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes; a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero-vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ;) Are there better approaches? Are there formats that already include this information? Is this routine?

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  • Kalculate = math + fun

    - by Devin A. Rychetnik
    Kalculate is a you vs. the Internet style game for math lovers. The rules are simple: answer as many math problems as you can in 90 seconds. At the end of each round, Kalculate will tally up all the scores and show you where you ranked relative to others currently playing.Tip: answering 3 questions in 10 seconds earns you a score multiplier      If you prefer to just practice and stay out of the competition, there's an offline mode that allows you to play solo.Kalculate is free (ad-supported) and can be downloaded here.

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  • determine collision angle on a rotating body

    - by jorb
    update: new diagram and updated description I have a contact listener set up to try and determine the side that a collision happened at relative to the a bodies rotation. One way to solve this is to find the value of the yellow angle between the red and blue vectors drawn above. The angle can be found by taking the arc cosine of the dot product of the two vectors (Evan pointed this out). One of my points of confusion is the difference in domain of the atan2 function html canvas coordinates and the Box2d rotation information. I know I have to account for this somehow... SS below questions: Does Box2D provide these angles more directly in the collision information? Am I even on the right track? If so, any hints? I have the following javascript so far: Ship.prototype.onCollide = function (other_ent,cx,cy) { var pos = this.body.GetPosition(); //collision position relative to body var d_cx = pos.x - cx; var d_cy = pos.y - cy; //length of initial vector var len = Math.sqrt(Math.pow(pos.x -cx,2) + Math.pow(pos.y-cy,2)); //body angle - can over rotate hence mod 2*Pi var ang = this.body.GetAngle() % (Math.PI * 2); //vector representing body's angle - same magnitude as the first var b_vx = len * Math.cos(ang); var b_vy = len * Math.sin(ang); //dot product of the two vectors var dot_prod = d_cx * b_vx + d_cy * b_vy; //new calculation of difference in angle - NOT WORKING! var d_ang = Math.acos(dot_prod); var side; if (Math.abs(d_ang) < Math.PI/2 ) side = "front"; else side = "back"; console.log("length",len); console.log("pos:",pos.x,pos.y); console.log("offs:",d_cx,d_cy); console.log("body vec",b_vx,b_vy); console.log("body angle:",ang); console.log("dot product",dot_prod); console.log("result:",d_ang); console.log("side",side); console.log("------------------------"); }

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  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

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  • Statistics for and Details About Open Source Swing Projects

    - by user592704
    I'm looking for process-relative information on open-source Swing projects: how the task was described how many developers were involved how much time the solution was taken etc. Are there any open source (online) chronicles in that direction? I strongly prefer projects that include the authors' names. I watched this project and it seems fine but still I couldn't find any information concerning some current project task(s), its developers group, some chronicles (tips, milestones, feedbacks etc) For example if I see this swing component I'd like to know the above information.

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  • category theory based language

    - by pagoda_5b
    It may sound naive, but is there any programming language, or research thereof, based entirely on category theory? I mean this as opposed to embedding CT concepts as an additional feature (like for Haskell or scala). Would it be too abstract or too complex as an approach, or are there any known reasons that makes it impossible or impractical? I have only a relative understanding of the theory as related to programming, so please give me some explanation if the question doesn't makes sense at all

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  • Algorithms for pairing a rating system to an assignment queue

    - by blunders
    Attempting to research how to allow a group of people to effectively rank a set of objects (each group member will have contributed one object to the group), and then assign each member an object that's not their own based on: Their ratings of the objects, Their objects rating, and The object remaining to be assigned. Idea is to attempt to assign objects to people based on the groups rating of their contribution to the group relative to other member's contribution, the the personal preferences expressed via the ratings. Any suggestions for: Further research, Refining the statement of the problem/solution, or A solution.

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  • Hangouts API v1.1 Walkthrough

    Hangouts API v1.1 Walkthrough Introduction to 3 new features in v1.1 of the Hangouts API. This release introduces the ability for your app to respond to face movements in real time. It also provides a new overlay positioned relative to the video feed, new low-latency messages, Hangouts on Air support, the ability to enter any OAuth scope, and a few other miscellaneous features. From: GoogleDevelopers Views: 4425 0 ratings Time: 01:14 More in Science & Technology

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  • GCC 4.5.0 released

    <b>GNU.org:</b> "The GNU project and the GCC developers are pleased to announce the release of GCC 4.5.0. This release is a major release, containing new features (as well as many other improvements) relative to GCC 4.4.x."

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  • Reasons to Use Version Control [closed]

    - by Solomon Wise
    Possible Duplicate: I'm a Subversion geek, why I should consider or not consider Mercurial or Git or any other DVCS? What is the value of using version control? I am a relative noob to programming, and am not going to be developing super-good software or even programming professionally anytime soon. With this predicament, is there really any reason to learn git or subversion or any other version control systems?

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  • How can I ease the work of getting pixel coordinates from a spritesheet?

    - by ThePlan
    When it comes to spritesheets they're usually easier to use, and they're very efficient memory-wise, but the problem that I'm always having is getting the actual position of a sprite from a sheet. Usually, I have to throw in some aproximated values and modify them several times until I get it right. My question: is there a tool which can basically show you the coordinates of the mouse relative to the image you have opened? Or is there a simpler method of getting the exact rectangle that the sprite is contained in?

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  • 5 Points You Need to Know About Page Rank

    A page rank is a way Google measures the relative importance of each web page based on the frequency they are referred to throughout the internet across different websites. Here are few points you can go through, to better understand Page rank.

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  • ResolveUrl() from WCF service

    - by Michael Freidgeim
    I wanted to ResolveUrl() from WCF service and foundhttp://www.west-wind.com/weblog/posts/2007/Sep/18/ResolveUrl-without-Page .However the function assumes that the call is synchronous, in asynchronous call (e.g called from TPL task) HttpContext.Current==null.I had to split my asynchronous method into two-a long asynchronous one, invoked as task and generating relative URL and a post-task, that is calling wwWebUtils.ResolveServerUrl(relativeUrL)The http://www.codeproject.com/Articles/205425/ASP-NET-ResolveUrl-Without-Page  article suggests to useSystem.Web.VirtualPathUtility.ToAbsolute("~/default.aspx");but i expect, it wouldn’t work from asynchronous thread as well.

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  • Caching: the Good, the Bad and the Hype

    One of the more important aspects of the scalability of an ASP.NET site is caching. To do this effectively, one must understand the relative permanence and importance of the data that is presented to the user, and work out which of the four major aspects of caching should be used. There is always a compromise, but in most cases it is an easy compromise to make considering its effects in a heavily-loaded production system

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  • Designing Efficient SQL: A Visual Approach

    Sometimes, it is a great idea to push away the keyboard when tackling the problems of an ill-performing, complex, query, and take up pencil and paper instead. By drawing a diagram to show of all the tables involved, the joins, the volume of data involved, and the indexes, you'll see more easily the relative efficiency of the possible paths that your query could take through the tables.

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  • C# Collision Math Help

    - by user36037
    I am making my own collision detection in MonoGame. I have a PolyLine class That has a property to return the normal of that PolyLine instance. I have a ConvexPolySprite class that has a List LineSegments. I hav a CircleSprite class that has a Center Property and a Radius Property. I am using a static class for the collision detection method. I am testing it on a single line segment. Vector2(200,0) = Vector2(300, 200) The problem is it detects the collision anywhere along the path of line out into space. I cannot figure out why. Thanks in advance; public class PolyLine { //--------------------------------------------------------------------------------------------------------------------------- // Class Properties /// <summary> /// Property for the upper left-hand corner of the owner of this instance /// </summary> public Vector2 ParentPosition { get; set; } /// <summary> /// Relative start point of the line segment /// </summary> public Vector2 RelativeStartPoint { get; set; } /// <summary> /// Relative end point of the line segment /// </summary> public Vector2 RelativeEndPoint { get; set; } /// <summary> /// Property that gets the absolute position of the starting point of the line segment /// </summary> public Vector2 AbsoluteStartPoint { get { return ParentPosition + RelativeStartPoint; } }//end of AbsoluteStartPoint /// <summary> /// Gets the absolute position of the end point of the line segment /// </summary> public Vector2 AbsoluteEndPoint { get { return ParentPosition + RelativeEndPoint; } }//end of AbsoluteEndPoint public Vector2 NormalizedLeftNormal { get { Vector2 P = AbsoluteEndPoint - AbsoluteStartPoint; P.Normalize(); float x = P.X; float y = P.Y; return new Vector2(-y, x); } }//end of NormalizedLeftNormal //--------------------------------------------------------------------------------------------------------------------------- // Class Constructors /// <summary> /// Sole ctor /// </summary> /// <param name="parentPosition"></param> /// <param name="relStart"></param> /// <param name="relEnd"></param> public PolyLine(Vector2 parentPosition, Vector2 relStart, Vector2 relEnd) { ParentPosition = parentPosition; RelativeEndPoint = relEnd; RelativeStartPoint = relStart; }//end of ctor }//end of PolyLine class public static bool Collided(CircleSprite circle, ConvexPolygonSprite poly) { var distance = Vector2.Dot(circle.Position - poly.LineSegments[0].AbsoluteEndPoint, poly.LineSegments[0].NormalizedLeftNormal) + circle.Radius; if (distance <= 0) { return false; } else { return true; } }//end of collided

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  • How to make an object fly out of a slingshot?

    - by Deza
    At the moment I'm improvising a slingshot, the user can click and drag the projectile and let go. The force on the object is calculated by getting the distance between the vector of the slingshots two forks and the vector between where the user pulled it. However this will always result in a positive number and will not take into account the angle of the object relative to that of the slingshot. How can I make it fly out of the slingshot correctly?

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  • How do I get a collision event from a KActor subclass?

    - by Almo
    I have a subclass of KActor, and I want an event when it collides with things. event RigidBodyCollision seems to be what I want according to this http://wiki.beyondunreal.com/UE3:Actor_events_%28UDK%29#RigidBodyCollision Called when a PrimitiveComponent this Actor owns has: -bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold greater than 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold As far as I can tell, I have these set up, and the event is not called for any collisions (KActor-KActor, KActor-world geometry, etc). Is there something else I need to do?

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  • SEO For Business

    The business world is firmly embracing the art of SEO like a long lost, much loved relative. Of course SEO is another way of marketing a business. It is like traditional advertising but at the same time its totally different.

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  • Optimal file system type and mount options for an rsnapshot dedicated drive

    - by Nimmy Lebby
    We have an external USB 2 drive that we are using as a backup drive for our configuration. We use rsnapshot for the backups. It uses a few standard commands for managing snapshots: rm -rf: deletes expired snapshots mv: moves older snapshots down a slot cp -al: duplicates last snapshot to new slot rsync -a --delete --numeric-ids --relative: synchronizes new snapshot As you could see by the log below, the majority of the time is spent on the rm -rf and the cp -al steps: [25/Dec/2010:14:00:02] rsnapshot hourly: started [25/Dec/2010:14:00:02] echo 21012 > /var/run/rsnapshot.pid [25/Dec/2010:14:00:02] rm -rf /mnt/extdrive/snapshots/hourly.5/ [25/Dec/2010:14:15:48] mv /mnt/extdrive/snapshots/hourly.4/ /mnt/extdrive/snapshots/hourly.5/ [25/Dec/2010:14:15:48] mv /mnt/extdrive/snapshots/hourly.3/ /mnt/extdrive/snapshots/hourly.4/ [25/Dec/2010:14:15:48] mv /mnt/extdrive/snapshots/hourly.2/ /mnt/extdrive/snapshots/hourly.3/ [25/Dec/2010:14:15:48] mv /mnt/extdrive/snapshots/hourly.1/ /mnt/extdrive/snapshots/hourly.2/ [25/Dec/2010:14:15:48] cp -al /mnt/extdrive/snapshots/hourly.0 /mnt/extdrive/snapshots/hourly.1 [25/Dec/2010:14:23:32] rsync -a --delete --numeric-ids --relative /etc /mnt/extdrive/snapshots/hourly.0/sm4/ [25/Dec/2010:14:23:52] touch /mnt/extdrive/snapshots/hourly.0/ [25/Dec/2010:14:23:52] rm -f /var/run/rsnapshot.pid [25/Dec/2010:14:23:52] rsnapshot hourly: completed successfully My questions: I'm currently using ext4 for the filesystem. Maybe this is not the best choice from those available in Red Hat. Anyone have any recommendations that would speed up the process? The partition's mount options are sync,dirsync 1 2. Is there a way to optimize this since it's solely used for rsnapshot? Of course, reasoning would be greatly appreciated.

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  • APC fragmentation on EC2 Micro for Wordpress + W3TC

    - by Maarten Provo
    I'm trying to optimize APC for my Amazon EC2 Micro server running one Wordpress-site with W3TC. I've started with the settings advised by TechZilla in another topic but I keep getting high fragmentation with 50% of space being free. I've uploaded an image to http://www.maartenprovo.be/downloads/apc.jpg but I can't post it here since I need at least 10 reputation. What values can I optimize to prevent fragmentation? [apc] apc.enabled=1 apc.shm_segments=1 ;32M per WordPress install apc.shm_size=164M ;Leave at 2M or lower. WordPress does't have any file sizes close to 2M apc.max_file_size=2M ;Relative to the number of cached files apc.num_files_hint=1000 ;Relative to the size of WordPress apc.user_entries_hint=4096 ;The number of seconds a cache entry is allowed to idle in a slot before APC dumps the cache apc.ttl=7200 apc.user_ttl=7200 apc.gc_ttl=3600 ;Auto update chache files on change in WP-ADMIN or W3TC apc.stat=1 ;This MUST be 0, WP can have errors otherwise! apc.include_once_override=0 ;Only set to 1 while debugging apc.enable_cli=0 ;Allow 2 seconds after a file is created before it is cached to prevent users from seeing half-written/weird pages apc.file_update_protection=2 ;Ignore files apc.filters apc.slam_defense = 0 apc.write_lock = 1 apc.cache_by_default=1 apc.use_request_time=1 apc.mmap_file_mask=/var/tmp/apc.XXXXXX apc.stat_ctime=0 apc.canonicalize=1 apc.write_lock=1 apc.report_autofilter=0 apc.rfc1867=0 apc.rfc1867_prefix =upload_ apc.rfc1867_name=APC_UPLOAD_PROGRESS apc.rfc1867_freq=0 apc.rfc1867_ttl=3600 apc.lazy_classes=0 apc.lazy_functions=0

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  • Why does this rsnapshot exclude not work?

    - by bstpierre
    Rsnapshot passes excludes directly to rsync, but rsync's behavior appears inconsistent. I've simplified my rsnapshot backup test to the following directory tree (this tree will be backed up): gorilla:~# find /tmp/snaptest -exec file {} \; /tmp/snaptest: directory /tmp/snaptest/SKIPTHIS: directory /tmp/snaptest/SKIPTHIS/xyz: directory /tmp/snaptest/SKIPTHIS/xyz/testing: ASCII text /tmp/snaptest/SKIPTHIS/bar: ASCII text /tmp/snaptest/SKIPTHIS/foo: ASCII text /tmp/snaptest/SKIPTHIS.txt: ASCII text My config file: config_version 1.2 snapshot_root /tmp/backup-media no_create_root 1 cmd_cp /bin/cp cmd_rm /bin/rm cmd_rsync /usr/bin/rsync cmd_ssh /usr/bin/ssh cmd_logger /usr/bin/logger cmd_du /usr/bin/du interval hourly 6 interval daily 7 interval weekly 4 interval monthly 3 verbose 3 loglevel 3 logfile /media/maxtor-one-touch/rsnapshot.log lockfile /media/maxtor-one-touch/backups/.rsnapshot.pid rsync_short_args -a rsync_long_args --delete --numeric-ids --relative --delete-excluded exclude "SKIPTHIS/**" link_dest 1 backup /tmp/snaptest snaptest The result: gorilla:~# rsnapshot -c /tmp/snaptest.conf hourly echo 12638 > /media/maxtor-one-touch/backups/.rsnapshot.pid mkdir -m 0755 -p /tmp/backup-media/hourly.0/ /usr/bin/rsync -a --delete --numeric-ids --relative --delete-excluded \ --exclude="SKIPTHIS/**" /tmp/snaptest \ /tmp/backup-media/hourly.0/snaptest touch /tmp/backup-media/hourly.0/ rm -f /media/maxtor-one-touch/backups/.rsnapshot.pid gorilla:~# find /tmp/backup-media/ -exec file {} \; /tmp/backup-media/: directory /tmp/backup-media/hourly.0: directory /tmp/backup-media/hourly.0/snaptest: directory /tmp/backup-media/hourly.0/snaptest/tmp: sticky directory /tmp/backup-media/hourly.0/snaptest/tmp/snaptest: directory /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS: directory /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS/xyz: directory /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS/xyz/testing: ASCII text /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS/bar: ASCII text /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS/foo: ASCII text /tmp/backup-media/hourly.0/snaptest/tmp/snaptest/SKIPTHIS.txt: ASCII text My confusion stems from the fact that if I copy-paste the rsync command echoed by rsnapshot, the SKIPTHIS directory is excluded! (I've tested with various other SKIPTHIS patterns with the same results.) Any idea what's going on?

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  • Is there a way to change the string format for an existing CSR "Country Code" field from UTF8 to Printable String?

    - by Mike B
    CentOS 5.x The short version: Is there a way to change the encoding format for an existing CSR "Country Code" field from UTF8 to Printable String? The long version: I've got a CSR generated from a product using standard java security providers (jsse/jce). Some of the information in the CSR uses UTF8 Strings (which I understand is the preferred encoding requirement as of December 31, 2003 - RF 3280). The certificate authority I'm submitting the CSR to explicitly requires the Country Code to be specified as a PrintableString. My CSR has it listed as a UTF8 string. I went back to the latest RFC - http://www.ietf.org/rfc/rfc5280.txt. It seems to conflict specifically on countryName. Here's where it gets a little messy... The countryName is part of the relative DN. The relative DN is defined to be of type DirectoryString, which is defined as a choice of teletexString, printableString, universalString, utf8String, or bmpString. It also more specifically defines countryName as being either alpha (upper bound 2 bytes) or numeric (upper bound 3 bytes). Furthermore, in the appendix, it refers to the X520countryName, which is limited to be only a PrintableString of size 2. So, it is clear why it doesn't work. It appears that the certificate authority and Sun/Java do not agree on their interpretation of the requirements for the countryName. Is there anything I can do to modify the CSR to be compatible with the CA?

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