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  • How to read values from RESX file in ASP.NET using ResXResourceReader

    Here is the method which returns the value for a particular key in a given resource file. Below method assumes resourceFileName is the resource filename and key is the string for which the value has to be retrieved. public static string ReadValueFromResourceFile(String resourceFileName, String key)    {        String _value = String.Empty;        ResXResourceReader _resxReader = new ResXResourceReader(            String.Format("{0}{1}\\{2}",System.AppDomain.CurrentDomain.BaseDirectory.ToString(), StringConstants.ResourceFolderName , resourceFileName));        foreach (DictionaryEntry _item in _resxReader)        {            if (_item.Key.Equals(key))            {                _value = _item.Value.ToString();                break;            }        }        return _value;    } span.fullpost {display:none;}

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  • how many times can i buy swtor credits with Extra 100% Bonus in Father’s Day at swtor2credits?

    - by user46860
    When you buy swtor credits, the most important factor must be the price of swtor credits! how can you get the cheap swtor credits? Big surprise for you: For such a special festival - Father’s Day, swtor2credits made a super promotion for all of the swtor players, in the only three days promotion time, you can buy 1600 credits with only $5.04, buy 2000 credits with only $6.30, and 3000k Credits just only need $9.44. The detail time is June 16 to June 18, 2014, 02:00-03:00 a.m. GMT! swtor2credits have been selling at a big loss with so much cheap swtor credits, this is mean 50% off for your order! that is really a crazy super promotion! So may you can not use the 8% disount code and getting double swtor credits at the same time! Everyone has only one chance to get double swtor credits at swtor2credits during our promotion.As long as your order has used extra discount code or voucher, you lose the chance to get exclusive 100% bonus. don't miss the time to buy such cheap swtor credits, like swtor2credits facebook give you more surprise, From May 29, 2014 to June 12.2014.GMT, you can gain Free Cash Coupon, Up to $16 Giveaways for Swtor Credits if you like swtor2credits facebook! http://www.swtor2credits.com/

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  • Win32 strange exception

    - by Christian Frantz
    When creating 2500 objects, I get a strange windows exception. It says the operation copmleted successfully at my constructor line. The program doesn't run or anything. I'm assuming it has something to do with memory. Each object has 32 indices and 8 vertices, so that 640,000 bytes or whatever vertices and indices are stored as. Any idea on how to fix this? Creating 25 objects works fine\ System.ComponentModel.Win32Exception was unhandled Message=The operation completed successfully Source=System.Drawing ErrorCode=-2147467259 NativeErrorCode=0 StackTrace: at System.Drawing.Icon.Initialize(Int32 width, Int32 height) at System.Drawing.Icon..ctor(Type type, String resource) at Microsoft.Xna.Framework.WindowsGameWindow.GetDefaultIcon() at Microsoft.Xna.Framework.WindowsGameWindow..ctor() at Microsoft.Xna.Framework.WindowsGameHost..ctor(Game game) at Microsoft.Xna.Framework.Game.EnsureHost() at Microsoft.Xna.Framework.Game..ctor() at Cube_Chaser.Cube..ctor(GraphicsDevice graphicsDevice, Vector3 Position, Color Color) in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 31 at Cube_Chaser.Cube.CreateMap() in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 247 at Cube_Chaser.Game1.LoadContent() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 86 at Microsoft.Xna.Framework.Game.Initialize() at Cube_Chaser.Game1.Initialize() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 77 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at Cube_Chaser.Program.Main(String[] args) in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Program.cs:line 15 InnerException:

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  • OpenGL - Stack overflow if I do, Stack underflow if I don't!

    - by Wayne Werner
    Hi, I'm in a multimedia class in college, and we're "learning" OpenGL as part of the class. I'm trying to figure out how the OpenGL camera vs. modelview works, and so I found this example. I'm trying to port the example to Python using the OpenGL bindings - it starts up OpenGL much faster, so for testing purposes it's a lot nicer - but I keep running into a stack overflow error with the glPushMatrix in this code: def cube(): for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); According to this reference, that happens when the matrix stack is full. So I thought, "well, if it's full, let me just pop the matrix off the top of the stack, and there will be room". I modified the code to: def cube(): glPopMatrix() for x in xrange(10): glPushMatrix() glTranslated(-positionx[x + 1] * 10, 0, -positionz[x + 1] * 10); #translate the cube glutSolidCube(2); #draw the cube glPopMatrix(); And now I get a buffer underflow error - which apparently happens when the stack has only one matrix. So am I just waaay off base in my understanding? Or is there some way to increase the matrix stack size? Also, if anyone has some good (online) references (examples, etc.) for understanding how the camera/model matrices work together, I would sincerely appreciate them! Thanks!

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  • Can GMod/SFM models be converted to Unity GameObjects?

    - by Supuhstar
    Someone made a suite of GMod/SFM models available for free for people making games and videos in GMod and SFM. These are of type .dmx, .dx80.vtx, .dx90.vtx, .mdl, .phy, .sw.vtx, .vvd, .vmt, and .vtf. I fon't use GMod or SFM, so I don't know what these are, thus making it hard for me to manually convert them. Is there any way to change these into files Unity can recognize and use? I'd like to have an easy step from converting them, but I would also accept instructions on how to export them to generic mesh/skeleton/texture files, and then how to import and combine these in Unity.

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  • Reading from a staging 2D texture array in DirectX10

    - by Don Reba
    I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. Now, here is the problem: Subresource 0 contains 1024 bytes, pitch 64, as expected. Subresource 1 contains 512 bytes, pitch 64. Subresource 2 contains 256 bytes, pitch 64. I expect all three to be the same size. Debugging output is enabled, but not reporting any warnings or errors. Am I missing something, or might this be some sort of driver issue? Here is the code. The language is Nemerle, but C# and C++ would look almost the same. I have looked through the generated code, and am fairly confident the problem is not language-related. def cpuTexture = Texture2D ( device , Texture2DDescription() <- { Width = 16; Height = 16; MipLevels = 1; ArraySize = 3; Format = Format.R32_Float; Usage = ResourceUsage.Staging; CpuAccessFlags = CpuAccessFlags.Read; SampleDescription = SampleDescription(count = 1, quality = 0); } ); foreach (subresource in [0 .. 2]) { def data = cpuTexture.Map(subresource, MapMode.Read, MapFlags.None); Console.WriteLine($"subresource $subresource"); Console.WriteLine($"length = $(data.Data.Length)"); Console.WriteLine($"pitch = $(data.Pitch)"); cpuTexture.Unmap(subresource); }

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  • Java - Resize images upon class instantiation

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to: Resize series of sprites upon instantiation of the class they're located in (x2) I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); } Thanks! Note: not homework, just thought Mario would be a good, overused starting point in game dev.

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  • Bullet physics in python and pygame

    - by Pomg
    I am programming a 2D sidescroller in python and pygame and am having trouble making a bullet go farther than just farther than the player. The bullet travels straight to the ground after i fire it. How, in python code using pygame do I make the bullet go farther. If you need code, here is the method that handles the bullet firing: self.xv += math.sin(math.radians(self.angle)) * self.attrs['speed'] self.yv += math.cos(math.radians(self.angle)) * self.attrs['speed'] self.rect.left += self.xv self.rect.top += self.yv

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  • 2D animation example in pyglet (python) looping through 2 images/sprites every x seconds

    - by Bentley4
    Suppose you have two images: step1.png and step2.png . Can anyone show me a very simple example in pyglet how to loop through those 2 images say every 0.5 seconds? The character doesn't have to move, just a simple black screen with a fixed region wherein the two images continually change every 0.5 secs. I know how to make a character move, shoot projectiles etc. but I just can't figure out how to control the looping speed of the images.

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  • How to create a legally valid timestamp of unpublished game artwork

    - by mm24
    Before publishing promotional material of my first indie game I wanted to mark all my artwork with a legally valid timestamp. There are two ways I know to do this: 1 go to a sollecitor/lawyer and pay for them to certify the document 2 use an online webservice to mark any given file/folder readable to the service Anyone has already done this and if yes how (e.g. which website have you used? which type of solecitor have you contacted? etc..)? Kind Regards PS: I know that there is always the good old "send yourself a mail with a stamp and a date" but is not very strong as proof.

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  • Triangle Line-Segment Intersection - detecting near misses

    - by Will
    A ray is a very poor approximation of a player! I think approximating a player with a sphere traveling a straight line each game tick will solve my problems of the player intersecting edges of scenery because their line segment missed it yet their own model is not infinitely thin... I have a 3D triangle and a line segment. I have the normal triangle-line-segment intersection code which I admit I have only a woolly grasp of. To model movement and compute collisions of the player I have to determine if a line passes within sphere-radius of a triangle. But I can find no convenient line near-miss intersection code! Here's the classic triangle intersection ### commented ### code with my starting assumptions: function triangle_ray_intersection(a,b,c,ray_origin,ray_dir,ray_radius) { // http://softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm#intersect_RayTriangle%28%29 // get triangle edge vectors and plane normal var u = vec3_sub(b,a); var v = vec3_sub(c,a); var n = vec3_cross(u,v); if(n[0]==0 && n[1]==0 && n[2]==0) return null; // triangle is degenerate var w0 = vec3_sub(ray_origin,a); var j = vec3_dot(n,ray_dir); if(Math.abs(j) < 0.00000001) { //### if parallel, might still pass within ray_radius of it return null; // parallel, disjoint or on plane } var i = -vec3_dot(n,w0); // get intersect point of ray with triangle plane var k = i / j; if(k < 0.0) return null; // ray goes away from triangle //### as its a line segment, k > 1+ray_radius means no intersect var hit = vec3_add(ray_origin,vec3_scale(ray_dir,k)); // intersect point of ray and plane // is I inside T? //### here I'm a bit lost; this is presumably computing barycentric coordinates? var uu = vec3_dot(u,u); var uv = vec3_dot(u,v); var vv = vec3_dot(v,v); var w = vec3_sub(hit,a); var wu = vec3_dot(w,u); var wv = vec3_dot(w,v); var D = uv * uv - uu * vv; var s = (uv * wv - vv * wu) / D; //### therefore, compute if its within ray_radius scaled to the 0..1 of barycentric coordinates? if(s<0.0 || s>1.0) return null; // I is outside T var t = (uv * wu - uu * wv) / D; if(t<0.0 || (s+t)>1.0) return null; // I is outside T //### finally, if it passses a barycentric test it might still be too far //### to a point; must check that its distance from a corner is within ray_radius too if more than one barycentric coord is >1 //### so we have rounded corners... return [hit,n]; // I is in T } Given the distance between the point of plane intersection and each corner, I ought to be able to determine distance at world scale of how far beyond the edge - beyond 1.0 in barycentric coordinates for each axis - that point is... At this point my head explodes! Is this the right track? What's the actual code? UPDATE: you can earn 100 pts on SO if you answer this question there...! How can you determine if a line segment passes within some distance of a triangle?

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  • XNA 2D Collision with specific tiles

    - by zenzero
    I am new to game programming and to these sites for help. I am making a 2D game but I can't seem to get the collision between my character and certain tiles. I have a map filled with grass tiles and water tiles and I want to keep my character from walking on the water tiles. I have a Tiles class that I use so that the tiles are objects and also has the collision method in it, a TileEngine class used create the map and it also holds a list of Tiles, and the class James which is for my character. I also have a Camera class that centers the camera on my character if that has anything to do with the problem. The character's movement is intended to be restricted to 4 directions(up, down, left, right). As an extra note, the bottom right water tile does have collision, but the collision does not occur for any of the other water tiles. Here is my TileEngine class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class TileEngine : Microsoft.Xna.Framework.Game { //makes a list of Tiles objects public List<Tiles> tilesList = new List<Tiles>(); public TileEngine() {} public static int tileWidth = 64; public static int tileHeight = 64; public int[,] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, }; public void drawMap(SpriteBatch spriteBatch) { for (int y = 0; y < map.GetLength(0); y++) { for (int x = 0; x < map.GetLength(1); x++) { //make a Rectangle tilesList[map[y, x]].rectangle = new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight); //draw the Tiles objects spriteBatch.Draw(tilesList[map[y, x]].texture, tilesList[map[y, x]].rectangle, Color.White); } } } } } Here is my Tiles class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class Tiles { public Texture2D texture; public Rectangle rectangle; public Tiles(Texture2D texture) { this.texture = texture; } //check to see if james collides with the tile from the right side public void rightCollision(James james) { if (james.GetBounds().Intersects(rectangle)) { james.position.X = rectangle.Left - james.front.Width; } } } } I have a method for rightCollision because I could only figure out how to get the collisions from specifying directions. and here is the James class for my character using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class James { public Texture2D front; public Texture2D back; public Texture2D left; public Texture2D right; public Vector2 center; public Vector2 position; public James(Texture2D front) { position = new Vector2(0, 0); this.front = front; center = new Vector2(front.Width / 2, front.Height / 2); } public James(Texture2D front, Vector2 newPosition) { this.front = front; position = newPosition; center = new Vector2(front.Width / 2, front.Height / 2); } public void move(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); float SCALE = 20.0f; float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f; if (keyboard.IsKeyDown(Keys.Up)) { position.Y -=speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Down)) { position.Y += speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Left)) { position.X -= speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Right)) { position.X += speed * SCALE; } } public void draw(SpriteBatch spriteBatch) { spriteBatch.Draw(front, position, null, Color.White, 0, center, 1.0f, SpriteEffects.None, 0.0f); } //get the boundingbox for James public Rectangle GetBounds() { return new Rectangle( (int)position.X, (int)position.Y, front.Width, front.Height); } } }

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  • LibGDX Boid Seek Behaviour

    - by childonline
    I'm trying to make a swarm of boids which seek out the mouse position and move towards it, but I'm having a bit of a problem. The boids just seem to want to go to upper-right corner of the game window. The mouse position seems influence the behavior a bit, but not enough to make the boid turn towards it. I suspect there is a problem with the way LibGDX handles its coordinate system, but I'm not sure how to fix it I've uploaded the eclipse project here! Also here are the relevant bits of my code, in case you see something obviously wrong: public Agent(){ _texture = GdxGame.TEX_AGENT; TextureRegion region = new TextureRegion(_texture, 0, 0, 32, 32); TextureRegion region2 = new TextureRegion(GdxGame.TEX_TARGET, 0, 0, 32, 32); _sprite = new Sprite(region); _sprite.setSize(.05f, .05f); _sprite_target = new Sprite(region2); _sprite_target.setSize(.1f, .1f); _max_velocity = 0.05f; _max_speed = 0.005f; _velocity = new Vector2(0, 0); _desired_velocity = new Vector2(0, 0); _steering = new Vector2(0, 0); _position = new Vector2(-_sprite.getWidth()/2, -_sprite.getHeight()/2); _mass = 10f; } public void Update(float deltaTime){ _target = new Vector2(Gdx.input.getX(), Gdx.input.getY()); _desired_velocity = ((_target.sub(_position)).nor()).scl(_max_velocity,_max_velocity); _steering = ((_desired_velocity.sub(_velocity)).limit(_max_speed)).div(_mass); _velocity = (_velocity.add(_steering)).limit(_max_speed); _position = _position.add(_velocity); _sprite.setPosition(_position.x, _position.y); _sprite_target.setPosition(Gdx.input.getX(), Gdx.input.getY()); } I've used this tutorial here. Thanks!

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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • Cocos3d lighting problem

    - by Parasithe
    I'm currently working on a cocos3d project, but I'm having some trouble with lighting and I have no idea how to solve it. I've tried everything and the lighting is always as bad in the game. The first picture is from 3ds max (the software we used for 3d) and the second is from my iphone app. http://prntscr.com/ly378 http://prntscr.com/ly2io As you can see, the lighting is really bad in the app. I manually add my spots and the ambiant light. Here is all my lighting code : _spot = [CC3Light lightWithName: @"Spot" withLightIndex: 0]; // Set the ambient scene lighting. ccColor4F ambientColor = { 0.9, 0.9, 0.9, 1 }; self.ambientLight = ambientColor; //Positioning _spot.target = [self getNodeNamed:kCharacterName]; _spot.location = cc3v( 400, 400, -600 ); // Adjust the relative ambient and diffuse lighting of the main light to // improve realisim, particularly on shadow effects. _spot.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot.specularColor = CCC4FMake(0, 0, 0, 1); [_spot setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; // Another mechansim for adjusting shadow intensities is shadowIntensityFactor. // For better effect, set here to a value less than one to lighten the shadows // cast by the main light. _spot.shadowIntensityFactor = 0.75; [self addChild:_spot]; _spot2 = [CC3Light lightWithName: @"Spot2" withLightIndex: 1]; //Positioning _spot2.target = [self getNodeNamed:kCharacterName]; _spot2.location = cc3v( -550, 400, -800 ); _spot2.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot2.specularColor = CCC4FMake(0, 0, 0, 1); [_spot2 setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; _spot2.shadowIntensityFactor = 0.75; [self addChild:_spot2]; I'd really appreciate if anyone would have some tip on how to fix the lighting. Maybe my spots are bad? maybe it's the material? I really have no idea. Any help would be welcomed. I already ask some help on cocos2d forums. I had some answers but I need more help.

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  • Dynamically creating astar node map by triangular polygonal map

    - by jett
    My game's map format uses a bunch of triangles to make up the platforms and terrain in 2d. Right now I can set up a 2d array of nodes for the astar algorithm that basically is a bunch of rectangles across the maps x and y that can be set to "wall" if the a* algorithm should try to go around it. However I want a function in the map loader to create the node overlay if the nodes are not specified. I was thinking if more than n percent of the a* rectangle overlaid on map was filled by polygons I could mark that entry in the array as "wall". However I'm stuck on how to do this(or even start) where/when the triangles can be overlapping and also of variable size.

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  • RTS Movement + Navigation + Destination

    - by Oliver Jones
    I'm looking into building my own simple RTS game, and I'm trying to get my head around the movement of single, and multi selected units. (Developing in Unity) After much research, I now know that its a bigger task than I thought. So I need to break it down. I already have an A* navigation system with static obstacles taken into account. I don't want to worry about dynamic local avoidance right now. So I guess my first break down question would be: How would I go about moving mutli units to the same location. Right now - my units move to the location, but because they're all told to go to the same location, they start to 'fight' over one another to get there. I think theres two paths to go down: 1) Give each individual unit a separate destination point that is close to the 'master' destination point - and get the units to move to that. 2) Group my selected units in a flock formation, and move that entire flock group towards the destination point. Question about each path: 1a) How can I go about finding a suitable destination point that is close to the master destination? What happens if there isn't a suitable destination point? 1b) Would this be more CPU heavy? As it has to compute a path for each unit? (40 unit count). 2a) Is this a good idea? Not giving the units themselves a destination, but instead the flock (which holds the units within). The units within the flock could then maintain a formation (local avoidance) - though, again local avoidance is not an issue at this current time. 2b) Not sure what results I would get if I have a flock of 5 units, or a flock of 40 units, as the radius would be greater - which might mess up my A* navigation system. In other words: A flock of 2 units will be able to move down an alleyway, but a flock of 40 wont. But my nav system won't take that into account. I would appreciate any feedback. Kind regards, Ollie Jones

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  • Loading Obj Files in Soya3d engine

    - by John Riselvato
    I recently just found soya3d and from what i have seen through the tutorials i will be able to make exactly what i wanted with python skills. Now i have built this map generator. The only issue is that i can not manage to understand from any documents how to load obj files. At first i figured that i had to convert it to a .data file, but i dont understand how to do this. I just want to load a simple model of a house. I tried using the soya_editor, but i can not figure out at all how to do anything with that. Heres my script so far: import sys, os, os.path, soya, soya.sdlconst width, height = 760, 375 soya.init("Generator 0.1", width, height) soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data")) scene = soya.World() model = soya.model.get("house") light = soya.Light(scene) light.set_xyz(0.5, 0.0, 2.0) camera = soya.Camera(scene) camera.z = 2.0 soya.set_root_widget(camera) soya.MainLoop(scene).main_loop() house is in .obj form at folder data/models The error i get is: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit... So i am figuring that because i dont understand how to turn my files into .data files, i will need to learn that. So my question is, how do i use my own models?

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  • Event Logging in LINQ C# .NET

    The first thing you'll want to do before using this code is to create a table in your database called TableHistory: CREATE TABLE [dbo].[TableHistory] (     [TableHistoryID] [int] IDENTITY NOT NULL ,     [TableName] [varchar] (50) NOT NULL ,     [Key1] [varchar] (50) NOT NULL ,     [Key2] [varchar] (50) NULL ,     [Key3] [varchar] (50) NULL ,     [Key4] [varchar] (50) NULL ,     [Key5] [varchar] (50) NULL ,     [Key6] [varchar] (50)NULL ,     [ActionType] [varchar] (50) NULL ,     [Property] [varchar] (50) NULL ,     [OldValue] [varchar] (8000) NULL ,     [NewValue] [varchar] (8000) NULL ,     [ActionUserName] [varchar] (50) NOT NULL ,     [ActionDateTime] [datetime] NOT NULL ) Once you have created the table, you'll need to add it to your custom LINQ class (which I will refer to as DboDataContext), thus creating the TableHistory class. Then, you'll need to add the History.cs file to your project. You'll also want to add the following code to your project to get the system date: public partial class DboDataContext{ [Function(Name = "GetDate", IsComposable = true)] public DateTime GetSystemDate() { MethodInfo mi = MethodBase.GetCurrentMethod() as MethodInfo; return (DateTime)this.ExecuteMethodCall(this, mi, new object[] { }).ReturnValue; }}private static Dictionary<type,> _cachedIL = new Dictionary<type,>();public static T CloneObjectWithIL<t>(T myObject){ Delegate myExec = null; if (!_cachedIL.TryGetValue(typeof(T), out myExec)) { // Create ILGenerator DynamicMethod dymMethod = new DynamicMethod("DoClone", typeof(T), new Type[] { typeof(T) }, true); ConstructorInfo cInfo = myObject.GetType().GetConstructor(new Type[] { }); ILGenerator generator = dymMethod.GetILGenerator(); LocalBuilder lbf = generator.DeclareLocal(typeof(T)); //lbf.SetLocalSymInfo("_temp"); generator.Emit(OpCodes.Newobj, cInfo); generator.Emit(OpCodes.Stloc_0); foreach (FieldInfo field in myObject.GetType().GetFields( System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic)) { // Load the new object on the eval stack... (currently 1 item on eval stack) generator.Emit(OpCodes.Ldloc_0); // Load initial object (parameter) (currently 2 items on eval stack) generator.Emit(OpCodes.Ldarg_0); // Replace value by field value (still currently 2 items on eval stack) generator.Emit(OpCodes.Ldfld, field); // Store the value of the top on the eval stack into // the object underneath that value on the value stack. // (0 items on eval stack) generator.Emit(OpCodes.Stfld, field); } // Load new constructed obj on eval stack -> 1 item on stack generator.Emit(OpCodes.Ldloc_0); // Return constructed object. --> 0 items on stack generator.Emit(OpCodes.Ret); myExec = dymMethod.CreateDelegate(typeof(Func<t,>)); _cachedIL.Add(typeof(T), myExec); } return ((Func<t,>)myExec)(myObject);}I got both of the above methods off of the net somewhere (maybe even from CodeProject), but it's been long enough that I can't recall where I got them.Explanation of the History ClassThe History class records changes by creating a TableHistory record, inserting the values for the primary key for the table being modified into the Key1, Key2, ..., Key6 columns (if you have more than 6 values that make up a primary key on any table, you'll want to modify this), setting the type of change being made in the ActionType column (INSERT, UPDATE, or DELETE), old value and new value if it happens to be an update action, and the date and Windows identity of the user who made the change.Let's examine what happens when a call is made to the RecordLinqInsert method:public static void RecordLinqInsert(DboDataContext dbo, IIdentity user, object obj){ TableHistory hist = NewHistoryRecord(obj); hist.ActionType = "INSERT"; hist.ActionUserName = user.Name; hist.ActionDateTime = dbo.GetSystemDate(); dbo.TableHistories.InsertOnSubmit(hist);}private static TableHistory NewHistoryRecord(object obj){ TableHistory hist = new TableHistory(); Type type = obj.GetType(); PropertyInfo[] keys; if (historyRecordExceptions.ContainsKey(type)) { keys = historyRecordExceptions[type].ToArray(); } else { keys = type.GetProperties().Where(o => AttrIsPrimaryKey(o)).ToArray(); } if (keys.Length > KeyMax) throw new HistoryException("object has more than " + KeyMax.ToString() + " keys."); for (int i = 1; i <= keys.Length; i++) { typeof(TableHistory) .GetProperty("Key" + i.ToString()) .SetValue(hist, keys[i - 1].GetValue(obj, null).ToString(), null); } hist.TableName = type.Name; return hist;}protected static bool AttrIsPrimaryKey(PropertyInfo pi){ var attrs = from attr in pi.GetCustomAttributes(typeof(ColumnAttribute), true) where ((ColumnAttribute)attr).IsPrimaryKey select attr; if (attrs != null && attrs.Count() > 0) return true; else return false;}RecordLinqInsert takes as input a data context which it will use to write to the database, the user, and the LINQ object to be recorded (a single object, for instance, a Customer or Order object if you're using AdventureWorks). It then calls the NewHistoryRecord method, which uses LINQ to Objects in conjunction with the AttrIsPrimaryKey method to pull all the primary key properties, set the Key1-KeyN properties of the TableHistory object, and return the new TableHistory object. The code would be called in an application, like so: Continue span.fullpost {display:none;}

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • Speed, delta time and movement

    - by munchor
    player.vx = scroll_speed * dt /* Update positions */ player.x += player.vx player.y += player.vy I have a delta time in miliseconds, and I was wondering how I can use it properly. I tried the above, but that makes the player go fast when the computer is fast, and the player go slow when the computer is slow. The same thing happens with jumping. The player can jump really high when the computer is faster. This is sort of unfair, I think, because. Should I be doing this someway else? Thanks.

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  • Blender Object Appearing Gray when all Lights are Off

    - by celestialorb
    I have an issue with Blender where, when I turn my only light off (a sun lamp) and render the image my object appears gray rather than black (and thus, not appear to the camera). I can't figure out why this is happening. Here's what I just did in my scene: Added a new UV Sphere mesh (to make a total of two spheres), made it visible to the camera, turned off the sun lamp (by setting energy to 0), and rendered. The result I obtained is below. I discovered this when attempting to render the first sphere with a material/texture on it and it was too bright. The material on the spheres (which are different) are very basic, there's no emit, diffuse and specular are at default values. Could there be an issue with the way my camera is setup? Thanks in advance!

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  • Testing for Auto Save and Load Game

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game every time the newbies open the first app then continues it on the other day? I'm trying to make a simple app with a simple moving block sprite, starting at the center coordinate. Once I moved the sprite to the top by touch n' drag, I touch the back key to close the app. I expected that once I re-open the app and the block sprite is still at the top. But instead, it goes back to the center instead. Where can I find more ways to use the preferences or manipulating by telling the dispose method to dispose only specific wastes but not the important records (fastest time, last time where the sprite is located via coordinates, etc.). Is there really an easy way or it has no shortcuts but most effective way? I need help to expand more ideas. Thank you. Here are the following links that I'm trying to figure it out how to use them: http://www.youtube.com/watch?v=gER5GGQYzGc http://www.badlogicgames.com/wordpress/?p=1585 http://www.youtube.com/watch?v=t0PtLexfBCA&feature=relmfu Take note that these links above are codes. But I'm not looking answers for code but to look how to start or figure it out how to use them. Tell me if I'm wrong.

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  • Developing for iOS on Linux

    - by Jay
    I am looking for an engine or library to develop a game for iOS on Linux. High level, low level, GUI, no GUI, does not matter too much. I am really looking for anything. I'm not actually talking about deploying to iOS from Linux or anything like. I just want to do the bulk of the work on Linux, with minimal changes required to run it on iOS. Edit: YES, I do have access to a Mac, but it is limited. So I want to be able to work on the project on my regular Ubuntu box. Also, I am in the paid developer program, so I can deploy to iOS devices from the Mac.

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  • shader coding: calculate screen coordinates of fragment

    - by Jay
    Good morning, I'm new to shader coding and trying to implement some visual effects code in shaders using billboards. (Yes, I couldn't have picked anything harder to start with, but I'm lucky that way) Setup: I have rendered the full screen z depth to an array of floats in a previous pass. In the fragment shader I need the scene depth where the rendered fragment is displayed (to see if it's occluded). I can use tex2d() to get the depth value if I have the screen coordinates of the point being rendered in the fragment shader. Question: In the fragment shader how do you calculate the screen coordinates of the pixel (in the range 0-1.0)? Is the position passed to the fragment shader a pixel offset? If so, I guess it would be: float2( position.x / screen-width, position.y / screen-height ) Thanks for any help/

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