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  • 3d Model Scaling With Camera

    - by spasarto
    I have a very simple 3D maze program that uses a first person camera to navigate the maze. I'm trying to scale the blocks that make up the maze walls and floor so the corridors seem more roomy to the camera. Every time I scale the model, the camera seems to scale with it, and the corridors always stay the same width. I've tried apply the scale to the model in the content pipe (setting the scale property of the model in the properties window in VS). I've also tried to apply the scale using Matrix.CreateScale(float) using the Scale-Rotate-Transform order with the same result. If I leave the camera speed the same, the camera moves slower, so I know it's traversing a larger distance, but the world doesn't look larger; the camera just seems slower. I'm not sure what part of the code to include since I don't know if it is an issue with my model, camera, or something else. Any hints at what I'm doing wrong? Camera: Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, _device.Viewport.AspectRatio, 1.0f, 1000.0f ); Matrix camRotMatrix = Matrix.CreateRotationX( _cameraPitch ) * Matrix.CreateRotationY( _cameraYaw ); Vector3 transCamRef = Vector3.Transform( _cameraForward, camRotMatrix ); _cameraTarget = transCamRef + CameraPosition; Vector3 camRotUpVector = Vector3.Transform( _cameraUpVector, camRotMatrix ); View = Matrix.CreateLookAt( CameraPosition, _cameraTarget, camRotUpVector ); Model: World = Matrix.CreateTranslation( Position );

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  • Client Side Prediction for a Look Vector

    - by Mike Sawayda
    So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the server. Right now I am only worried about the look vectors though. I am receiving the correct look vector from the server about 20 times per second and I am checking that against the look vector that I have client side. I want to interpolate the clients look vector towards the correct one that is server side over a period of time. Therefore no matter how far you are away from the servers look vector you will interpolate to it over the same amount of time. Ex. if you were 10 degrees off it would take the same amount of time as if you were 2 degrees off to be correctly lined up with the server copy. My code looks something like this but the problem is that the amount that you are changing the clients copy gets infinitesimally small so you will actually never reach the servers copy. This is because I am always calculating the difference and only moving by a percentage of that every frame. Does anyone have any suggestions on how to interpolate towards the servers copy correctly? if(rotationDiffY > ClientSideAttributes::minRotation) { if(serverRotY > clientRotY) { playerObjects[i]->collisionObject->rotation.y += (rotationDiffY * deltaTime); } else { playerObjects[i]->collisionObject->rotation.y -= (rotationDiffY deltaTime); } }

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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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  • Object reference case study

    - by Skogen
    When person 1 become partner with person 3, person 2 should no longer have person 1 as partner. How should I solve this? public class Person { private String name; private Person partner; public Person(String name){ this.name = name; } public void setPartner(Person partner){ this.partner = partner; partner.partner = this; } public static void main(String[] args) { Person one = new Person("1"); Person two = new Person("2"); Person three = new Person("3"); Person four = new Person("4"); one.setPartner(two); three.setPartner(four); one.setPartner(three); //Person two is still partner with person 1 }

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  • Anonymous exposes sensitive bank emails

    - by martin.abrahams
    As expected for quite a while, emails purporting to reveal alleged naughtiness at a major bank have been released today. A bank spokesman says "We are confident that his extravagant assertions are untrue". The BBC report concludes…  “Firms are increasingly concerned about the prospect of disgruntled staff taking caches of sensitive e-mails with them when they leave, said Rami Habal, of security firm Proofpoint. "You can't do anything about people copying the content," he said. But firms can put measures in place, such as revoking encryption keys, which means stolen e-mails become unreadable, he added.” Actually, there is something you can do to guard against copying. While traditional encryption lets authorised recipients make unprotected copies long before you revoke the keys, Oracle IRM provides encryption AND guards against unprotected copies being made. Recipients can be authorised to save protected copies, and cut-and-paste within the scope of a protected workflow or email thread – but can be prevented from saving unprotected copies or pasting to unprotected files and emails.  The IRM audit trail would also help track down attempts to open the protected emails and documents by unauthorised individuals within or beyond your perimeter.

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  • Anonymous FTP upload on CentOS 5.2

    - by Craig
    I need to allow users to upload files to an FTP server anonymously. They should not be able to see any other files, or download files. It is a CentOS 5.2 server. I have a separate partition for the the upload area (mounted at /ftp). I have tried to set up vsftpd, followed all the instructions/advice I could find. But, when a user logs in and tries to transfer a file it throws a "553 could not create file." error. If I do a 'pwd' it shows the directory as "/" rather than the anon_root of "/ftp/anonymous". Any attempt to change the remote directory ends with "550 Failed to change directory.". I have a subdirectory "/ftp/anonymous/incoming" that is writable for the uploads SELinux is in permissive mode. I am running version 2.0.5 release 16.el5 of vsftpd. Here is the vsftpd.conf file: anonymous_enable=YES local_enable=YES write_enable=YES local_umask=002 anon_umask=007 file_open_mode=0666 anon_upload_enable=YES anon_mkdir_write_enable=NO dirmessage_enable=YES xferlog_enable=YES connect_from_port_20=YES chown_uploads=YES chown_username=inftpadm xferlog_std_format=YES nopriv_user=nobody listen=YES pam_service_name=vsftpd userlist_enable=YES tcp_wrappers=YES ftp_username=inftpadm anon_root=/ftp/anonymous anon_other_write_enable=NO anon_mkdir_write_enable=NO anon_world_readable_only=NO dirlist_enable=YES Can anyone help?

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  • Java: where should I put anonymous listener logic code?

    - by tulskiy
    Hi, we had a debate at work about what is the best practice for using listeners in java: whether listener logic should stay in the anonymous class, or it should be in a separate method, for example: button.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { // code here } }); or button.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { buttonPressed(); } }); private void buttonPressed() { // code here } which is the recommended way in terms of readability and maintainability? I prefer to keep the code inside the listener and only if gets too large, make it an inner class. Here I assume that the code is not duplicated anywhere else. Thank you.

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  • .NET how to output csv from enumeration of anonymous type?

    - by Ronnie Overby
    Using FileHelpers, I decorated a class with [DelimitedRecord(",")] and was going to output an enumeration of objects of that type as CSV. But, it didn't work because my class inherits from ActiveRecordLinqBase<T>, which caused some problems. So, I was wondering if I could just select an enumeration of anonymous types and somehow have filehelpers generate csv from that. I don't like having to define a class just for FileHelpers to output csv. I would be open to using another csv library, but FileHelpers is proven. EDIT @Foovanadil: This would be the sort of thing I am trying to do: CreateCSV(MyCollection.Select(x=>new{ x.Prop1, x.Prop2, x.Prop3 })); Gives you: Prop1,Prop2,Prop3 val1a,val2a,val3a, val1b,val2b,val3b, etc.....

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  • Why won't my anonymous function fire on grid.prerender?

    - by adam0101
    In my gridview I have fields for inserting a new record in the footer. In my objectdatasource selecting event if no records came back I bind a single mock row to force the footer to show so they can still add records. Since the row does not contain real data I hide the row. ... If result.ItemCount = 0 Then result = mockRow AddHandler mygridview.PreRender, AddressOf HideRow End If End Sub Private Sub HideRow(ByVal sender as Object, ByVal e as EventArgs) mygridview.Rows(0).Visible = False End Sub This works fine. However, I'd like to condense it like this: ... If result.ItemCount = 0 Then result = mockRow AddHandler mygridview.PreRender, Function() mygridview.Rows(0).Visible = False End If End Sub This compiles fine, but the row doesn't get hidden. Can anyone tell me why my anonymous function isn't getting hit?

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  • Can we have an anonymous struct as template argument?

    - by nonoitall
    The title is pretty self-explanatory, but here's a simplified example: #include <cstdio> template <typename T> struct MyTemplate { T member; void printMemberSize() { printf("%i\n", sizeof(T)); } }; int main() { MyTemplate<struct { int a; int b; }> t; // <-- compiler doesn't like this t.printMemberSize(); return 0; } The compiler complains when I try to use an anonymous struct as a template argument. What's the best way to achieve something like this without having to have a separate, named struct definition?

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  • Want to add a new property to a class, can I use anonymous functions for this?

    - by Blankman
    I have 2 Lists: List<User> List<UserStats> So I want to add a property Count to User (it doesn't have one now, and I can't change the implementation at this point). For a web service call, that returns json, I want to modify the User object. Basically I add the Users to a collection. So I want to add a modified user class (via anonymous functions?) to the collection before I serialize it to json. So something like: loop users { user.Count = userstats[user.ID].Count; list.Add(user); } is this possible? how?

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  • dumping the source code for an anonymous function

    - by intuited
    I'm working with a lot of anonymous functions, ie functions declared as part of a dictionary, aka "methods". It's getting pretty painful to debug, because I can't tell what function the errors are happening in. Vim's backtraces look like this: Error detected while processing function NamedFunction..2111..2105: line 1: E730: using List as a String This trace shows that the error occurred in the third level down the stack, on the first line of anonymous function #2105. IE NamedFunction called anonymous function #2111, which called anonymous function #2105. NamedFunction is one declared through the normal function NamedFunction() ... endfunction syntax; the others were declared using code like function dict.func() ... endfunction. So obviously I'd like to find out which function has number 2105. Assuming that it's still in scope, it's possible to find out what Dictionary entry references it by dumping all of the dictionary variables that might contain that reference. This is sort of awkward and it's difficult to be systematic about it, though I guess I could code up a function to search through all of the loaded dictionaries for a reference to that function, watching out for circular references. Although to be really thorough, it would have to search not only script-local and global dictionaries, but buffer-local dictionaries as well; is there a way to access another buffer's local variables? Anyway I'm wondering if it's possible to dump the source code for the anonymous function instead. This would be a lot easier and probably more reliable.

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  • group object with equal collections

    - by Jeroen
    Hi, Suppose 2 classes, Person and Pet. Each person has a collection of 1 or more pets. How do i group the Person in to a collection where they share the same pets. Example: Person 1: Cat, Dog, Spider Person 2: Cat, Spider, Snake Person 3: Dog Person 4: Spider, Cat, Dog Person 5: Dog What i want as a result is this: Group 1: Person 1, Person 4 Group 2: Person 3, Person 5 Group 3: Person 2 How do i achieve this using LINQ?

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  • disallow anonymous bind in openldap

    - by shashank prasad
    Folks, I have followed the instructions here http://tuxnetworks.blogspot.com/2010/06/howto-ldap-server-on-1004-lucid-lynx.html to setup my OpenLdap and its working just fine, except an anonymous user can bind to my server and see the whole user/group structure. LDAP is running over SSL. I have read online that i can add disallow bind_anon and require authc in the slapd.conf file and it will be disabled but there is no slapd.conf file to begin with and since this doesn't use slapd.conf for its configuration as i understand OpenLdap has moved to a cn=config setup so it wont read that file even if i create one. i have looked online without any luck. I believe i need to change something in here olcAccess: to attrs=userPassword by dn="cn=admin,dc=tuxnetworks,dc=com" write by anonymous auth by self write by * none olcAccess: to attrs=shadowLastChange by self write by * read olcAccess: to dn.base="" by * read olcAccess: to * by dn="cn=admin,dc=tuxnetworks,dc=com" write by * read but i am not sure what. Any help is appreciated. Thank you! -shashank

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  • Anonymous user with proftpd on fedora

    - by stukerr
    Hi there, I am trying to setup an anonymous user account on our server to enable people to downlaod technical manuals for our products etc. and I would like this to be as secure as possible! I was just wondering if anyone knew a series of steps that will allow me to create an anonymous ftp account linked to a directory on the server that enables download only ? Also how could i make a corresponding ftp account with write priviledges to this account to allow people within our company to upload new files ? Sorry i'm a bit new to all this! Many Thanks, Stuart

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  • tracking bandwidth usage per person

    - by deepak
    We have an office of 15 people and all of us share one connection One person can hog the connection to consume all the bandwidth. which of these router firmwares would allow me to restrict access to certain mac address track bandwidth usage per mac-address or some personal identity I do not want to track the actual websites visited, only the total bandwidth usage Also want to use a router, not a dedicated computer

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  • Development costs of an indie multiplayer arcade shooter

    - by VorteX
    Me and a friend of mine have been wanting to remake one of our favorite games of all time (007: Nightfire) for a long time now. However, remaking a game likes this is really complicated because of the rights to the Bond-franchise. That site was created months ago, and by doing so we have found some great people (modelers, level designers, etc.) that want to help, but our plans have changed a little bit. Our current plan is to create a multiplayer-only remake of the original game, removing all the Bond-references so that the rights shouldn't be a problem anymore. We still want to create the game using the UDK and SteamWorks for both PC and Mac. Currently there's 3 things I need to find out: The costs of creating an arcade shooter like this. We want to use crowdfunding to fund the project. The best way to manage a project like this over the internet. Our current team consists of people all over the world, and we need a central place to discuss, collaborate and store our files. The best place to find suitable people for this project. We already have some modelers and level designers but we also need animators, artists, programmers, etc. I believe creating an arcade game like this with a small team is feasible. The game in a nutshell: ±10 maps, ±20 weapons, ±12 game modes, weapon/armor pickups, grapple hook gadget, no ADS, uses SteamWorks, online matchmaking, custom games, AI bots, appearance selection, level progression using XP (no unlocks), achievements. Does anyone know where to start? Any help is appreciated.

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  • What to send to server in real time FPS game?

    - by syloc
    What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client sends its position in a fixed interval. With the sending the inputs approach: What should I do if the player is holding down the direction keys? It means I need to send a package to the server in every frame. Isn't it too much? And there is also the rotation of the player from the mouse input. Here is an example: http://www.gabrielgambetta.com/fpm_live.html What about sending the position in fixed interval approach. It sends too few messages to the server. But it also reduces responsiveness. So which way is better?

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  • Displaying performance data per engine subsystem

    - by liortal
    Our game (Android based) traces how long it takes to do the world logic updates, and how long it takes to a render a frame to the device screen. These traces are collected every frame, and displayed at a constant interval (currently every 1 second). I've seen games where on-screen data of various engine subsystems is displayed, with the time they consume (either in text) or as horizontal colored bars. I am wondering how to implement such a feature?

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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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  • HTML5-Canvas: worth using ImpactJS or other framework?

    - by John
    I've been making an HTML5 game without any type of external framework. I haven't found a reason to use one so far. However, there is one thing I'm wondering about. On my Galaxy Nexus, I get about ~40fps. While that would usually be a decent framerate, my game is a rather fast paced game with a gamepad. Because of this, it feels very unsatisfying to play when not capped at 60fps. Are there frameworks out there that can improve performance without toning down on graphics? Or is there something I could do myself without necessarily having to use a framework? I've looked over the basic things such as sticking to integer coordinates, but I didn't see an increase in performance whatsoever? I did some testing with jsperf and results were virtually identical. Does this depend more on the browser?

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  • Is it possible to make/translate a 3d engine to ruby on rails?

    - by user20529
    I am looking to make a 3D FPS that runs inside web browsers. I looked into using WebGL, but it didn't seem far enough along into development. I decided on using RoR because Ruby was a language I knew. I realize this may seem like a ridiculous question, but is there any way I can port/rewrite/whatever a game engine(Say for instance IrrLicht) to run inside Rails? Or for that matter, any other language on the web.

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