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  • Social Engineering approach to collecting from deadbeat ebay winners

    - by Malcolm Anderson
    You just sold something on e-bay and now the winner won't pay up.  What do you do?  I'm not sure what the legality of this kind of Social Engineering hack is, but I believe you've got to give it points for elegance.   Here's the link to the lifehacker.com post (I can't find the original Reddit post.) Reddit user "BadgerMatt" (we'll call him Matt for short) recently posted a story about how he tried to sell tickets to a sporting event on eBay, but when the auction was won the winning bidder backed out of the deal. In some cases this is mainly an inconvenience and you can re-list the item, but Matt was selling tickets to a sporting event and no longer had the time to do that. With the losing bidders uninterested in the tickets, he was going to end up stuck with tickets he couldn't use and a deadbeat bidder who was unwilling to honor their contract. Rather than give up, Matt decided to trick her into paying: I created a new eBay account, "Payback" we'll call it, and sent her a message: "Hi there, I noticed you won an auction for 4 [sporting event] tickets. I meant to bid on these but couldn't get to a computer. I wanted to take my son and dad and would be willing to give you $1,000 for the tickets. I imagine that you've already made plans to attend, but I figured it was worth a shot." The woman agreed, but for $1,100. She paid for the auction, received the tickets, and then Matt (of course) never re-purchased them. Needless to say, the woman was angry. Perhaps it was the wrong thing for the right reasons, but I'm mostly jealous I never thought of it back when I still sold things on eBay.

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  • .htaccess redirect question

    - by russp
    I have a slight problem with .htaccess redirect. I have a dynamic site with 2 levels of variables - content="type -(alpha)" and ID="number" but this is very not seo friendly what I really would like to create is a rewrite rule that generates a "friendly" url for serach engines & users alike. Very much like WordPress does. Each ID is already unique (obviously) and on creation is creating a unique "permalink" field so for example ID=1 has a "permalink field" as "2009/10/27/page title" and ID=100 would be "2010/10/27 page title". I would like folder/wall.php?content=type&ID=number to redirect to folder/permalink.php/html/htm (don't mind a non dynamic extension) Any clues? - this is not right (I know) but it also "breaks" my css file RewriteEngine On RewriteRule wall/content/(.*)/ID/(.*)/ wall.php?content=$1&ID=$2 RewriteRule wall/content/(.*)/ID/(.*) wall.php?content=$1&ID=$2

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  • how to do collision detection for hollow(?) movieclips in flash AS3?

    - by Pieter888
    Hey everyone, I'm making small interactive games in flash to learn AS3, now I ran into a problem that I need some help with. I need to check the collision between the player and the wall which is normally simple using the hitTestObject function. But now I made a wall object totally surrounding the player with corridors and turn, a collision playground so to speak. Now when I use the hitTestObject function to check whether the player is in collision with the wall it tells me it always collides supposedly because the player object is within the bounds of the wall object. So assuming that I'm correct about the error: How can I prevent getting a collision when I'm inside the bounds of the wall object but not touching the actual walls in that object?

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  • 2D Ball Collisions with Corners

    - by Aaron
    I'm trying to write a 2D simulation of a ball that bounces off of fixed vertical and horizontal walls. Simulating collisions with the faces of the walls was pretty simple--just negate the X-velocity for a vertical wall or the Y-velocity for a horizontal wall. The problem is that the ball can also collide with the corners of the walls, where a horizontal wall meets with a vertical wall. I have already figured out how to detect when a collision with a corner is occurring. My question is how the ball should react to this collision--that is, how its X and Y velocities will change as a result. Here's a list of what I already know or know how to find: *The X and Y coordinates of the ball's center during the frame when a collision is detected *The X and Y components of the ball's velocity *The X and Y coordinates of the corner *The angle between the ball's center and the corner *The angle in which the ball is traveling just before the collision *The amount that the ball is overlapping the corner when the collision is detected I'm guessing that it's best to pretend that the corner is an infinitely small circle, so I can treat a collision between the ball and that circle as if the ball were colliding with a wall that runs tangent to the circles at the point of collision. It seems to me that all I need to do is rotate the coordinate system to line up with this imaginary wall, reverse the X component of the ball's velocity under this system, and rotate the coordinates back to the original system. The problem is that I have no idea how to program this. By the way, this is an ideal simulation. I'm not taking anything like friction or the ball's rotation into account. I'm using Objective-C, but I'd really just like a general algorithm or some advice. Many thanks if anyone can help!

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  • ming 0.4.2 compilation errors on Ubuntu 12.04 when installing from source code

    - by gmuhammad
    I am trying to install ming 0.4.2 from source code and it was compilable before on Ubuntu 10.04, but now it' giving following compilation errors when I try to install using command sudo make install (libpng is already installed). /bin/bash ../libtool --tag=CC --mode=link gcc -g -O2 -Wall -DSWF_LITTLE_ENDIAN -o img2swf img2swf.o ../src/libming.la libtool: link: gcc -g -O2 -Wall -DSWF_LITTLE_ENDIAN -o .libs/img2swf img2swf.o ../src/.libs/libming.so gcc -DHAVE_CONFIG_H -I. -I../src -I../src -g -O2 -Wall -DSWF_LITTLE_ENDIAN -MT png2dbl.o -MD -MP -MF .deps/png2dbl.Tpo -c -o png2dbl.o png2dbl.c png2dbl.c: In function ‘readPNG’: png2dbl.c:64:8: warning: ignoring return value of ‘fread’, declared with attribute warn_unused_result [-Wunused-result] mv -f .deps/png2dbl.Tpo .deps/png2dbl.Po /bin/bash ../libtool --tag=CC --mode=link gcc -g -O2 -Wall -DSWF_LITTLE_ENDIAN -o png2dbl png2dbl.o ../src/libming.la libtool: link: gcc -g -O2 -Wall -DSWF_LITTLE_ENDIAN -o .libs/png2dbl png2dbl.o ../src/.libs/libming.so png2dbl.o: In function `readPNG': /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:69: undefined reference to `png_create_read_struct' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:74: undefined reference to `png_create_info_struct' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:82: undefined reference to `png_create_info_struct' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:97: undefined reference to `png_init_io' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:98: undefined reference to `png_set_sig_bytes' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:99: undefined reference to `png_read_info' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:101: undefined reference to `png_get_IHDR' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:127: undefined reference to `png_get_valid' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:156: undefined reference to `png_read_update_info' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:158: undefined reference to `png_get_IHDR' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:162: undefined reference to `png_get_channels' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:187: undefined reference to `png_get_rowbytes' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:194: undefined reference to `png_read_image' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:128: undefined reference to `png_set_expand' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:135: undefined reference to `png_set_strip_16' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:143: undefined reference to `png_set_gray_to_rgb' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:151: undefined reference to `png_set_filler' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:125: undefined reference to `png_set_packing' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:107: undefined reference to `png_get_valid' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:117: undefined reference to `png_get_PLTE' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:78: undefined reference to `png_destroy_read_struct' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:92: undefined reference to `png_destroy_read_struct' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:86: undefined reference to `png_destroy_read_struct' png2dbl.o: In function `writeDBL': /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:278: undefined reference to `floor' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:280: undefined reference to `compress2' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:278: undefined reference to `floor' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:280: undefined reference to `compress2' collect2: ld returned 1 exit status make[1]: *** [png2dbl] Error 1 make[1]: Leaving directory `/home/gmuhammad/Downloads/ming-0.4.2/util' make: *** [install-recursive] Error 1

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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  • how to reset gnome panel?

    - by Matt
    I think my gnome-panel is messed up because I alt+right click it and nothing pops up. I'm on 12.04, classic gnome desktop. so I used locate and found gnome-panel in .gconf somewhere, how do I clear just gnome-panel's settings so that I can add things to my panel again? edit: matt: ~/.gconf $ find|grep -iw panel ./desktop/ibus/panel ./desktop/ibus/panel/%gconf.xml ./apps/gnome-settings/gnome-panel ./apps/gnome-settings/gnome-panel/%gconf.xml

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  • Extend my LAN network

    - by user268291
    i have a patch panel and hardwiring already setup in my office. The patch panel is 24-port and all the ports are engaged. All my switch ports are engaged. Now, I have a printer connected to a wall point (RJ45) which I want to shift to a new room where there is no LAN setup. I want to have two RJ45 wall plugs in the new room so that I can connect one RJ45 port to have my LAN in the new room and the other RJ45 wall port I want to use for my printer. There is no option other than LAN (no wireless). Please help me and tell me how do I get the two RJ45 wall plate plugs in the new room up and keep my LAN running. It is a little urgent for me. Please help.

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  • A dusty server room

    - by pauska
    Here's the story.. The owners of the building we lease office space from decided to do a renovation of the exterior. This involved in some pretty heavy work at the level where our server room is, including exchanging windows wich are fit inside a concrete wall. My red alert went off when I heard that they were going to do the same thing with our server room (yes, our server room has a window. We're a small shop with 3 racks. The window is secured with steel bars.) I explicity told the contractor that they need to put up a temporarily wall between our racks and the original wall - and to make sure that the temporary wall is 100 % air and water-tight. They promised to do so. The temporary wall has a small door in it, so that workers can go in/out through the day (through our server room, wich was the only option....). On several occasions I could find the small door half-way shut while working evenings/nights. I locked the door, and thought that they would hopefully get the point soon and keep the door shut. I even gave a electrician a mouthful when I saw that he didn't close the door properly. By this point - I bet that most of you get a picture of what happened. Yes, they probably left the door open while drilling in the concrete. I present you our 4 weeks old EMC VNX: I'll even put in a little bonus, here is the APC UPS one rack further away from the temporary wall. See the nice little landing strip from my finger? What should I do? The only thing that comes to mind is to either call all our suppliers (EMC, HP, Dell, Cisco) and get them to send technicians to check out all the gear in the server room, or get some kind of certified 3rd-party consulant to check all of it. Would you run production systems on this gear? How long? Edit: I should also note that our aircondition isn't exactly enterprise-grade, given the nature of our small room. It's just a single inverter, wich have failed one time before I started working here (failed inverters usually leads to water dripping out).

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  • jerky walljump in unity rigidbody2d

    - by Lilz Votca Love
    hey there i know people have encountered issues with it before i looked upon the different solutions provided but i couldnt get any fix at all.im making a 2d game and am stuck with the walljump.i detect the wall wonderfully i also detect the jump and it works the player jumps off the wall when facing right with the use of rigidbody.addforce(new vector2(-1,2)*jumpforce) now when jumping on the oposite wall using the same vector with the sign in x axis changed to 1,the player jumps too but it goes more in the y axis than it should.Here is an image to show you the curves it(the player) follows. check the following url to see the behaviour https://scontent-b-mad.xx.fbcdn.net/hphotos-xpf1/t1.0-9/1470386_10152415957141154_156025539179003805_n.jpg voila the green one is happennig when player faces right and the other one happens when he is not here is the section of code if (wall) { if (wallJump) { if (facingRight) { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (-1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural gauche" + new Vector2 (-1f, 2f) * Jumpforce / 1.5f); } else { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural droit--" + new Vector2 (Mathf.Sign (1f), 2f) * Jumpforce / 1.5f + "jump" + jump); } } } else { wallJump = false; } here the code is not optimized yet but i assure you it works so guys any help would be so awesome!! thanks

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  • Meaning of offset in pygame Mask.overlap methods

    - by Alan
    I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges. It's a situation in which a moving ball should hit a completely unmovable wall and instantly stop moving. Since the ball sometimes moves multiple pixels per screen refresh, it it possible that it enters the wall with more that half its surface when the collision is detected, in which case i want to shift it position back to the point where it only touches the edges of the wall. Here is the conceptual image it: I decided to implement this with masks, and thought that i could supply the masks of both objects (wall and ball) and get the surface (as a square) of their intersection. However, there is also the offset parameter which i don't understand. Here are the docs for the method: Mask.overlap Returns the point of intersection if the masks overlap with the given offset - or None if it does not overlap. Mask.overlap(othermask, offset) -> x,y The overlap tests uses the following offsets (which may be negative): +----+----------.. |A | yoffset | +-+----------.. +--|B |xoffset | | : :

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  • Simple collision detection for pong

    - by Dave Voyles
    I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling or floor. It looks as though it is trying to update too frequently to get out of the collision check. Basically the box slides against the top or bottom of the screen from one paddle to the other, and quickly bounces on and off the wall while doing so, but only bounces a few pixels from the wall. What can I do to avoid this problem? It seems to occur at random. Below is my collision detection for the wall, as well as my update method for the ball. public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); CheckWallHit(); } // Checks for collision with the ceiling or floor. // 2*Math.pi = 360 degrees // TODO: Change collision so that ball bounces from wall after getting caught private void CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; } while (direction < 0) { direction += 2 * Math.PI; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; } }

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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  • Hit Detection When rotating the camera

    - by SD1990
    This bug/feature has been plaguing me for a while and i want to know the best way to fix it. I'm testing simple hit detection with a wall, like: if (Forward button) if(Inv.w.z < -49 || Inv.w.z > 49) pos.z = 0.0f; else if(Inv.w.x < -49 || Inv.w.x > 49) pos.z = 0.0f; else pos.z = +1.0f; where Inv.w. is the camera positions. Now obviously when i now hit that certain point i can no longer move away from the wall or anywhere in fact. How can i change this code to allow for the camera to be turned away from the wall so therefore i should be allowed to move? for example, the player hits the wall and i cant move until i turn around or to the side? I know its something to do with velocity but im pretty new to this so please bare with me if this is easy.

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  • What could cause a sudden stop in Box2D?

    - by alexanderpine
    I'm using Box2d for a game, and I have a bug that's driving me nuts. I've simplified the situation down to a square player sliding back and forth frictionlessly on top of a floor composed of a series of square tiles, driven by the left and right keys (which apply a horizontal force). Works great, sliding back and forth across the whole floor. Except... Every once in a while, the player will suddenly stick at the edge of one of the tiles as if it is hitting a (nonexistent) wall. Further pushes in the same direction it was traveling will fail, but as soon as I push backwards once in the opposite direction, I can push forwards past the sticking point again. The sticking point seems to be random, except for being on the edge of a tile. Happens while going left or right. For debugging purposes, I keep the Positions/velocity values for the previous two update ticks and print them out when this stop occurs. As an example, here you see the player moving right, decelerating slightly; pos2 should be about 8.7, but it stops dead instead. tick0: pos= 8.4636 vel= 7.1875 tick1: pos= 8.5816 vel= 7.0833 tick2: pos= 8.5816 vel= 0.0000 So, as the player is 0.8 and the tiles 1.0 wide, the player is stopping just as it is about to cross onto the next tile (8.5816 + 0.8/2 = 8.9816). In fact, I get a collision message (which I ignore except noting that it happened). It only seems to happen at x.5816 (or -x.4184) while moving right, and x.4167 (or -x.5833) while moving left I said that it's like hitting a wall, but in fact, when it hits a wall, the numbers look more like: tick0: pos0= 12.4131 vel2= 8.4375 tick1: pos1= 12.5555 vel1= 8.5417 tick2: pos2= 12.5850 vel0= 0.0000 so it moves further right on the last tick, which puts it in contact with the wall. Anyone seen anything like this. Any suggestion on how I could be causing this behavior.

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  • Writing to a specific line of a file.

    - by helpmeh
    I have a .dat file with data like this in "James","Project5","15/05/2010","3" "Matt","Project1","01/05/2010","5" "Ellie","Project5","24/04/2010","1" "Ellie","Project2","10/05/2010","3" "Matt","Project3","03/05/2010","4" It gets written in with thise code. Private Sub Command2_Click() Open jobs For Append As #1 Write #1, Combo1, Combo3, Combo2, Text3 Close #1 End Sub I instead would like to write it to the file so that if a persons name is already in the file then it would just put the data in the file, under their that is already there but without the name. I can't figure out how to do this but this is what I would like it to end up like. "James","Project5","15/05/2010","3" "Matt","Project1","01/05/2010","5" "Ellie","Project5","24/04/2010","1" "Project2","10/05/2010","3" "Matt","Project3","03/05/2010","4" Any help would be fantastic!

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  • Why can't my Apache see my media folder?

    - by alex
    Alias /media/ /home/matt/repos/hello/media <Directory /home/matt/repos/hello/media> Options -Indexes Order deny,allow Allow from all </Directory> WSGIScriptAlias / /home/matt/repos/hello/wsgi/django.wsgi /media is my directory. When I go to mydomain.com/media/, it says 403 Forbidden. And, the rest of my site doesn't work because all static files are 404s. Why? Edit: hello is my project folder

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  • Transparency in XNA-4 primitives

    - by Shashwat
    I'm using XNA 4 with Visual Studio 2010. I'm trying to create a simple 3D world with walls and doors in which the user to free to roam around. A wall is just a rectangle which is currently being rendered with four vertices using triangle strips. But to create a door, I'd have to split it into three rectangles as shown in the figure. Four quadrilaterals if I want to have the following door-style It will become more complex to have multiple doors on the same wall or if I have windows. Is there any shorter way to handle this? I am looking for something that will just make the wall transparent wherever I want. I found a solution but facing a problem here

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  • Typical collision detection

    - by marcg11
    I would like to know how is the typical collision detection of most games. For example, you control a character which can move in 2 dimensional directions (except up and down). Now lets asume he walks into a wall, most of the games depending on character angle and the BB normal face will only stop the player in one axis, but will continue moving in the other along the wall axis. How is that done? I've only managed to stop the character from going through the wall by seting the position to the last one in the past frame if the new position colllisions the bounding box. But this just makes the player stop sharply and unrealisticly.

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  • Self learning automated movement

    - by Super1
    I am trying to make a small demo in Javascript, I have a black border and a car the car travels randomly and a line is drawn of its trail. When the user click inside the area it creates an object (we'll call this the wall). If the car hits the wall then it goes back 3 paces and tries a different route. When its hit the wall it needs to log down its location so it does NOT make that mistake again. Here is my example: http://jsfiddle.net/Jtq3E/ How can I get the car to move by itself and create a trail?

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  • Low CPU/Memory/Memory-bandwith Pathfinding (maybe like in Warcraft 1)

    - by Valmond
    Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this: A) Move towards enemy until success or hitting a wall B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A) But I'd like to know, if someone knows :-) [edit] As explained to Byte56, I'm searching for a low cpu/mem/mem-bandwidth algo and wanted to know if Warcraft had some special secrets to deliver (never seen that kind of pathfinding elsewhere), I hope that that is more concordant with the stackexchange rules.

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  • How to design 2D collision callback methods?

    - by Ahmed Fakhry
    In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B = object B vs A; object A vs object C = object C vs A; object A vs object D = object D vs A; and so on ... Do we need to create callback methods for all single type of collision? and do we need to create the same method twice? Like, say a bullet hits a wall, now I need a method to penetrate the wall for the wall, and a method to destroy the bullet for the bullet!! At the same time, a bullet can hit many objects in the game, and hence, more different callback methods!!! Is there a design pattern for that?

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  • Google présente les trois stratégies les plus importantes pour le référencement en 2011 : rapidité, contrôle interne et réseaux sociaux

    Google présente les trois stratégies les plus importantes pour le référencement en 2011 Rapidité, contrôle interne et Webmarketing sur les réseaux sociaux Sur sa chaine YouTube, le centre Google Webmaster Help répond régulièrement aux questions les plus pertinentes venant de professionnels des divers métiers du web. Cette semaine, Matt Cutts, responsable de l'équipe anti-spam de Google, répond à une question particulièrement intéressante : « Si vous étiez un expert en optimisation pour les moteurs de recherche dans une grande entreprise, quelles sont les trois choses que vous incluriez dans votre stratégie pour 2011 ? » Pour Matt Cutts, la première chose qu'i...

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  • Wireless driver - how to load manufacturer's STA file (Ralink 3290)

    - by Matt
    Caution: I'm a newb. Hardware: Giada i35G, cedar trail atom with nvidia gf119, railtek ethernet and Ralink 3290 for wireless. Already accomplished: Installed Ubuntu 12.10, loaded GPU drivers and redirected sound out through GPU card to HDMI. Ethernet works like a charm. Issue: Can't get my wireless up and running. There seems to be no package to which I can simply run a sudo get-aspt install ... I found the corresponding Linux driver from the manufacturer's site, but I have not managed to find out what to with the file. Here's the manufacturers site: http://www.ralinktech.com/en/04_support/support.php?sn=501 I get a file with the following name: \2012_0508_RT3290_Linux_STA_v2.6.0.0.bz2 I hope somebody might be able to tell me what to do next. Thanks for reading and apologies for potentially asking a trivial question. Best regards, Matt

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  • Installing Ubuntu on a computer with USB 3.0 hardware

    - by Matt
    I'm installing Ubuntu 10.10 32-bit version on an HP Envy 15. I get the same problem these people have here: "unable to find a medium containing a live file system" error when installing but the question was never resolved. I spent so long researching and got so frustrated that I took my computer down to a shop and asked them to install it for me. It took them a while but they managed to get it installed. The reason for this error they had said was because Ubuntu didn't have the USB 3.0 drivers it needed to install properly. I'm reinstalling Ubuntu yet again and I've run into the same issue so my question is: does anyone know.. a) Where to get these USB 3.0 drivers? b) How to get them installed when installing the Ubuntu OS? Thanks, Matt

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