Search Results

Search found 2413 results on 97 pages for 'paul nathan'.

Page 8/97 | < Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >

  • How do you stop OgreBullet Capsule from falling over?

    - by Nathan Baggs
    I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1 And the rest if the tutorial here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+2 I got that to work fine however now I wanted to extend it to a handle a first person camera. I created a CapsuleShape and a Rigid Body (like the tutorial did for the boxes) however when I run the game the capsule falls over and rolls around on the floor, causing the camera swing wildly around. I need a way to fix the capsule to always stay upright, but I have no idea how Below is the code I'm using. (part of) Header File OgreBulletDynamics::DynamicsWorld *mWorld; // OgreBullet World OgreBulletCollisions::DebugDrawer *debugDrawer; std::deque<OgreBulletDynamics::RigidBody *> mBodies; std::deque<OgreBulletCollisions::CollisionShape *> mShapes; OgreBulletCollisions::CollisionShape *character; OgreBulletDynamics::RigidBody *characterBody; Ogre::SceneNode *charNode; Ogre::Camera* mCamera; Ogre::SceneManager* mSceneMgr; Ogre::RenderWindow* mWindow; main file bool MinimalOgre::go(void) { ... mCamera = mSceneMgr->createCamera("PlayerCam"); mCamera->setPosition(Vector3(0,0,0)); mCamera->lookAt(Vector3(0,0,300)); mCamera->setNearClipDistance(5); mCameraMan = new OgreBites::SdkCameraMan(mCamera); OgreBulletCollisions::CollisionShape *Shape; Shape = new OgreBulletCollisions::StaticPlaneCollisionShape(Vector3(0,1,0), 0); // (normal vector, distance) OgreBulletDynamics::RigidBody *defaultPlaneBody = new OgreBulletDynamics::RigidBody( "BasePlane", mWorld); defaultPlaneBody->setStaticShape(Shape, 0.1, 0.8); // (shape, restitution, friction) // push the created objects to the deques mShapes.push_back(Shape); mBodies.push_back(defaultPlaneBody); character = new OgreBulletCollisions::CapsuleCollisionShape(1.0f, 1.0f, Vector3(0, 1, 0)); charNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); charNode->attachObject(mCamera); charNode->setPosition(mCamera->getPosition()); characterBody = new OgreBulletDynamics::RigidBody("character", mWorld); characterBody->setShape( charNode, character, 0.0f, // dynamic body restitution 10.0f, // dynamic body friction 10.0f, // dynamic bodymass Vector3(0,0,0), Quaternion(0, 0, 1, 0)); mShapes.push_back(character); mBodies.push_back(characterBody); ... }

    Read the article

  • I attempted to install cuda drivers, and now almost everything is broken

    - by Nathan
    I tried to install CUDA tookit 5.0 on ubuntu 12.04 and the installation proceeded OK. After rebooting however, all I get is a terminal login. I've attempted to start the display manager with sudo start lightdm and it says all OK, but just hangs the prompt when it finishes loading without ever starting any display manager. sudo start gdm just flickers and goes back to the prompt. There is no network connection on the machine either. It usually connects to a wireless network with remembered credentials. What can I do to recover the machine?

    Read the article

  • Java Spotlight Episode 85: Migrating from Spring to JavaEE 6

    - by Roger Brinkley
    Interview with Bert Ertman and Paul Bakker on migrating from Spring to JavaEE 6. Joining us this week on the Java All Star Developer Panel is Arun Gupta, Java EE Guy. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link:  Java Spotlight Podcast in iTunes. Show Notes News Transactional Interceptors in Java EE 7 Larry Ellison and Mark Hurd on Oracle Cloud Duke’s Choice Award submissions open until June 15 Registration for the 2012 JVM Lanugage Summit now open Events June 11-14, Cloud Computing Expo, New York City June 12, Boulder JUG June 13, Denver JUG June 13, Eclipse Juno DemoCamp, Redwoood Shore June 13, JUG Münster June 14, Java Klassentreffen, Vienna, Austria June 18-20, QCon, New York City June 20, 1871, Chicago June 26-28, Jazoon, Zurich, Switzerland July 5, Java Forum, Stuttgart, Germany July 30-August 1, JVM Language Summit, Santa Clara Feature InterviewBert Ertman is a Fellow at Luminis in the Netherlands. Next to his customer assignments he is responsible for stimulating innovation, knowledge sharing, coaching, technology choices and presales activities. Besides his day job he is a Java User Group leader for NLJUG, the Dutch Java User Group. A frequent speaker on Enterprise Java and Software Architecture related topics at international conferences (e.g. Devoxx, JavaOne, etc) as well as an author and member of the editorial advisory board for Dutch software development magazine: Java Magazine. In 2008, Bert was honored by being awarded the coveted title of Java Champion by an international panel of Java leaders and luminaries. Paul Bakker is senior software engineer at Luminis Technologies where he works on the Amdatu platform, an open source, service-oriented application platform for web applications. He has a background as trainer where he teached various Java related subjects. Paul is also a regular speaker on conferences and author for the Dutch Java Magazine.TutorialsPart 1: http://howtojboss.com/2012/04/17/article-series-migrating-spring-applications-to-java-ee-6-part-1/Part 2: http://howtojboss.com/2012/04/17/article-series-migrating-spring-applications-to-java-ee-6-part-2/Part 3: http://howtojboss.com/2012/05/10/article-series-migrating-from-spring-to-java-ee-6-part-3/   Mail Bag What’s Cool Sang Shin in EE team @larryellison JavaOne content selection is almost complete-Notifications coming soon

    Read the article

  • Is donationware a good monetization model for developers?

    - by Nathan Campos
    I've been developing for Android for about 2 years (and ~1 year for iOS), releasing freeware and open source applications (mostly because my AdSense account was disabled in 2010), but recently I had an idea for a great app that I wanted to get some money, since it would take some effort to develop and also I would like to test this "commercial" model to know if this could make me invest more time improving and making my apps better. Since my AdSense account was disabled and then I'll not be about to sell it on the Google Play Store, I thought about making it a donationware so I would distribute it for free (and probably open source too) and users that really liked the app and wanted to give me a thanks and a incentive to continue developing it could donate any amount of money. So, what's your experience with donationware? Is it worth compared to paid apps?

    Read the article

  • Make one monitor act like two, split in half

    - by Nathan J. Brauer
    Context: Ubuntu 11.10, Unity Let's say I have a screen at resolution 1000x500. What I'd like to do is split the screen down the middle so [Unity or X or ?] acts as if there are two displays (each of 500x500). Examples: Unity will display a different toolbar (the top one) on each side of the display. If I maximize a window on the left side of the screen, it will fill the left side only. If I maximize on the right, it will fill the right. If I hit "fullscreen" in youtube (flash) or Chrome or Movie Player, it will only fill the side of the display that it's on. If it's really is impossible to do this with Unity, will it work with Gnome3 and how? A million thanks!

    Read the article

  • Sondage sur l'utilisation des bibliothèques JavaScript, 59 % des développeurs aurait pu finir leur dernier projet sans les utiliser

    [Octobre 2012] Sondage sur l'utilisation des bibliothèques JavaScript par Peter-Paul Koch Peter-Paul Koch est un formateur, consultant et stratège des plate-formes mobile. Il se spécialise dans la compatibilité des navigateurs au niveau des CSS, du JavaScript et du HTML. Dernièrement, il a effectué un sondage au sujet de l'utilisation des bibliothèques JavaScript et il a publié les résultats. Au moins 3 350 personnes ont répondu. Avec près de 155 000 réponses au total et près de 1 700 réponses pour la question qui en a reçu le moins, il estime que ce sondage est assez représenta...

    Read the article

  • How do you author HDR content?

    - by Nathan Reed
    How do you make it easy for your artists to author content for an HDR renderer? What kinds of tools should you provide, and what workflows need to change, in going from LDR to HDR? Note that I'm not asking about the technical aspects of implementing an HDR renderer, but about best practices for creating materials and lighting in HDR. I've googled around a bit, but there doesn't seem to be much about this topic on the web. Can anyone point me to some good resources on this, or share their own experiences? Some specific points: Lighting - how can lighting artists pick HDR light colors? Do they have a standard LDR color picker and then a multiplier? Is the multiplier in gamma or linear space? Maybe instead of a multiplier it's a log-luminance? Or a physical brightness level, like the number of lumens? How will they know what multiplier/luminance/brightness is "correct" for a given light? Materials - how can texture artists make emissive color maps, such as neon signs, TV screens, skyboxes, etc? Can you paint one as a regular LDR (8-bit-per-channel) image and apply a multiplier (or log-luminance, etc.)? Are there cases where it's necessary to actually paint HDR images? If so, how do you go about this in Photoshop (or other software)?

    Read the article

  • Entity Type specific updates in entity component system

    - by Nathan
    I am currently familiarizing myself with the entity component paradigm. For an example, take a collision system, that detects if entities collide and if they do let them explode. So the collision system has to test collision based on the position component and then set the state of those entities to exploding. But what if the "effect" (setting the state to exploding) is different for different entities? For example, a ship fades out while for an asteroid a particle system must be created. Since entities and components are only data, this must happen in some system. The collision system could do it, but then it must switch over the entity type, which in my opinion is a cumbersome and difficult to extend solution. So how do I trigger "entity type dependend" updates on an entity?

    Read the article

  • Beginners Tips To Learn Vim

    - by Nathan Campos
    I'm the type of developer that only uses GUI fully-featured programmer editor, when I'm at Windows I use Notepad++, at my Mac I use TextMate and at Linux I use GEdit, but now I'm starting to develop inside my Linux server, which doesn't have any window manager installed and I saw this as a beautiful time to learn how to use Vim, which I always had problems to understand, I can't even open a file to edit at Vim, so I want to know: Which is the best eBook for a very beginner on this editor to learn how to use it? I really loved Vim after I saw all the awesome things that you can do with it and this is the perfect moment to learn how to use it. PS: It would be a lot better if it has a Kindle or ePub version

    Read the article

  • How to extract a record in a text on string match in a file using bash

    - by private
    Hi I have a text file sample.txt as =====record1 title:javabook price:$120 author:john path:d: =====record2 title:.netbook author:paul path:f: =====record3 author:john title:phpbook subject:php path:f: price:$150 =====record4 title:phpbook subject:php path:f: price:$150 from this I want to split the data based on author, it should split into 2 files which contains test1.txt =====record1 title:javabook price:$120 author:john path:d: =====record3 author:john title:phpbook subject:php path:f: price:$150 and test2.txt =====record2 title:.netbook author:paul path:f: like above I want to classify the main sample.txt file into sub files based on author field dynamically. Please suggest me a way to do it.

    Read the article

  • Application shortcut reappears on restart

    - by Nathan Friesen
    I have an application that I have built a .msi installer for throgh Microsoft Visual Studio 2010. I recently made some updates, including changing the version number and rebuilt the installer with these updates. The installer includes shortcuts on both the desktop and in the Start menu. Running the installer appears to work fine, and both of these shortcuts work. After restarting my computer I've found that the shortcuts are changed to have a Target type of Application (Installs on first use) and the Start In: field is changed to a location that doesn't exist. Once this happens, every time you use that shortcut it tries to install the application again and fails. I have also changed the name of the shortcut that the installer creates. This appears to work, and the shortcut still works after a restart. After the restart, though, the shortcut with the old name that doesn't work also appears on the desktop and in the Start menu. Does anyone have any ideas what I may have set up wrong, or what I need to change to get the shortcuts to be have properly?

    Read the article

  • How can I import models from Blender into jMonkeyEngine?

    - by Nathan Sabruka
    I have some blender model files (Blender version 2.6) which I would like to use with the jMonkeyEngine SDK. However, when I use Blender's native .obj exporter, I can't import it in jMonkeyEngine (the model simply fails to import or looks messed up). I've tried importing .obj files or .blend files directly into the jMonkeyEngine SDK to no avail. I've also tried to use various OGRE exporters to export .scene and .material files, but only the .scene file is created. Is there a simple way to simply export files from Blender into the jMonkeyEngine SDK? EDIT: I seem to have found something in Blender. When I go under addons, there's a warning in the OGRE exporter; "'.mesh' output requires OgreCommandLineTools". However, I have already installed those tools under the C drive. Has anyone else encountered this issue?

    Read the article

  • How to choose cell to put entity in in an uniform grid used for broad phase collision detection?

    - by nathan
    I'm trying to implement the broad phase of my collision detection algorithm. My game is an arcade game with lot of moving entities in an open space with relatively equivalent sizes. Regarding the above specifications, i decided to use an uniform grid for space partitioning. The problem i have right know is how to efficiently choose in which cells an entity should be added. ATM i'm doing something like this: for (int x = 0; x < gridSize; x++) { for (int y = 0; y < gridSize; y++) { GridCell cell = grid[x][y]; cell.clear(); //remove the previously added entities for (int i = 0; i < entities.size(); i++) { Entity e = entities.get(i); if (cell.isEntityOverlap(e)) { cell.add(e); } } } } The isEntityOverlap is a simple method i added my GridCell class. public boolean isEntityOverlap(Shape s) { return cellArea.intersects(s); } Where cellArea is a Rectangle. cellArea = new Rectangle(x, y, CollisionGrid.CELL_SIZE, CollisionGrid.CELL_SIZE); It works but it's damn slow. What would be a fast way to know all the cells an entity overlaps? Note: by "it works" i mean, the entities are contained in the good cells over the time after movements etc.

    Read the article

  • Pygame set_colorkey transparency issues

    - by Nathan Chowning
    I'm having a strange issue that I cannot seem to remedy. I am doing some prototyping with Pygame on a desktop running windows and a laptop running OS X. Both are running python v2.7.3 (installed via homebrew for the Macbook) and pygame v1.9.1. For transparency, I have been using set_colorkey with a transparency color of (255, 0, 255). Here is the applicable code: transColor = pygame.Color(255, 0, 255) image = pygame.image.load(playerPath + "idle.png").convert() image.set_colorkey(transColor) This works flawlessly on my windows machine. On my laptop, it does not work. It just shows the hideous magenta color. Here's the strange part. If I change the transColor to (0, 0, 0), all black pixels in my images are transparent. Has anyone run into this issue before?

    Read the article

  • bash script to login to webpage

    - by Nathan Cazell
    I am trying to login into this page but I cannot for the life of me get it to work. I have to login to this site when i connect to my school's wifi in order to start a session. So far ive tried to use bash and cUrl to achieve this but have only achieved to give myself a headache. will cUrl work or am I on the wrong track? Any help is greatly appreciated! Thanks, N Here's what i tried: curl --cookie-jar cjar --output /dev/null http://campus.fsu.edu/webapps/login/ curl --cookie cjar --cookie-jar cjar \ --data 'username=foo' \ --data 'password=bar' \ --data 'service=http://campus.fsu.edu/webapps/login/' \ --data 'loginurl=http://campus.fsu.edu/webapps/login/bb_bb60/logincas.jsp' \ --location \ --output ~/loginresult.html \ http://campus.fsu.edu/webapps/login/

    Read the article

  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

    Read the article

  • How a "Collision System" should be implemented?

    - by nathan
    My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision detection using such an approach. Right know i'm thinking of a new system dedicated to collision detection that would proceed all the solid entities to check if they are in collision with another one. I'm wondering if it's a correct way to handle collision detection with an entity system approach? Also, how should i implement this collision system? I though of an IntervalEntitySystem that would check every 200ms (this value is chosen regarding the Artemis documentation) if some entities are colliding. protected void processEntities(ImmutableBag<Entity> ib) { for (int i = 0; i < ib.size(); i++) { Entity e = ib.get(i); //check of collision with other entities here } }

    Read the article

  • grid layout default on wordpress theme

    - by nathan philpott
    I'm having trouble with a multi-layout option on a wordpress theme sight http://sight.wpshower.com/ the traffic have the option of a grid or a list layout at the click of a button. at present the list layout is default. I am interested in making the grid layout default . this is some of the php, i tried simply swapping the word grid for list but although this does work to an extent , if done on the loop.php page it removes the a:hover functions on the post boxes in the grid format. also if done on the index.php it switches buttons on the main index page. any ideas?? loop.php <div id="loop" class="<?php if ($_COOKIE['mode'] == 'grid') echo 'grid'; else echo 'list'; ?> clear"> <?php while ( have_posts() ) : the_post(); ?> <div <?php post_class('post clear'); ?> id="post_<?php the_ID(); ?>"> <?php if ( has_post_thumbnail() ) :?> <a href="<?php the_permalink() ?>" class="thumb"><?php the_post_thumbnail('thumbnail', array( 'alt' => trim(strip_tags( $post->post_title )), 'title' => trim(strip_tags( $post->post_title )), )); ?></a> <?php endif; ?> <div class="post-category"><?php the_category(' / '); ?></div> <h2><a href="<?php the_permalink() ?>"><?php the_title(); ?></a></h2> <!-- <div class="post-meta">by <span class="post-author"><a href="<?php echo get_author_posts_url(get_the_author_meta('ID')); ?>" title="Posts by <?php the_author(); ?>"><?php the_author(); ?></a></span> on <span class="post-date"><?php the_time(__('M j, Y')) ?></span> <em>&bull; </em><?php comments_popup_link(__('No Comments'), __('1 Comment'), __('% Comments'), '', __('Comments Closed')); ?> <?php edit_post_link( __( 'Edit entry'), '<em>&bull; </em>'); ?> </div> --> <?php edit_post_link( __( 'Edit entry'), '<em>&bull; </em>'); ?> <div class="post-content"><?php if (function_exists('smart_excerpt')) smart_excerpt(get_the_excerpt(), 55); ?></div> </div> <?php endwhile; ?> </div> <?php endif; ?> index.php <?php get_header(); ?> <div class="content-title"> Projects <a href="javascript: void(0);" id="mode"<?php if ($_COOKIE['mode'] == 'grid') echo ' class="flip"'; ?>></a> </div> <?php query_posts(array( 'post__not_in' => $exl_posts, 'paged' => $paged, ) ); ?> <?php get_template_part('loop'); ?> <?php wp_reset_query(); ?> <?php get_template_part('pagination'); ?> <?php get_footer(); ?>

    Read the article

  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

    Read the article

  • Can I run into legal issues with random names?

    - by Nathan Sabruka
    I'm currently building a game whose NPC's are going to be assigned a random gender and a random name for the right gender. To do this I will be using a "database" of names (actually a text file with tuples). There would also be a list of last names, which will be added to the first name also randomly. My question is the following. Suppose one such random name is "George Bush", and this person has been randomly assigned the job of president. As you can see, this could easily be seen as having been "copied" from a real-life person. The main issue is this. Names will be randomly-generated, yes, but the seed for random-number generation will be constant. In other words, the name of an NPC would be randomly-generated, i.e. I wouldn't choose it, but it would be the same for every player. Could this get me in trouble? We cannot verify all possible names, since the generated number of NPC's could be potentially limitless (new NPC's are being created whenever needed).

    Read the article

  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

    Read the article

  • My card reader doesn't show up at all, but previously did in 10.10

    - by Nathan J. Brauer
    I bought a pin-based-USB powered internal media card reader and it worked perfectly when I first installed Ubuntu 10.10 a month ago. I used it a few times since and today I booted up the computer and it's not working. Here's how it used to work: In nautilus->computer, 5 "drives" would display even when no card was inserted. One for each slot (SD, XD, CF/MS, etc). Opening one w/o a card would initiate a "Please insert card." dialog. Inserting a card would automatically open nautilus. Now: No drives display at all whether cards are inserted or not. lsusb lists the following (which seems to indicate that it's not being detected) Bus 008 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 002: ID 046d:c52e Logitech, Inc. (my keyboard/mouse) Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 002: ID 0a12:0001 Cambridge Silicon Radio, Ltd Bluetooth Dongle (HCI mode) Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub (A side note, all of my USB ports are 2.0 + 1 USB port which is 3.0, why does everything say 1.1/2.0?) I tried using ubuntu-bug but for USB devices it expects you to be able to remove and insert them while the computer is running -- obviously something you probably shouldn't be doing when you're dealing with devices plugged straight into the USB pins. Thanks in advance!

    Read the article

< Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >