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  • How do I determin the position of a table using 2 Mouses?

    - by redn0x
    I have a table with a Screen on it underneath there are 2 mouses I need to determin the position of the table. This will manipulate the content on the screen. I already can get the mouse input using the multipoint SDK from microsoft, I only keep failing at the mathemathics. My question now is, how would you determine the position of the table using 2 mouses?

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  • How to move the rigidbody at the position of the mouse on release

    - by Edvin
    I'm making a "Can Knockdown" game and I need the rigidbody to move where the player released the mouse(OnMouseUp). Momentarily the Ball moves OnMouseUp because of rigidbody.AddForce(force * factor); and It moves toward the mousePosition but doesn't end up where the mousePosition is. Here's what I have so far in the script. var factor = 20.0; var minSwipeDistY : float; private var startTime : float; private var startPos : Vector3; function OnMouseDown(){ startTime = Time.time; startPos = Input.mousePosition; startPos.z = transform.position.z - Camera.main.transform.position.z; startPos = Camera.main.ScreenToWorldPoint(startPos); } function OnMouseUp(){ var endPos = Input.mousePosition; endPos.z = transform.position.z - Camera.main.transform.position.z; endPos = Camera.main.ScreenToWorldPoint(endPos); var force = endPos - startPos; force.z = force.magnitude; force /= (Time.time - startTime); rigidbody.AddForce(force * factor); }

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  • How to specify 2 different positions for Colorbox or Fancybox on the same page?

    - by Eric
    I know this question has been asked before, but I'm having difficulty implementing it. I'm looking for a more specific answer. Here is my html code: <head> <meta charset=utf-8 /> <title>ColorBox Examples</title> <style type="text/css"> body{font:12px/1.2 Verdana, Arial, san-serrif; padding:0 10px;} a:link, a:visited{text-decoration:none; color:#416CE5; border-bottom:1px solid #416CE5;} h2{font-size:13px; margin:15px 0 0 0;} </style> <link media="screen" rel="stylesheet" href="colorbox.css" /> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js"></script> <script src="../colorbox/jquery.colorbox.js"></script> <script> $(document).ready(function(){ //Examples of how to assign the ColorBox event to elements $(".example7").colorbox({width:"80%", height:"80%", iframe:true}); $(".example7").colorbox({width:"80%", height:"80%", iframe:true}); }); </script> </head> <body> <p><a class='example7' href="http://google.com">Outside Webpage 1 (Iframe)</a></p> <p><a class='example7' href="http://google.com">Outside Webpage 2 (Iframe)</a></p> (Excuse the wrong indentation - I had to mess with the formatting to get the body content to show up.) Here is my CSS code(default colorbox code): #colorbox, #cboxOverlay, #cboxWrapper{position:absolute; top:0; left:0; z-index:9999; overflow:hidden;} #cboxOverlay{position:fixed; width:100%; height:100%;} #cboxMiddleLeft, #cboxBottomLeft{clear:left;} #cboxContent{position:relative; overflow:visible;} #cboxLoadedContent{overflow:auto;} #cboxLoadedContent iframe{display:block; width:100%; height:100%; border:0;} #cboxTitle{margin:0;} #cboxLoadingOverlay, #cboxLoadingGraphic{position:absolute; top:0; left:0; width:100%;} #cboxPrevious, #cboxNext, #cboxClose, #cboxSlideshow{cursor:pointer;} #cboxOverlay{background:#fff;} #colorbox{} #cboxContent{margin-top:32px;} #cboxLoadedContent{background:#000; padding:1px;} #cboxLoadingGraphic{background:url(images/loading.gif) no-repeat center center;} #cboxLoadingOverlay{background:#000;} #cboxTitle{position:absolute; top:-22px; left:0; color:#000;} #cboxCurrent{position:absolute; top:-22px; right:205px; text-indent:-9999px;} #cboxSlideshow, #cboxPrevious, #cboxNext, #cboxClose{text-indent:-9999px; width:20px; height:20px; position:absolute; top:-20px; background:url(images/controls.png) no-repeat 0 0;} #cboxPrevious{background-position:0px 0px; right:44px;} #cboxPrevious.hover{background-position:0px -25px;} #cboxNext{background-position:-25px 0px; right:22px;} #cboxNext.hover{background-position:-25px -25px;} #cboxClose{background-position:-50px 0px; right:0;} #cboxClose.hover{background-position:-50px -25px;} .cboxSlideshow_on #cboxPrevious, .cboxSlideshow_off #cboxPrevious{right:66px;} .cboxSlideshow_on #cboxSlideshow{background-position:-75px -25px; right:44px;} .cboxSlideshow_on #cboxSlideshow.hover{background-position:-100px -25px;} .cboxSlideshow_off #cboxSlideshow{background-position:-100px 0px; right:44px;} .cboxSlideshow_off #cboxSlideshow.hover{background-position:-75px -25px;} Can someone please tell me how this can be achieved? Forgive my lack of css knowledge :) Any help would be greatly appreciated. Thanks a ton.

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  • Equation / formula to determine an objects position on an ellipitcal path

    - by David Murphy
    I'm making a space game, as such I need objects to follow an elliptical path (orbit). I've worked out how to calculate all the important aspects of my orbits, the only remaining thing is how to have an object follow it. My Orbit class contains the major, minor (and by extension semi-major,semi-minor) lengths. The focii radius, area and circumference even. What is the equation to determine an objects x/y position (only need 2D) on an ellipse with a certain speed after a period of time. Basically, every frame I want to update the position based on the amount of elapsed time. I would like to have the speed along the path speed up and slow down according to the distance from the object it's orbiting, but not sure how to factor this in to the above given that at any point in time the speed has changed from it's previous speed. EDIT I can't answer my own question. But I found the question and answer is already on stackexchange: Kepler orbit : get position on the orbit over time

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  • Mouse pointer position to screen space

    - by Ylisar
    If I have a mouse pointer position in pixels of canvas, I can easily convert it to the -1..1 range for both X & Y by lerping by dividing with canvas dimensions. However, the problem is what I should put in Z & W if I want my screen space position to be on the near plane? The step afterwards would be for me to multiply by the inverse of view-projection to take me to world space, where I easily can construct a ray from the cameras world space position.

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  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

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  • Calculating a child object's Position, Rotation and Scale values?

    - by Sergio Plascencia
    I am making my own game editor, but have encountered the following problem: I have two objects, A and B. A's initial values: Position: (3,3,3), Rotation: (45,10,0), Scale(1,2,2.5) B's initial values: Position: (1,1,1), Rotation: (10,34,18), Scale(1.5,2,1) If I now make B a child of A, I need to re-calculate the B's Position, Rotation and Scale relative to A such that it maintains its current position, rotation and scale in world coordinates. So B's position would now be (-2, -2, -2) since now A is its center and (-2, -2, -2) will keep B in the same position. I think I got the Position and scale figured out, but not rotation. So I opened Unity and ran the same example and I noticed that when making a child object, the child object did not move at all. but had its Position, Rotation and Scale values changed relative to the parent. For example: Unity (Parent Object "A"): Position: (0,0,0) Rotation: (45,10,0) Scale: (1,1,1) Unity (Child Object "B"): Position: (0,0,0) Rotation: (0,0,0) Scale: (1,1,1) When B becomes a child of A, it's rotation values become: X: -44.13605 Y: -14.00195 Z: 9.851074 If I plug the same rotation values into the B object in my editor, the object does not move at all. How did Unity arrive at those rotation values for the child? What are the calculations? If you can put all the equations for the Position, Rotation or Scale then I can double check I am doing it correctly but the Rotation is what I really need.

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  • Jquery - Change Background position on 1st click, reset on the 2nd.

    - by Richard
    Evening all! I have half a script that I need to change the CSS background position of an element when it is clicked - this works fine. However I need the CSS to reset the background position to 0 0 on the 2nd click; Help much appreciated! $(document).ready(function(){ $('#login-btn').click(function(){ $('#login-btn').css('backgroundPosition', '0px -39px'); }, function(){ $('$login-btn').css('backgroundPosition', '0px 0px'); }); });

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  • Mismanaged Session Cookie Issue Fixed for EBS in JRE 1.6.0_23

    - by Steven Chan
    At last:  some good news for those of you affected by the mismanaged session cookie issue in E-Business Suite environments.  This issue is resolved by the latest Sun Java Runtime Environment 1.6.0_23 (a.k.a. JRE 6u23, internal version 1.6.0_23-b05).See the 1.6.0_23 Update Release Notes for details about what has changed in this release.  This release is available for download from the usual Sun channels and through the 'Java Automatic Update' mechanism.This JRE release has been certified with both Oracle E-Business Suite Release 11i and 12.  We recommend this release for all E-Business Suite users.

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  • Robot.txt can get all soft404s fixed?

    - by olo
    I got many soft404 in Google webmaster Tools, and those webpages aren't existing any more. thus I am unable to insert <meta name="robots" content="noindex, nofollow"> into my pages, and I've been searching a while but didn't get some valuable clues. There are about 100 URLs are soft 404, to redirect them all one by one is a bit silly as it would cost too much time for me. If i just add those links into robot.txt like below User-agent: * Disallow: /mysite.asp Disallow: /mysite-more.html if this way will fix all soft404s solidly? or if there is a way to change all soft404 to hard404? Please give me some suggestions. Many thanks

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  • Calculate time in all countries for fixed time in one of them [migrated]

    - by Muiz
    I have table with all countries GMT/UTC timezones, I need to see what time is in the rest of the countries when in USA is 11am-3pm Not on particular date just know the difference in time. I did my calculation like that I -5 GMT in USA and time is 11am then in Russia for example is +4 GMT. 5+4+11=20pm in Russia when USA is 11am, this works with countries that have + GMT zone but ones that have minus it shows wrong time. I am working in Excel please help me with advice on how to do it.

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  • SQL Server v.Next (Denali) : Another SSMS bug that should be fixed

    - by AaronBertrand
    Sorry to call this out in a separate post (I talked about a bunch of SSMS Connect items the other day), but Aaron Nelson ( blog | twitter ) jogged my memory today about an issue that has gone unfixed for years: the custom coloring for Registered Servers is neither consistent nor global. For one of my servers, I've chosen a red color to show in the status bar. Let's pretend this is a production server, and I want the red to remind me to use caution. I can set this up by right-clicking a Registered...(read more)

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  • Algorithm to find average position

    - by Simran kaur
    In the given diagram, I have the extreme left and right points, that is -2 and 4 in this case. So, obviously, I can calculate the width which is 6 in this case. What we know: The number of partitions:3 in this case The partition number at at any point i.e which one is 1st,second or third partition (numbered starting from left) What I want: The position of the purple line drawn which is positio of average of a particular partition So, basically I just want a generalized formula to calculate position of the average at any point.

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  • Paying a developer in stock/fixed rate? [closed]

    - by user51648
    I have an idea for a cross platform application. It will require knowledge of several different languages, web development, and system administration/IT. I don't personally code, but I want to pay professionals to do it. I'm wondering how I should go about paying them. Yes, this will be a large project, but I want it done ASAP. Is it ok if I don't pay them by the hour? I really want it to be a set price. Also, is it reasonable to pay them in stock of the company? Like, 20%? P.S. How do I know how big a project will be in order to give the devs themselves an idea?

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  • How to check SERP position correctly?

    - by Cengiz Frostclaw
    I wonder how do you check your website's SERP position for a certain query. I cannot directly go to Google and search, because it knows i'm looking for my site, and it shows it in the first position, but from another browser, it cannot be even in the first page. So how do you check for "average user" ? I use Tor browser for that, since it gives me a completely different IP, do you think is it safe? I mean, does it give useful information ?

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • Ubuntu and Surface Pro, wifi issues not fixed?

    - by Confused or too stupid
    Just a quick question, from the numerous other threads I found, is the wifi still a no go straight out of installing Ubuntu? I tried this Dual boot Surface Pro with Ubuntu? with 13.04, the wifi is sporadic in working. From that and other threads I gathered that 13.10 would include the fix, so I tossed that onto the Surface as well, with the same results. Is there anything I am missing? Is there any other distro that has better luck with the Marvell chip?

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  • Cell Transitions in Excel 2013 Preview–Fixed

    - by simonsabin
    If you’ve downloaded Excel 2013 and been working with it you may have noticed the new cell transition feature. Not sure why they put it in, it feels a bit like the aero interface which I understand has been dropped in windows 8. What you may have found is that the transition is buggy, Excel hangs, of the transition is jumpy. Well I found the fix on http://answers.microsoft.com/en-us/office/forum/office_home-excel/hardware-acceleration-problem-with-excel-2013/894da202-48c0-4442-a371-955587c1b7c0 For...(read more)

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  • Random Position between ranges.

    - by blakey87
    Does anyone have a good algorithm for generating a random y position for spawning a block, which takes into account a minimum and maximum height, allowing player to to jump on the block. Blocks will continually be spawned, so the player must always be able to jump onto the next block, bearing in mind the minimum position which would be the ground, and the maximum which would the players jump height bearing in mind the ceiling

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  • Rotate an image and get back to its original position - opengles glkit

    - by Manoj
    I need to rotate an image in opengles GLkit and get it back to its original position in GLkit. rotation += 5; _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(5), 1, 0, 0); _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(rotation), 1,0,0); I need to move it in x axis for certain amount and getting back to its original position from where it started. How should i do it?

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