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  • How to achieve 'forward' movement (into the screen) using Cocos2D?

    - by lemikegao
    I'm interested in creating a 2.5D first-person shooter (like Doom) and I currently don't understand how to implement the player moving forward. The player will also be able to browse around the world (left, right, up, down) via gyroscope control. I plan to only use 2D sprites and no 3D models. My first attempt was to increase the scale of layers to make it appear as if the player was moving toward the objects but I'm not sure how to make it seem as if the player is passing around the objects (instead of running into them). If there are extensions that I should take a look at (like Cocos3D), please let me know. Thanks for the help! Note: I've only created 2D games so was hoping to get guided into the right direction

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  • Flash Player: Any remedy for the stale video image data problem (in a reused NetStream object)?

    - by amn
    Has anyone experienced stale stills of a previous playback for a reused NetStream object? If so, what are the workarounds for this, except re-creating the object (which eats performance and time)? It is hard to reuse NetStream objects because of a (in my opinion) fundamental issue with NetStream objects - when you 'close' a playing stream and at a later point issue a 'play' call on it again with a different name, the stream appears to still contain a stale image lingering from previous playback, and this is of course displayed in the Video object for a moment - the moment I assume it takes for new stream data to become available from server. Because of this behavior, to improve my users' visual experience, I simply discard a NetStream object after a playback session, and assign a new NetStream object to the same variable, set it up, and play something else. It appears to work - no stale image - but what bugs me is that it's a work around and costs performance (construction and setting up the object again - event listeners and 'client' delegates and more memory usage - NetStream objects are not garbage collected immediately, it takes some time). It would be really nice to REALLY be able to reuse a stream. I am thinking of something akin to Video.clear method, but for the NetStream class. Am I missing something?

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  • 3d Collision Handling

    - by TobSpr
    I have trouble while detecting collisions on my 3D-Game. I have set-up Rays, to detect collisions (Screenshot) and my main-rountine already analyzes them. But now there's the question what to do with that. One possibility would be, to move the player back to the last position, but that's dirty, and does not work if the player can walk in multiple directions (e.g. if the player runs along a wall). My question is, what to do with the collision data / or in which direction, by which amount move the player? I'm sure there is an algorithm for that (as for almost all is).

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  • Stumbling Through: Visual Studio 2010 (Part III)

    The last post ended with us just getting started on stumbling into text template file customization, a task that required a Visual Studio extension (Tangible T4 Editor) to even have a chance at completing.  Despite the benefits of the Tangible T4 Editor, I still had a hard time putting together a solid text template that would be easy to explain.  This is mostly due to the way the files allow you to mix code (encapsulated in <# #>) with straight-up text to generate.  It is effective to be sure, but not very readable.  Nevertheless, I will try and explain what was accomplished in my custom tt file, though the details of which are not really the point of this article (my way of saying dont criticize my crappy code, and certainly dont use it in any somewhat real application.  You may become dumber just by looking at this code.  You have been warned really the footnote I should put at the end of all of my blog posts). To begin with, there were two basic requirements that I needed the code generator to satisfy:  Reading one to many entity framework files, and using the entities that were found to write one to many class files.  Thankfully, using the Entity Object Generator as a starting point gave us an example on how to do exactly that by using the MetadataLoader and EntityFrameworkTemplateFileManager you include references to these items and use them like so: // Instantiate an entity framework file reader and file writer MetadataLoader loader = new MetadataLoader(this); EntityFrameworkTemplateFileManager fileManager = EntityFrameworkTemplateFileManager.Create(this); // Load the entity model metadata workspace MetadataWorkspace metadataWorkspace = null; bool allMetadataLoaded =loader.TryLoadAllMetadata("MFL.tt", out metadataWorkspace); EdmItemCollection ItemCollection = (EdmItemCollection)metadataWorkspace.GetItemCollection(DataSpace.CSpace); // Create an IO class to contain the 'get' methods for all entities in the model fileManager.StartNewFile("MFL.IO.gen.cs"); Next, we want to be able to loop through all of the entities found in the model, and then each property for each entity so we can generate classes and methods for each.  The code for that is blissfully simple: // Iterate through each entity in the model foreach (EntityType entity in ItemCollection.GetItems<EntityType>().OrderBy(e => e.Name)) {     // Iterate through each primitive property of the entity     foreach (EdmProperty edmProperty in entity.Properties.Where(p => p.TypeUsage.EdmType is PrimitiveType && p.DeclaringType == entity))     {         // TODO:  Create properties     }     // Iterate through each relationship of the entity     foreach (NavigationProperty navProperty in entity.NavigationProperties.Where(np => np.DeclaringType == entity))     {         // TODO:  Create associations     } } There really isnt anything more advanced than that going on in the text template the only thing I had to blunder through was realizing that if you want the generator to interpret a line of code (such as our iterations above), you need to enclose the code in <# and #> while if you want the generator to interpret the VALUE of code, such as putting the entity name into the class name, you need to enclose the code in <#= and #> like so: public partial class <#=entity.Name#> To make a long story short, I did a lot of repetition of the above to come up with a text template that generates a class for each entity based on its properties, and a set of IO methods for each entity based on its relationships.  The two work together to provide lazy-loading for hierarchical data (such getting Team.Players) so it should be pretty intuitive to use on a front-end.  This text template is available here you can tweak the inputFiles array to load one or many different edmx models and generate the basic xml IO and class files, though it will probably only work correctly in the simplest of cases, like our MFL model described in the previous post.  Additionally, there is no validation, logging or error handling which is something I want to handle later by stumbling through the enterprise library 5.0. The code that gets generated isnt anything special, though using the LINQ to XML feature was something very new and exciting for me I had only worked with XML in the past using the DOM or XML Reader objects along with XPath, and the LINQ to XML model is just so much more elegant and supposedly efficient (something to test later).  For example, the following code was generated to create a Player object for each Player node in the XML:         return from element in GetXmlData(_PlayerDataFile).Descendants("Player")             select new Player             {                 Id = int.Parse(element.Attribute("Id").Value)                 ,ParentName = element.Parent.Name.LocalName                 ,ParentId = long.Parse(element.Parent.Attribute("Id").Value)                 ,Name = element.Attribute("Name").Value                 ,PositionId = int.Parse(element.Attribute("PositionId").Value)             }; It is all done in one line of code, no looping needed.  Even though GetXmlData loads the entire xml file just like the old XML DOM approach would have, it is supposed to be much less resource intensive.  I will definitely put that to the test after we develop a user interface for getting at this data.  Speaking of the data where IS the data?  Weve put together a pretty model and a bunch of code around it, but we dont have any data to speak of.  We can certainly drop to our favorite XML editor and crank out some data, but if it doesnt totally match our model, it will not load correctly.  To help with this, Ive built in a method to generate xml at any given layer in the hierarchy.  So for us to get the closest possible thing to real data, wed need to invoke MFL.IO.GenerateTeamXML and save the results to file.  Doing so should get us something that looks like this: <Team Id="0" Name="0">   <Player Id="0" Name="0" PositionId="0">     <Statistic Id="0" PassYards="0" RushYards="0" Year="0" />   </Player> </Team> Sadly, it is missing the Positions node (havent thought of a way to generate lookup xml yet) and the data itself isnt quite realistic (well, as realistic as MFL data can be anyway).  Lets manually remedy that for now to give us a decent starter set of data.  Note that this is TWO xml files Lookups.xml and Teams.xml: <Lookups Id=0>   <Position Id="0" Name="Quarterback"/>   <Position Id="1" Name="Runningback"/> </Lookups> <Teams Id=0>   <Team Id="0" Name="Chicago">     <Player Id="0" Name="QB Bears" PositionId="0">       <Statistic Id="0" PassYards="4000" RushYards="120" Year="2008" />       <Statistic Id="1" PassYards="4200" RushYards="180" Year="2009" />     </Player>     <Player Id="1" Name="RB Bears" PositionId="1">       <Statistic Id="2" PassYards="0" RushYards="800" Year="2007" />       <Statistic Id="3" PassYards="0" RushYards="1200" Year="2008" />       <Statistic Id="4" PassYards="3" RushYards="1450" Year="2009" />     </Player>   </Team> </Teams> Ok, so we have some data, we have a way to read/write that data and we have a friendly way of representing that data.  Now, what remains is the part that I have been looking forward to the most: present the data to the user and give them the ability to add/update/delete, and doing so in a way that is very intuitive (easy) from a development standpoint.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Finding files with bash and copy to another location and reducing depth of folders

    - by Kevin F
    I'm trying to recover a mates hard drive, there is no structure what so ever so music and images are everywhere but in named folders sometimes 5 folders deep, I've managed to write a one-liner that finds the files and copies them to a mounted drive but it preserves the file structure completely. What I'm after is a bit of code that searches the drive and copies to another location and copies just the parent folder with the mp3/jpg files within and not the complete path. The other issue I have is the music is /folder/folder/folder/Artist/1.mp3..2.mp3..10.mp3 etc etc so I have to preserve the folder 'Artist' to give him any hope of finding his tracks again. What I have working currently: find /media/HP/ -name *.mp3 -fprintf /media/HP/MUSIC/Script.sh 'mkdir -p "/media/HP/MUSIC/%h" \n cp "%h/%f" "/media/HP/MUSIC/%h/"\n' I then run the script.sh and it does all the copying. Many Thanks

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  • How to reset a List c# and XNA [on hold]

    - by P3erfect
    I need to do a "retry" option when the player finishes the game.For doing this I thought to reset the lists of Monsters and other objects that moved at the first playing or which have been "killed".for example I have a list like that: //the enemy1 class is already done // in Game1 I declare it List<enemy1> enem1 = new List<enemy1>(); //Initialize method List<enemy1> enem1 = new List<enemy1>(); //LoadContent foreach (enemy1 enemy in enem1) { enemy.Load(Content); } enem1.Add(new enemy1(Content.Load<Texture2D>("enemy"), new Vector2(5900, 12600))); //Update foreach (enemy1 enemy in enem1) { enemy.Update(gameTime); } //after being shoted the enemies disappear and i remove them //if the monsters are shoted the bool "visible" goes from false to true for (int i = enem1.Count - 1; i >= 0; --i) { if (enem1[i].visible == true) enem1.RemoveAt(i); } //Draw foreach (enemy1 enemy in enem1) { if(enemy.visble==false) { enemy.Draw(spriteBatch, gameTime); } } //So my problem is to restart the game. I did this in Update method if(lost==false) { //update all the things... } if(lost==true)//this is if I die { //here I have to put the code that restore the list //I tried: foreach (enemy1 enemy in enem1) { enemy.visible=false; } player.life=3;//initializing the player,points,time player.position=initialPosition; points=0; time=0; }//the player works.. } } they should be drawn again but if I removed them they won't be drawn anymore.If I don't remove them ,instead, the enemies are in different places (because they follow me). Any suggestions to restore or reinitialize the list??

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  • processing gamestate with a window of commands across time?

    - by rook2pawn
    I have clients sending client updates at a 100ms intervals. i pool the command inputs and create a client command frame. the commands come into the server in these windows and i tag them across time as they come in. when i do a server tick i intend to process this list of commands i.e. [ {command:'duck',timestamp:350,player:'a'}, {command:'shoot',timestamp:395,player:'b'}, {command:'move', timestamp:410,player:'c'} {command:'cover',timestamp:420,player:'a'} ] how would i efficiently update the gamestate based on this list? the two solutions i see are 1) simulate time via direct equation to figure out how far everyone would move or change as if the real gameupdate was ticking on the worldtick..but then unforseen events that would normally trigger during real update would not get triggered such as powerups or collissions 2) prepare to run the worldupdate multiple times and figure out which commands get sent to which worldupdate. this seems better but a little more costly is there a canonical way to do this?

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  • Libgdx change color of Texture at runtime [on hold]

    - by Springrbua
    i allready asked this on Stackoverflow, but i think this question may belong here. In a Libgdx game i have some Animations for my Player. All the Frames for this Animation are inside a TextureAtlas. The Player Textures show a human, with a white T-Shirt. The T-Shirt is the only white part of the Player. Now i want to be able to replace the white color with red for Player1, with green for Player2 and so on. How can i do that, without loosing the advantage of the TextureAtlas (Texture switching)? Ofc 1 way would be to store 4 versions of every Frame, for 4 different Players (colors). But there are games out there, where you can fully customize the Player, give him a blue hat, red pants and pink shirts and so on. How can this be done? Thanks a lot! EDIT: The question on Stackoverflow

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  • Stumbling Through: Visual Studio 2010 (Part III)

    The last post ended with us just getting started on stumbling into text template file customization, a task that required a Visual Studio extension (Tangible T4 Editor) to even have a chance at completing.  Despite the benefits of the Tangible T4 Editor, I still had a hard time putting together a solid text template that would be easy to explain.  This is mostly due to the way the files allow you to mix code (encapsulated in <# #>) with straight-up text to generate.  It is effective to be sure, but not very readable.  Nevertheless, I will try and explain what was accomplished in my custom tt file, though the details of which are not really the point of this article (my way of saying dont criticize my crappy code, and certainly dont use it in any somewhat real application.  You may become dumber just by looking at this code.  You have been warned really the footnote I should put at the end of all of my blog posts). To begin with, there were two basic requirements that I needed the code generator to satisfy:  Reading one to many entity framework files, and using the entities that were found to write one to many class files.  Thankfully, using the Entity Object Generator as a starting point gave us an example on how to do exactly that by using the MetadataLoader and EntityFrameworkTemplateFileManager you include references to these items and use them like so: // Instantiate an entity framework file reader and file writer MetadataLoader loader = new MetadataLoader(this); EntityFrameworkTemplateFileManager fileManager = EntityFrameworkTemplateFileManager.Create(this); // Load the entity model metadata workspace MetadataWorkspace metadataWorkspace = null; bool allMetadataLoaded =loader.TryLoadAllMetadata("MFL.tt", out metadataWorkspace); EdmItemCollection ItemCollection = (EdmItemCollection)metadataWorkspace.GetItemCollection(DataSpace.CSpace); // Create an IO class to contain the 'get' methods for all entities in the model fileManager.StartNewFile("MFL.IO.gen.cs"); Next, we want to be able to loop through all of the entities found in the model, and then each property for each entity so we can generate classes and methods for each.  The code for that is blissfully simple: // Iterate through each entity in the model foreach (EntityType entity in ItemCollection.GetItems<EntityType>().OrderBy(e => e.Name)) {     // Iterate through each primitive property of the entity     foreach (EdmProperty edmProperty in entity.Properties.Where(p => p.TypeUsage.EdmType is PrimitiveType && p.DeclaringType == entity))     {         // TODO:  Create properties     }     // Iterate through each relationship of the entity     foreach (NavigationProperty navProperty in entity.NavigationProperties.Where(np => np.DeclaringType == entity))     {         // TODO:  Create associations     } } There really isnt anything more advanced than that going on in the text template the only thing I had to blunder through was realizing that if you want the generator to interpret a line of code (such as our iterations above), you need to enclose the code in <# and #> while if you want the generator to interpret the VALUE of code, such as putting the entity name into the class name, you need to enclose the code in <#= and #> like so: public partial class <#=entity.Name#> To make a long story short, I did a lot of repetition of the above to come up with a text template that generates a class for each entity based on its properties, and a set of IO methods for each entity based on its relationships.  The two work together to provide lazy-loading for hierarchical data (such getting Team.Players) so it should be pretty intuitive to use on a front-end.  This text template is available here you can tweak the inputFiles array to load one or many different edmx models and generate the basic xml IO and class files, though it will probably only work correctly in the simplest of cases, like our MFL model described in the previous post.  Additionally, there is no validation, logging or error handling which is something I want to handle later by stumbling through the enterprise library 5.0. The code that gets generated isnt anything special, though using the LINQ to XML feature was something very new and exciting for me I had only worked with XML in the past using the DOM or XML Reader objects along with XPath, and the LINQ to XML model is just so much more elegant and supposedly efficient (something to test later).  For example, the following code was generated to create a Player object for each Player node in the XML:         return from element in GetXmlData(_PlayerDataFile).Descendants("Player")             select new Player             {                 Id = int.Parse(element.Attribute("Id").Value)                 ,ParentName = element.Parent.Name.LocalName                 ,ParentId = long.Parse(element.Parent.Attribute("Id").Value)                 ,Name = element.Attribute("Name").Value                 ,PositionId = int.Parse(element.Attribute("PositionId").Value)             }; It is all done in one line of code, no looping needed.  Even though GetXmlData loads the entire xml file just like the old XML DOM approach would have, it is supposed to be much less resource intensive.  I will definitely put that to the test after we develop a user interface for getting at this data.  Speaking of the data where IS the data?  Weve put together a pretty model and a bunch of code around it, but we dont have any data to speak of.  We can certainly drop to our favorite XML editor and crank out some data, but if it doesnt totally match our model, it will not load correctly.  To help with this, Ive built in a method to generate xml at any given layer in the hierarchy.  So for us to get the closest possible thing to real data, wed need to invoke MFL.IO.GenerateTeamXML and save the results to file.  Doing so should get us something that looks like this: <Team Id="0" Name="0">   <Player Id="0" Name="0" PositionId="0">     <Statistic Id="0" PassYards="0" RushYards="0" Year="0" />   </Player> </Team> Sadly, it is missing the Positions node (havent thought of a way to generate lookup xml yet) and the data itself isnt quite realistic (well, as realistic as MFL data can be anyway).  Lets manually remedy that for now to give us a decent starter set of data.  Note that this is TWO xml files Lookups.xml and Teams.xml: <Lookups Id=0>   <Position Id="0" Name="Quarterback"/>   <Position Id="1" Name="Runningback"/> </Lookups> <Teams Id=0>   <Team Id="0" Name="Chicago">     <Player Id="0" Name="QB Bears" PositionId="0">       <Statistic Id="0" PassYards="4000" RushYards="120" Year="2008" />       <Statistic Id="1" PassYards="4200" RushYards="180" Year="2009" />     </Player>     <Player Id="1" Name="RB Bears" PositionId="1">       <Statistic Id="2" PassYards="0" RushYards="800" Year="2007" />       <Statistic Id="3" PassYards="0" RushYards="1200" Year="2008" />       <Statistic Id="4" PassYards="3" RushYards="1450" Year="2009" />     </Player>   </Team> </Teams> Ok, so we have some data, we have a way to read/write that data and we have a friendly way of representing that data.  Now, what remains is the part that I have been looking forward to the most: present the data to the user and give them the ability to add/update/delete, and doing so in a way that is very intuitive (easy) from a development standpoint.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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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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  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

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  • About Leader Board in Javascript (Array) Help Me Please

    - by raulcorrales
    Hi to all. I need help with a score table for my game. -1- I have 4 variables: var Player1Score= 44; var Player2Score= 12; var Player3Score= 45; var Player4Score= 26; --2-- i make a Array: var MyArray=[Player1Score,Player2Score,Player3Score,Player4Score]; --3-- sort the array: MyArray.Sort(); --4-- Print: ----------HIGHSCORES---------- 45 44 26 12 MY QUESTION IS: HOW I CAN PRINT THE NAME OF THE PLAYERS IN ORDER¿? LIKE THIS: ----------HIGHSCORES---------- PLAYER 3 45 PLAYER 1 44 PLAYER 4 26 PLAYER 2 12 THANKS IN ADVANCE. GREETINGS

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  • rigidbody2d.Addforce( ) behaves wieirdly unity 4.3 [on hold]

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • best way of rendering more 3D models in three.js that not slow down page?

    - by GDevLearner
    I am in the way of creating a 3D web game using threeJS library. This is a multi-player game that players are 3D human models in game, and I need to add a human 3D model for each player that enters the game. Additionally, I want to animate the humans while they walking, but the problem, here is that adding a 3D model and animating that for each player will slow down the game or maybe cause the browser to crash. question: what is the better way of showing and animating the player's models that will not slow down the game?

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  • Store scores for players and produce a high score list

    - by zrvan
    This question is derived from an interview question that I got for a job I was declined. I have asked for code review for my solution at the dedicated Stack Exchange site. But I hope this question is sufficiently rephrased and asked with a different motivation not to be a duplicate of the other question. Consider the following scenario: You should store player scores in the server back end of a game. The server is written in Java. Every score should be registered, that is, one player may have any number of scores for any number of levels. A high score list should be produced with the fifteen top scores for a given level, but only one score per user (to the effect that even if player X has the two highest scores for level Y, only the first position is counted and player Z has the second place). No information should be persisted and only Java 1.7+ standard libraries should be used. No third party libraries or frameworks are acceptable. With the number of players as the primary factor, what would be the best data structure in terms of scalability and concurrency? How would you access the structure to register a single score given a level and a player id? How would you access the structure to compile the high score list?

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  • Moving sprite from one vector to the other

    - by user2002495
    I'm developing a game where enemy can shoot bullets towards the player. I'm using 2 vector that is normalized later to determine where the bullets will go. Here is the code where enemy shoots: private void UpdateCommonBullet(GameTime gt) { foreach (CommonEnemyBullet ceb in bulletList) { ceb.pos += ceb.direction * 1.5f * (float)gt.ElapsedGameTime.TotalSeconds; if (ceb.pos.Y >= 600) ceb.hasFired = false; } for (int i = 0; i < bulletList.Count; i++) { if (!bulletList[i].hasFired) { bulletList.RemoveAt(i); i--; } } } And here is where i get the direction (in the constructor of the bullet): direction = Global.currentPos - this.pos; direction.Normalize(); Global.currentPos is a Vector2 where currently player is located, and is updated eveytime the player moves. This all works fine except that the bullet won't go to player's location. Instead, it tends goes to the "far right" of the player's position. I think it might be the problem where the bullet (this.pos in the direction) is created (at the position of the enemy). But I found no solution of it, please help me.

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  • Problem interfacing GSM USB modem to Java application

    - by varun
    I am working on an open-source application called FrontlineSMS which can be interfaced with GSM modems to send and receive SMS. The windows installer that is available through their website works fine. Since i wanted to modify it, I got the source code and built the jar and tried to launch it. When I plug in the GSM modem and launch the application, it sometimes detects the GSM device and i am even able to send and receive SMS. Or else 1.) I get the following error- Launching FrontlineSMS for Windows... Stable Library ========================================= Native lib Version = RXTX-2.1-7 Java lib Version = RXTX-2.1-7 Error 0x5 at /home/bob/foo/rxtx-devel/build/../src/termios.c(860): Access is de ied. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x5 at /home/bob/foo/rxtx-devel/build/../src/termios.c(860): Access is de ied. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x57 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2352): The parame er is incorrect. Error 0x1 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2497): Incorrect f nction. Error 0x1 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2497): Incorrect f nction. Error 0x1 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2497): Incorrect f nction. Error 0x1 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2497): Incorrect f nction. Error 0x1 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2497): Incorrect f nction. Error 0x1 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2497): Incorrect f nction. Error 0x1 at /home/bob/foo/rxtx-devel/build/../src/termios.c(2497): Incorrect f nction. 2.) OR the application sometimes crashes by creating a log file which contains: # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x10009ccb, pid=4452, tid=3464 # # JRE version: 6.0_20-b02 # Java VM: Java HotSpot(TM) Client VM (16.3-b01 mixed mode, sharing windows-x86 ) # Problematic frame: # C [rxtxSerial.dll+0x9ccb] # # If you would like to submit a bug report, please visit: # http://java.sun.com/webapps/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # --------------- T H R E A D --------------- Current thread (0x03433000): JavaThread "SmsModem :: COM18" daemon [_thread_in_native, id=3464, stack(0x070a0000,0x070f0000)] siginfo: ExceptionCode=0xc0000005, writing address 0x038cfa10 Registers: EAX=0x038cfa08, EBX=0x00000003, ECX=0x7c802413, EDX=0x00000001 ESP=0x070ef800, EBP=0x070ef9e8, ESI=0x3360b898, EDI=0x03433000 EIP=0x10009ccb, EFLAGS=0x00010202 Top of Stack: (sp=0x070ef800) 0x070ef800: 3360b8a0 6d9fbc40 6da2ed98 ffffffff 0x070ef810: 070ef848 6d8f0a2c 6d8f0340 070ef95c 0x070ef820: 070ef864 00000dfb 03433000 038cfa08 0x070ef830: 00000007 00000001 00000001 0000000a 0x070ef840: 03433bf4 fffffffe 070ef8f4 6d8f0b7a 0x070ef850: 070ef95c 03433bf8 6da6f210 6da6f538 0x070ef860: 070ef868 03433bf4 27f18708 27f18708 0x070ef870: 22eb9810 03433bc4 00000001 070ef898 Instructions: (pc=0x10009ccb) 0x10009cbb: 45 1c 7c 19 8b 85 44 fe ff ff 8b 95 4c fe ff ff 0x10009ccb: 89 50 08 8b 55 f4 89 d0 e9 f8 01 00 00 c7 85 50 Stack: [0x070a0000,0x070f0000], sp=0x070ef800, free space=13e070ef334k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [rxtxSerial.dll+0x9ccb] C [rxtxSerial.dll+0xa05e] j gnu.io.RXTXPort.readByte()I+0 j gnu.io.RXTXPort$SerialInputStream.read()I+61 j org.smslib.CSerialDriver.getResponse()Ljava/lang/String;+36 j net.frontlinesms.smsdevice.SmsModem._doDetection()Z+172 j net.frontlinesms.smsdevice.SmsModem.run()V+18 v ~StubRoutines::call_stub V [jvm.dll+0xf049c] V [jvm.dll+0x17fcf1] V [jvm.dll+0xf0667] V [jvm.dll+0xf06dd] V [jvm.dll+0x11a2a0] V [jvm.dll+0x1ddb14] V [jvm.dll+0x17f96c] C [msvcr71.dll+0x9565] C [kernel32.dll+0xb729] Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j gnu.io.RXTXPort.readByte()I+0 j gnu.io.RXTXPort$SerialInputStream.read()I+61 j org.smslib.CSerialDriver.getResponse()Ljava/lang/String;+36 j net.frontlinesms.smsdevice.SmsModem._doDetection()Z+172 j net.frontlinesms.smsdevice.SmsModem.run()V+18 v ~StubRoutines::call_stub --------------- P R O C E S S --------------- Java Threads: ( => current thread ) =>0x03433000 JavaThread "SmsModem :: COM18" daemon [_thread_in_native, id=3464, stack(0x070a0000,0x070f0000)] 0x0344b800 JavaThread "D3D Screen Updater" daemon [_thread_blocked, id=4404, stack(0x03dd0000,0x03e20000)] 0x002b7800 JavaThread "DestroyJavaVM" [_thread_blocked, id=3236, stack(0x008c0000,0x00910000)] 0x03f6f400 JavaThread "AWT-EventQueue-0" [_thread_blocked, id=1888, stack(0x038e0000,0x03930000)] 0x03ec2400 JavaThread "AWT-Shutdown" [_thread_blocked, id=4300, stack(0x03740000,0x03790000)] 0x032d8c00 JavaThread "EmailServerHandler" [_thread_blocked, id=5708, stack(0x03830000,0x03880000)] 0x032f7000 JavaThread "Incoming message processor" [_thread_blocked, id=4184, stack(0x03650000,0x036a0000)] 0x03004c00 JavaThread "AWT-Windows" daemon [_thread_in_native, id=4828, stack(0x035a0000,0x035f0000)] 0x0303f400 JavaThread "Java2D Disposer" daemon [_thread_blocked, id=3768, stack(0x03500000,0x03550000)] 0x02b1e800 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=4164, stack(0x02dd0000,0x02e20000)] 0x02b18c00 JavaThread "CompilerThread0" daemon [_thread_blocked, id=2936, stack(0x02d80000,0x02dd0000)] 0x02b17400 JavaThread "Attach Listener" daemon [_thread_blocked, id=5444, stack(0x02d30000,0x02d80000)] 0x02b15c00 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=4976, stack(0x02ce0000,0x02d30000)] 0x02b0d800 JavaThread "Finalizer" daemon [_thread_blocked, id=5876, stack(0x02c90000,0x02ce0000)] 0x02b0c400 JavaThread "Reference Handler" daemon [_thread_blocked, id=5984, stack(0x02c40000,0x02c90000)] Other Threads: 0x02b0ac00 VMThread [stack: 0x02bf0000,0x02c40000] [id=4508] 0x02b29800 WatcherThread [stack: 0x02e20000,0x02e70000] [id=6080] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap def new generation total 7808K, used 4003K [0x22990000, 0x23200000, 0x27ee0000) eden space 6976K, 45% used [0x22990000, 0x22ca8e90, 0x23060000) from space 832K, 100% used [0x23060000, 0x23130000, 0x23130000) to space 832K, 0% used [0x23130000, 0x23130000, 0x23200000) tenured generation total 17208K, used 15192K [0x27ee0000, 0x28fae000, 0x32990000) the space 17208K, 88% used [0x27ee0000, 0x28db6100, 0x28db6200, 0x28fae000) compacting perm gen total 13824K, used 13655K [0x32990000, 0x33710000, 0x36990000) the space 13824K, 98% used [0x32990000, 0x336e5f98, 0x336e6000, 0x33710000) ro space 10240K, 51% used [0x36990000, 0x36ebae00, 0x36ebae00, 0x37390000) rw space 12288K, 54% used [0x37390000, 0x37a272d8, 0x37a27400, 0x37f90000) Dynamic libraries: 0x00400000 - 0x00424000 C:\WINDOWS\system32\java.exe 0x7c900000 - 0x7c9b2000 C:\WINDOWS\system32\ntdll.dll 0x7c800000 - 0x7c8f6000 C:\WINDOWS\system32\kernel32.dll 0x77dd0000 - 0x77e6b000 C:\WINDOWS\system32\ADVAPI32.dll 0x77e70000 - 0x77f02000 C:\WINDOWS\system32\RPCRT4.dll 0x77fe0000 - 0x77ff1000 C:\WINDOWS\system32\Secur32.dll 0x7c340000 - 0x7c396000 C:\Program Files\Java\jre6\bin\msvcr71.dll 0x6d800000 - 0x6da97000 C:\Program Files\Java\jre6\bin\client\jvm.dll 0x7e410000 - 0x7e4a1000 C:\WINDOWS\system32\USER32.dll 0x77f10000 - 0x77f59000 C:\WINDOWS\system32\GDI32.dll 0x76b40000 - 0x76b6d000 C:\WINDOWS\system32\WINMM.dll 0x76390000 - 0x763ad000 C:\WINDOWS\system32\IMM32.DLL 0x6d7b0000 - 0x6d7bc000 C:\Program Files\Java\jre6\bin\verify.dll 0x6d330000 - 0x6d34f000 C:\Program Files\Java\jre6\bin\java.dll 0x6d290000 - 0x6d298000 C:\Program Files\Java\jre6\bin\hpi.dll 0x76bf0000 - 0x76bfb000 C:\WINDOWS\system32\PSAPI.DLL 0x6d7f0000 - 0x6d7ff000 C:\Program Files\Java\jre6\bin\zip.dll 0x6d000000 - 0x6d14a000 C:\Program Files\Java\jre6\bin\awt.dll 0x73000000 - 0x73026000 C:\WINDOWS\system32\WINSPOOL.DRV 0x77c10000 - 0x77c68000 C:\WINDOWS\system32\msvcrt.dll 0x774e0000 - 0x7761d000 C:\WINDOWS\system32\ole32.dll 0x773d0000 - 0x774d3000 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\COMCTL32.dll 0x77f60000 - 0x77fd6000 C:\WINDOWS\system32\SHLWAPI.dll 0x5ad70000 - 0x5ada8000 C:\WINDOWS\system32\uxtheme.dll 0x74720000 - 0x7476c000 C:\WINDOWS\system32\MSCTF.dll 0x755c0000 - 0x755ee000 C:\WINDOWS\system32\msctfime.ime 0x7c9c0000 - 0x7d1d7000 C:\WINDOWS\system32\shell32.dll 0x6d230000 - 0x6d284000 C:\Program Files\Java\jre6\bin\fontmanager.dll 0x68000000 - 0x68036000 C:\WINDOWS\system32\rsaenh.dll 0x769c0000 - 0x76a74000 C:\WINDOWS\system32\USERENV.dll 0x5b860000 - 0x5b8b5000 C:\WINDOWS\system32\netapi32.dll 0x6d610000 - 0x6d623000 C:\Program Files\Java\jre6\bin\net.dll 0x71ab0000 - 0x71ac7000 C:\WINDOWS\system32\WS2_32.dll 0x71aa0000 - 0x71aa8000 C:\WINDOWS\system32\WS2HELP.dll 0x71a50000 - 0x71a8f000 C:\WINDOWS\System32\mswsock.dll 0x76f20000 - 0x76f47000 C:\WINDOWS\system32\DNSAPI.dll 0x76fb0000 - 0x76fb8000 C:\WINDOWS\System32\winrnr.dll 0x76f60000 - 0x76f8c000 C:\WINDOWS\system32\WLDAP32.dll 0x16080000 - 0x160a5000 C:\Program Files\Bonjour\mdnsNSP.dll 0x76d60000 - 0x76d79000 C:\WINDOWS\system32\Iphlpapi.dll 0x63560000 - 0x63568000 C:\Program Files\National Instruments\Shared\mDNS Responder\nimdnsNSP.dll 0x63550000 - 0x63559000 C:\WINDOWS\system32\nimdnsResponder.dll 0x78130000 - 0x781cb000 C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.4053_x-ww_e6967989\MSVCR80.dll 0x76fc0000 - 0x76fc6000 C:\WINDOWS\system32\rasadhlp.dll 0x10000000 - 0x10012000 C:\Documents and Settings\bjz677\Desktop\client run\rxtxSerial.dll 0x73d90000 - 0x73db7000 C:\WINDOWS\system32\crtdll.dll 0x4fdd0000 - 0x4ff76000 C:\WINDOWS\system32\d3d9.dll 0x038d0000 - 0x038d6000 C:\WINDOWS\system32\d3d8thk.dll 0x77c00000 - 0x77c08000 C:\WINDOWS\system32\VERSION.dll 0x6d630000 - 0x6d639000 C:\Program Files\Java\jre6\bin\nio.dll 0x03930000 - 0x03977000 C:\Program Files\Iomega\DriveIcons\IMGHOOK.DLL 0x605d0000 - 0x605d9000 C:\WINDOWS\system32\mslbui.dll 0x77120000 - 0x771ab000 C:\WINDOWS\system32\OLEAUT32.DLL VM Arguments: java_command: net.frontlinesms.DesktopLauncher Launcher Type: SUN_STANDARD Environment Variables: JAVA_HOME=C:\Program Files\Java\jdk1.6.0_20\bin CLASSPATH=.;C:\Program Files\Java\jre6\lib\ext\QTJava.zip; PATH=C:\Program Files\Intel\MKL\10.0.2.019\ia32\bin;C:\Program Files\Intel\VTune\CGGlbCache;C:\Program Files\Intel\VTune\Analyzer\Bin;C:\Program Files\Intel\VTune\Shared\Bin;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;s:\datamart\bin;C:\Program Files\ATI Technologies\ATI.ACE\;C:\Program Files\IVI\bin;c:\Program Files\Microsoft SQL Server\90\Tools\binn\;C:\Program Files\MATLAB\R2007b\bin;C:\Program Files\MATLAB\R2007b\bin\win32;C:\VXIPNP\WinNT\Bin;C:\Program Files\Intel\Compiler\Fortran\10.1.021\\IA32\Lib;C:\Program Files\Intel\Compiler\Fortran\10.1.021\\EM64T\Lib;C:\VXIPNP\WinNT\Bin\;C:\WINDOWS\system32\WindowsPowerShell\v1.0;C:\WINDOWS\system32\WindowsPowerShell\v1.0;C:\Program Files\QuickTime\QTSystem\;C:\Program Files\Java\jdk1.6.0_20\bin USERNAME=xxx OS=Windows_NT PROCESSOR_IDENTIFIER=x86 Family 6 Model 15 Stepping 2, GenuineIntel --------------- S Y S T E M --------------- OS: Windows XP Build 2600 Service Pack 3 CPU:total 2 (2 cores per cpu, 1 threads per core) family 6 model 15 stepping 2, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3 Memory: 4k page, physical 2094960k(1063364k free), swap 4032536k(3038408k free) vm_info: Java HotSpot(TM) Client VM (16.3-b01) for windows-x86 JRE (1.6.0_20-b02), built on Apr 12 2010 13:52:23 by "java_re" with MS VC++ 7.1 (VS2003) time: Wed Jun 16 11:53:40 2010 elapsed time: 45 seconds Anyone knows what caused this? Please answer keeping in mind I am new to Java. Thanks, Varun

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  • Python + QT + Gstreamer

    - by Ptterb
    Hi everyone, I'm working with PyQt and trying to get video from a webcam to play within a QT widget. I've found tutorials for C and Qt, and for python and gtk, but NOTHING for this combo of pyQt and gstreamer. Anybody get this working? This plays the video fine, but in a separate window: self.gcam = gst.parse_launch('v4l2src device=/dev/video0 ! autovideosink') self.gcam.set_state(gst.STATE_PLAYING) what I need is to get the overlay working so it's displayed within a widget on my GUI. Thanks, Gurus of the internet! ok, so I've gotten a lot farther, but still in need of some help. I'm actually writing this for Maemo, but the following code works fine on my linux laptop: class Vid: def __init__(self, windowId): self.player = gst.Pipeline("player") self.source = gst.element_factory_make("v4l2src", "vsource") self.sink = gst.element_factory_make("autovideosink", "outsink") self.source.set_property("device", "/dev/video0") self.scaler = gst.element_factory_make("videoscale", "vscale") self.window_id = None self.windowId = windowId self.player.add(self.source, self.scaler, self.sink) gst.element_link_many(self.source,self.scaler, self.sink) bus = self.player.get_bus() bus.add_signal_watch() bus.enable_sync_message_emission() bus.connect("message", self.on_message) bus.connect("sync-message::element", self.on_sync_message) def on_message(self, bus, message): t = message.type if t == gst.MESSAGE_EOS: self.player.set_state(gst.STATE_NULL) elif t == gst.MESSAGE_ERROR: err, debug = message.parse_error() print "Error: %s" % err, debug self.player.set_state(gst.STATE_NULL) def on_sync_message(self, bus, message): if message.structure is None: return message_name = message.structure.get_name() if message_name == "prepare-xwindow-id": win_id = self.windowId assert win_id imagesink = message.src imagesink.set_property("force-aspect-ratio", True) imagesink.set_xwindow_id(win_id) def startPrev(self): self.player.set_state(gst.STATE_PLAYING) print "should be playing" vidStream = Vid(wId) vidStream.startPrev() where wId is the window id of the widget im trying to get to display the output in. When I run this on the N900, the screen goes black and blinks. Any ideas? I'm dying here!

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