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  • Tomorrow: Profit Rides into the DANGER ZONE!!!

    - by Aaron Lazenby
    On May 4 I'll be suiting up with Oracle social media maven Marius Ciortea-- Iceman and Maverick-style--for a flight in the Team Oracle stunt plane. World-renowned pilot Sean Tucker and his team were nice enough to invite us along to participate in aerial photo shoots over Oracle headquarters and the San Francisco bay. I don't think we'll be able to recreate the epic tension generated between Tom Cruise and Val Kilmer in "Top Gun" but we'll do our best to get some good photos, videos, and interviews along the way. Check back on Wednesday for a full report.

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  • Billboard shader without distortion

    - by Nick Wiggill
    I use the standard approach to billboarding within Unity that is OK, but not ideal: transform.LookAt(camera). The problem is that this introduces distortion toward the edges of the viewport, especially as the field of view angle grows larger. This is unlike the perfect billboarding you'd see in eg. Doom when seeing an enemy from any angle and irrespective of where they are located in screen space. Obviously, there are ways to blit an image directly to the viewport, centred around a single vertex, but I'm not hot on shaders. Does anyone have any samples of this approach (GLSL if possible), or any suggestions as to why it isn't typically done this way (vs. the aforementioned quad transformation method)? EDIT: I was confused, thanks Nathan for the heads up. Of course, Causing the quads to look at the camera does not cause them to be parallel to the view plane -- which is what I need.

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  • Isometric drawing "Not Tile Stuff" on isometric map?

    - by Icebone1000
    So I got my isometric renderer working, it can draw diamond or jagged maps...Then I want to move on...How do I draw characters/objects on it in a optimal way? What Im doing now, as one can imagine, is traversing my grid(map) and drawing the tiles in a order so alpha blending works correctly. So, anything I draw in this map must be drawed at the same time the map is being drawn, with sucks a lot, screws your very modular map drawer, because now everything on the game (but the HUD) must be included on the drawer.. I was thinking whats the best approach to do this, comparing the position of all objects(not tile stuff) on the grid against the current tile being draw seems stupid, would it be better to add an id ON the grid(map)? this also seems terrible, because objects can move freely, not per tile steps (it can occupies 2 tiles if its between them, etc.) Dont know if matters, but my grid is 3D, so its not a plane with objects poping out, its a bunch of pilled cubes.

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  • Good baseline size for an A* Search grid?

    - by Jo-Herman Haugholt
    I'm working on a grid based game/prototype with a continuous open map, and are currently considering what size to make each segment. I've seen some articles mention different sizes, but most of them is really old, so I'm unsure how well they map to the various platforms and performance demands common today. As for the project, it's a hybrid of 2D and 3D, but for path-finding purposes, the majority of searches would be approximately 2D. From a graphics perspective, the minimum segment size would be 64x64 in the XZ plane to minimize loaded segments while ensuring full screen coverage. I figure pathfinding would be an important indicator of maximum practical size.

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  • Vacations on Rodrigues 2014

    And now something completely different compared to the usual technical or community related articles here on this blog. Yes, this time I'm writing some lines on my (and my family's) activities during our long weekend stay on Rodrigues. So, please bear with me, it's eventually a bit more personal... Grab a soda, some popcorn and a cosy place to continue to read. var googleAlbumLink = "https://plus.google.com/photos/117698191428446859536/albums/6047895311458281985"; //optional----------------------- var mySlideWidth = 580; var mySlideHeight = 340; var mySlideDelay = 7000; //delay in milliseconds Special promotions during school holidays Originally, our children started to ask more frequently about going on the plane again. Obviously, after their aunty from Germany was around during May, they were really eager to travel again. So, we decided that it might be a great opportunity to book some vacations during their school holidays. And just in time the local hotels and hotel groups started to advertise their special promotions for citizens and residents. After collecting multiple brochures over several days, we got attracted by various hotel packages on Rodrigues - most interestingly the expenses for the stay and flight ticket were less compared to other resorts here on the main island. As we have been to Rodrigues already back in 2008, we followed up on this idea and got in touch with a couple travel agencies. Well, I have to report that you should be really careful about the promotions from some of them. We had a very negative experience with Shamal Travel Agency in Quatre Bornes regarding their adverts and the actual price levels and age definition for children. Please, stay away from them if you are interested in transparent cost and services. Anyway, after some arrangements with two other close families we managed to confirm our stay at the Cotton Bay Hotel in Rodrigues. Given the fact that we already stayed there, and the hotel has been renovated recently, and it is under new management all looked very promising and relaxed for our vacation. Counting the days... As we already booked in July our children were counting down the days. And it got more interesting as soon as they were on school holidays finally. Well, the day arrived and waking them up at 2:30 hrs wasn't a problem after all. Quite the opposite it was fascinating for us parents to watch them waiting for the transport and later on during the airport transfer. Despite the early hours both didn't fall asleep and it was all so exciting. We are taking the plane! Well organised by the Cotton Bay Hotel Honestly, it was a breeze and a smooth ride during our stay at the hotel. From the airport transfer, the cleanliness of our bungalow, the organisation of our day trips, and the SPA - all very well and enjoyable. The children had great fun, and although it was a bit too windy to plunge into the pool they had a lot of fun with other activities on the beach and at the Kid's Club. Oh, and we had our private petting zoo with cows, sheep and goats just close to the terrace. Some of us went to check out the SPA facilities and I have to admit that the services regarding Hammam and Sauna are better than at some other hotels in Mauritius. I don't know after how many months or years I was once again enjoying a very hot sauna. Little draw-back but nothing to worry about... There is no cold water or at least ice cubes to cool down the body, but hey there was a nice breeze coming over the hills. Some day trips to mention Based on a friend's recommendation we walked to a "restaurant" called Chez Solange & Robert. Hahaha, restaurant is widely stretched in this case, as we enjoyed a great BBQ with fresh lobster, whole fish, and pieces of chicken breast in an open cottage. Just some wooden structure covered with dried palm leaves on the roof - island feeling pure! The other day we went to the Giant Tortoise & Cave Reserve Francois Leguat to observe the giant Aldabra turtles and to visit the Grande Caverne. The biggest limestone cave on the island. Compared to our last visit this was a novelty after checking out the Caverne Partate. The formations of stalactites and stalagmites are very impressive and imaginative. Our guide had lots of funny terms and despite the low light conditions the kids had a great time wandering around on the narrow wooden paths and stairs. And last but not least, we decided to check out the Tyrodrig zip lines... Everyone was allowed to join the trip through the air, and our little ones stayed close to our field guides. But finally went on their own on the very last traversal. Puuuh, it was astounishing to glide over the valley, and for sure something to repeat next time. Impressions of our vacation on Rodrigues 2014   Next stay has been discussed already Oh yes, Rodrigues baby! We are going to come again! Tentative dates have been discussed already and now it's up to us to earn enough our next holiday on that wonderful remote piece of paradise. Eventually, a little bit longer than this time. We'll see...

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  • How can I generate a 2d navigation mesh in a dynamic environment at runtime?

    - by Stephen
    So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid system is too slow for path-finding. I need to simplify my node graph by using a navigational mesh. I grasp the concept of "how" a mesh works (finding a path through nodes on the vertices and/or the centers of the edges of polygons). My game uses dynamic obstacles that are procedurally generated at run-time. I can't quite wrap my head around how to take a plane that has multiple obstacles in it and programatically divide the walkable area up into polygons for the navigation mesh, like the following image. Where do I start? How do I know when a segment of walk-able area is already defined, or worse, when I realize I need to subdivide a previously defined walk-able area as the algorithm "walks" through the map? I'm using javascript in nodejs, if it matters.

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  • How to break terrain (in blender) into Chunks for a game engine

    - by Red
    I've created an island in blender. 2048x2048 blender units. The engine developer wants me to split the terrain into 128x128 "chunks" so that would be 16x16 "chunks" from a top down view. The engine isn't using height maps, in order to allow caves, 3d overhangs, etc. I'm not in charge of the engine, so suggestions about that aren't needed here :/ I just need a good, seamless way to split a terrain mesh into 16x16 pieces without leaving holes. I'm very new to blender, so baby steps are very much welcomed :) Here's a quick render of what i've got so far. I added a plane to show sea level but i've since removed it. http://i.imgur.com/qTsoC.png

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  • My Silverlight 4 talk at ConFoo Montreal

    Wednesday I did a Silverlight 4 talk at ConFoo (www.confoo.ca) very good conference in Montreal! As my public was mostly PHP dev I started by quickly introducing Silverlight, then showed several demos: Easy Painter: http://nokola.com/easypainter/ Physics Games: http://www.spritehand.com/ 3D: http://www.ingebrigtsen.info/silverlight/Balder/20100208/TestPage.html Bouncing Pane: http://weblogs.asp.net/lduveau/archive/2009/04/18/silverlight-3-the-amazing-bouncing-plane-demo.aspx ...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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  • Alpha blend 3D png texture in XNA

    - by ProgrammerAtWork
    I'm trying to draw a partly transparent texture a plane, but the problem is that it's incorrectly displaying what is behind that texture. Pseudo code: vertices1 basiceffect1 // The vertices of vertices1 are located BEHIND vertices2 vertices2 basiceffect2 // The vertices of vertices2 are located IN FRONT vertices1 GraphicsDevice.Clear(Blue); PrimitiveBatch.Begin(); //if I draw like this: PrimitiveBatch.Draw(vertices1, trianglestrip, basiceffect1) PrimitiveBatch.Draw(vertices2, trianglestrip, basiceffect2) //Everything gets draw correctly, I can see the texture of vertices2 trough //the transparent parts of vertices1 //but if I draw like this: PrimitiveBatch.Draw(vertices2, trianglestrip, basiceffect2) PrimitiveBatch.Draw(vertices1, trianglestrip, basiceffect1) //I cannot see the texture of vertices1 in behind the texture of vertices2 //Instead, the texture vertices2 gets drawn, and the transparent parts are blue //The clear color PrimitiveBatch.Draw(vertice PrimitiveBatch.End(); My question is, Why does the order in which I call draw matter?

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  • Day 1 of Oracle OpenWorld 2012 September 30

    - by Maria Colgan
    Howard Street in San Francisco is closed. The large Oracle tent is up! Attendees are arriving by the plane load at SFO. It can only mean one thing .... That's right!  Oracle OpenWorld officially starts today with the Oracle Users Forum. Ton's of great technical sessions selected by the Oracle User Groups get under way this morning at 8 am (Doh!). And of course, Larry's keynote is this evening 5:00 pm–7:00 pm, Moscone North. A must see, as he is bound to make some exciting announcements to get the show started! Hope to see ya there!   +Maria Colgan  

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  • A Closed Mind Killed the Retail Star

    Im on the plane flying back to New Zealand and Im astonished how quickly things have changed since I was last in the US. This trip I visited LA, Las Vegas and San Francisco and I was overwhelmed by the change that I witnessed in 12 short months. This morning following my memory map I headed towards the large  CompuServe electronics store in downtown San Francisco where my wife and I brought a digital camera in 2006. Homing in on the spot I was disappointed to see it had turned into yet another...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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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • Configuring Eclipse Xubuntu 12.04

    - by kyng
    Just installed Eclipse 3.7.1 on my xubuntu 12.04. I used to have eclipse installed on my 10.04. You could choose new java project, java source files etc. but this version doesn't have these options. If i make a .java file, it's just plane text, no highlighting and no chance to compile. I have installed eclipse-jdt. I looked https://help.ubuntu.com/community/EclipseIDE this manual. It tells to modify /etc/eclipse/java_home file but there is no such file on my system, just eclipse.ini. Am i missing a step here or have i encountered some sort of a bug?

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  • Procedural Mesh: UV mapping

    - by Esa
    I made a procedural mesh and now I want to apply a texture to it. The problem is, I cannot get it to stick the way I want it to. The idea is to have the texture painted only once over the whole mesh, so that there is no repeating. How should I map the UV to make that happen? My mesh is a simple plane consisting of 56 triangles. I'd add pictures to clear things up but I cannot since my reputation is below 10 points. Any help is appreciated. EDIT(Kind people gave me up votes, thank you): Meet my mesh: And when textured(tried to repeat the texture): And my texture:

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  • Hardware instancing for voxel engine

    - by Menno Gouw
    i just did the tutorial on Hardware Instancing from this source: http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/. Somewhere between 900.000 and 1.000.000 draw calls for the cube i get this error "XNA Framework HiDef profile supports a maximum VertexBuffer size of 67108863." while still running smoothly on 900k. That is slightly less then 100x100x100 which are a exactly a million. Now i have seen voxel engines with very "tiny" voxels, you easily get to 1.000.000 cubes in view with rough terrain and a decent far plane. Obviously i can optimize a lot in the geometry buffer method, like rendering only visible faces of a cube or using larger faces covering multiple cubes if the area is flat. But is a vertex buffer of roughly 67mb the max i can work with or can i create multiple?

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  • Creating a curved mesh on inside of sphere based on texture image coordinates

    - by user5025
    In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can draw a different texture. This is great, but I really want to reduce the manual labor, and do some of this work in a script -- like having a variable for the panoramic image, and coordinates of the area in the photograph that I want to replace with a new mesh. The hardest part of doing this is going to be creating a curved mesh in code that can sit on the inside wall of a sphere. Can anyone point me in the right direction?

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  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

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  • CW/CCW Rotation of a Vector

    - by user23132
    Considering that I have a vector A, and after an arbitrary rotation I get vector B. I want to use this rotation operation in others vectors as well, but I'm having problems in doing that. My idea do that is to calculate the perpendicular vector C of the plane AB (by calculating AxB). This vector C is the axis that I'll need to rotate. To discover the angle I used the dot product between A and B, the acos of the dot product will return the lowest angle between A and B, the angle ang. The rotation I need to do is then: -rotate *ang*º around the C axis. The problem is that I dont know if this rotation is a CW or CCW rotation, since the cos of the dot product does not give me information of the sign of the angle. There's a tip discover that in 2D ( A.x * B.y - A.y * B.x) that you can use to discover if the vector A is at left/right of vector B. But I dont know how to do this in 3D space. Can anyone help me?

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  • Calculating vertex normals on the GPU

    - by Etan
    I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: For each vertex, generate triangles to all it's neighbours. This results in eight neighbours when using the 1-neighbourhood for all vertices except at the borders. +---+---+ ¦ \ ¦ / ¦ +---o---+ ¦ / ¦ \ ¦ +---+---+ For each adjacent triangle, calculate it's normal by taking the cross product between the two distances. As the triangles all have the same size when projected on the xy-plane, I simply average over all eight normals then and store it for this vertex. However, as my data grows larger, this approach takes too much time and I would prefer doing it on the GPU in a shader code. Is there an easy method, maybe if I could store my height-map as a texture?

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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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  • OpenGL ES 2.0 gluUnProject

    - by secheung
    I've spent more time than I should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code: public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using OpenGL ES 2.0 code.

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  • PASS Summit '12, Day One

    - by AaronBertrand
    I had an incredibly interesting experience getting to Seattle this week. I flew out of Providence through Philadelphia. Apparently there was some smoke in one of the towers at PHL, so our flight was an hour delayed. I missed my connection by three minutes . I was absolutely amazed that after a one-hour, full ground stop, flights shortly afterward were leaving exactly on time. It was like anti-Aaron magic. I got to the gate and watched my plane back away. My luggage never would have made it but it...(read more)

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  • Infinite terrain shadows

    - by user35399
    I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be rendered in front of the sun. My terrain: The sun is the only light, it is directional, my terrain is generated on a plane which is positioned before the camera, frustum culled and fits the size of the viewing frustum. It is height mapped with generated noise texture, and using tessellation shaders on it. Video:http://www.youtube.com/watch?v=tk6yFwYusOs Dynamic shadows with the infinite terrain.

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  • Neues Statement Of Direction veröffentlicht

    - by carstenczarski
    Das APEX Entwicklerteam hat ein neues Statement Of Direction (SOD) für die Version 5.0 veröffentlicht. Wie immer wird es die Verbesserung und Erweiterung vorhandener und die Einführung neuer Funktionen geben. Wie immer, ist das Statement Of Direction dazu gedacht, die Pläne und Ziele des APEX-Entwicklerteams mit der Community zu teilen. Insofern ist für APEX 5.0 unter anderem geplant ... ... modale Dialoge deklarativ bereitzustellen ... den Drag and Drop Layout Editor zurückzubringen ... HTML5 noch besser zu unterstützen ... mehr Varianten und Möglichkeiten für PDF-Ausgabe bereitzustellen ... spezielle User Interfaces für Tablets einzuführen ... Master / Detail / Detail Formulare zu ermöglichen ... mehrerer Interaktive Berichte auf einer Seite zu erlauben ... und vieles weitere mehr. Die APEX-Erfolgsgeschichte geht also weiter.

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  • Can GJK be used with the same "direction finding method" every time?

    - by the_Seppi
    In my deliberations on GJK (after watching http://mollyrocket.com/849) I came up with the idea that it ins not neccessary to use different methods for getting the new direction in the doSimplex function. E.g. if the point A is closest to the origin, the video author uses the negative position vector AO as the direction in which the next point is searched. If an edge (with A as an endpoint) is closest, he creates a normal vector to this edge, lying in the plane the edge and AO form. If a face is the feature closest to the origin, he uses even another method (which I can't recite from memory right now) However, while thinking about the implementation of GJK in my current came, I noticed that the negative direction vector of the newest simplex point would always make a good direction vector. Of course, the next vertex found by the support function could form a simplex that less likely encases the origin, but I assume it would still work. Since I'm currently experiencing problems with my (yet unfinished) implementation, I wanted to ask whether this method of forming the direction vector is usable or not.

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