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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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  • Resources for creating a turn-by-turn navigation system

    - by benwad
    I'm trying to create a kind of turn-by-turn satellite navigation system using the iOS SDK. I get the directions from the server and draw them on the map, then I keep getting location updates from the iPhone's GPS chip. Currently I start by finding the nearest turning point then, each time the user comes within a certain distance of the next turning point, a verbal cue is given and the turning point index is incremented. This is a delicate system and I'd like to make it more robust so I can tell when the user is going the wrong direction etc. Basically I'm looking for some literature about turn-by-turn navigation, in terms of tracking the user's progress and whether they're going the right direction. I'd have thought there's a lot of research out there but I can't seem to find anything apart from simple tutorials on how to use a given SDK or directions API. Can anyone direct me to a good run-through of the various techniques used in software such as TomTom or Google Maps Navigation?

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  • How to synchronise the acceleration, velocity and position of the monsters on the server with the players?

    - by Nick
    I'm building an MMO using Node.js, and there are monsters roaming around. I can make them move around on the server using vector variables acceleration, velocity and position. acceleration = steeringForce / mass; velocity += acceleration * dTime; position += velocity * dTime; Right now I just send the positions over, and tell the players these are the "target positions" of the monsters, and let the monsters move towards the target positions on the client with a speed dependant on the distance of the target position. It works but looks rather strange. How do I synchronise these properly with the players without looking funny to them, taking into account the server lag? The problem is that I don't know how to make use of the correct acceleration/velocity values here; right now they just move directly in a straight line to the target position instead of accelerating/braking there properly. How can I implement such behaviour?

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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  • How to move an object along a circumference of another object?

    - by Lumis
    I am so out of math that it hurts, but for some of you this should be a piece of cake. I want to move an object around another along its ages or circumference on a simple circular path. At the moment my game algorithm knows how to move and position a sprite just at the edge of an obstacle and now it waits for the next point to move depending on various conditions. So the mathematical problem here is how to get (aX, aY) and (bX, bY) positions, when I know the Centre (cX, cY), the object position (oX, oY) and the distance required to move (d)

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  • How to manage enemy movement and shoot in a shmup?

    - by whatever
    I'm wondering what is the best (or at least a good) way of managing enemies in a shoot-em-up. Basically, what I'd do would be a class that manages displaying and updating positions of all the enemies. But how to create good deplacements for enemies? A list of where-to-go points? gravitating around some fixed points (with ponderation, distance evaluation etc.)? Same question for the shoot patterns? Can you please put me on a track?

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  • Internet Explorer : nouvelle vulnerabilité 0-day, les recommandations de Microsoft pour éviter l'exécution de code distant

    Nouvelle vulnerabilité 0-day dans Internet Explorer 6,7 et 8 Qui permet l'exécution de code distant Une nouvelle vulnérabilité 0-day dans le navigateur de Microsoft, Internet Explorer vient d'être identifiée. La vulnérabilité pourrait être exploitée par des pirates afin de prendre un contrôle à distance du système vulnérable. La faille se situe au niveau du moteur HTML d'Internet Explorer et peut être exploitée lorsque le navigateur traite des fichiers CSS (Cascading Style Sheets). Avec pour résultat, la possible exécution d'un code arbitraire via une page Web malicieuse. La vulnérabilité touche les versions 7 et 6 d'internet Explorer sur ...

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  • Un chercheur informe Google d'une faille dans l'Android Market et le regrette, il aurait pu gagner le concours de hacking Pwn2Own

    Un chercheur informe Google d'une faille dans l'Android Market Et le regrette, il aurait pu gagner le concours de hacking Pwn2Own Un chercheur en sécurité a signalé à Google une vulnérabilité pouvant toucher son OS mobile Android. Une faille qu'il aurait pu utiliser lors du concours de hacking Pwn2Own qui se déroule actuellement et auquel il participe. Jon Oberheide, a découvert une vulnérabilité critique touchant l'Android Market ui pouvait être exploitée par un pirate pour installer à distance des applications malveillantes sur les terminaux Android en incitant les utilisateurs à cliquer sur un lien malveillant. Pensant que l'utilisation de cette vulnérabilité lors de la compéti...

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  • Gaming blew fuse and causes funny smell: how to overcome?

    - by George Tomlinson
    I've been gaming for a while now. When playing certain games this PC goes into overdrive. The fan/fans start/s to sound like a jet engine it/they get/s so busy. Also I have smelt burning when this has happened. The fuse blew on the 4 socket adapter I was using recently. On the following thread someone said this could be due to the PSU not being strong enough to handle the load, in what it seems could be a related issue someone had, although the person who posted this question did say that blowing a fan on their PC stopped it crashing in that case: http://www.tomshardware.co.uk/answers/id-2047543/gtx-650-overheating-issue.html. This is exactly what they said: Your GPU isn't overheating. 70+ before it would shutdown and cause a restart. Make sure your PSU is strong enough to handle your new system at load and possibly run Memtest to check your RAM (although not BSOD'ing and just shutting down points to the PSU). This (the PSU part) makes more sense to me than it being to do with dust etc, since it seems a more plausible explanation of why the fuse blew. The PC has no problems except when playing certain games: i.e. TERA Rising and WoW with add-ons (I think WoW is ok as long as I don't have more than 1 add-on (Healers Have To Die)). I'm just wondering if anyone knows or can suggest what I might be able to do to be able to play these games without this problem occurring. The PC's spec is this: Display: NVIDIA GeForce GTX 650 8GB RAM (6 available) Processor: AMD FX (tm) - 8120 Eight-Core Processor - 3.1 GHz, 4 Cores, 8 Logical Processors I have read on another post that forcing vsync in the Nvidia Control Panel helped with what seems could be a similar problem, so I plan to see if that solves it, God permitting. EDIT: I tried the Vsync thing, and it seems the situation may have improved, although this may be due to something else: i.e. maybe the PC was working harder yesterday, due to just having downloaded a few things or lots of things running. I'm still noticing the funny smell when playing TERA. It's not so much burning: it's more like glue. The smell might have had a burning element to it in the past, but I think it's always had a glue element. EDIT 2: the PSU is an 'ATX Switching Power Supply', Model E-500ATX. Other info it gives on the PSU is 230V, Current 10A and Frequency 50-60Hz. It also has some other info which I can supply if necessary. Putting the PC plug in the wall socket instead of the power strip seems like it might have reduced the load on the PC quite a bit: I think it sounds less stressed. it has been off for a while whilst I took the side panel off though, so I'll wait to see what happens before getting too excited. EDIT 3: hmm. So here's the latest: just playing TERA. The fan's running quite fast again. Hard to tell whether switching to the wall socket has made a difference in terms of strain on the PC: I don't know if one would expect it to. Still seems like it might have helped though. Oh and there didn't seem to be much dust in the PC, although I didn't disconnect any components. I'm still getting the glue type smell. ASIDE: reminds me of someone on a PC near me at the library once who was actually sniffing glue right there in front of everyone while on the PC and he started talking about how he was sniffing glue. lol. That's no joke. EDIT 4: So the questions now are: Question 1: Is the smell something I should sort out? (If so, how might I do this?) Question 2: is it necessary to take any steps to prevent blowing another fuse (and if so which step/s?).

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  • Une faille critique découverte dans Flash Player et Acrobat, Adobe émet un bulletin d'alerte et prép

    Une faille critique découverte dans Flash Player et Acrobat, Adobe émet un bulletin d'alerte et prépare un correctif Adobe vint d'emmetre ce jour un bulletin d'alerte concernant une faille de sécurité critique qui vient d'être découverte dans deux de ses produits. En effet, certaines versions de Flash Player (10.0.45.2, 9.0.262 et versions antérieures 10.0.x et 9.0.x pour Windows, Macintosh, Linux et Solaris) ; et dans la authplay.dll d'Adobe Reader et Acrobat (9.3.2 et versions antérieures 9.x pour Windows, Macintosh et UNIX), présnteraient une vulnérabilité qui pourrait permettre à un pirate informatique de prendre le contrôle d'un ordinateur à distance. Aucun patch officiel ne permet actuellement de corriger cette...

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  • How do I get started with fog type effects in a first person game?

    - by Dream Lane
    Hey guys, I'm currently using JME3 to learn 3d game development in java, and I have run into a situation. I would like to add fog effects to my games, but I don't even know where to start to implement this. I know how to set the camera's far frustum to limit the render distance, but that just simply makes a sharp cutoff. I'd like the fog it up a bit to make it feel more natural. I'm looking for an answer that points me into the correct direction. I'm not looking for specific code snippets or even JME3's engine specifics. I just want to get an idea of how this stuff works in general. Thanks!

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  • Why am I unable to telnet to a local port that has a listening service?

    - by Skip Huffman
    I suspect this is either a very simple question, or a very complex one. I have a headless server running ubuntu 10.04 that I can ssh into. I have full root access to the system. I am trying to set up an ssh tunnel to allow me to vnc to the system (but that isn't my question. I have vnc running on port 5903, here is the netstat output for that: Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name tcp 0 0 0.0.0.0:5903 0.0.0.0:* LISTEN 7173/Xtightvnc tcp 0 0 0.0.0.0:22 0.0.0.0:* LISTEN 465/sshd But when I try to telnet to that port, from within the same system and login, I get unable to connect errors # telnet localhost 5903 Trying ::1... Trying 127.0.0.1... telnet: Unable to connect to remote host: Connection timed out I am able to telnet to port 22 (as a verification) ~# telnet localhost 22 Trying ::1... Connected to localhost. Escape character is '^]'. SSH-2.0-OpenSSH_5.3p1 Debian-3ubuntu7 I have tried to open up any possible ports using ufw (probably clumsy fashion) # ufw status numbered Status: active To Action From -- ------ ---- [ 1] 5903 ALLOW IN Anywhere [ 2] 22 ALLOW IN Anywhere What else might be blocking this connection locally? Thank you, Edit: The only reference to port 5903 in iptable -L -n is this: Chain ufw-user-input (1 references) target prot opt source destination ACCEPT tcp -- 0.0.0.0/0 0.0.0.0/0 tcp dpt:5903 ACCEPT udp -- 0.0.0.0/0 0.0.0.0/0 udp dpt:5903 ACCEPT tcp -- 0.0.0.0/0 0.0.0.0/0 tcp dpt:22 ACCEPT udp -- 0.0.0.0/0 0.0.0.0/0 udp dpt:22 ACCEPT tcp -- 0.0.0.0/0 0.0.0.0/0 tcp dpt:8080 ACCEPT udp -- 0.0.0.0/0 0.0.0.0/0 udp dpt:8080 I can post the whole output if that will be useful. hosts.allow and hosts.deny both contain only comments. Re-Edit: Some other questions pointed me to nmap, so I ran a portscan through that utility: # nmap -v -sT localhost -p1-65535 Starting Nmap 5.00 ( http://nmap.org ) at 2011-11-09 09:58 PST NSE: Loaded 0 scripts for scanning. Warning: Hostname localhost resolves to 2 IPs. Using 127.0.0.1. Initiating Connect Scan at 09:58 Scanning localhost (127.0.0.1) [65535 ports] Discovered open port 22/tcp on 127.0.0.1 Connect Scan Timing: About 18.56% done; ETC: 10:01 (0:02:16 remaining) Connect Scan Timing: About 44.35% done; ETC: 10:00 (0:01:17 remaining) Completed Connect Scan at 10:00, 112.36s elapsed (65535 total ports) Host localhost (127.0.0.1) is up (0.00s latency). Interesting ports on localhost (127.0.0.1): Not shown: 65533 filtered ports PORT STATE SERVICE 22/tcp open ssh 80/tcp closed http Read data files from: /usr/share/nmap Nmap done: 1 IP address (1 host up) scanned in 112.43 seconds Raw packets sent: 0 (0B) | Rcvd: 0 (0B) I think this shows that 5903 is blocked somehow. Which I pretty much knew. The question remains what is blocking it and how to modify. Re-re-edit: To check Paul Lathrop's suggested answer, I first verified my ip address with ifconfig: eth0 Link encap:Ethernet HWaddr 02:16:3e:42:28:8f inet addr:10.0.10.3 Bcast:10.0.10.255 Mask:255.255.255.0 Then tried to telnet to 5903 from that address: # telnet 10.0.10.3 5903 Trying 10.0.10.3... telnet: Unable to connect to remote host: Connection timed out No luck. Re-re-re-re-edit: Ok, I think I have isolated it a bit to vncserver, not the firewall, darn it. I shut off vncserver and had netcat listen on port 5903. My vnc client then was able to establish a connnection and sit and wait for a response. Looks like I should be chasing a vnc problem. At least that is progress Thanks for the help

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  • How can I stop pixel seams appearing in adjacent mesh boundaries due to floating point imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • How to name a clamp function that only clamps from one side?

    - by dog_funtom
    Clamp() is a function that ensures that provided variable is in provided range. You can find such function in .NET, in Unity, and probably anywhere. While it is useful, I often need to clamp my value from one side only. For example, to ensure that float is always non-negative or always positive (like radius value from inspector). I used names ClampFromAbove() and ClampFromBelow(), but I wonder if such names is good or even grammatically valid in programming-English. Also, it probably make sense to distinguish non-negative case too. How'd you name such function? Something like EnsureNonNegative()? My intention is creating pair of extension methods and use them like this: var normalizedRadius = originalRadius.ClampFromBelow(0.0001); var distance = someVector.Magnitude.ClampFromAbove(maxDistance);

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  • Fog with Blend in OpenGL

    - by MhdAljobory
    I want to add fog in my scene which contain transparent textures made by Blend , when i enable the fog the transparent textures appear white From a distance but when i disable it the textures appear well. What is the solution to the problem of whiteness? Fog Code: GLfloat fogColor[4]= {0.5f, 0.5f, 0.5f, 1.0f}; glClearColor(0.5f,0.5f,0.5f,1.0f); glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.35f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 1.0f); glFogf(GL_FOG_END, 1000.0f); glEnable(GL_FOG); Screenshot

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  • Le nouvel exploit zero-day de Java 7 décortiqué, il permet de désactiver le sandbox avec une facilité déconcertante

    Faille de sécurité critique dans Java 7 Update 6 pouvant être utilisée pour installer des malwares, la désactivation de la plateforme recommandée Les experts en sécurité tirent la sonnette d'alarme pour la dernière version de la plateforme Java. Java 7 Update 6 serait sujet à une vulnérabilité activement exploitée. Les chercheurs en sécurité du cabinet FireEye ont découvert une faille de sécurité dans la plateforme pouvant être exploitée pour infecter des ordinateurs avec des logiciels malveillants. La vulnérabilité aurait été utilisée pour installer à distance le cheval de Troie Poison Ivy, qui a été utilisé dans le passé dans de nombreuses campagnes de cyberespionnage. L...

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  • Moving two objects proportionally

    - by SSL
    I'm trying to move two objects away from each other at a proportional distance, but on different scales. I'm not quite sure how to do this. Object A can go from position 0.1 to 1. Object B has no limits. If object B is decreasing, then Object A should be decreasing at rate R. Likewise, if Object B is increasing, then Object A increases at rate R. How can I tie these two Object positions together so that in an update loop, they automatically update their positions? I tried using: ObjA.Pos += 0.001f * ObjB.VelocityY; //0.001f is the rate This works but there's an error each time it runs. ObjA starts off at its max position 1 but then the next time it will stop at 0.97, 0.94, 0.91 etc.. This is due to the 0.001f rate I put in. Is there a way to control the rate, yet not end up with the rounding error?

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  • Java : encore une nouvelle faille critique, 1,1 milliard d'utilisateurs concernés par cette vulnérabilité de Java 5, 6 et 7

    Faille de sécurité critique dans Java 7 Update 6 pouvant être utilisée pour installer des malwares, la désactivation de la plateforme recommandée Les experts en sécurité tirent la sonnette d'alarme pour la dernière version de la plateforme Java. Java 7 Update 6 serait sujet à une vulnérabilité activement exploitée. Les chercheurs en sécurité du cabinet FireEye ont découvert une faille de sécurité dans la plateforme pouvant être exploitée pour infecter des ordinateurs avec des logiciels malveillants. La vulnérabilité aurait été utilisée pour installer à distance le cheval de Troie Poison Ivy, qui a été utilisé dans le passé dans de nombreuses campagnes de cyberespionnage. L...

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  • Number of iterations to real time

    - by Ivansek
    I have an animation of traffic. I have 20 cars in road network, each car have a starting node and end node. Each car know how much distance does it need to travel in order to reach the end node. I move cars each 20 ms for 10 px. To move all cars from their start node to end node I need 60 iterations. That is 60*20ms = 1200ms. Now I want to convert this time, or use data that I have, to a real time where car move 50km/h. How can I do that? Any idea?

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  • Une faille critique dans Firefox 3.6 confirmée par Mozilla, sera patchée à la fin du mois : la solut

    Une faille critique dans Firefox 3.6 Confirmée par Mozilla, sera patchée à la fin du mois : la solution en attendant C'est un bloggeur russe qui vient de mettre à jour une faille critique dans la dernière version de Firefox. Dans un premier temps, celui-ci avait refusé de communiquer ses informations à la Fondation Mozilla. Mais, tout comme sa première décision était difficilement compréhensible, son changement d'attitude s'est déroulé sans la moindre explication. Mozilla confirme le caractère "critique" de la faille : "La vulnérabilité a été jugée critique et pourrait conduire à l'exécution de code à distance par un pirate", peut-on lire sur le...

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  • How to manage enemy deplacement and shoot in a shmup?

    - by whatever
    I'm wondering what is the best (or at least a good) way of managing enemies in a shoot-em-up. Basically, what I'd do would be a class that manages displaying and updating positions of all the enemies. But how to create good deplacements for enemies? A list of where-to-go points? gravitating around some fixed points (with ponderation, distance evaluation etc.)? Same question for the shoot patterns? Can you please put me on a track?

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  • Les éditeurs de solutions de sécurité devraient-ils bloquer les malwares gouvernementaux ? F-Secure pense que oui

    Les entreprises de sécurité informatique devraient-elles bloquer les malwares gouvernementaux ? F-Secure pense que oui De récentes révélations accusent les autorités égyptiennes d'avoir acheté puis utilisé un système de surveillance allemand (FinFinder) pour espionner ses citoyens. La société qui le commercialise, Elaman, propose divers produits sous le label de "solutions de sécurité gouvernementale", comme FinSpy qui "garantit un accès total et en temps-réel ainsi que le contrôle à distance de l'ordinateur cible", ou FinFly, un "proxy infectieux utilisé pour propager des malwares intrusifs". Des faits graves qui, bien que non encore confirmés, ont fait bondir la compagnie spécialisée en sécurité info...

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  • Generate Unique Abstract Backgrounds with Ablaze

    - by Jason Fitzpatrick
    If you want custom and unique backgrounds without having to code your own image-generating engine, Ablaze makes it simple (and fun) to create abstract images. You can customize a wide array of options in Ablaze including the base shape (ring, horizontal line, or random), number of particles, distance each particle travels, and the speed (if you increase the speed range you get more distinct lines and if you decrease it you get smoother smokier shapes). You can also seed the design with a color palette pulled from any image you provide (the sample above was seeded with a Wonder Woman comic panel). Tweak and reset the pattern generation as much as you want; when you create an abstract image worthy of your desktop just click the save button to grab a copy of it in PNG format. Ablaze [via Flowing Data] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Oracle sort Java 7 Update 7, une mise à jour d'urgence pour corriger la faille de sécurité critique dans Java

    Faille de sécurité critique dans Java 7 Update 6 pouvant être utilisée pour installer des malwares, la désactivation de la plateforme recommandée Les experts en sécurité tirent la sonnette d'alarme pour la dernière version de la plateforme Java. Java 7 Update 6 serait sujet à une vulnérabilité activement exploitée. Les chercheurs en sécurité du cabinet FireEye ont découvert une faille de sécurité dans la plateforme pouvant être exploitée pour infecter des ordinateurs avec des logiciels malveillants. La vulnérabilité aurait été utilisée pour installer à distance le cheval de Troie Poison Ivy, qui a été utilisé dans le passé dans de nombreuses campagnes de cyberespionnage. L...

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