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  • CodePlex Daily Summary for Monday, May 03, 2010

    CodePlex Daily Summary for Monday, May 03, 2010New Projects.radiko: エアログラス採用のシンプルなradiko(http://radiko.jp/)クライアントです。タスクトレイのアイコンからラジオ局の切り替えができます。7Scale: EmptyB2C MVC Plattform: The B2C MVC Plattform aims to be pluggable site framework to help small busisness accomplish basic tasks between business and customers.ElValWeb: The goal of the project to create full featured implementation of ModelValidatorProvider for Enterprise Library Application Validation Block, wich ...esatis yazilimi: asp.net yazılımı ile satış magazasi websitesi kur.IEnumerable.It sample code: IEnumerable.It sample codejQuery MicroAjax for ASP.NET: MicroAjax is a set of jQuery plugins and .NET components designed to provide simple, powerful and efficient Ajax centric web application design pat...Karbon VOS: Karbon VOS is an advanced Virtual Operating System Template for Visual Basic Express. It's developed in Visual Basic. Karbon VOS hopes to one day b...LINQ Mapper: LINQ Mapper translates simple LINQ queries between different sources. It allows you to write queries against your domain model, but have them run ...Meccano Silverlight Framework: Meccano is a new generation of frameworks for creation of LOB Silverlight applications based on MEF, RX, WCF, ADO.NET Data Services etc. It is inte...Multiuse Model View (MMV) Library: This project is an open source library for the Multiuse Model View (MMV) pattern for building robust WPF and ASP.Net applications. Visit my blog ht...Process Affinity Control: Process Affinity Control allows to set the affinity masks of processes based on rules.SilverSpatial: This project helps bridge the gap between Silverlight and Geo-Spatial data type (such as SQL Spatial). It implements the Well-Known-Binary (WKB) fo...StageAssets: Application for storing data about "things" and people in theatre. For example equipment, actors and so on.Stratosphere: Mono compatible library with set of primitives to work with scalable table, queue and block containers with corresponding implementations for Amazo...TRX Web-Viewer: A simple web-based application to upload and view VSTS 2008 and VSTS 2010 test result files with some basic lookup and feature-wise management of r...WDT2: WDT 2 is the school project to begin learning .NET enviroment, The main focus is on learning the use of almost all the componenets.WPF Behavior Library: WPF Behavior Library is a set of additional actions for WPF that allow you to add extra behaviors to a control quickly and easily. Currently the on...YouTubeEmbeddedVideo WebControl for ASP.NET: A Control to embed YouTube videos in ASP.NET pages. Works in C# and VB.NETNew Releases.radiko: beta: 東京局のみ対応 あとは手抜きActiveWorlds Managed .NET SDK: AwManaged Technology Preview - WIN32 (Alpha): This WIN32 release contains the Server Console Application. The Setup executable should be run as administrator on O.S. using UAC (Vista/Win7)AJAX Control Framework: v1.0.1.0: v1.0.1.0 - Contains a Bing Maps sample project, a number of bug fixes and a few performance improvements. - AJAX enable ANY custom control that der...App_Code (and Usercontrol) Editor (ACE): v1.0.0 alpha: The first alpha release of the AppCode Editor for Umbraco 4.0.3 is now available to download! Tested to work with usercontrols - pre-compilation wi...ElValWeb: ElValWeb 0.0.1.0: Version 0.0.1.0 contains client validation support forAndCompositeValidator ContainsCharactersValidator DomainValidator NotNullValidator Or...esatis yazilimi: magaza: magazanın yazılımları ve veri tabanının yazılımlarıGrunty OS: Grunty OS USB: Download Grunty OS for USBGrunty OS: Grunty OS.ISO: Grunty OS ISOKarbon VOS: Milestone 1 (Kaptua): Milestone 1...Live Meeting API Wrapper: LiveMeetingAPIWrapperV1.2: Added get meeting and update meeting.Multiuse Model View (MMV) Library: v0.3: first alpha release. Medium amount of functionality and some use cases tested.MVC Foolproof Validation: Beta 0.9.3774: Adds resource provided error messages, regular expression operators and a new RegularExpressionIf attribute.Process Affinity Control: Version 1.0.0: This is the first release. Planned features for the next release: No administrative privileges needed to run the manager Select the active scena...SharePoint 2010 Service Manager: SharePoint 2010 Service Manager 1.1: Added support to run under UAC with automatic security elevationSharePoint Event Handler Manager: Event Handler Manager 2.0: Please download the application here: http://www.ackermantech.com/registerevents.aspxSkyDrive Synchronizer: SkyDrive Sync Beta 0.1: Beta release includes: Upload and download Synchronize updated files Delete files on web/locally if not in source Split larger files into sma...Stratosphere: Stratosphere 1.0.0.0: Initial beta releaseSuggested Resources for .NET Developers: 0.8.0.0 VS2010 - focus on displaying content: This is the first release of Suggested Resources that can be downloaded from the internet. While there is still a lot of work to be done this rele...TRX Web-Viewer: TRX Web-Viewer V1.0: First working versionVCC: Latest build, v2.1.30502.0: Automatic drop of latest buildWatchersNET.TagCloud: WatchersNET.TagCloud 01.04.00: !Whats New New Tag Mode: Search Referrers (Shows Search Tags From Google, Ask, Bing, Yahoo and the Dnn Site Search) Taxonomy Tags now contains L...Web/Cloud Applications Development Framework | Visual WebGui: 6.4 Beta 2e: Fully featured beta version of Visual WebGui Web/Cloud Applicaiton Development FrameworkWPF Behavior Library: WPF Behavior Library 0.1 Release: First alpha release of the WPF Behavior Library. It should be stable but doesn't have all of the features it will have in the future and the API ma...xvanneste: Sharepoint Social Network Client: Client permettant d'avoir accés au social network de sharepoint a l'exterieur du navigateur.Most Popular ProjectsRawrWBFS ManagerAJAX Control Toolkitpatterns & practices – Enterprise LibraryMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)iTuner - The iTunes CompanionASP.NETDotNetNuke® Community EditionMost Active ProjectsIonics Isapi Rewrite Filterpatterns & practices – Enterprise LibraryRawrHydroServer - CUAHSI Hydrologic Information System ServerAJAX Control Frameworkpatterns & practices: Azure Security GuidanceTinyProjectBlogEngine.NETNB_Store - Free DotNetNuke Ecommerce Catalog ModuleDambach Linear Algebra Framework

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  • CodePlex Daily Summary for Sunday, May 02, 2010

    CodePlex Daily Summary for Sunday, May 02, 2010New ProjectsAdventureWorks in Access: AdventureWorks database in Access format. Data has been ported in Access starting from Adventure Works database for SQL Server 2008.amplifi: This project is still under construction. We will add more information here as soon as it is available.ASP.NET MVC Bug Tracker: Bug Track written in C# ASP.NET MVC 2BigDecimal: BigDecimal is an attempt to create a number class that can have large precision. It is developed in vb.net (.net 4).CBM-Command: Coming soon....Chuyou: ChuyouCMinus: A C Minus Compiler!Complex and advanced mathematical functions: Mathematics toolkit is a Class Library Project which help Programmers to Calculate Mathematics Functions easily.Confuser: Confuser is a obfuscator for .NET. It is developed in C# and using Mono.Cecil for assembly manipulation.easypos: Micro punto de venta que permite ventas express de ropa, que se acopla fácil y transaparente con el ERP Click OneElmech Address Book: Web based Address Book for maintaining details of your business clients. This project targets Suppliers - Traders - Manufacturers - users. Applicat...Feed Viewer: Feed Viewer is able to synchronize subscribed feed and red news among all computers you are using. It understands both RSS and Atom format. It can ...Google URL Shortener, C#: Implementation in C# of generating short URLs by Goo.gl service (Google URL Shortener)MARS - Medical Assistant Record System: MARS - Medical Assistant Record SystemRx Contrib: Rx Contrib is a library which contain extensions for the Rx frameworkSimple Service Administration Tool: A simple tool to start/stop/restart a service of a WinNT based system. The tool is placed in the task bar as a notify icon, so the specified servic...Vis3D: Visual 3D controls for Silverlight.VisContent: XML content controls for ASP.NET.Windows Phone 7 database: This project implements a Isolated Storage (IsolatedStorage) based database for Windows Phone 7. The database consists of table object, each one s...New Releases$log$ / Keyword Substitution / Expansion Check-In Policy (TFS - LogSubstPol): LogSubstPol_v1.2010.0.4 (VS2010): LogSubstPol is a TFS check-in policy which insertes the check-in comments and other keywords into your source code, so you can keep track of the ch...Bojinx: Bojinx Core V4.5.1: The following new features were added: You can now use either BojinxMXMLContext or ContextModule to configure your application or module context. ...CBM-Command: Initial Public Demonstration: Initial public demonstration version. Can browse attached drives and display directory of any attached drive. A common question is "How does it w...Confuser: Confuser v1.0: It is the Confuser v1.0 that used to confuse the reverse-engineers :)Font Family Name Retrieval: 2nd Release: Added New MKV Font Extractor application to showcase the library. MKV Font Extractor depends on MKVToolnix to be installed before it will work. R...Google URL Shortener, C#: Goo.gl-CS v1 Beta: Extract the ZIP file to any location. Two files have to be in the same folder!HouseFly controls: HouseFly controls alpha 0.9.6.1: HouseFly controls release 0.9.6.1 alphaIsWiX: IsWiX 1.0.261.0: Build 1.0.261.0 - built against Fireworks 1.0.264.0. Adds support for VS2010 Integration to support WiX 3.5 beta releases.Managed Extensibility Framework (MEF) Contrib: MefContrib 0.9.2.0: Added conventions based catalog (read more at http://www.thecodejunkie.com/2010/03/bringing-convention-based-registration.html) MEF + Unity integ...MARS - Medical Assistant Record System: license: licenseNSIS Autorun: NSIS Autorun 0.1.5: This release includes source code, executable binary, files and example materials.PHP.net: Release 0.0.0.1: This is the first release of PHP.Net. The features available in this release are: new File Save File Save As Open File In the rar file is th...Rx Contrib: V1: Rx Contrib is ongoing effort for community additions for Rx. Current features are: ReactiveQueue: ISubject that does not loose values if there are ...Silverlight 4.0 Popup Menu: Context Menu for Silverlight 4 v1.0: - Added a margin for icon display. - Added the PopupMenuItem class which is a derivative of the DockPanel. - Find* methods can now drill down the v...Silverlight 4.0 Popup Menu: Context Menu for Silverlight 4 v1.1 Beta: - Added a margin for icon display. - Added the PopupMenuItem class which is a derivative of the DockPanel. - Added a AddSeperator method. - The Fin...Simple Service Administration Tool: SSATool 0.1.3: New Simple Service Administration Tool Version 0.1.3 compiled with Visual Studio .NET 2010.sMAPedit: sMAPedit v0.7a + Map-Pack: Required Additional Map-Pack Added: height setting by color picker (shift+leftclick)sMAPedit: sMAPedit v0.7b: Fixed: force a gargabe collection update to prevent pictureBox's memory leaksqwarea: Sqwarea 0.0.228.0 (alpha): This release corrects a critical bug in ConnexityNotifier service. We strongly recommend you to upgrade to this version. Known bugs : if you open...StackOverflow Desktop Client in C# and WPF: StackOverflow Client 0.1: Source code for the sample.TortoiseHg: TortoiseHg 1.0.2: This is a bug fix release, we recommend all users upgrade to 1.0.2VCC: Latest build, v2.1.30501.0: Automatic drop of latest buildVidCoder: 0.4.0: Changes: Added ability to queue up multiple video files or titles at once. These queued jobs will use the currently selected encoding settings. Mul...WabbitStudio Z80 Software Tools: Wabbitemu 32-bit Test Release: Wabbitemu Visual Studio build for testing purposesWindows Phone 7 database: Initial Release v1.0: This project implements a Isolated Storage (IsolatedStorage) based database for Windows Phone 7. The usage of this software is very simple. You cre...YouTubeEmbeddedVideo WebControl for ASP.NET: VideoControls version 1: This zip file contains the VideoControls.dll, version 1.Most Popular ProjectsRawrWBFS ManagerAJAX Control Toolkitpatterns & practices – Enterprise LibraryMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)iTuner - The iTunes CompanionASP.NETDotNetNuke® Community EditionMost Active Projectspatterns & practices – Enterprise LibraryRawrIonics Isapi Rewrite FilterHydroServer - CUAHSI Hydrologic Information System Serverpatterns & practices: Azure Security GuidanceTinyProjectNB_Store - Free DotNetNuke Ecommerce Catalog ModuleBlogEngine.NETDambach Linear Algebra FrameworkFacebook Developer Toolkit

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • CodePlex Daily Summary for Sunday, June 06, 2010

    CodePlex Daily Summary for Sunday, June 06, 2010New ProjectsActive Worlds Dot Net Wrapper (Based on AwSdk): Active Worlds Dot Net Wrapper (Based on AwSdk)Combina: Smart calculator for large combinatorial calculations.Concurrent Cache: ConcurrentCache is a smart output cache library extending OutputCacheProvider. It consists of in memory, cache files and compressed files modes and...Decay: Personal use. For learningFazTalk: FazTalk is a suite of tools and products that are designed to improve collaboration and workflow interactions. FazTalk takes an innovative approach...grouped: A peer to peer text editor, written in C# [update] I wrote this little thing a while back and even forgot about it, I stopped coding for more tha...HitchARide MVC 2 Sample: An MVC 2 sample written as part of the Microsoft 2010 London Web Camp based on the wireframes at http://schematics.earthware.co.uk/hitcharide. Not...Inspiration.Web: Description: A simple (but entertaining) ASP.NET MVC (C#) project to suggest random code names for projects. Intended audience: People who ne...NetFileBrowser - TinyMCE: tinyMCE file plugin with asp.netOil Slick Live Feeds: All live feeds from BP's Remotely Operated VehiclesParticle Lexer: Parser and Tokenizer libraryPdf Form Tool: Pdf Form Tool demonstrates how the iTextSharp library could be used to fill PDF forms. The input data is provided as a csv file. The application ...Planning Poker Windows Mobile 7: This project is a Planning Poker application for Windows Mobile 7 (and later?). RandomRat: RandomRat is a program for generating random sets that meet specific criteriaScience.NET: A scientific library written in managed code. It supports advanced mathematics (algebra system, sequences, statistics, combinatorics...), data stru...Spider Compiler: Spider Compiler parses the input of a spider programming source file and compiles it (with help of csc.exe; the C#-Compiler) to an exe-file. This p...Sununpro: sunun's project for study by team foundation server.TFS Buddy: An application that manipulates your I-Buddy whenever something happens in your Team Foundation ServerValveSoft: ValveSysWiiMote Physics: WiiMote Physics is an application that allows you to retrieve data from your WiiMote or Balance Board and display it in real-time. It has a number...WinGet: WinGet is a download manager for Windows. You can drag links onto the WinGet Widget and it will download a file on the selected folder. It is dev...XProject.NET: A project management and team collaboration platformNew Releases.NET DiscUtils: Version 0.9 Preview: This release is still under development. New features available in this release: Support for accessing short file names stored in WIM files Incr...Active Worlds Dot Net Wrapper (Based on AwSdk): Active World Dot Net Wrapper (0.0.1.85): Based on AwSdk 85AwSdk UnOfficial Wrapper Howto Use: C# using AwWrapper; VB.Net Import AwWrapperAjaxControlToolkit additional extenders: ZhecheAjaxControls for .NET3.5: Used AJAX Control Toolkit Release Notes - April 12th 2010 Release Version 40412. Fixed deadlock in long operation canceling Some other fixesAnyCAD: AnyCAD.v1.2.ENU.Install: http://www.anycad.net Parametric Modeling *3D: Sphere, Box, Cylinder, Cone •2D: Line, Rectangle, Arc, Arch, Circle, Spline, Polygon •Feature: Extr...Community Forums NNTP bridge: Community Forums NNTP Bridge V29: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has ad...Concurrent Cache: 1.0: This is the first release for the ConcurrentCache library.Configuration Section Designer: 2.0.0: This is the first Beta Release for VS 2010 supportDoxygen Browser Addin for VS: Doxygen Browser Addin - v0.1.4 Beta: Support for Visual Studio 2010 improved the logging of errors (Event Logs) Fixed some issues/bugs Hot key for navigation "Control + F1, Contr...Folder Bookmarks: Folder Bookmarks 1.6.2: The latest version of Folder Bookmarks (1.6.2), with new UI changes. Once you have extracted the file, do not delete any files/folders. They are n...HERB.IQ: Beta 0.1 Source code release 5: Beta 0.1 Source code release 5Inspiration.Web: Initial release (deployment package): Initial release (deployment package)NetFileBrowser - TinyMCE: Demo Project: Demo ProjectNetFileBrowser - TinyMCE: NetFileBrowser: NetImageBrowserNLog - Advanced .NET Logging: Nightly Build 2010.06.05.001: Changes since the last build:2010-06-04 23:29:42 Jarek Kowalski Massive update to documentation generator. 2010-05-28 15:41:42 Jarek Kowalski upda...Oil Slick Live Feeds: Oil Slick Live Feeds 0.1: A the first release, with feeds from the MS Skandi, Boa Deep C, Enterprise and Q4000. They are live streams from the ROV's monitoring the damaged...Pcap.Net: Pcap.Net 0.7.0 (46671): Pcap.Net - June 2010 Release Pcap.Net is a .NET wrapper for WinPcap written in C++/CLI and C#. It Features almost all WinPcap features and includes...sqwarea: Sqwarea 0.0.289.0 (alpha): API supportTFS Buddy: TFS Buddy First release (Beta 1): This is the first release of the TFS Buddy.Visual Studio DSite: Looping Animation (Visual C++ 2008): A solider firing a bullet that loops and displays an explosion everytime it hits the edge of the form.WiiMote Physics: WiiMote Physics v4.0: v4.0.0.1 Recovered from existing compiled assembly after hard drive failure Now requires .NET 4.0 (it seems to make it run faster) Added new c...WinGet: Alpha 1: First Alpha of WinGet. It includes all the planned features but it contains many bugs. Packaged using 7-Zip and ClickOnce.Most Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)PHPExcelpatterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesASP.NETMost Active ProjectsCommunity Forums NNTP bridgeRawrpatterns & practices – Enterprise LibraryGMap.NET - Great Maps for Windows Forms & PresentationN2 CMSIonics Isapi Rewrite FilterStyleCopsmark C# LibraryFarseer Physics Enginepatterns & practices: Composite WPF and Silverlight

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  • Share Your Top 30 Visited Domains with Visitation Cloud for Firefox

    - by Asian Angel
    Curious about the domains that you visit most or perhaps you want a way to share that information on a social website? Now you can see and share the 30 most visited domains in your browser’s history with the Visitation Cloud extension. Accessing Visitation Cloud As soon as you install the extension you can get started using it. Depending on how your browser’s UI is set up there are three methods for accessing Visitation Cloud: a “Visitation Cloud Button” inserted at the end of your “Bookmarks Toolbar”, a menu listing in the “Tools Menu”, and a “Toolbar Button” (not shown here). Visitation Cloud in Action As soon as you activate Visitation Cloud a new window will appear with your top domains displayed in a cloud format. Keep in mind that this is more than just a static image…each listing is actually a clickable link. Clicking on any of the listings will open that domain in a new tab or window depending on your particular browser settings. If you feel that you have a great set of links and want to share it with your friends then that is easy to do. Right click anywhere within the Visitation Cloud Window and select “Save as…”. The “cloud image” can be saved in “.png, .jpg, or Scalable Vector Graphics (.svg)” format. For our example we chose the “.svg format”. Perhaps you love the set of links but not the layout…right click and select “Randomize” to change how the cloud looks. Here is our cloud after being “Randomized”. Things definitely got moved around… Accessing the Visitation Cloud Image in other Browsers Once you have your “cloud image” saved you can share it with friends or save it for your own future use in other browsers. Here is our “cloud image” open in Opera Browser with link opening in progress. The same “cloud image” open in Google Chrome. Very nice… Conclusion While this may not be something that everyone will use Visitation Cloud does make for a rather unique, interesting, & fun way to access and share your most visited domains. Links Download the Visitation Cloud extension (Mozilla Add-ons) Similar Articles Productive Geek Tips Fix "Security Error: Domain Name Mismatch" Warning in FirefoxAdd Variety to Your Searches with Search CloudletRestore Your Missing/Deleted Smart Bookmarks Folder in Firefox 3Blocking Spam from International Senders in Windows Vista MailSee Where a Package is Installed on Ubuntu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Share High Res Photos using Divvyshot Draw Online using Harmony How to Browse Privately in Firefox Kill Processes Quickly with Process Assassin Need to Come Up with a Good Name? Try Wordoid StockFox puts a Lightweight Stock Ticker in your Statusbar

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  • View HTML Tags and Webpage Combined in Firefox

    - by Asian Angel
    Do you want an easier way to see a webpage’s html tags without viewing the source code in a separate window? Now you can view the webpage and tags combined in the same window using the X-Ray extension for Firefox. Before Usually if you want to see the source code behind a webpage you have to view it in a separate window. If you are only interested in a specific section then you have to search through the entire set of code just to find what you are looking for. After The X-Ray extension will let you see the document’s tags (including class and ID names) “side by side” with the webpage in the same tab. You can use either the context menu or the tools menu to access the X-Ray command. Here is the same webpage section shown in the first screenshot above. It may look a little odd at first until you get used to seeing both together. Note: You can return the webpage to its’ normal view by either clicking on the X-Ray command again or refreshing the page. The code for part of the sidebar on the same webpage… Followed by one of the sets of links at the end. Looking at another example suppose you are interested in how part of the main feed is set up. Being able to see how a particular element is set up directly in the webpage is certainly better than searching through the entire page of code. Conclusion If you design webpages and want an easy way to see how someone else’s website is coded then you may want to give this extension a try. Links Download the X-Ray extension (Mozilla Add-ons) Similar Articles Productive Geek Tips View Webpage Source Code in Tabs in FirefoxCreate Pre-Formatted Links in FirefoxRemove Webpage Formatting or View the HTML Code When Copying in FirefoxInsert Special Characters & Coding in Online Forms in FirefoxCombine the Address Bar and Progress Bar Together in Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free Windows Media Player Plus! – Cool WMP Enhancer Get Your Team’s World Cup Schedule In Google Calendar

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  • How do you stop OgreBullet Capsule from falling over?

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

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  • Stop Office 2010 Upload Center Icon from Displaying in the Taskbar

    - by Mysticgeek
    One of the new features in Office 2010 is the ability to upload your files to Office Web Apps. When you do, an Upload Center icon appears in the Taskbar and helps manage documents. Here’s how to stop it from showing up. If you’re running Office 2010 and upload files to the web, you’ll notice the Microsoft Office Upload Center Icon appears on the Taskbar in the Notification Area. It will stay there even after you’re done uploading the document and closed out of all Office apps. You can use this to monitor and control the documents you’re uploading to the web. Getting rid of it is fairly simple. Right-click the icon and select Settings. When the Microsoft Office Upload Center Settings window appears, under Display Options, uncheck Display icon in notification area and click OK. That is all there is to it…now it will no longer appear in the Taskbar.   After you upload your first document, it will also want to startup with Windows. You can go into msconfig and disable it from automatically starting up. If you need to access it again, it’s part of  Office 2010 Tools which you can access from the Start Menu. Or you can type upload center into the Search box in the Start Menu and hit Enter. If you upload a lot of work to Microsoft Web Apps you might find this tool useful, but if you only occasionally upload docs, you might be annoyed by it always being in the Taskbar. Similar Articles Productive Geek Tips Manage Sending 2010 Documents to the Web with Office Upload CenterHow To Manage Action Center in Windows 7What is Mobsync.exe and Why Is It Running?Taskbar Eliminator Does What the Name Implies: Hides Your Windows TaskbarDisable Office 2010 Beta Send-a-Smile from Startup TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free Windows Media Player Plus! – Cool WMP Enhancer Get Your Team’s World Cup Schedule In Google Calendar

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  • How to Quickly Add Multiple IP Addresses to Windows Servers

    - by Sysadmin Geek
    If you have ever added multiple IP addresses to a single Windows server, going through the graphical interface is an incredible pain as each IP must be added manually, each in a new dialog box. Here’s a simple solution. Needless to say, this can be incredibly monotonous and time consuming if you are adding more than a few IP addresses. Thankfully, there is a much easier way which allows you to add an entire subnet (or more) in seconds. Adding an IP Address from the Command Line Windows includes the “netsh” command which allows you to configure just about any aspect of your network connections. If you view the accepted parameters using “netsh /?” you will be presented with a list of commands each which have their own list of commands (and so on). For the purpose of adding IP addresses, we are interested in this string of parameters: netsh interface ipv4 add address Note: For Windows Server 2003/XP and earlier, “ipv4″ should be replaced with just “ip” in the netsh command. If you view the help information, you can see the full list of accepted parameters but for the most part what you will be interested in is something like this: netsh interface ipv4 add address “Local Area Connection” 192.168.1.2 255.255.255.0 The above command adds the IP Address 192.168.1.2 (with Subnet Mask 255.255.255.0) to the connection titled “Local Area Network”. Adding Multiple IP Addresses at Once When we accompany a netsh command with the FOR /L loop, we can quickly add multiple IP addresses. The syntax for the FOR /L loop looks like this: FOR /L %variable IN (start,step,end) DO command So we could easily add every IP address from an entire subnet using this command: FOR /L %A IN (0,1,255) DO netsh interface ipv4 add address “Local Area Connection” 192.168.1.%A 255.255.255.0 This command takes about 20 seconds to run, where adding the same number of IP addresses manually would take significantly longer. A Quick Demonstration Here is the initial configuration on our network adapter: ipconfig /all Now run netsh from within a FOR /L loop to add IP’s 192.168.1.10-20 to this adapter: FOR /L %A IN (10,1,20) DO netsh interface ipv4 add address “Local Area Connection” 192.168.1.%A 255.255.255.0 After the above command is run, viewing the IP Configuration of the adapter now shows: Latest Features How-To Geek ETC How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? How to Use and Master the Notoriously Difficult Pen Tool in Photoshop HTG Explains: What Are the Differences Between All Those Audio Formats? How To Use Layer Masks and Vector Masks to Remove Complex Backgrounds in Photoshop Bring Summer Back to Your Desktop with the LandscapeTheme for Chrome and Iron The Prospector – Home Dash Extension Creates a Whole New Browsing Experience in Firefox KinEmote Links Kinect to Windows Why Nobody Reads Web Site Privacy Policies [Infographic] Asian Temple in the Snow Wallpaper 10 Weird Gaming Records from the Guinness Book

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  • Say goodbye to System.Reflection.Emit (any dynamic proxy generation) in WinRT

    - by mbrit
    tl;dr - Forget any form of dynamic code emitting in Metro-style. It's not going to happen.Over the past week or so I've been trying to get Moq (the popular open source TDD mocking framework) to work on WinRT. Irritatingly, the day before Release Preview was released it was actually working on Consumer Preview. However in Release Preview (RP) the System.Reflection.Emit namespace is gone. Forget any form of dynamic code generation and/or MSIL injection.This kills off any project based on the popular Castle Project Dynamic Proxy component, of which Moq is one example. You can at this point in time not perform any form of mocking using dynamic injection in your Metro-style unit testing endeavours.So let me take you through my journey on this, so that other's don't have to...The headline fact is that you cannot load any assembly that you create at runtime. WinRT supports one Assembly.Load method, and that takes the name of an assembly. That has to be placed within the deployment folder of your app. You cannot give it a filename, or stream. The methods are there, but private. Try to invoke them using Reflection and you'll be met with a caspol exception.You can, in theory, use Rotor to replace SRE. It's all there, but again, you can't load anything you create.You can't write to your deployment folder from within your Metro-style app. But, can you use another service on the machine to move a file that you create into the deployment folder and load it? Not really.The networking stack in Metro-style is intentionally "damaged" to prevent socket communication from Metro-style to any end-point on the local machine. (It just times out.) This militates against an approach where your Metro-style app can signal a properly installed service on the machine to create proxies on its behalf. If you wanted to do this, you'd have to route the calls through a C&C server somewhere. The reason why Microsoft has done this is obvious - taking out SRE know means they don't have to do it in an emergency later. The collateral damage in removing SRE is that you can't do mocking in test mode, but you also can't do any form of injection in production mode. There are plenty of reasons why enterprise apps might want to do this last point particularly. At CP, the assumption was that their inspection tools would prevent SRE being used as a malware vector - it now seems they are less confident about that. (For clarity, the risk here is in allowing a nefarious program to download instructions from a C&C server and make up executable code on the fly to run, getting around the marketplace restrictions.)So, two things:- System.Reflection.Emit is gone in Metro-style/WinRT. Get over it - dynamic, on-the-fly code generation is not going to to happen.- I've more or less got a version of Moq working in Metro-style. This is based on the idea of "baking" the dynamic proxies before you use them. You can find more information here: https://github.com/mbrit/moqrt

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  • UDK game Prisoners/Guards

    - by RR_1990
    For school I need to make a little game with UDK, the concept of the game is: The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the player are some prisoners who need to evade the other guards. It needs to look like this My idea was to let the guard bots follow the player at a certain distance and let the prisoners bots in the middle try to evade the guard bots. Now is the problem i'm new to Unreal Script and the school doesn't support me that well. Untill now I have only was able to make the guard bots follow me. I hope you guys can help me or make me something that will make this game work. Here is the class i'm using to let te bots follow me: class ChaseControllerAI extends AIController; var Pawn player; var float minimalDistance; var float speed; var float distanceToPlayer; var vector selfToPlayer; auto state Idle { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event SeePlayer(Pawn p) { player = p; GotoState('Chase'); } Begin: player = none; self.Pawn.Velocity.x = 0.0; self.Pawn.Velocity.Y = 0.0; self.Pawn.Velocity.Z = 0.0; } state Chase { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event PlayerOutOfReach() { `Log("ChaseControllerAI CHASE Player out of reach."); GotoState('Idle'); } // class ChaseController extends AIController; CONTINUED // State Chase (continued) event Tick(float deltaTime) { `Log("ChaseControllerAI in Event Tick."); selfToPlayer = self.player.Location - self.Pawn.Location; distanceToPlayer = Abs(VSize(selfToPlayer)); if (distanceToPlayer > minimalDistance) { PlayerOutOfReach(); } else { self.Pawn.Velocity = Normal(selfToPlayer) * speed; //self.Pawn.Acceleration = Normal(selfToPlayer) * speed; self.Pawn.SetRotation(rotator(selfToPlayer)); self.Pawn.Move(self.Pawn.Velocity*0.001); // or *deltaTime } } Begin: `Log("Current state Chase:Begin: " @GetStateName()@""); } defaultproperties { bAdjustFromWalls=true; bIsPlayer= true; minimalDistance = 1024; //org 1024 speed = 500; }

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  • Array Multiplication and Division

    - by Narfanator
    I came across a question that (eventually) landed me wondering about array arithmetic. I'm thinking specifically in Ruby, but I think the concepts are language independent. So, addition and subtraction are defined, in Ruby, as such: [1,6,8,3,6] + [5,6,7] == [1,6,8,3,6,5,6,7] # All the elements of the first, then all the elements of the second [1,6,8,3,6] - [5,6,7] == [1,8,3] # From the first, remove anything found in the second and array * scalar is defined: [1,2,3] * 2 == [1,2,3,1,2,3] But What, conceptually, should the following be? None of these are (as far as I can find) defined: Array x Array: [1,2,3] * [1,2,3] #=> ? Array / Scalar: [1,2,3,4,5] / 2 #=> ? Array / Scalar: [1,2,3,4,5] % 2 #=> ? Array / Array: [1,2,3,4,5] / [1,2] #=> ? Array / Array: [1,2,3,4,5] % [1,2] #=> ? I've found some mathematical descriptions of these operations for set theory, but I couldn't really follow them, and sets don't have duplicates (arrays do). Edit: Note, I do not mean vector (matrix) arithmetic, which is completely defined. Edit2: If this is the wrong stack exchange, tell me which is the right one and I'll move it. Edit 3: Add mod operators to the list. Edit 4: I figure array / scalar is derivable from array * scalar: a * b = c => a = b / c [1,2,3] * 3 = [1,2,3]+[1,2,3]+[1,2,3] = [1,2,3,1,2,3,1,2,3] => [1,2,3] = [1,2,3,1,2,3,1,2,3] / 3 Which, given that programmer's division ignore the remained and has modulus: [1,2,3,4,5] / 2 = [[1,2], [3,4]] [1,2,3,4,5] % 2 = [5] Except that these are pretty clearly non-reversible operations (not that modulus ever is), which is non-ideal. Edit: I asked a question over on Math that led me to Multisets. I think maybe extensible arrays are "multisets", but I'm not sure yet.

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  • OpenGL - Calculating camera view matrix

    - by Karle
    Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to calculate my camera's view matrix the Z axis is flipped and my camera seems like it is looking backwards. My program is written in C# using the OpenTK library. Translation (Working) I've created a test scene as follows: From my understanding of the OpenGL coordinate system they are positioned correctly. The model matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(modelPosition); Matrix4 model = translation; The view matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(-cameraPosition); Matrix4 view = translation; Rotation (Not-Working) I now want to create the camera's rotation matrix. To do this I use the camera's right, up and forward vectors: // Hard coded example orientation: // Normally calculated from up and forward // Similar to look-at camera. Vector3 r = Vector.UnitX; Vector3 u = Vector3.UnitY; Vector3 f = -Vector3.UnitZ; Matrix4 rot = new Matrix4( r.X, r.Y, r.Z, 0, u.X, u.Y, u.Z, 0, f.X, f.Y, f.Z, 0, 0.0f, 0.0f, 0.0f, 1.0f); This results in the following matrix being created: I know that multiplying by the identity matrix would produce no rotation. This is clearly not the identity matrix and therefore will apply some rotation. I thought that because this is aligned with the OpenGL coordinate system is should produce no rotation. Is this the wrong way to calculate the rotation matrix? I then create my view matrix as: // OpenTK is row-major so the order of operations is reversed: Matrix4 view = translation * rot; Rotation almost works now but the -Z/+Z axis has been flipped, with the green cube now appearing closer to the camera. It seems like the camera is looking backwards, especially if I move it around. My goal is to store the position and orientation of all objects (including the camera) as: Vector3 position; Vector3 up; Vector3 forward; Apologies for writing such a long question and thank you in advance. I've tried following tutorials/guides from many sites but I keep ending up with something wrong. Edit: Projection Matrix Set-up Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView( (float)(0.5 * Math.PI), (float)display.Width / display.Height, 0.1f, 1000.0f);

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  • CodePlex Daily Summary for Sunday, September 02, 2012

    CodePlex Daily Summary for Sunday, September 02, 2012Popular ReleasesThisismyusername's codeplex page.: HTML5 Multitouch Example - Fruit Ninja in HTML5: This is an example of how you could create a game such as Fruit Ninja using HTML5's multitouch capabilities. This example isn't responsive enough, so I will be working on that, and it doesn't have great graphics, either. If I had my own webpage, I could store some graphics and upload the game there and it might look halfway decent, but here the fruits are just circles. I hope you enjoy reading the source code anyway.GmailDefaultMaker: GmailDefaultMaker 3.0.0.2: Add QQ Mail BugfixRuminate XNA 4.0 GUI: Release 1.1.1: Fixed bugs with Slider and TextBox. Added ComboBox.Confuser: Confuser build 76542: This is a build of changeset 76542.SharePoint Column & View Permission: SharePoint Column and View Permission v1.2: Version 1.2 of this project. If you will find any bugs please let me know at enti@zoznam.sk or post your findings in Issue TrackerMihmojsos OS: Mihmojsos OS 3 (Smart Rabbit): !Mihmojsos OS 3 Smart Rabbit Mihmojsos Smart Rabbit is now availableDotNetNuke Translator: 01.00.00 Beta: First release of the project.YNA: YNA 0.2 alpha: Wath's new since 0.1 alpha ? A lot of changes but there are the most interresting : StateManager is now better and faster Mouse events for all YnObjects (Sprites, Images, texts) A really big improvement for YnGroup Gamepad support And the news : Tiled Map support (need refactoring) Isometric tiled map support (need refactoring) Transition effect like "FadeIn" and "FadeOut" (YnTransition) Timers (YnTimer) Path management (YnPath, need more refactoring) Downloads All downloads...Audio Pitch & Shift: Audio Pitch And Shift 5.1.0.2: fixed several issues with streaming modeUrlPager: UrlPager 1.2: Fixed bug in which url parameters will lost after paging; ????????url???bug;Sofire Suite: Sofire v1.5.0.0: Sofire v1.5.0.0 ?? ???????? ?????: 1、?? 2、????EntLib.com????????: EntLib.com???????? v3.0: EntLib eCommerce Solution ???Microsoft .Net Framework?????????????????????。Coevery - Free CRM: Coevery 1.0.0.24: Add a sample database, and installation instructions.Math.NET Numerics: Math.NET Numerics v2.2.1: Major linear algebra rework since v2.1, now available on Codeplex as well (previous versions were only available via NuGet). Since v2.2.0: Student-T density more robust for very large degrees of freedom Sparse Kronecker product much more efficient (now leverages sparsity) Direct access to raw matrix storage implementations for advanced extensibility Now also separate package for signed core library with a strong name (we dropped strong names in v2.2.0) Also available as NuGet packages...Microsoft SQL Server Product Samples: Database: AdventureWorks Databases – 2012, 2008R2 and 2008: About this release This release consolidates AdventureWorks databases for SQL Server 2012, 2008R2 and 2008 versions to one page. Each zip file contains an mdf database file and ldf log file. This should make it easier to find and download AdventureWorks databases since all OLTP versions are on one page. There are no database schema changes. For each release of the product, there is a light-weight and full version of the AdventureWorks sample database. The light-weight version is denoted by ...Christoc's DotNetNuke Module Development Template: DotNetNuke Project Templates V1.1 for VS2012: This release is specifically for Visual Studio 2012 Support, distributed through the Visual Studio Extensions gallery at http://visualstudiogallery.msdn.microsoft.com/ After you build in Release mode the installable packages (source/install) can be found in the INSTALL folder now, within your module's folder, not the packages folder anymore Check out the blog post for all of the details about this release. http://www.dotnetnuke.com/Resources/Blogs/EntryId/3471/New-Visual-Studio-2012-Projec...Home Access Plus+: v8.0: v8.0.0901.1830 RELEASE CHANGED TO BETA Any issues, please log them on http://www.edugeek.net/forums/home-access-plus/ This is full release, NO upgrade ZIP will be provided as most files require replacing. To upgrade from a previous version, delete everything but your AppData folder, extract all but the AppData folder and run your HAP+ install Documentation is supplied in the Web Zip The Quota Services require executing a script to register the service, this can be found in there install ...Phalanger - The PHP Language Compiler for the .NET Framework: 3.0.0.3406 (September 2012): New features: Extended ReflectionClass libxml error handling, constants DateTime::modify(), DateTime::getOffset() TreatWarningsAsErrors MSBuild option OnlyPrecompiledCode configuration option; allows to use only compiled code Fixes: ArgsAware exception fix accessing .NET properties bug fix ASP.NET session handler fix for OutOfProc mode DateTime methods (WordPress posting fix) Phalanger Tools for Visual Studio: Visual Studio 2010 & 2012 New debugger engine, PHP-like debugging ...MabiCommerce: MabiCommerce 1.0.1: What's NewSetup now creates shortcuts Fix spelling errors Minor enhancement to the Map window.ScintillaNET: ScintillaNET 2.5.2: This release has been built from the 2.5 branch. Version 2.5.2 is functionally identical to the 2.5.1 release but also includes the XML documentation comments file generated by Visual Studio. It is not 100% comprehensive but it will give you Visual Studio IntelliSense for a large part of the API. Just make sure the ScintillaNET.xml file is in the same folder as the ScintillaNET.dll reference you're using in your projects. (The XML file does not need to be distributed with your application)....New ProjectsATSV: this is a student project for making a new silverlight UI Bookmark Collector: This project is a best practice example of how to use content items in DotNetNuke. It allows you to quickly and easily manage a listing of external links.BPVotingmachine: BP Vote SystemClean My Space: Sort your files in a fun and fast! With Clean My Space you can!CutePlatform: CutePlatform is a platform game based around the PlanetCute graphics pack from Daniel cook, make him a visit in www.lostgardem.comDancTeX: This project is targeting the integration of LaTeX into VisusalStudio. Epi Info™ Companion for Android: A mobile companion to the Epi Info™ 7 desktop tool for epidemiologic data collection and analysis.Flucene: Object Document Mapper for Lucene.Netfluentserializer: FluentSerializer is a library for .NET usable to create serialize/deserialize data through its fluent interface. The methods it creates are compiled.hongjiapp: hongjiappidealthings educational comprehensive administration system: ?????????????????????????????????????????????.Java Accounting Library: The project aims at providing a Financial Accounting Java Library which may be integrated to any other Java Application independent of its Backend Database.mycnblogs: mycnblogsNETPack: Lightweight and flexible packer for .NETRandom Useful Code: This project is where I will store various useful classes I have built over time. Only the code will be provided, no Library or the like.Suleymaniye Tavimi: Namaz vakitleri hesaplama uygulamasidir. Istenilen yer için hesaplama yapar.

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  • Compute directional light frustum from view furstum points and light direction

    - by Fabian
    I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a function that creates a frustum for this but its way to big and includes way to many casters (shadows) which can't be seen in the view frustum. Now the only parameter of this function are the normalized light direction vector and a view class which lets me extract the 8 view frustum points in world space. I don't have any additional infos about the scene. I have read some of the related Questions here but non seem to fit very well to my problem as they often just point to cascaded shadow maps. Sadly i can't use DX or openGl functions directly because this engine has a dedicated math library. From what i've read so far the steps are: Transform view frustum points into light space and find min/max x and y values (or sometimes minima and maxima of all three axis) and create a AABB using the min/max vectors. But what comes after this step? How do i transform this new AABB back to world space? What i've done so far: CVector3 Points[8], MinLight = CVector3(FLT_MAX), MaxLight = CVector3(FLT_MAX); for(int i = 0; i<8;++i){ Points[i] = Points[i] * WorldToShadowMapMatrix; MinLight = Math::Min(Points[i],MinLight); MaxLight = Math::Max(Points[i],MaxLight); } AABox box(MinLight,MaxLight); I don't think this is the right way to do it. The near plain probably has to extend into the direction of the light source to include potentional shadow casters. I've read the Microsoft article about cascaded shadow maps http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307%28v=vs.85%29.aspx which also includes some sample code. But they seem to use the scenes AABB to determine the near and far plane which I can't since i cant access this information from the funtion I'm working in. Could you guys please link some example code which shows the calculation of such frustum? Thanks in advance! Additional questio: is there a way to construct a WorldToFrustum matrix that represents the above transformation?

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  • Congratulations to the 2012 Oracle Spatial Award Winners!

    - by Mandy Ho
    I just returned from the 2012 Location Intelligence and Oracle Spatial User conference in Washington, DC, held by Directions Magazine. It was a great conference with presentations from across the country and globe, networking with Oracle Spatial users and meeting new customers and partners. As part of the yearly event, Oracle recognizes special customers and partners for their contributions to advancing mainstream solutions using geospatial technology. This was the 8th year that Oracle has recognized innovative, industry leaders.   The awards were given in three categories: Education/Research, Innovator and Partnership. Here's a little on each of the award winners. Education and Research Award Winner: Technical University of Berlin The Institute for Geodesy and Geoinformation Science of the Technical University of Berlin (TU Berlin) was selected for its leading research work in mapping of urban and regional space onto virtual 3D-city and landscape models, and use of Oracle Spatial, including 3D Vector and Georaster type support, as the data management platform. Innovator Award Winner:  Istanbul Metropolitan Municipality Istanbul is the 3rd largest metropolitan area in Europe. One of their greatest challenges is organizing efficient public transportation for citizens and visitors. There are 15 types of transportations organized by 8 different agencies. To solve this problem, the Directorate of GIS of Istanbul Metropolitan Municipality has created a multi-model itinerary system to help citizens in their decision process for using public transport or their private cars. They choose to use Oracle Spatial Network Model as the solution in our system together with Java and SOAP web services.  Partnership Award Winners: CSoft Group and OSCARS. The Partnership award is given to the ISV or integrator who have demonstrated outstanding achievements in partnering with Oracle on the development side, in taking solutions to market.  CSoft Group- the largest Russion integrator and consultancy provider in CAD and GIS. CSoft was selected by the Oracle Spatial product development organization for the key role in delivering geospatial solutions based on Oracle Database and Fusion Middleware to the Russian market. OSCARS - Provides consulting/training in France, Belgium and Luxembourg. With only 3 full time staff, they have achieved significant success with leading edge customer implementations leveraging the latest Oracle Spatial/MapViewer technologies, and delivering training throughout Europe.  Finally, we also awarded two Special Recognition awards for two partners that helped contribute to the Oracle Partner Network Spatial Specialization. These two partners provided insight and technical expertise from a partner perspective to help launch the new certification program for Oracle Spatial Technologies. Award Winners: ThinkHuddle and OSCARS  For more pictures on the conference and the awards, visit our facebook page: http://www.facebook.com/OracleDatabase

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  • Internal Mutation of Persistent Data Structures

    - by Greg Ros
    To clarify, when I mean use the terms persistent and immutable on a data structure, I mean that: The state of the data structure remains unchanged for its lifetime. It always holds the same data, and the same operations always produce the same results. The data structure allows Add, Remove, and similar methods that return new objects of its kind, modified as instructed, that may or may not share some of the data of the original object. However, while a data structure may seem to the user as persistent, it may do other things under the hood. To be sure, all data structures are, internally, at least somewhere, based on mutable storage. If I were to base a persistent vector on an array, and copy it whenever Add is invoked, it would still be persistent, as long as I modify only locally created arrays. However, sometimes, you can greatly increase performance by mutating a data structure under the hood. In more, say, insidious, dangerous, and destructive ways. Ways that might leave the abstraction untouched, not letting the user know anything has changed about the data structure, but being critical in the implementation level. For example, let's say that we have a class called ArrayVector implemented using an array. Whenever you invoke Add, you get a ArrayVector build on top of a newly allocated array that has an additional item. A sequence of such updates will involve n array copies and allocations. Here is an illustration: However, let's say we implement a lazy mechanism that stores all sorts of updates -- such as Add, Set, and others in a queue. In this case, each update requires constant time (adding an item to a queue), and no array allocation is involved. When a user tries to get an item in the array, all the queued modifications are applied under the hood, requiring a single array allocation and copy (since we know exactly what data the final array will hold, and how big it will be). Future get operations will be performed on an empty cache, so they will take a single operation. But in order to implement this, we need to 'switch' or mutate the internal array to the new one, and empty the cache -- a very dangerous action. However, considering that in many circumstances (most updates are going to occur in sequence, after all), this can save a lot of time and memory, it might be worth it -- you will need to ensure exclusive access to the internal state, of course. This isn't a question about the efficacy of such a data structure. It's a more general question. Is it ever acceptable to mutate the internal state of a supposedly persistent or immutable object in destructive and dangerous ways? Does performance justify it? Would you still be able to call it immutable? Oh, and could you implement this sort of laziness without mutating the data structure in the specified fashion?

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  • Finding Z given X & Y coordinates on terrain?

    - by mrky
    I need to know what the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles, which may be flipped in any direction. I want to move game objects smoothly along the floor of the terrain without "stepping." I'm currently using the following method with unexpected results: double mapClass::getZ(double x, double y) { int vertexIndex = ((floor(y))*width*2)+((floor(x))*2); vec3ray ray = {glm::vec3(x, y, 2), glm::vec3(x, y, 0)}; vec3triangle tri1 = { glmFrom(vertices[vertexIndex].v1), glmFrom(vertices[vertexIndex].v2), glmFrom(vertices[vertexIndex].v3) }; vec3triangle tri2 = { glmFrom(vertices[vertexIndex+1].v1), glmFrom(vertices[vertexIndex+1].v2), glmFrom(vertices[vertexIndex+1].v3) }; glm::vec3 intersect; if (!intersectRayTriangle(tri1, ray, intersect)) { intersectRayTriangle(tri2, ray, intersect); } return intersect.z; } intersectRayTriangle() and glmFrom() are as follows: bool intersectRayTriangle(vec3triangle tri, vec3ray ray, glm::vec3 &worldIntersect) { glm::vec3 barycentricIntersect; if (glm::intersectLineTriangle(ray.origin, ray.direction, tri.p0, tri.p1, tri.p2, barycentricIntersect)) { // Convert barycentric to world coordinates double u, v, w; u = barycentricIntersect.x; v = barycentricIntersect.y; w = 1 - (u+v); worldIntersect.x = (u * tri.p0.x + v * tri.p1.x + w * tri.p2.x); worldIntersect.y = (u * tri.p0.y + v * tri.p1.y + w * tri.p2.y); worldIntersect.z = (u * tri.p0.z + v * tri.p1.z + w * tri.p2.z); return true; } else { return false; } } glm::vec3 glmFrom(s_point3f point) { return glm::vec3(point.x, point.y, point.z); } My convenience structures are defined as: struct s_point3f { GLfloat x, y, z; }; struct s_triangle3f { s_point3f v1, v2, v3; }; struct vec3ray { glm::vec3 origin, direction; }; struct vec3triangle { glm::vec3 p0, p1, p2; }; vertices is defined as: std::vector<s_triangle3f> vertices; Basically, I'm trying to get the intersect of a ray (which is positioned at the x, and y coordinates specified facing pointing downwards toward the terrain) and one of the two triangles on the grid. getZ() rarely returns anything but 0. Other times, the numbers it generates seem to be completely off. Am I taking the wrong approach? Can anyone see a problem with my code? Any help or critique is appreciated!

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  • Picture rendered from above and below using an Orthographic camera do not match

    - by Roy T.
    I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. I am using an orthographic camera The model I render is a simple 'T' shape constructed from two cubes. The cubes have the same dimensions and have the same Y (height) coordinate. See figure 1 for a render of it in Blender. I render this model once directly from above and once directly from below. My expectation was that I would get exactly the same image (except for mirroring over the y-axis). However when I render using a very low resolution render target (25x25) the position (in pixels) of the 'T' is different when rendered from above as opposed to rendered from below. See figure 2 and 3. The pink blocks are not part of the original rendering but I've added them so you can easily count/see the differences. Figure 2: the T rendered from above Figure 3: the T rendered from below This is probably due to what I've read about pixel and texel coordinates which might be biased to the top-left as seen from the camera. Since I'm using the same 'up' vector for both of my camera's my bias only shows on the x-axis. I've tried to change the position of the camera and it's look-at by, what I thought, should be half a pixel. I've tried both shifting a single camera and shifting both cameras and while I see some effect I am not able to get a pixel-by-pixel perfect copy from both camera's. Here I initialize the camera and compute, what I believe to be, half pixel. boundsDimX and boundsDimZ is a slightly enlarged bounding box around the model which I also use as the width and height of the view volume of the orthographic camera. Matrix projection = Matrix.CreateOrthographic(boundsDimX, boundsDimZ, 0.5f, sliceHeight + 0.5f); Vector3 halfPixel = new Vector3(boundsDimX / (float)renderTarget.Width, 0, boundsDimY / (float)renderTarget.Height) * 0.5f; This is the code where I set the camera position and camera look ats // Position camera if (downwards) { float cameraHeight = bounds.Max.Y + 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, // possibly adjust by half a pixel? cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight - 1.0f, cameraPosition.Z); } else { float cameraHeight = bounds.Max.Y - 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight + 1.0f, cameraPosition.Z); } Main Question Now you've seen all the problems and code you can guess it. My main question is. How do I align both camera's so that they each render exactly the same image (mirrored along the Y axis)? Figure 1 the original model rendered in blender

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  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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  • SceneManagers as systems in entity system or as a core class used by a system?

    - by Hatoru Hansou
    It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy) In my project, I originally had a SceneManager class that maintained needed logic and structures to organize the scene (QuadTree, 2D game). Before rendering I call selectRect() and pass the x,y of the camera and the width and height of the screen and then obtain a minimized list containing only visible entities ordered from back to front. Now with Systems, originally in my first attempt my Render system required to get added all entities it should handle. This may sound like the correct approach but I realized this was not efficient. Trying to optimize It I reused the SceneManager class internally in the Renderer system, but then I realized I needed methods such as selectRect() in others systems too (AI principally) and make the SceneManager accessible globally again. Currently I converted SceneManager to a system, and ended up with the following interface (only relevant methods): /// Base system interface class System { public: virtual void tick (double delta_time) = 0; // (methods to add and remove entities) }; typedef std::vector<Entity*> EntitiesVector; /// Specialized system interface to allow query the scene class SceneManager: public System { public: virtual EntitiesVector& cull () = 0; /// Sets the entity to be used as the camera and replaces previous ones. virtual void setCamera (Entity* entity) = 0; }; class SceneRenderer // Not a system { vitual void render (EntitiesVector& entities) = 0; }; Also I could not guess how to convert renderers to systems. My game separates logic updates from screen updates, my main class have a tick() method and a render() method that may not be called the same times. In my first attempt renderers were systems but they was saved in a separated manager, updated only in render() and not in tick() like all other systems. I realized that was silly and simply created a SceneRenderer interface and give up about converting them to systems, but that may be for another question. Then... something does not feel right, isn't it? If I understood correctly a system should not depend on another or even count with another system exposing an specific interface. Each system should care only about its entities, or nodes (as optimization, so they have direct references to relevant components without having to constantly call the component() or getComponent() method of the entity).

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  • Friday Fun: Destroy the Web

    - by Mysticgeek
    Another Friday has arrived and it’s time to screw off on company time. Today we take a look at a unique game Add-on for Firefox called Destroy the Web. Destroy the Web Once you install the Add-on and restart Firefox, you’ll see the Destroy the Web icon on the toolbar. Click on it to destroy whatever webpage you’re on.   The game starts up and gives you a 3 second countdown… Now move the target over different elements of the page to destroy them. You have 30 seconds to destroy the site contents. If you are angry at a particular company or the one you work for, this can give you some fun stress relief by destroying it’s website. After you’ve destroyed as much of the page as possible, you’re given a score. You get different amounts of points for destroying certain elements on the page. Basically destroy as much as possible to get the most points. You can submit your score and check out some of the scoreboard leaders as well.  There are some cool sound effects and arcade sounding background music, so make sure to turn the volume down while playing. Or you can go into the Add-on options and disable it. If you want a unique way to let off some steam before the weekend starts, this is a fun way of doing it. Install Destroy the Web for Firefox Similar Articles Productive Geek Tips Friday Fun: Destroy Everything with Indestructo TankWeekend Fun: Easter Egg in Spybot Search & DestroyFriday Fun: BoombotSecure Computing: Create Scheduled Scans With Spybot Search & DestroyFriday Fun: Castle Game Collection TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Dual Boot Ubuntu and Windows 7 What is HTML5? Default Programs Editor – One great tool for Setting Defaults Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good

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  • CodePlex Daily Summary for Monday, September 03, 2012

    CodePlex Daily Summary for Monday, September 03, 2012Popular ReleasesMetodología General Ajustada - MGA: 03.01.03: Cambios Aury: Ajuste del margen del reporte. Visualización de la columna de Supuestos en la parte del módulo de Decisión. Cambios John: Integración de código con cambios enviados por Aury Niño. Generación de instaladores. Soporte técnico por correo electrónico y telefónico.Iveely Search Engine: Iveely Search Engine (0.2.0): ????ISE?0.1.0??,?????,ISE?0.2.0?????????,???????,????????20???follow?ISE,????,??ISE??????????,??????????,?????????,?????????0.2.0??????,??????????。 Iveely Search Engine ?0.2.0?????????“??????????”,??????,?????????,???????,???????????????????,????、????????????。???0.1.0????????????: 1. ??“????” ??。??????????,?????????,???????????????????。??:????????,????????????,??????????????????。??????。 2. ??“????”??。?0.1.0??????,???????,???????????????,?????????????,????????,?0.2.0?,???????...Thisismyusername's codeplex page.: HTML5 Mulititouch Fruit Ninja Proof of Concept: This is an example of how you could create a game such as Fruit Ninja using HTML5's multitouch capabilities. Sorry this example doesn't have great graphics. If I had my own webpage, I could store some graphics and upload the game there and it might look halfway decent, but since I'm only using a Codeplex page and most mobile devices can't open .zip files, the fruits are just circles. I hope you enjoy reading the source code anyway.GmailDefaultMaker: GmailDefaultMaker 3.0.0.2: Add QQ Mail BugfixSmart Data Access layer: Smart Data access Layer Ver 3: In this version support executing inline query is added. Check Documentation section for detail.TSQL Code Smells Finder: POC 1.01: Proof of concept 1.01 TSQLDomTest.ps1 and Errors.Txt are requiredConfuser: Confuser build 76542: This is a build of changeset 76542.Reactive State Machine: ReactiveStateMachine-beta: TouchStateMachine now supports Microsoft Surface 2.0 SDK. The TouchStateMachine is an extension to the Reactive State Machine. Reactive State Machine uses NuGet for dependency managementSharePoint Column & View Permission: SharePoint Column and View Permission v1.2: Version 1.2 of this project. If you will find any bugs please let me know at enti@zoznam.sk or post your findings in Issue TrackerMihmojsos OS: Mihmojsos OS 3 (Smart Rabbit): !Mihmojsos OS 3 Smart Rabbit Mihmojsos Smart Rabbit is now availableDotNetNuke Translator: 01.00.00 Beta: First release of the project.YNA: YNA 0.2 alpha: Wath's new since 0.1 alpha ? A lot of changes but there are the most interresting : StateManager is now better and faster Mouse events for all YnObjects (Sprites, Images, texts) A really big improvement for YnGroup Gamepad support And the news : Tiled Map support (need refactoring) Isometric tiled map support (need refactoring) Transition effect like "FadeIn" and "FadeOut" (YnTransition) Timers (YnTimer) Path management (YnPath, need more refactoring) Downloads All downloads...Audio Pitch & Shift: Audio Pitch And Shift 5.1.0.2: fixed several issues with streaming modeUrlPager: UrlPager 1.2: Fixed bug in which url parameters will lost after paging; ????????url???bug;Sofire Suite: Sofire v1.5.0.0: Sofire v1.5.0.0 ?? ???????? ?????: 1、?? 2、????EntLib.com????????: EntLib.com???????? v3.0: EntLib eCommerce Solution ???Microsoft .Net Framework?????????????????????。Coevery - Free CRM: Coevery 1.0.0.24: Add a sample database, and installation instructions.Math.NET Numerics: Math.NET Numerics v2.2.1: Major linear algebra rework since v2.1, now available on Codeplex as well (previous versions were only available via NuGet). Since v2.2.0: Student-T density more robust for very large degrees of freedom Sparse Kronecker product much more efficient (now leverages sparsity) Direct access to raw matrix storage implementations for advanced extensibility Now also separate package for signed core library with a strong name (we dropped strong names in v2.2.0) Also available as NuGet packages...Microsoft SQL Server Product Samples: Database: AdventureWorks Databases – 2012, 2008R2 and 2008: About this release This release consolidates AdventureWorks databases for SQL Server 2012, 2008R2 and 2008 versions to one page. Each zip file contains an mdf database file and ldf log file. This should make it easier to find and download AdventureWorks databases since all OLTP versions are on one page. There are no database schema changes. For each release of the product, there is a light-weight and full version of the AdventureWorks sample database. The light-weight version is denoted by ...Christoc's DotNetNuke Module Development Template: DotNetNuke Project Templates V1.1 for VS2012: This release is specifically for Visual Studio 2012 Support, distributed through the Visual Studio Extensions gallery at http://visualstudiogallery.msdn.microsoft.com/ After you build in Release mode the installable packages (source/install) can be found in the INSTALL folder now, within your module's folder, not the packages folder anymore Check out the blog post for all of the details about this release. http://www.dotnetnuke.com/Resources/Blogs/EntryId/3471/New-Visual-Studio-2012-Projec...New ProjectsBPVote4PPT: BPVote For PowerPointCosmo OS: La semplicità in un OSFinancial Analytic Tools: C#.Net Financial Analytic ToolsGeminiMVC: An Open Source CMS written in ASP.net MVC 4 with speed, extensibility, and ease-of-us in mind.JQuery SharePoint Autocomplete People Picker: This JQUery bundle provides an autocomplete people picker based on SharePoint profiles. It can be hosted on the SharePoint itself or on remote applications.Kerbal Space Program PartModule Library: This project is designed to add various functionalities to custom parts for the space program simulation game Kerbal Space Program.KeyboardRemapper: This tool to remaps keys in the keyboard. If you have more than one keyboard or an additional keypad, you can remap the keys of the each keyboard independentlyKHStudent: ??????Localized DataAnnotations with T4 templates: Simplified DataAnnotations localization using T4 templates.MfcLightToolkit: Supports development for small and simple MFC application. Provides asynchronous programming model like .NET, file download, easy control resizing, and so on.Müslüm ÖZTÜRK Code Lib: Test amaçli olusturulan projemdirPolska: Testproject in how a polish grammerprogram can look like.QueueLessApp: Here is the codeRusIS.CMS: aaaSGPS: Projeto de controle de produtos e serviçosStemmersNet: Stemmers pack for .Net FrameworkTrabajo Final de Ingenieria - Javier Vallejos: Tesis Final de la carrera de Ingenieria - Universidad Abierta Interamericana.TSQL Code Smells Finder: TSQL 'smells' findersXNA and Data Driven Design: This project includes links for XNA and Data Driven DesignXNA and System Testing: This project includes code for XNA and System TestingYUGI-AR Project: an open source project for yugioh based augmented reality???????? ? ?????????????: ???? ??????? ??????? ?????????????? ??????????? ?????????? ??? ? ????? ?????? ? ? ??? ??? ????? ? ??? ?????????? ????????????.

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  • Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D

    - by Casey
    [for tl;dr see after listing] //...Code to determine shapes types involved in collision here... //...Rectangle-Line collision detected. if(_rbTest->GetCollisionShape()->Intersects(*_ground->GetCollisionShape())) { //Convert incoming shape to a line. a2de::Line l(*dynamic_cast<a2de::Line*>(_ground->GetCollisionShape())); //Get line's normal. a2de::Vector2D normal_vector(l.GetSlope().GetY(), -l.GetSlope().GetX()); a2de::Vector2D::Normalize(normal_vector); //Accumulate forces involved. a2de::Vector2D intermediate_forces; a2de::Vector2D normal_force = normal_vector * _rbTest->GetMass() * _world->GetGravityHandler()->GetGravityValue(); intermediate_forces += normal_force; //Calculate final velocity: See [1] double Ma = _rbTest->GetMass(); a2de::Vector2D Ua = _rbTest->GetVelocity(); double Mb = _ground->GetMass(); a2de::Vector2D Ub = _ground->GetVelocity(); double mCr = Mb * _ground->GetRestitution(); a2de::Vector2D collision_velocity( ((Ma * Ua) + (Mb * Ub) + ((mCr * Ub) - (mCr * Ua))) / (Ma + Mb)); //Calculate reflection vector: See [2] a2de::Vector2D reflect_velocity( -collision_velocity + 2 * (a2de::Vector2D::DotProduct(collision_velocity, normal_vector)) * normal_vector ); //Affect velocity to account for restitution of colliding bodies. reflect_velocity *= (_ground->GetRestitution() * _rbTest->GetRestitution()); _rbTest->SetVelocity(reflect_velocity); //THE ULTIMATE ISSUE STEMS FROM THE FOLLOWING LINE: //Move object away from collision one pixel to prevent constant collision. _rbTest->SetPosition(_rbTest->GetPosition() + normal_vector); _rbTest->ApplyImpulse(intermediate_forces); } Sources: (1) Wikipedia: Coefficient of Restitution: Speeds after impact (2) Wikipedia: Specular Reflection: Direction of reflection First, I have a system in place to account for friction (that is, a coefficient of friction) but is not used right now (in addition, it is zero, which should not affect the math anyway). I'll deal with that after I get this working. Anyway, when the restitution of either object involved in the collision is zero the object stops as required, but if movement along the same direction (again, irrespective of the friction value that isn't used) as the line is attempted the object moves as if slogging through knee deep snow. If I remove the line of code in question and the object is not push away one pixel the object barely moves at all. All because the object collides, is stopped, is pushed up, collides, is stopped...etc. OR collides, is stopped, collides, is stopped, etc... TL;DR How do I only account for a collision ONCE for restitution purposes (BONUS: but CONTINUALLY for frictional purposes, to be implemented later)

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