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  • Simple project - make a 3D box tumble and fall to the ground [closed]

    - by Dominic Bou-Samra
    Possible Duplicate: Resources to learn programming rigid body simulation Hi guys, I want to try learning rigid-body dynamic simulation. I have done a fluid and cloth simulation before, but never anything rigid. My maths knowledge is limited in that I don't know the notation that well. Are there any good cliff-notes, tutorials, guides on how I would accomplish a simple task like this? I don't want a super complex pdf that's only a little relevant. Thanks.

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  • c# Listview displaying in lines

    - by Tumble
    Basically I have a Listview control which has coloums (displayed in Detail mode) I add items to it that I want displayed, each under 1 colomn (Like an invoice) but it displays them all under the first instead. I've been adding items like this below which I guess is the wrong way to do it but every other way I tried is not working. You can see he result in the screenshot. lstVLine.Items.Add(lineItem, lstVLine.Items.Count); lstVLine.Items.Add(itemName,lstVLine.Items.Count);

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  • modal forms and shared data,

    - by Tumble
    I've written a couple of c# forms applications which use a lot of the same data/objects which would better be combined. I realise I could use modal forms to launch each of these but where should I state .dll's and other resources, on the parent form? or on each other form where necessary?

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  • Making a jQuery plugin to feed Tumblr to site

    - by tylorreimer
    I have some experience with PHP and a little with JS but I'm far from anything proficient. I'm trying to make a jQuery plugin for my site that I can call in my HTML via something like this: $('.new').tumble({username: "tylor", count: 9}); Which would basically put the Tumblr list the code should make into the DIV with class 'new' in this case. Here is my code so far; the problem seems to be how to get it to pick up class/id from the original call (in the HTML) and use that in the jQuery. Here's the code so far: (function($) { $.fn.tumble = function(options){ var settings = $.extend({ username: null, // [string or array] required to get url for tumblr account count: 3, // [integer] how many posts to display? }, options); //url construction var url = "http://" + settings.username + ".tumblr.com"; var jsonurl = url + "/api/read/json?num=" + settings.count + "&callback=?"; $.getJSON(jsonurl, function(data) { var items = []; $.each(data.posts, function(id, url) { // Goes over each post in the JSON document retrieved from data URL var url = this.url; // Just assigns a variable to the url to avoid constantly writing "this.whatever" var photourl = this['photo-url-250']; // photo-url-xxx needs to be called this way due to integers in the name items.push('<li><a href="' + url + '">' + photourl + '</a></li>'); }); $('<ul/>', { // Creates an empty list html: items.join('') // Takes the values in the item array and puts 'em together }).appendTo('.new'); // I don't want this to have the class set in the jQuery itself }); //end json }; })( jQuery ); Any help you can lend would be wonderful. Thank you

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  • Box2d - Attaching a fired arrow to a moving enemy

    - by Satchmo Brown
    I am firing an arrow from the player to moving enemies. When the arrow hits the enemy, I want it to attach exactly where it hit and cause the enemy (a square) to tumble to the ground. Excluding the logistics of the movement and the spin (it already works), I am stuck on the attaching of the two bodies. I tried to weld them together initially but when they fell, they rotated in opposite directions. I have figured that a revolute joint is probably what I am after. The problem is that I can't figure out a way to attach them right where they collide. Using code from iforce2d: b2RevoluteJointDef revoluteJointDef; revoluteJointDef.bodyA = m_body; revoluteJointDef.bodyB = m_e->m_body; revoluteJointDef.collideConnected = true; revoluteJointDef.localAnchorA.Set(0,0);//the top right corner of the box revoluteJointDef.localAnchorB.Set(0,0);//center of the circle b2RevoluteJoint m_joint = *(b2RevoluteJoint*)m_game->m_world->CreateJoint( &revoluteJointDef ); m_body->SetLinearVelocity(m_e->m_body->GetLinearVelocity()); This attaches them but in the center of both of their points. Does anyone know how I would go about getting the exact point of collision so I can link these? Is this even the right method of doing this? Update: I have the exact point of collision. But I still am not sure this is even the method I want to go about this. Really, I just want to attach body A to B and have body B unaffected in any way.

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