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  • Example of DOD design

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • how to install Ubuntu on a fresh hard drive

    - by Herman Wiegman
    I attempted to install Ubuntu from a USB stick to my Intel 4 3GHz computer with 80GB HDD. The installer was doing well, then it said something to the effect of "errors on the source USB, or the target HDD" The recommendation was to download the installer again. I suspected my HDD was going bad so I figured I would investigate. What I found was a partially formatted 80GB HDD. I repartitioned it via a different computer. Now a fresh copy of the Ubuntu USB installer is not able to move past the start-up screen (it freezes). I was able to purchase a new / clean HDD, but still the fresh copy of the installer still locks up after the initial opening screen (locks up after about 2 screens worth of installations steps). Does this sounds like a HDD NTHS issue or a CPU/hardware/memory issue? or should I move to a CD image file rather than my USB stick? Now my computer is stuck... no OS.. no way to go back to Windows (upgrade OS CD only). Any insight would be greatly appreciated. Stuck in Schenectady Herman Wiegman

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  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

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  • Issues implementing arcball viewer

    - by Pris
    My scene has a simple cube, and a camera built with the lookAt function (I'm using OpenGL). The scene renders fine, and I'm sure I have my model/view/projection matrices set up correctly. Now I'm trying to implement arcball rotation for my camera, but I'm having some trouble. I've got it down to calculating the angle/axis rotation for a virtual sphere in normalized screen coordinates. That means when I move my mouse left to right, I get an angle around the Y axis... and moving my mouse up/down will get me an angle about X. I'm not sure where to go from here -- what do I need to do with my axis so I can apply the angle to simulate camera rotation about its viewpoint? If I try directly applying the axis/angle rotation the camera/view transform I get what you'd expect. The view is rotated about the world axes which the mouse moving over the virtual sphere on the screen corresponds to. So if I move the mouse up/down the view rotates about the world's X axis (what I get reminds me of a first-person view)... but this isn't what I want. I think I need the axis I get to be transformed so it passes through the camera viewpoint and is oriented correct in reference to the camera... but I don't know if that's right or how to do that.

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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  • Remove enemy when bullet hits enemy

    - by jordi12100
    For my education I have to make a basic game in HTML5 canvas. The game is a shooter game. When you can move left - right and space is shoot. When I shoot the bullets will move up. The enemy moves down. When the bullet hits the enemy the enemy has to dissapear and it will gain +1 score. But the enemy will dissapear after it comes up the screen. Demo: http://jordikroon.nl/test.html space = shoot + enemy shows up This is my code: for (i=0;i<enemyX.length;i++) { if(enemyX[i] > canvas.height) { enemyY.splice(i,1); enemyX.splice(i,1); } else { enemyY[i] += 5; moveEnemy(enemyX[i],enemyY[i]); } } for (i=0;i<bulletX.length;i++) { if(bulletY[i] < 0) { bulletY.splice(i,1); bulletX.splice(i,1); } else { bulletY[i] -= 5; moveBullet(bulletX[i],bulletY[i]); for (ib=0;ib<enemyX.length;ib++) { if(bulletX[i] + 50 < enemyX[ib] || enemyX[ib] + 50 < bulletX[i] || bulletY[i] + 50 < enemyY[ib] || enemyY[ib] + 50 < bulletY[i]) { ++score; enemyY.splice(i,1); enemyX.splice(i,1); } } } } Objects: function moveBullet(posX,posY) { //console.log(posY); ctx.arc(posX, (posY-150), 10, 0 , 2 * Math.PI, false); } function moveEnemy(posX,posY) { ctx.rect(posX, posY, 50, 50); ctx.fillStyle = '#ffffff'; ctx.fill(); }

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  • Moving domain currently on Google Apps to my own machines

    - by mag
    I own a domain which currently uses Google Apps (it was free back then). Due to recent events I have decided I want to move everything right where I can control the data, which basically means I have the idea of either using a dyndns solution and have at home my own mail server or, better, use an hosted machine to retrieve the mail and the move it via mua to a local machine. My problem is that I know basically next to nothing about DNS and stuff, while I have installed mail servers before. :) [I simply never had the need to work with DNS...] I'd really appreciate if someone could point me in the right direction: what do I need to do to: terminate the Google Apps management of the domain setup dns entries to that mail goes to the new server instead of Google Apps Additionally: if I decide to go the "hosted route" and I put up a machine via a supercheap hosting seller (say, the cheapest OVH one is a few euros a month), how can I tell the world that that machine is the mail server? Of course I would be wise to do a full backup of the mail on Google Apps, and that's easy enough to do by imap (right?).

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  • Using a Vertex Buffer and DrawUserIndexedPrimitives?

    - by MattMcg
    Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them up and they work fine however if I throw in another draw call to DrawUserIndexedPrimitives (to draw my one single moving object) after the call to DrawIndexedPrimitives, it will error out saying a valid vertex buffer must be set. I can only assume the DrawUserIndexedPrimitive call destroyed/replaced the vertex buffer I set. In order to get around this I must call device.SetVertexBuffer(vertexBuffer) every frame. Something tells me that isn't correct as that kind of defeats the point of a buffer? To shed some light, the large vertex buffer is the final merged mesh of many repeated cubes (think Minecraft) which I manually create to reduce the amount of vertices/indexes needed (for example two connected cubes become one cuboid, the connecting faces are cut out), and also the amount of matrix translations (as it would suck to do one per cube). The moving objects would be other items in the world which are dynamic and not fixed to the block grid, so things like the NPCs who move constantly. How do I go about handling the large static world but also allowing objects to freely move about?

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  • Why does Unity not extend to my 2nd monitor, even when it is displaying an X-Screen?

    - by Gridwalker
    I recently added a 2nd video card to my system, but unity refuses to extend my desktop over to the second screen. Although the secondary monitor initialises when I boot and I can move the mouse cursor over to the 2nd screen, the screen is otherwise blank (showing no wallpaper or interface elements) and I am unable to move any windows to this monitor. Moving the mouse cursor over to the 2nd monitor changes it from the default cursor to the old-style X cursor, such as the one that appears when you run X-kill, indicating that this screen is initialised in the X Server but that Unity is not recognising it. Although the Nvidia X Server Settings application can see both monitors, the unity systems settings application does not detect the 2nd adapter. Sometimes the additional drivers application can see both adapters, but it doesn't consistently show options for them both. Xrandr also fails to detect the 2nd monitor, but iNex lists both adapters. I have experimented with several different drivers for each adapter and with setting each of the graphics cards as the primary adapter in the BIOS, but this has made little difference. The two adapters are an onboard Geforce 8200 and a PCIE Geforce 7200 GX. The onboard adapter is currently set as the primary, however this adapter crashes whenever I use the Nouveau driver and I have to switch over to the PCIE as a primary whenever I purge the proprietary drivers (switching back when the 304 driver has been reinstalled). It doesn't matter which adapter I set as my primary, the results are the same : one screen showing the unity interface and one screen showing an X-Screen that only displays the mouse cursor. All I want is to be able to run this system in a dual screen configuration. I am not a gamer, nor do I require 3D rendering capabilities. Anything you can suggest to get the desktop to extend across both screens will be massively appreciated!

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  • For those of you who are senior developers what do you look for in a new company and development team?

    - by Amy P
    As I move forward in my career new jobs become more difficult to choose between. When I was starting out and for the first 8 years of my career I took the jobs that I could get that would keep me programming on the general technological path that I was on. I am a job hopper, I only stay with a company for between 2 - 3 years. I think that I do this because after 2 years I get bored and unless there are new projects to keep my busy I no longer find work interesting. Now that I am becoming more experienced it is more important for me to only apply for jobs that are interesting and will move my career and my skill set forward. My problem now is that I keep finding jobs where the projects appear to be interesting during the interview but once I get in the company I find the development environment is sub-par and the development team is disjointed. I feel like I am asking the wrong questions during the interview process and don't know what to look for to make sure that the environment I will be working in will be a good one. Now my question: For those of you who are senior developers what do you look for in a new company and development team? I am looking for the key qualities in a company and development team that you look for when interviewing with a company. These qualities are the ones that would give you hints that the company will be a good one to work for.

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  • Massive Xubuntu desktop malfunction

    - by viktiglemma
    I'm using Xubuntu 11.04. Before everything worked fine, but when booting today the following happened: 1) Window focus does not leave the first-opened program. This means that if I keep Firefox open, and open a terminal, window focus will never be transferred to the terminal. (EDIT: if I open a terminal first, and then open Firefox, Firefox steals focus) 2) Window menus have disappeared. The maximize, minimize, etc., buttons and menu are gone. 3) In Xfce Settings Manager, the "Window Manager" settings window is empty. There is just a gray screen there, so I cannot modify any window settings. 4) The keyboard shortcuts I had previously defined using the Settings Manager do no longer work. Further, ALT-TAB no longer works for cycling between windows. 5) The mouse pointer does not show when I first log in. I have to log out and log in again (with an invisible pointer) before the mouse shows itself. EDIT: 6) I cannot resize or move the Thunderbird window, but I can move the Firefox window What can I do to troubleshoot this?

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  • The year ahead, 2011.

    - by andrewstopford
    When I look back at last years look at 2010 my blogging rate has not changed much (I suspect this is largely down to using Twitter a lot) but my interests this year have developed a lot further. My view on 2010 would be that Microsoft would commit more to OSS, while I wanted to see more hires from that audience and more projects on Outercurve foundation instead there has been support for JQuery and Gems (aka NuGet). I would love to see more from Microsoft on the OSS front in 2011, Outercurve could become like the Apache foundation with enough support. Staying on the Microsoft front I predict that 2011 will bring the following. C# 5.0 will go RTM (still no MOP though) The next release of VS will go alpha or early beta MS MVC 4.0 (I think by Mix time) and maybe this release will get a command line. I also suspect that Microsoft will want to target the tablet market with WP7 in 2011 (Mix 2011 maybe...). I also predict the following Java will fork with Apache\Google. Oracle will then take them to court and the whole thing will boil right through 2011 (Java have had enough court cases, come on guys). Java and the JVM will sadly not move forward at all in 2011. Android will cause Apple a serious headache, both the smartphone and tablet market will see figures cut from Apple share. By the end of 2011 the current 70% apple market share will be 40-50%. As the features, performance and price of Android devices gets ever better Apple will be left out in the open. Lastly after 7 years I intend to move this blog away from weblogs. In 2011 I will be exploring Java, Ruby\Rails and Android and such subjects don't make sense to talk about it here. See you in 2011.

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  • At the end of my rope

    - by hvgotcodes
    I am a contractor to a big company. Currently, there are three developers on the project, myself included. The problem is the other 2 developers don't really get it. By "it" i mean the following: They don't understand the best practices for the technology we are using. After 6 months of me and others giving them examples there are terrible anti-patterns being used. They are "copy and paste" programmers that produce primarily spaghetti code. They constantly break things, implementing changes but not doing a basic smoke test to see if all is good They refuse/rarely to ask for code-reviews. They refuse/rarely even do basic things like formatting code. No documentation on any classes (jsdocs) Afraid to delete code that doesn't do anything Leave commented code blocks everywhere even though we have version control. I find myself getting more and more frustrated as I format others code, fix bugs, discover functionality that is broken, and create abstractions to remove the spaghetti. I really don't know what to do. I try not to get to frustrated, but it's just a mess. I like these people as people, but I feel like the coding situation is so bad that I could move faster if they simply browsed the web all day. Would it be out of line to ask our manager to review the others svn commit access; commits can only be done after a review by someone who is knowledgeable in what we are doing? As a contractor, I'm not sure if that's the best move. Is there a subtle/not so subtle way of making it clear how many things I am fixing?

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  • Touchpad stops working after desktop shows up

    - by gsedej
    Hi! I have problem with touch-pad. It is not working correctly. It goes like this. When laptop is booting, right after desktop shows, I can move mouse with touch-pad for a second, but when icons shows up, touch-pad does not want to move cursor at all. Even buttons stops work. The same problem with Ubuntu 10.04 and Ubuntu 10.10 I can see "Touchpad" tab in "Mouse" menu, and I can even set "two finger scrolling". I checked in gconf-editor under "desktop-gnome-pheriferals-touchpad" and it's enabled. Furthermore I checked xinput and it is as it should be: SynPS/2 Synaptics TouchPad id=11 [slave pointer (2)]. I tried to create new master reattach but still nothing... EDIT: Laptop has fn + F7 to control touch-pad. Ubuntu shows bobble showing touchpad OFF and touchpad ON. But it does nothing. No matter if it say ON, it still does not work.

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  • Binding BoundingSpheres to a world matrix in XNA

    - by NDraskovic
    I made a program that loads the locations of items on the scene from a file like this: using (StreamReader sr = new StreamReader(OpenFileDialog1.FileName)) { String line; while ((line = sr.ReadLine()) != null) { red = line.Split(','); model = row[0]; x = row[1]; y = row[2]; z = row[3]; elements.Add(Convert.ToInt32(model)); data.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfepheres.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } I also have a list of BoundingSpheres (called spheres) that adds a new bounding sphere for each line from the file. In this program I have one item (a simple box) that moves (it has its world matrix called matrixBox), and other items are static entire time (there is a world matrix that holds those elements called simply world). The problem i that when I move the box, bounding spheres move with it. So how can I bind all BoundingSpheres (except the one corresponding to the box) to the static world matrix so that they stay in their place when the box moves?

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  • Storing User-uploaded Images

    - by Nyxynyx
    What is the usual practice for handling user uploaded photos and storing them on the database and server? For a user profile image: After receiving the image file from user, rename file to <image_id>_<username> Move image to /images/userprofile Add img filename to a table users containing their profile details like first_name, last_name, age, gender, birthday For a image for a review done by user: After receiving the image file from user, rename file to <image_id>_<review_id> Move image to /images/reviews Add img filename to a table reviews containing their profile details like review_id, review_content, user_id, score. Question 1: How should I go about storing the image filenames if the user can upload multiple photos for a particular review? Serialize? Question 2: Or have another table review_images with columns review_id, image_id, image_filename just for tracking images? Will doing a JOIN when retriving the image_filename from this table slow down performance noticeably? Question 3: Should all the images be stored in a single folder? Will there be a problem when we have 100K photos in the same folder? Is there a more efficient way to go about doing this?

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  • Applications: Some more marble fun!

    - by TechTwaddle
    Well, yesterday night I was watching a tutorial on XNA when I came across this neat little trick. It was a simple XNA application with a Windows Phone logo in it and whenever the user clicked on the device the logo would move towards the click point, and I couldn't resist experimenting with the marble (; The code is written in C# using CF3.5. Here is a video of the demo,   You probably noticed that the motion of the marble towards the click point (destination) is not linear. The marble starts off with a high velocity and slows down as it reaches its destination. This is achieved by making the speed of the marble a function of the distance between marble's current position and the destination, so as the marble approaches the destination point, the distance between them reduces and so does the speed, until it becomes zero. More on the code and the logic behind it in the next post. What I'd like to do next is, instead of making the marble stop at the click point, it should continue to move beyond it, bounce around the screen a few times and eventually come to a stop after a while. Let's see how that goes.

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  • How do I make my character slide down high-angled slopes?

    - by keinabel
    I am currently working on my character's movement in Unity3D. I managed to make him move relatively to the mouse cursor. I set a slope limit of 45°, which does not allow the character to walk up the mountains with higher degrees. But he can still jump them up. How do I manage to make him slide down again when he jumped at places with too high slope? Thanks in advance. edit: Code snippet of my basic movement. using UnityEngine; using System.Collections; public class BasicMovement : MonoBehaviour { private float speed; private float jumpSpeed; private float gravity; private float slopeLimit; private Vector3 moveDirection = Vector3.zero; void Start() { PlayerSettings settings = GetComponent<PlayerSettings>(); speed = settings.GetSpeed(); jumpSpeed = settings.GetJumpSpeed(); gravity = settings.GetGravity(); slopeLimit = settings.GetSlopeLimit(); } void Update() { CharacterController controller = GetComponent<CharacterController>(); controller.slopeLimit = slopeLimit; if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }

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  • Offset Forward vector of object based on Rotation

    - by Taylor
    I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1 Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ball (note: it only takes in the yaw to look around 360 degrees). Im also accepting information from the accelerometer based on the tilt to push the ball. As of right now, to move forward, the user tilts the devise forward (using the accelerometer); to move to the right, the user tilts the devise to the right and so on. The forward vector is currently along it's local Z-axis. The problem is that I want to change the ball bounce based on where the user has changed the view. If I change the view, the ball bounces in the fixed direction. I want to change the forward facing direction so that when a user changes the view (say to the look at the right of the world, the user rotates the device), tilting the devise forward will result in a forward force in that direction. Basically, I want the forward vector to take the rotation into consideration. Sorry if I didn't explain the issue well enough, its kind of confusing to write down.

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • No space left on disk

    - by Ned
    folks. I'm trying to copy/move files to an external 1 TB hard drive with about 50 GB remaining space. I receive a "no space left on disk" when I try. I've moved files off and retried, but still get the same message. Disk Usage Analyzer, Properties, and freeware Treesize all report available hard drive space of about 50 GB. I've tried df -i (50 GB available) and df -k, with the latter reporting only 1% of inode usage. I've been able to save files from Firefox to the drive also. I can't even rename files without getting the message. Yesterday in the midst of trying to figure this out I tried to move 4 files to the drive and got the message. Today, I found them on the drive. What's up with that? (That's the only time that has happened to my knowledge.) Is this an ubuntu problem? or is my hard drive just about to fail because of something like a controller problem? Any thoughts would be appreciated.

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  • Ubuntu 12.04 Very slow especially with Android Studio

    - by Dew
    I have an old laptop with the following specification: Memory: 485 MiB, Processor: Genuine intel CPU T2300 @ 1.66 GHz ×2, OS Type: 32 bit, Disk: 78.1 GB, I installed on it Ubuntu 12.04 LTS and I noticed that the overall system is very slow in responding. I tried to search about that in the internet and I found some articles talking about how to make Ubuntu 12.04 LTS run fast I applied all what they said including download LXDE desktop environment and then nothing different in the system response time. Then I need to develop some android applications so, I download Android Studio (Beta) 0.8.6. The problem became worse than before whenever I tried to open the Android Studio the screen is frozen for some minutes then it took time to download the projects and initialize the work space also, when I tried to move the cursor he is move very slowly. When I tried to run my first application on the AVD it took three hours and still not run yet. I delete the Android Studio and install it again several times, I was trying to solve the problem but still nothing change. Please if you have any suggestions that may help me make my laptop and Android Studio work faster I will appreciate it for you. Thank you in advance.

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  • Install Ubuntu on Asus Eee-PC 1005PE - Dealing with special partitions

    - by MestreLion
    I have an Asus EeePC 1005PE netbook and im planning on doing a massive re-partitioning (going to install Ubuntu, Mint, XP, etc) Ive noticed it has 2 "special" partitions: a 10Gb Fat32 RESTORE hidden partition (used by BIOS "F9 recovery" feature) and a 16Mb "unknown" partition at the end of the drive (used by BIOS "Boot Booster" feature). So, for both partitions, my question is: Can I move/resize the recovery partition freely? What are the requirements for it? (i mean, for it still be found by BIOS when i press F9/Activate BootBooster?). Partition table order? Partition type? Flags? Label? UUID? Can i make it a Logical (instead of primary) partition? Does it must be the flagged as boot? And, more importantly: where can i find any official documentation about it? Ive ready many (mis)information about it... some say Boot Booster partition must be last (in partition table), some say Recovery must be 2nd, that it must be bootable, etc. How can I know what is really needed for the BIOS to use both F9 and Boot Booster? Note: Im using gParted from a Live USB Stick (Mint 10 / Ubuntu 10.10), and ive noticed that, since the filesystem type of the Boot Booster is not recongnized, it cant move or resize it. Can I delete it and re-create it somewhere else? Whenever i create a 0xEF partition gParted crashes and quits and i cannot open it again (must delete the partition using fdisk / cfdisk)

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  • Mesh with Alpha Texture doesn't blend properly

    - by faulty
    I've followed example from various place regarding setting OutputMerger's BlendState to enable alpha/transparent texture on mesh. The setup is as follows: var transParentOp = new BlendStateDescription { SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseDestinationAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.Zero, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, }; I've made up a sample that display 3 mesh A, B and C, where each overlaps one another. They are drawn sequentially, A to C. Distance from camera where A is nearest and C is furthest. So, the expected output is that A see through and saw part of B and C. B will see through and saw part of C. But what I get was none of them see through in that order, but if I move C closer to the camera, then it will be semi transparent and see through A and B. B if move closer to camera will see A but not C. Sort of reverse. So it seems that I need to draw them in reverse order where furthest from camera is drawn first then nearest to camera is drawn last. Is it suppose to be done this way, or I can actually configure the blendstate so it works no matter in which order i draw them? Thanks

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  • Is there a product planning tool that has these specific features? [closed]

    - by acjohnson55
    I am working on a web startup in the early stages, and we are struggling a bit to manage the scope and scheduling of our product. We have loads of high-level features in the pipeline, but we need a good way of scheduling them for release iterations and breaking them into actual tasks that can be scheduled (that could be a separate tool, but integration would be preferred). I would say that our product can be pretty cleanly divided into "aspects", and we want to be able to separate features by the aspect to which they apply. Perhaps most importantly, it should be really simple to create and move features between target release points. We don't have physical space for a war room type setup, so whatever we settle upon should ideally have a cloud-type web interface. Right now, we're using Excel to make a grid of product aspects vs. target releases, and we store features at the intersections. But this is not providing a good way of indexing tasks to those features or being able to move them around. I would much rather have something that automates the grid overview. I'm less interested in something that helps with low-level scheduling than I am in something that is good at organizing the product plan at the long-term, high-level view. Is there a product planning tool out there that matches these specifications?

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