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  • Ubuntu "Server" but with a better terminal?

    - by RiMMER
    I'm currently using Ubuntu Server installed in VirtualBox for running various server services. The only drawback it posses for me is that I cannot use mouse in the terminal and select/copy/paste stuff. What would be an alternative in this situation to get a better terminal? I guess Ubuntu Server itself doesn't support mouse, so I'd have to go for Ubuntu Desktop, but it seems like a huge waste of resources to run Unity/Gnome3 in VirtualBox only to have a terminal. So then I'm wondering whether Xubuntu/Lubuntu would be suitable alternatives, although they still take a lot of time to boot up, etc. Any ideas how to solve this scenario?

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  • How to get distance from point to line with distinction between side of line?

    - by tesselode
    I'm making a 2d racing game. I'm taking the nice standard approach of having a set of points defining the center of the track and detecting whether the car is off the track by detecting its distance from the nearest point. The nicest way I've found of doing this is using the formula: d = |Am + Bn + C| / sqrt(A^2 + B^2) Unfortunately, to have proper collision resolution, I need to know which side of the line the car is hitting, but I can't do that with this formula because it only returns positive numbers. So my question is: is there a formula that will give me positive or negative numbers based on which side of the line the point is on? Can I just get rid of the absolute value in the formula or do I need to do something else?

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  • Restoring Grub after Kubuntu installation

    - by justquestions
    I installed Kubuntu on top of my existing Ubuntu 12.04 (64 bit) installation. During Kubuntu installation, I chose lightdm as my default display manager (instead of kdm). Now after rebooting, the Grub has a new color (gray instead of default purplish) and the screen while booting is gray (instead of purplish). I am curious if it is possible to change this grub behavior without removing Kubuntu. I did find a lot of discussion about modifying grub themes but they were not very useful because I do not know what is the default unity grub theme. I did reinstall grub but it didn't change anything. I tried the Grub Customizer but couldn't succeed. Thanks in advance!

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  • On-the-fly file search in gnome 3?

    - by jan groth
    I recently switched to Gnome 3 (on Onereic 11.10). I was a big fan of gnome-do (on Gnome 2), where I heavily used the "files and folders"-plugin. This allows to configure a list of files and folder to be searched on-the-fly while typing. E.g. starting to type "timesheet" opens "timesheet_2011.ods" from my dropbox account... I can't find anything like this in Gnome 3. I know that there is a list of "recent items", and also the name of bookmarked folders in nautilus is searched, but that's not (exactly) what I'm looking for... So, what I want is this: tell Gnome 3 where my files are (certainly not only in my home folder) have them searched on the fly while I'm typing I think Unity offers something like this - but hey, I'm using Gnome 3 ;-) Anything I missed?

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  • How does a collison engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platformer games to make the player acutally hit walls and the like. There's the 2d type and the 3d type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • How should I choose quadtree depth?

    - by Evpok
    I'm using a quadtree to prune collision detection pairs in a 2d world. How should I choose to what depth said quadtree is calculated? The world is made mostly of moving objects1, so the cost of dispatching the objects between the quadtree cells matters. What is the relationship between the gain from less collision checking and the loss from more dispatching? How can I strike a balance that performs optimally? 1 To be completely explicit, they are autonomous self-replicating cells competing for food sources. This is an attempt to show my pupils predator-prey dynamics and genetic evolution at work.

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  • Visiting launchpad.net in browser causes icon to appear in launcher, how do I remove it?

    - by Ofer Nave
    Using Ubuntu 12.10 with Unity. I think I agreed to install a Launchpad add-on in Firefox the first time I visited the site (launchpad.net), and ever since then, whenever I have an open tab in Firefox with any page on launchpad.net loaded, an icon appears in my Launcher desktop widget. If I right-click on the icon and select quit, it also closes the tab in Firefox. I've since uninstalled the Firefox add-on and rebooted, and it's still happening. How do I make it stop? It's so annoying Screenshot:

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  • Building (simple) stellar systems

    - by space borg
    hi I'm currently looking at how to simulate easily some stellar systems (meaning some central stars and then some planets with maybe satellites), in order to allow later some space based strategy game (hence with space ships moving around). This should all be based around time (so the state of each system differs through time) I'm quite struggling with the math behind this topic, like for example: - ellipse related math, - creating the path from planet A to B having time in mind (respective positions will change over time)... Do you know of any resources for that ? I wouldn't mind even buying books about it... thanks in advance best space borg side note: how to display all this stuff isn't a matter at this point in time, I'll simple plans for that (basically sticking to 2D and a "high level view" with no space ships/planets details, just markers)

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  • Need to produce an animated texture of Water where each image tiles in all directions

    - by ProfVersaggi
    I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of something the likes of Blender. The final result from Caustics Generator is 32 images that are actually animated such that when the full 32 images are played in a loop they will seamlessly loop forever. They will not only loop in time, but each image also tile in all directions. This is nice, but it comes in only one flavor so to speak. I'd like to accomplish the same thing with a Blender type tool, and I have actually gotten to the point where I generate the X number of images, but they do not tile in 'all' directions, nor are they slightly animated. I've tried Blender texture animations using offsets but with only limited success. Does anyone know of how to (or of a tool) which will animate textures such that they tile in all (4) directions? Many thanks in advance ....

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  • read object from compressed file that generate from actionscript3

    - by Last Chance
    I have made a simple game Map Editor, and I want to save a array that contain map tile info to a file, as below: var arr:Array = [.....2d tile info in it...]; var ba:ByteArray = new ByteArray(); ba.writeObject(arr); ba.compress(); var file:File = new File(); file.save(ba); now I had successful save a compressed object to a file. now the problem is my server side need to read this file and decompress get the arr out from file, then convert it as python list. is that prossible?

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  • Data for animation

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animatio? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

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  • Emacs24: emacsclient doesn't use global application menu

    - by codethief
    I noticed that Emacs24 makes use of Unity's global application menu. (I'm using Damien Cassou's Emacs24 snapshots.) However, it doesn't do that when emacs, emacsclient or emacsclient.emacs24 are run but just with emacs24. How can I fix that? (Is that a bug? If so, should I file a report in Emacs' or libappmenu's bugtracker?) [EDIT]: As far as I can see this could be related to https://bugs.launchpad.net/ubuntu/+source/appmenu-gtk/+bug/673302 .

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  • Drawing flaming letters in 3d on OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What i want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to have a Path in where i should add many particle emitters along the path that will "be emitting flames"? I understand the concept for 2d, but for 3d are the particles (that are quads) always supposed to be facing the user? Edit: Something else im worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time. And each of these elements will have many particle emitters.

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  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in? Edit - I'll expand the question, because I hadn't taken the first comment into account. What would the proper method of handling this be in the case that a user has disabled custom fonts?

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  • Failed to install the proprietary display driver, Compiz crashed!

    - by Naveen
    ATI Mobility Radeon HD 5400 I was using the default open source driver with Gnome classic, but when I upgraded to the closed sourced one using jockey-gtk/additional drivers everything messed up! It failed to activate the driver. Here is the error log. Wobbly windows or any other compiz effect won't work now. I can't even move a window! I'm on Precise Pangolin, Kernel-3.2.0-31-generic-pae Please Help! :( Update: I think my driver is installed even jockey doesn't show it. Compiz effects are working in Unity desktop... but I want it on Gnome Classic.

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  • Is it possible to give an animated GIF a transparent background?

    - by Phil
    I'm making a Fire Emblem-esque game. There are very cute 2D frames I made for each character, and, like a game like Fire Emblem, I want these characters to animate constantly. To circumvent the graphics programming involved I came up with a novel idea! I would make each character an animated gif, and only in special conditions ever halt their constant movement - in that case just change what image is being displayed. Simple enough. But I have a dilemma - I want the background of my .gifs to be transparent (so that the "grass" behind each character naturally shows, as per the screenshot - which has them as still images with transparent backgrounds). I know how to make a background transparent in numerous tools (GIMP, Photoshop). But it seems every .gif creator replaces the transparent background with something and I can't edit it back to transparent. Is it possible to have a .gif with a transparent "background"? Perhaps my knowledge of file formats is limiting me here.

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  • How can I imitate interaction and movement in Diablo II?

    - by user422318
    I'm prototyping a simple browser-based game. It's played from a top down perspective on a 2d canvas. You left-click on a point on the map, and your character will begin walking to it. If you click on a different point on the map, then your character will begin walking to the new point. It's similar to Diablo II: http://www.youtube.com/watch?v=EvDKt-To6K0&feature=related How can I best imitate this movement system for a player? Ideas... Track current coords and target coords If target coords are exactly up, left, right, or down, then increment appropriate direction until you get there Implied else: target coords are in a quadrant. To make this movement look natural, character will have to move diagonally. For example, pretend the target is to the northeast. For each game frame, alternate incrementing current coordinates in the north and then east directions.

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  • Menus not visible in some apps in Xubuntu 12.04

    - by Carl Burkart
    I've been using Ubuntu 12.04 for a few weeks and recently added the xubuntu desktop as well. I have noticed that in some applications, there is no menu present. For example, in Thunar, their is no menu (File, View, etc.), so I can't figure out how to "show hidden files." Could this be some conflict between xubuntu and unity's global menu. I want to be able to log in under either on my netbook, so uninstalling one or the other is not an option. Any ideas?

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  • Empathy authentication error to XMPP server

    - by Shauna
    I recently installed Ubuntu 12.04 on a new machine and have been working on setting it up, but I've run into an interesting problem. I have a custom XMPP server for work (I don't control it, but we're using an in-house install). I can connect to it just fine via Pidgin, but due to some UI issues I'm having with Pidgin (and what appears to be better overall integration between Empathy and Ubuntu/Unity), I'd like to use Empathy instead. However, Empathy won't connect to my XMPP server, and I keep getting an authentication error and repeatedly prompted for my password. This happens even when importing the working account information from Pidgin (so I know things like the password are correct). Is there a way I can get Empathy working with my XMPP server?

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  • Is it better to cut and store all sprites needed from a spritesheet in memory, or cut them out just-in-time?

    - by xLite
    I'm not sure what's best practice here as I have little experience with this. Essentially what I am asking is... if it's better to get your single PNG with all your different sprites on it for use in-game, cut out every sprite on startup and store them in memory, then access the already-cut-out sprite from memory quickly or Only have the single PNG with all the different sprites residing in memory, and when you need, for example, a tree. You cut out the tree from the PNG and then continue to use it as normal. I imagine the former is more CPU friendly than the latter but less memory friendly, vice versa for the latter. I want to know what the norm is for game dev. This is a pixel based game using 2D art. Each PNG is actually an avatar's sprite sheet with each body part separated and then later joined to form the full body of the avatar.

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  • How to start gkrellm so that it shows up on all virtual desktops?

    - by Jonik
    I'd like to open the GKrellM system monitor so that it is present on all virtual desktops. How to do that? Using Ubuntu 11.04 (Natty) & classic GNOME (not Unity). Bonus questions: How to skip the gkrellm window from the taskbar (on the bottom of the screen)? How to launch it automatically when logging in? (I can ask those separately, too. Or please point out if some of these are already covered.)

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  • Collision Systems Implementation

    - by hrr4
    Just curious what might be a good way to implement a decent collision system. As a class inherited by a base Entity class? Currently I'm stuck and could just use a couple better ideas than my own. Any help is appreciated! Edit: Sorry, it's 2D Collisioning but honestly, I'm not looking for specific collision methods. I'm looking more about the lines of implementation. Just curious of some of the common methods of how to implement collision systems such as: Should the entire collision system be it's own class? What, if anything, should be inheritable? These are some of my questions. Sorry for the confusion.

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  • Ubuntu 12.04, Intel Centrino 1030 Wireless-N 1030 not able to connect to wireless

    - by playcat
    I saw several similar threads, but none really does it... I have 12.04 precise x64 installed and things worked great for some 10 days. Then it all stopped - I wasn't able to connect any more. Even more, things were so scre*ed up that it were showing other network's name while connecting :( I have an Asus K53SM-SX054. Here's the text from dmesg related to my card: http://fixee.org/paste/iaw23iw/ Basically, it's Intel Centrino Wireless-N 1030. Not sure if it's important, I had Gnome with unity and then moved to KDE. Any ideas what to do? I'm on the verge of reinstalling things, but I already set plenty of things and have some things that I'd need to back up... and I'm rather lazy to go on with it :) EDIT: My wlan network is hidden. Not sure if this should have any influence.

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  • Which creative framework can create these games? [closed]

    - by Rahil627
    I've used a few game frameworks in the past and have run into limitations. This lead me to "creative frameworks". I've looked into many, but I cannot determine the limitations of some of them. Selected frameworks ordered from highest to lowest level: Flash, Unity, MonoGame, OpenFrameworks (and Cinder), SFML. I want to be able to: create a game that handles drawing on an iPad create a game that uses computer vision from a webcam create a multi-device iOS game create a game that uses input from Kinect Can all of the frameworks handle this? What is the highest level framework that can handle all of them?

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  • How to determine which cells in a grid intersect with a given triangle?

    - by Ray Dey
    I'm currently writing a 2D AI simulation, but I'm not completely certain how to check whether the position of an agent is within the field of view of another. Currently, my world partitioning is simple cell-space partitioning (a grid). I want to use a triangle to represent the field of view, but how can I calculate the cells that intersect with the triangle? Similar to this picture: The red areas are the cells I want to calculate, by checking whether the triangle intersects those cells. Thanks in advance. EDIT: Just to add to the confusion (or perhaps even make it easier). Each cell has a min and max vector where the min is the bottom left corner and the max is the top right corner.

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