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  • Dynamic body implementation

    - by ArturoVM
    I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to grow and shrink (as in actually growing, not just scaling), and it has to have collision detection (even if it's basic). Because of this requirements, it obviously can't be based on a sprite, so direct rendering of the shape should be the logical thing to do. I assume this is no easy task, but I just couldn't find a good physics engine that covers these requirements (or at least no tutorial on how to do it; I particularly searched for Box2D tutorials). Is there a way of doing this with Box2D, SDL, or any other physics or game engine out there? If not, what's a good place to start? I am really clueless as far as soft-body physics are concerned.

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  • Playing a sound on collision?

    - by Eric McLoughlin
    I'm making a pool game. I've separated the gameplay logic and the physics into two systems, entities and physics. Each entity holds a reference to a body which the physics system uses. The body itself holds a reference back to it's owner. When an entity collides with another entity, the Collided(Entity other) method is called on both. What I'm trying to do now is to play a sound when both entities colliding are of a certain subclass. I'm not sure how to do that. I could do it in the Collided method, but then the sound would be played two times at the same time, since the method was called on both entities. How do you suggest I do this?

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  • How can I derive force vectors from velocity vectors?

    - by PixelRouter
    I'm making a 2d shooter ala Geometry Wars. I've got my own simple physics at work driving the background grid and all my entities. To move anything in the world I apply a Vector2d force to it. The 'engine' calculates the resulting acceleration and therefore the velocity. I am trying to port some code I found which implements the classic 'Boids' flocking algorithm, but the code I have works by calculating the Boids' velocities directly, so If i use it as is, it bypasses my physics engine. How I can translate the velocity vectors into force vectors that I can apply to the Boids and which will result in the proper velocities via my physics engine.

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • Problems using Maven to initialize a local thoughtsite (App Engine sample) project in Eclipse

    - by ovr
    This sample app ("thoughtsite") for App Engine contains a pom.xml in its trunk: http://code.google.com/p/thoughtsite/source/browse/#svn/trunk I ran mvn eclipse:eclipse and also tried using m2eclipse to import this source code into an Eclipse project. But I end up with this error despite the fact that I have the Google App Engine plugin and the Google App Engine SDK installed: Exception in thread "main" java.lang.ExceptionInInitializerError at com.google.appengine.tools.info.SdkImplInfo.<clinit>(SdkImplInfo.java:19) at com.google.appengine.tools.util.Logging.initializeLogging(Logging.java:36) at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:82) Caused by: java.lang.RuntimeException: Unable to discover the Google App Engine SDK root. This code should be loaded from the SDK directory, but was instead loaded from file:~/.m2/repository/com/google/appengine/appengine-tools-sdk/1.3.0/appengine-tools-sdk-1.3.0.jar. Specify -Dappengine.sdk.root to override the SDK location. at com.google.appengine.tools.info.SdkInfo.findSdkRoot(SdkInfo.java:106) at com.google.appengine.tools.info.SdkInfo.<clinit>(SdkInfo.java:24) ... 3 more When I go into the project settings under "Google" and try to set it to use the default App Engine SDK it always reverts to trying to use Maven's App Engine SDK instead. No idea how to get this project working.

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  • Multithreading 2D gravity calculations

    - by Postman
    I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance issues with my physics calculations. This is using 100 objects, normally rendering 1000 of them with no physics calculations gets well over 300 FPS (which is my FPS cap), but any more than 10 or so objects brings the game (and the single thread it runs on) to its knees when doing physics calculations. I checked my thread usage and the first thread was killing itself from all the work, so I figured I just needed to do the physics calculation on another thread. However when I try to run the Gravity.cs class's Update method on another thread, even if Gravity's Update method has nothing in it, the game is still down to 2 FPS. Gravity.cs public void Update() { foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { Vector2 Force = new Vector2(); foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { if (e2.Key != e.Key) { float distance = Vector2.Distance(entityEngine.Entities[e.Key].Position, entityEngine.Entities[e2.Key].Position); if (distance > (entityEngine.Entities[e.Key].Texture.Width / 2 + entityEngine.Entities[e2.Key].Texture.Width / 2)) { double angle = Math.Atan2(entityEngine.Entities[e2.Key].Position.Y - entityEngine.Entities[e.Key].Position.Y, entityEngine.Entities[e2.Key].Position.X - entityEngine.Entities[e.Key].Position.X); float mult = 0.1f * (entityEngine.Entities[e.Key].Mass * entityEngine.Entities[e2.Key].Mass) / distance * distance; Vector2 VecForce = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)); VecForce.Normalize(); Force = Vector2.Add(Force, VecForce * mult); } } } entityEngine.Entities[e.Key].Position += Force; } } Yeah, I know. It's a nested foreach loop, but I don't know how else to do the gravity calculation, and this seems to work, it's just so intensive that it needs its own thread. (Even if someone knows a super efficient way to do these calculations, I'd still like to know how I COULD do it on multiple threads instead) EntityEngine.cs (manages an instance of Gravity.cs) public class EntityEngine { public Dictionary<string, Entity> Entities = new Dictionary<string, Entity>(); public Gravity gravity; private Thread T; public EntityEngine() { gravity = new Gravity(this); } public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { Entities[e.Key].Update(); } T = new Thread(new ThreadStart(gravity.Update)); T.IsBackground = true; T.Start(); } } EntityEngine is created in Game1.cs, and its Update() method is called within Game1.cs. I need my physics calculation in Gravity.cs to run every time the game updates, in a separate thread so that the calculation doesn't slow the game down to horribly low (0-2) FPS. How would I go about making this threading work? (any suggestions for an improved Planetary Gravity system are welcome if anyone has them) I'm also not looking for a lesson in why I shouldn't use threading or the dangers of using it incorrectly, I'm looking for a straight answer on how to do it. I've already spent an hour googling this very question with little results that I understood or were helpful. I don't mean to come off rude, but it always seems hard as a programming noob to get a straight meaningful answer, I usually rather get an answer so complex I'd easily be able to solve my issue if I understood it, or someone saying why I shouldn't do what I want to do and offering no alternatives (that are helpful). Thank you for the help!

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  • Is there a search engine that indexes source code of a web-page?

    - by Dexter
    I need to search the web for sites that are in our industry that use the same Adwords management company, to ensure that the said company is not violating our contract, as they have been accused of doing. They use a tracking code in the template of every page which has a certain domain in the URL, and I'm wondering if it's possible "Google" the source code using some bot that crawls the code rather than the content? For example, I bought an unlimited license for an image gallery, and I was asked to type the license number in a comment just before the script. I thought it was just so a human could look at the source and find out if someone paid, but it turned out that it was actually that they had a crawler looking for their source code and that comment. If it ran across the code on your site, it would look for the comment, and if it found one, it would check to see if it was an existing one. If not, it would first notify you of your noncompliance, and then notify the owner of the script. Edit: I'm looking to index HTML and JavaScript only, not the server-side languages or Java.

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  • How can I support objects larger than a single tile in a 2D tile engine?

    - by Yheeky
    I´m currently working on a 2D Engine containing an isometric tile map. It´s running quite well but I'm not sure if I´ve chosen the best approach for that kind of engine. To give you an idea what I´m thinking about right now, let's have a look at a basic object for a tile map and its objects: public class TileMap { public List<MapRow> Rows = new List<MapRow>(); public int MapWidth = 50; public int MapHeight = 50; } public class MapRow { public List<MapCell> Columns = new List<MapCell>(); } public class MapCell { public int TileID { get; set; } } Having those objects it's just possible to assign a tile to a single MapCell. What I want my engine to support is like having groups of MapCells since I would like to add objects to my tile map (e.g. a house with a size of 2x2 tiles). How should I do that? Should I edit my MapCell object that it may has a reference to other related tiles and how can I find an object while clicking on single MapCells? Or should I do another approach using a global container with all objects in it?

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  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

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  • Implementing top view physics using box2D

    - by humbleBee
    How can top view physics games be done in box2D? One idea I have is to set the linear velocity of an object manually or to alter the linear and angular damping as my object moves over different surfaces. For example if my object is over a wet surface it'll have less linear damping and if it is over rough surface it'll have more damping. And to see if my object has fallen over an edge I'll try to use an AABB and check if its still inside or manually see if object.x > boundary.x etc. Is there any better way?

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  • Need to Determine the Engine Status?

    - by user702295
    If you need to establish the status of the engine, begin with this SQL: select status, engine, engine_version,fore_column_name from dm.forecast_history The status of an engine run is stored in the FORECAST_HISTORY table, in the “status” field.  We can also find in that table the FORE_COLUMN_NAME field. This field includes the name of the column in SALES_DATA in which the relevant forecast is stored. Here are the possible statuses: -1, -2 : The engine failed in the initialization phase.  Which means, before the engine manager created the engines.  0 : The engine stopped in the optimization phase.  Which means, after the engines were created.  1: The engine finished the run successfully.  2: Forecast was never calculated for the relevant column that is mentioned in FORE_COLUMN_NAME.  

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  • Physics for moving blocks

    - by Gabson
    I'm working on a 2D game for windows phone where the player moves blocks around to bounce a laser beams. I need to create some simple physics for moving the blocks. For the moment I have a simple collision class, telling me if two rectangles collide. But that's not enough because when I'm moving a block the rectangle/rectangle function doesn't work. By Doesn't work i mean,I manage the collision but I don't how to stop the block mooving while the user sliding the block. The collision response for the block I want is if the user tries to slide it on another object, the block should slide up against the other object and not overlap. How would I go about implementing this functionality?

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  • unittest import error with virtualenv + google-app-engine-django

    - by Ray Yun
    I'm working with google-app-engine-django + zipped django. Just running "python manage.py test" succeeded without error. But with virtualenv, test was failed with "import unittest error". same error with Django 1.1. - OSX 10.5.6 - google-app-engine-django (r101 via svn) : r100 was failed with launcher 1.3.0 - GoogleAppLauncher 1.3.0 - Django 1.1 & 1.1.1 (zipped) : both failed - virtualenv 1.4.5 - virtualenvwrapper 1.24 Error Message: (django_appengine)Reiot:warclouds Reiot$ python manage.py test WARNING:root:Could not read datastore data from /var/folders/UZ/UZ1vQeLFH2ShHk4kIiLcFk+++TI/-Tmp-/django_google-app-engine-django.datastore INFO:root:zipimporter('/Volumes/data/Documents/warclouds/django.zip', 'django/core/serializers/') .WARNING:root:Can't open zipfile /Users/Reiot/.virtualenvs/django_appengine/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg: IOError: [Errno 13] file not accessible: '/Users/Reiot/.virtualenvs/django_appengine/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg' WARNING:root:Can't open zipfile /Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/setuptools-0.6c9-py2.5.egg: IOError: [Errno 13] file not accessible: '/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/setuptools-0.6c9-py2.5.egg' ERROR:root:Exception encountered handling request Traceback (most recent call last): File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 3177, in _HandleRequest self._Dispatch(dispatcher, self.rfile, outfile, env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 3120, in _Dispatch base_env_dict=env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 515, in Dispatch base_env_dict=base_env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2379, in Dispatch self._module_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2289, in ExecuteCGI reset_modules = exec_script(handler_path, cgi_path, hook) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2185, in ExecuteOrImportScript exec module_code in script_module.__dict__ File "/Volumes/data/Documents/warclouds/main.py", line 28, in <module> from appengine_django import InstallAppengineHelperForDjango File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1264, in Decorate return func(self, *args, **kwargs) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1914, in load_module return self.FindAndLoadModule(submodule, fullname, search_path) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1264, in Decorate return func(self, *args, **kwargs) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1816, in FindAndLoadModule description) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1264, in Decorate return func(self, *args, **kwargs) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1767, in LoadModuleRestricted description) File "/Volumes/data/Documents/warclouds/appengine_django/__init__.py", line 44, in <module> import unittest ImportError: No module named unittest INFO:root:"GET / HTTP/1.1" 500 - INFO:root:zipimporter('/Users/Reiot/.virtualenvs/django_appengine/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '') INFO:root:zipimporter('/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/setuptools-0.6c9-py2.5.egg', '') F........................................................... ====================================================================== FAIL: a request to the default page works in the dev_appserver ---------------------------------------------------------------------- Traceback (most recent call last): File "/Volumes/data/Documents/warclouds/appengine_django/tests/integration_test.py", line 176, in testBasic self.assertEquals(rv.status_code, 200) AssertionError: 500 != 200 I also tried with console import but it was ok. > which python /Users/Reiot/.virtualenvs/django_appengine/bin/python > python >>> import unittest Here is my environments: $ mkvirtualenv --no-site-packages no-django $ mkvirtualenv --no-site-packages django-1.1 $ mkvirtualenv --no-site-packages django-1.1.1 (django-1.1)$ easy_install Django-1.1.tar (django-1.1.1)$ easy_install Django-1.1.1.tar $ mkdir google-app-engine-django-svn $ cp -r google-app-engine-django-svn google-app-engine-django-svn-django-1.1 // copy appropriate django.zip $ cp -r google-app-engine-django-svn google-app-engine-django-svn-django-1.1.1 // copy appropriate django.zip

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  • HowTo Enable jBullet DebugMode

    - by Kenneth Bray
    I would like to render the physics world of jBullet to debug some issues in my game, and I am not finding too much on enabling the debugDraw method of jBullet. Do I need to write my own debugDraw method, or is there an easier way to draw the physics models to the screen? If there is already a built in method I would prefer to use that, otherwise I guess I will start making my own functions to handle this.

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  • Inverted textures

    - by brainydexter
    I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner. I got the textures to be positioned correctly, but I noticed my textures are vertically inverted. That is, an arrow texture pointing Up , when rendered points down. I'm not sure where I am going wrong with the math. My approach is to convert everything in physic's meter units and draw accordingly. Matrix proj = Matrix.CreateOrthographic(scale * graphics.GraphicsDevice.Viewport.AspectRatio, scale, 0, 1); Matrix view = Matrix.Identity; effect.World = Matrix.Identity; effect.View = view; effect.Projection = proj; effect.TextureEnabled = true; effect.VertexColorEnabled = true; effect.Techniques[0].Passes[0].Apply(); SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.Default, RasterizerState.CullNone, effect); m_Paddles[1].Draw(gameTime); SpriteBatch.End(); where Paddle::Draw looks like: SpriteBatch.Draw(paddleTexture, mBody.Position, null, Color.White, 0f, new Vector2(16f, 16f), // origin of the texture 0.1875f, SpriteEffects.None, // width of box is 3*2 = 6 meters. texture is 32 pixels wide. to make it 6 meters wide in world space: 6/32 = 0.1875f 0); The orthographic projection matrix seem fine to me, but I am obviously doing something wrong somewhere! Can someone please help me figure out what am i doing wrong here ? Thanks

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  • Where is a good spot to start when writing a LWJGL game engine?

    - by Alcionic
    I'm starting work on a huge game and somewhere along my train of thought I decided it would be a good idea to write my own engine for the game. I was originally going to use JMonkeyEngine but there were some things about it that just didn't work well with me. I wanted full control over every aspect of the entire process. Where would a good place to start be when writing your own engine? I have no experience with LWJGL but I learn quick. Either advice or some place where there is good advice would be nice. Thanks!

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  • Where should i organize my matrices in a 3D Game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine(and hopefully a game with it) within the next upcoming years. My first task was writing a camera class for the engine to use in order to add cameras to the scene, position and follow points in the scene. The problem i have is with using matrices for transformations in the class, should i keep matrices separate to each class? such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but i wanted to hear some input form a more professional standpoint.

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  • How should I organize my matrices in a 3D game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points. The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

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  • Why You Should Do Search Engine Optimization

    If you do internet savvy then you need to take help of the services that are search engine optimization as you not have difficulty in your search. If you use search engine optimization then you don't need to hire any professional for your search. You can use search engine to promote your product and services. But for this you will have to take aid of search engine optimization assistance. The following are some reasons that will convey you to take benefit of the services that are provided by search engine optimization assistance:

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  • Google App Engine on Google Apps Domain

    - by Bob Ralian
    I'm having trouble getting my domain pointed to my website hosted with google app engine. Here's the background... take care to separate the concepts of "google apps" (domain hosting, email, etc.) and "google app engine" (website framework). I have a domain that's using Google Apps for Your Domain, let's call it company.com. So my login for my google apps account is [email protected]. I have a different domain that is aliased back to my google apps account, let's call it mycompany.com. It's been successfully aliased and registered with my primary google apps account using the cname method, and has updated mx records. We have a ton of domains, and I only want to use one "google apps" account to maintain them all. Now I have a website I've built using google app engine, and the url is effectively mycompany.appspot.com. I want to get mycompany.com to point to my website that currently resides at mycompany.appspot.com. There's a spot in the google app engine dashboard under application settings where you can add a domain. So I click there and enter mycompany.com and I get an error message saying that domain is not using google apps. If I back up to the page I submitted, there's a note saying I need to register the domain with google apps. So I click the link to do that and enter mycompany.com and I get an error message saying the domain has been registered and is in the process of ownership verification. But that process is already finished. So... what do I do? Does google app engine not support a domain that is only aliased to a primary google apps account? Does mycompany.com need to have its own primary google apps account?

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  • google-app-engine-django: authentication without Google accounts?

    - by cv12
    google-app-engine-django/ claims to have an "App Engine compatible implementation of the Django authentication framework". Does this authentication work only with Google Accounts? Is it possible to register a user with a username/password and authenticate him/her with that username/password without that user having a Google account? I would appreciate any pointers to how this could be done with google-app-engine-django without Google Accounts authentication.

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