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  • Opinions on platform game actor/background collision resolving

    - by Kawa
    Imagine the following scenario: I have a level whose physical structure is built up from a collection of bounding rectangles, combined with prerendered bitmap backgrounds. My actors, including the player character, all have their own bounding rectangle. If an actor manages to get stuck inside a level block, partially or otherwise, it'll need to be shifted out again, so that it is flush against the block. The untested technique I thought up during bio break is as follows: If an actor's box is found to intersect a level box, determine where the centerpoints of each rect are. If the actor's center is higher than the level box's, move the actor so that the bottom of the actor's rect is flush with the top of the level's rect, and vice versa if it's lower. Then do a similar thing horizontally. Opinions on that? Suggestions on better methods? Actually, the bounding rects are XNA BoundingBlocks with their Z spanning from -1 to 1, but it's still 2D gameplay.

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  • Collision detection problems...

    - by thyrgle
    Hi, I have written the following: -(void) checkIfLineCollidesWithAll { float slope = ((160-L1Circle1.position.y)-(160-L1Circle2.position.y))/((240-L1Circle1.position.x)-(240-L1Circle2.position.x)); float b = (160-L1Circle1.position.y) - slope * (240-L1Circle1.position.x); if ((240-L1Sensor1.position.x) < (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) < (240-L1Circle2.position.x) || ((240-L1Sensor1.position.x) > (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) > (240-L1Circle2.position.x))) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } else if (slope == INFINITY || slope == -INFINITY) { if (L1Circle1.position.y + 16 >= L1Sensor1.position.y || L1Circle1.position.y - 16 <= L1Sensor1.position.y) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } else if (160-L1Sensor1.position.y + 12 >= slope*(240-L1Sensor1.position.x) + b && 160-L1Sensor1.position.y - 12 <= slope*(240-L1Sensor1.position.x) + b) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } Basically what this does is finds m and b in the well known equation: y = mx + b and then substitutes coordinates of the L1Sensor1 (the circle I'm trying to detect if it it intersects with the line segment) to see if y = mx + b hold true. But, there are two problems, first, when slope approaches infinity the range of what the L1Sensor1 should "react" to (it "reacts" by changing its image) becomes smaller. Also, the code that should handle infinity is not working. Thanks for the help in advanced.

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  • Collision Detection for arbitrarily sized, positioned and rotated rectangles in XNA

    - by Stefan
    I'm working with xna in C# and in my game I will have a variety of space ships flying all over the place. They will each have an arbitrary rotation, size and position in space and I need a method to determine when they collide. Ideally the method would take two Rectangles, two doubles and two Vector2s for size, rotation and position respectively and return a boolean that indicates whether they have intersected or not.

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  • Square collision detection problem (iPhone).

    - by thyrgle
    Hi, I know I've probably posted three questions related to this then deleted them, but thats only because I solved them before I got an answer. But, this one I can not solve and I don't believe it is that hard compared to the others. So, with out further ado, here is my problem: So I am using Cocos2d and one of the major problem is they don't have buttons. To compensate for there lack in buttons I am trying to detect if when a touch ended did it collide with a square (the button). Here is my code: - (void)ccTouchesEnded:(NSSet*)touches withEvent:(UIEvent*)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:touch.view]; NSLog(@"%f", 240-location.y); if (isReady == YES) { if (((240-location.y) <= (240-StartButton.position.x - 100) || -(240-location.y) >= (240-StartButton.position.x) + 100) && ((160-location.x) <= (160-StartButton.position.y) - 25 || (160-location.x) >= (160-StartButton.position.y) + 25)) { NSLog(@"Coll:%f", 240-StartButton.position.x); CCScene *scene = [PlayScene node]; [[CCDirector sharedDirector] replaceScene:[CCZoomFlipAngularTransition transitionWithDuration:2.0f scene:scene orientation:kOrientationRightOver]]; } } } Do you know what I am doing wrong?

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  • New Perl user: using a hash of arrays

    - by Zach H
    I'm doing a little datamining project where a perl script grabs info from a SQL database and parses it. The data consists of several timestamps. I want to find how many of a particular type of timestamp exist on any particular day. Unfortunately, this is my first perl script, and the nature of perl when it comes to hashes and arrays is confusing me quite a bit. Code segment: my %values=();#A hash of the total values of each type of data of each day. #The key is the day, and each key stores an array of each of the values I need. my @proposal; #[drafted timestamp(0), submitted timestamp(1), attny approved timestamp(2),Organiziation approved timestamp(3), Other approval timestamp(4), Approved Timestamp(5)] while(@proposal=$sqlresults->fetchrow_array()){ #TODO: check to make sure proposal is valid #Increment the number of timestamps of each type on each particular date my $i; for($i=0;$i<=5;$i++) $values{$proposal[$i]}[$i]++; #Update rolling average of daily #TODO: To check total load, increment total load on all dates between attourney approve date and accepted date for($i=$proposal[1];$i<=$proposal[2];$i++) $values{$i}[6]++; } I keep getting syntax errors inside the for loops incrementing values. Also, considering that I'm using strict and warnings, will Perl auto-create arrays of the right values when I'm accessing them inside the hash, or will I get out-of bounds errors everywhere? Thanks for any help, Zach

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  • Iterating Over Params Hash

    - by Joe Clark
    I'm having an extremely frustrating time getting some images to upload. They are obviously being uploaded as rack/multipart but the way that I'm iterating over my params hash must be causing the problem. I could REALLY use some help, so I can stop pulling out my hair. So I've got a params hash that looks like this: Parameters: {"commit"=>"Submit", "sighting_report"=>[{"number_seen"=>"1", "picture"=>#<File:/var/folders/IX/IXXrbzpCHkq68OuyY-yoI++++TI/-Tmp-/RackMultipart.85991.5>, "species_id"=>"2"}], "authenticity_token"=>"u0eN5MAfvGWtfEzrqBt4qfrL54VJ9SGX0jFLZCJ8iRM=", "sighting"=>{"sighting_date(2i)"=>"6", "name"=>"", "sighting_date(3i)"=>"5", "county"=>"0", "notes"=>"", "location"=>"", "sighting_date(1i)"=>"2010", "email"=>""}} My form can have multiple sighting reports with multiple pictures in each sighting report. Here's my controller code: def create_multiple @report = Report.new @report.name = params[:sighting]["name"] @report.sighting_date = Date.civil(params[:sighting][:"sighting_date(1i)"].to_i, params[:sighting][:"sighting_date(2i)"].to_i, params[:sighting][:"sighting_date(3i)"].to_i) @report.county_id = params[:sighting][:county] @report.location = params[:sighting][:location] @report.notes = params[:sighting][:notes] @report.email = params[:sighting][:email] @report.save! @report.reload for sr in params[:sighting_report] do sighting = SightingReport.new sighting.report_id = @report.id sighting.species_id = sr[:species_id] sighting.number_seen = sr[:number_seen] sighting.save if sr[:picture] sighting.reload for pic in sr[:picture] do p = SpeciesPic.new p.uploaded_picture = pic p.species_id = sighting.species_id p.report_id = @report.id p.save! end end end redirect_to :action => 'new_multiple' end

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  • Problem storing a hash in DB using Storable::nfreeze in Perl

    - by Sam
    I want to insert a hash in the db using Storable::nfreeze but the data is not inserted properly. My code is as follows: %rec=(); $rec{'name'} = 'my name'; $rec{'address'} = 'my address'; my $order1 = new Order(); $order1->set_session(\%rec); $self->createOrder($order1); sub createOrder { my $self = $_[0]; my $order = $_[1]; # Retrieve the fields to insert into the database. my $st = $dbh->prepare("insert into order (session,.......) values(?,........)"); my $session = %{$order->get_session()}; $st->execute(&Storable::nfreeze(\%session),.....); $st->finish(); } sub getOrder { ... my $session = &Storable::thaw( $ref->{'session'} ); ..... } The thaw is working fine because I tested it withe some rows that have been inserted correctly, but when I try to get a row that was inserted using the createOrder subroutine, I get an error saying: Storable binary image v36.65 more recent than I am (v2.7) at blib/lib/Storable.pm (autosplit into blib/lib/auto/Storable/thaw.al) line 415 The error comes from the line that have thaw. The nfreeze did not store the hash properly. Can someone point me to what I'm doing wrong in the createOrder subroutine? I know the module version have nothing to do with the problem.

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  • problem storing a hash in DB using Storage::nfreeze Perl

    - by Sam
    Hello, I want to insert a hash in the db using Storage::nfreeze but the data is not inserted properly. the code is as follow: %rec=(); $rec{'name'} = 'my name'; $rec{'address'} = 'my address'; my $order1 = new Order(); $order1->set_session(\%rec); $self->createOrder($order1); sub createOrder { my $self = $_[0]; my $order = $_[1]; # Retrieve the fields to insert into the database. my $st = $dbh->prepare("insert into order (session,.......) values(?,........)"); my $session = %{$order->get_session()}; $st->execute(&Storable::nfreeze(\%session),.....); $st->finish(); } sub getOrder { ... my $session = &Storable::thaw( $ref->{'session'} ); ..... } the thaw is working fine because I tested it withe some rows that have been inserted correctly. but when I try to get a row that was inserted using the createOrder subroutine, I get an error saying" Storable binary image v36.65 more recent than I am (v2.7) at blib/lib/Storable.pm (autosplit into blib/lib/auto/Storable/thaw.al) line 415 the error comes from the line that have thaw. the nfreeze did not store the hash properly. Can someone point me to what i m doing wrong in the createOrder subroutine? Thanks in advance. I know the module version have nothing to do with the problem.

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  • Technical choices in unmarshaling hash-consed data

    - by Pascal Cuoq
    There seems to be quite a bit of folklore knowledge floating about in restricted circles about the pitfalls of hash-consing combined with marshaling-unmarshaling of data. I am looking for citable references to these tidbits. For instance, someone once pointed me to library aterm and mentioned that the authors had clearly thought about this and that the representation on disk was bottom-up (children of a node come before the node itself in the data stream). This is indeed the right way to do things when you need to re-share each node (with a possible identical node already in memory). This re-sharing pass needs to be done bottom-up, so the unmarshaling itself might as well be, too, so that it's possible to do everything in a single pass. I am in the process of describing difficulties encountered in our own context, and the solutions we found. I would appreciate any citable reference to the kind of aforementioned folklore knowledge. Some people obviously have encountered the problems before (the aterm library is only one example). But I didn't find anything in writing. Even the little piece of information I have about aterm is hear-say. I am not worried it's not reliable (you can't make this up), but "personal communication" and "look how it's done in the source code" are considered poor form in citations. I have enough references on hash-consing alone. I am only interested in references where it interferes with other aspects of programming, such as marshaling or distribution.

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • 3D RTS pathfinding

    - by xcrypt
    I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. I can use steering behaviours for avoiding other agents, so I don't need complete dynamic pathfinding. However, there is a problem because different agents have different collision geometry, and structures can be placed in almost any place. This means that there might be a gap between two structures where some agents can go through and some can't. A solution I have found to this problem is to do a sweep of the collision geometry of the agent from start node of the edge the pf algorithm is currently testing, to the end node of that edge. But this is probably a bit overkill since every edge the algorithm tests would also have to create and test with a collision geometry sweep. What are some reasonable approaches to this problem? I should mention that I'd prefer not to use navmeshes, I prefer waypoints because my entire system is based on it atm.

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  • How do I find actors in an area on a poly-precise basis?

    - by Almo
    Ok, I've been asking various questions and getting some good answers, but I think I need to rethink my method, so I'll describe the problem. I have a player who has a big blue box in front of him. This box shows which KActors will be pushed when he pulls the trigger: Currently, the blue box spawns a descendant of Actor which checks collision to see which KActors are touching it: foreach Owner.TouchingActors(class'DynamicSMActor', DynamicActorItt) { // do stuff } The problem is, if you check for touching between Actors and KActors, it looks like it does a plain axis-aligned bounding-box collision. The power will push the box on the lower right, when it's clear it's not touching the blue box. How should I do this properly? I just need a way to find out which KActors are touching that area, on a poly-by-poly level. These collisions are only done with rectangular boxes and simple sphere collision; we are aware of the potential for performance issues with complex objects and poly-collision. I've tried making the collision checker a KActor, but it doesn't report any TouchingActors. This issue is causing us trouble in a lot of other places as well. So solving this problem is a core issue in our game.

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  • Hash#key for 1.8.6

    - by Tobias
    Greetings, I am trying to make my 1.9.1 source 1.8.6 compatible. I recognized that there's no Hash#key method. Any idea or method how to solve that? Thanks! Tobias

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  • SQL Server 2000, yes 2000 password hash

    - by Justin808
    I need to store a password has in a SQL server 2000 database. The information isn't critical but I really don't want to store the password in clear text. How can I get a unique hash (sha, sha1, md5, etc) in SQL server 2000 as HashBytes isn't available. I'm not looking for compiled DLL or the ilk, I dont have access to the server, needs to be pure MS SQL.

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  • setting ruby hash .default to a list

    - by matpalm
    i thought i understood what the default method does to a hash... give a default value for a key if it doesn't exist irb(main):001:0> a = {} => {} irb(main):002:0> a.default = 4 => 4 irb(main):003:0> a[8] => 4 irb(main):004:0> a[9] += 1 => 5 irb(main):005:0> a => {9=>5} all good. but if i set the default to be a empty list, or empty hash, i dont understand it's behaviour at all.... irb(main):001:0> a = {} => {} irb(main):002:0> a.default = [] => [] irb(main):003:0> a[8] << 9 => [9] # great! irb(main):004:0> a => {} # ?! would have expected {8=>[9]} irb(main):005:0> a[8] => [8] # awesome! irb(main):006:0> a[9] => [9] # unawesome! shouldn't this be [] ?? i was hoping / expecting the same behaviour as if i had used the ||= operator... irb(main):001:0> a = {} => {} irb(main):002:0> a[8] ||= [] => [] irb(main):003:0> a[8] << 9 => [9] irb(main):004:0> a => {8=>[9]} irb(main):005:0> a[9] => nil can anyone explain what is going on ???

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  • computing hash values, integral types versus struct/class

    - by aaa
    hello I would like to know if there is a difference in speed between computing hash value (for example std::map key) of primitive integral type, such as int64_t and pod type, for example struct { int16_t v[4]; };. I know this is going to implementation specific, so my question ultimately pertains to gnu standard library. Thanks

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  • Good Hash Function for Strings

    - by Leif Andersen
    I'm trying to think up a good hash function for strings. And I was thinking it might be a good idea to sum up the unicode values for the first five characters in the string (assuming it has five, otherwise stop where it ends). Would that be a good idea, or is it a bad one? I am doing this in Java, but I wouldn't imagine that would make much of a difference.

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  • Use hash or case-statement [Ruby]

    - by user94154
    Generally which is better to use?: case n when 'foo' result = 'bar' when 'peanut butter' result = 'jelly' when 'stack' result = 'overflow' return result or map = {'foo' => 'bar', 'peanut butter' => 'jelly', 'stack' => 'overflow'} return map[n] More specifically, when should I use case-statements and when should I simply use a hash?

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  • hash password in mssql (asp.net)

    - by ile
    Is this how hashed password stored in mssql should look like? This is function I use to hash password (I found it in some tutorial) public string EncryptPassword(string password) { //we use codepage 1252 because that is what sql server uses byte[] pwdBytes = Encoding.GetEncoding(1252).GetBytes(password); byte[] hashBytes = System.Security.Cryptography.MD5.Create().ComputeHash(pwdBytes); return Encoding.GetEncoding(1252).GetString(hashBytes); } Thanks, Ile

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