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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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  • Last chance for a day of free SQL Server training at SQL in the City 2012

    SQL Server developers and database administrators have one last chance for a full day of free training and networking at SQL in the City 2012. NEW! Deployment Manager Early Access ReleaseDeploy SQL Server changes and .NET applications fast, frequently, and without fuss, using Deployment Manager, the new tool from Red Gate. Try the Early Access Release to get a 20% discount on Version 1. Download the Early Access Release.

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  • Oracle BPM and Open Data integration development

    - by drrwebber
    Rapidly developing Oracle BPM application solutions with data source integration previously required significant Java and JDeveloper skills. Now using open source tools for open data development significantly reduces the coding needed.  Key tasks can be performed with visual drag and drop designing combined with menu selections entry and automatic form generation directly from XSD schema definitions. The architecture used is extremely lightweight, portable, open platform and scalable allowing integration with a variety of Oracle and non-Oracle data sources and systems. Two videos available on YouTube walk through the process at both an introductory conceptual level and then a deep dive into the programming needed using JDeveloper, Oracle BPM composer and Oracle WLS (WebLogic Server) along with the CAM editor and Open-XDX open source tools. Also available are coding samples and resources from the GitHub project page, along with working online demonstration resources on the VerifyXML site. Combining Oracle BPM with these open source tools provides a comprehensive simple and elegant solution set. Development times are slashed and rapid prototyping is enabled. Also existing data sources can be integrated using open data formats with either XML or JSON along with CRUD accessing via the Open-XDX Java component. The Open-XDX tool is a code-free approach where data mapping is configured as templates using visual drag and drop in the CAM Editor open source tool.  XML or JSON is then automatically generated or processed (output or input) and appropriate SQL statements created to support the data accessing.   Also included is the ability to integrate with fillable PDF forms via the XML templates and the Java PDF form filling library.  Again minimal Java coding is needed to associate the XML source content with the PDF named fields.  The Oracle BPM forms can be automatically generated from XSD schema definitions that are built from the data mapping templates.  This dramatically simplifies development work as all the integration artifacts needed are created by the open source editor toolset. The developer level video is designed as a tutorial with segments, hands-on demonstrations and reviews.  This allows developers to learn the techniques and approaches used in incremental steps. The intended audience ranges from data analysts to developers and assumes only entry level Java skills and knowledge.  Most actions are menu driven while Java coding is limited to simply configuring values and parameters along with performing builds and deployments from JDeveloper and Oracle WLS.   Additional existing Oracle online training resources can be referenced on Oracle BPM and WLS that cover other normal delivery aspects such as user management and application deployment.

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  • Can I use Ubuntu to write a Windows 7 ISO to USB in Ubuntu?

    - by Salim Fadhley
    I need to create a Windows installation USB drive from an ISO file. I used unetbootin which seems to be the only tool that can write non-linux images. The USB disk boots (sort-of), but it gets stuck at the very first stage. A UNetbootin spash screen that keeps counting-down from ten to 0, and then restarts. The screen looks like this: Is there a way to make Windows boot from a USB image created on Linux?

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  • What guidelines are best suited for leveraging automatic deployments?

    - by Scott
    We are hoping to leverage a static code analysis tool (Sonar) as part of our continuous integration server, and are hoping to determine some useful guidelines to serve as a base for allowing the deployment to continue. What conditions should we make mandatory before allowing a build to proceed to the next set of testing? The obvious answers include that it compiles and the unit tests are successful. But what are some other things we should require before allowing a build to not be rolled back?

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  • Need some help implementing VBO's with Frustum Culling

    - by Isracg
    i'm currently developing my first 3D game for a school project, the game world is completely inspired by minecraft (world completely made out of cubes). I'm currently seeking to improve the performance trying to implement vertex buffer objects but i'm stuck, i already have this methods implemented: Frustum culling, only drawing exposed faces and distance culling but i have the following doubts: I currently have about 2^24 cubes in my world, divided in 1024 chunks of 16*16*64 cubes, right now i'm doing immediate mode rendering, which works well with frustum culling, if i implement one VBO per chunk, do i have to update that VBO each time i move the camera (to update the frustum)? is there a performance hit with this? Can i dynamically change the size of each VBO? of do i have to make each one the biggest possible size (the chunk completely filled with objects)?. Would i have to keep each visited chunk in memory or could i efficiently remove that VBO and recreated it when needed?.

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  • Uninstall Caribou?

    - by Icedrake
    I just installed the Gnome Tweak Tool in order to change my icon theme to Faenza, but it seems to have installed some other program named Caribou, which I think is an onscreen keyboard program, with it. This is absolutely useless for me, and frankly, I hate the fact that it was installed silently and without my permission. When I go to uninstall it, it says that it's part of gnome-shell and requires the un-installation of that as well. What do I do?

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  • SSIS Basics: Setting Up Your Initial Package

    Up until now, it has been a curiously frustrating search to find out the basics of SSIS, fast, in order to get up and running quickly. No longer, as Annette Allen comes up with a simple introduction for the rest of us. What are your servers really trying to tell you? Find out with new SQL Monitor 3.0, an easy-to-use tool built for no-nonsense database professionals.For effortless insights into SQL Server, download a free trial today.

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  • How to connect Samsung Galaxy S3 via USB?

    - by dez93_2000
    Connecting as either MTP or PTP: neither allows one to see pictures saved as default by phone camera to DCIM folder on external SD card. Similar problems with previous models (e.g. S2) were solvable by 'usb utilities' in wireless & networking settings, but this is no longer present. Other suggestions have mentioned uninstalling various libraries... but I don't wanna just start cutting stuff without knowing it'll help. Any thoughts on how to mount a Samsung Galaxy S3 over USB?

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  • How do I "print" to a PostScript file from LibreOffice Write?

    - by user69245
    Using OpenOffice with 10.04 I was able to print to a Postscript file, but I find I can't do this with LibreOffice and 12.04 - print-to-file goes to PDF. I want this feature so that I can use a FinePrint-like tool called fprint to print .PS files in booklet form. When I print from other applications I'm offered the usual choice of printers, including print to .PS, but LibreOffice restricts my choice.

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  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

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  • Repairing back-facing triangles without user input

    - by LTR
    My 3D application works with user-imported 3D models. Frequently, those models have a few vertices facing into the wrong direction. (For example, there is a 3D roof and a few triangles of that roof are facing inside the building). I want to repair those automatically. We can make several assumptions about these 3D models: they are completely closed without holes, and the camera is always on the outside. My idea: Shoot 500 rays from every triangle outwards into all directions. From the back side of the triangle, all rays will hit another part of the model. From the front side, at least one ray will hit nothing. Is there a better algorithm? Are there any papers about something like this?

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  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

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  • Infinite terrain shadows

    - by user35399
    I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be rendered in front of the sun. My terrain: The sun is the only light, it is directional, my terrain is generated on a plane which is positioned before the camera, frustum culled and fits the size of the viewing frustum. It is height mapped with generated noise texture, and using tessellation shaders on it. Video:http://www.youtube.com/watch?v=tk6yFwYusOs Dynamic shadows with the infinite terrain.

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  • Stop Food Waste - OS Open Data & SQL Azure

    An attempt to use Ordanance Survey OS Open Data, SQL Server and SharePoint in the construction of a system for supermarkets to supply expiring food to nearby homeless shelters. What are your servers really trying to tell you? Find out with new SQL Monitor 3.0, an easy-to-use tool built for no-nonsense database professionals.For effortless insights into SQL Server, download a free trial today.

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  • What is SEO?

    SEO stands for "search engine optimization" and it's probably the most critical tool that you have in order to drive traffic to your website. You could have the most creative, innovative, and technologically advanced website known to man, but if you don't fully understand SEO, no one will ever find you.

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