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  • jquery - establishing truths when loading inline javascript via AJAX

    - by yaya3
    I have thrown together a quick prototype to try and establish a few very basic truths regarding what inline JavaScript can do when it is loaded with AJAX: index.html <html> <head> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script> </head> <body> <script type="text/javascript"> $('p').css('color','white'); alert($('p').css('color')); // DISPLAYS FIRST but is "undefined" $(document).ready(function(){ $('#ajax-loaded-content-wrapper').load('loaded-by-ajax.html', function(){ $('p').css('color','grey'); alert($('p').css('color')); // DISPLAYS LAST (as expected) }); $('p').css('color','purple'); alert($('p').css('color')); // DISPLAYS SECOND }); </script> <p>Content not loaded by ajax</p> <div id="ajax-loaded-content-wrapper"> </div> </body> </html> loaded-by-ajax.html <p>Some content loaded by ajax</p> <script type="text/javascript"> $('p').css('color','yellow'); alert($('p').css('color')); // DISPLAYS THIRD $(document).ready(function(){ $('p').css('color','pink'); alert($('p').css('color')); // DISPLAYS FOURTH }); </script> <p>Some content loaded by ajax</p> <script type="text/javascript"> $(document).ready(function(){ $('p').css('color','blue'); alert($('p').css('color')); // DISPLAYS FIFTH }); $('p').css('color','green'); alert($('p').css('color')); // DISPLAYS SIX </script> <p>Some content loaded by ajax</p> Notes: a) All of the above (except the first) successfully change the colour of all the paragraphs (in firefox 3.6.3). b) I've used alert instead of console.log as console is undefined when called in the 'loaded' HTML. Truths(?): $(document).ready() does not treat the 'loaded' HTML as a new document, or reread the entire DOM tree including the loaded HTML JavaScript that is contained inside 'loaded' HTML can effect the style of existing DOM nodes One can successfully use the jQuery library inside 'loaded' HTML to effect the style of existing DOM nodes One can not use the firebug inside 'loaded' HTML can effect the existing DOM (proven by Note a) Am I correct in deriving these 'truths' from my tests (test validity)? If not, how would you test for these?

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  • Running a JUnit4 test - from a java program

    - by markovuksanovic
    I was wondering how to run some JUnit4 test inside a java program. Basically - depending on some conditions during runtime I need to decide which test runner to use. Using Junit3 I could override runTest method from TestCase class - but in JUnit4 tests do not extend TestCase class so I have nothing to override... Is there maybe some method that I need to implement... or sth else...

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  • Cross compiling unit tests with CppUnit or similar

    - by Mark
    Has anyone used a package like CppUnit to cross-compile C++ unit tests to run on an embedded platform? I'm using G++ on a Linux box to compile executables that must be run on a LynxOS board. I can't seem to get any of the common unit test packages to configure and build something that will create unit tests. I see a lot of unit test packages, CppUnit, UnitTest++, GTest, CppUTest, etc., but very little about using these packages in a cross-compiler scenario. The ones with a "configure" script imply that this is possible, but I can't seem to get them to configure and build.

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  • Migrating test cases & defects from Quality Center to TFS 2008/2010

    - by stackoverflowuser
    Tool that can be used to migrate (or even better..synchronize) test cases and bugs between: TFS 2008 and Quality Center 9.2 (or later) TFS 2010 and Quality Center 9.2 (or later) I am aware of the following tools: Test Case Migrator (Excel/MHT) Tool TFS Bug Item Synchronizer 2.2 for Quality Center Also shai raiten mentions on his blog about QC 2 Team System 2010 migration tool that he has been working on and its done. But could not find any link for downloading the tool. http://blogs.microsoft.co.il/blogs/shair/archive/2009/12/31/quality-center-migration-to-team-system-2010-done.aspx Before jumping on coding with TFS SDK and QC components to come up with my own tool I need some inputs from the stackoverflow community.

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  • How to set locale default_url_options for functional tests (Rails)

    - by insane.dreamer
    In my application_controller, I have the following set to include the locale with all paths generated by url_for: def default_url_options(options={}) { :locale => I18n.locale } end My resource routes then have a :path_prefix = "/:locale" Works fine on the site. But when it comes to my functional tests, the :locale is not passed with the generated urls, and therefore they all fail. I can get around it by adding the locale to the url in my tests, like so: get :new, :locale => 'en' But I don't want to have to manually add the locale to every functional test. I tried adding the default_url_options def above to test_helper, but it seems to have no effect. Is there any way I can change the default_url_options to include the locale for all my tests? Thanks.

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  • Box2dx: Usage of World.QueryAABB?

    - by Rosarch
    I'm using Box2dx with C#/XNA. I'm trying to write a function that determines if a body could exist in a given point without colliding with anything: /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); // how is this supposed to work? physicsWorld.QueryAABB(x => true, ref collisionBox); model.Body.Position = originalPosition; return true; } Is there a better way to go about doing this? How is World.QueryAABB supposed to work? Here is an earlier attempt. It is broken; it always returns false. /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); ICollection<GameObjectController> gameObjects = worldQueryEngine.GameObjectsForPredicate(x => ! x.Model.Passable); foreach (GameObjectController controller in gameObjects) { AABB potentialCollidingBox; controller.Model.Body.GetFixtureList().GetAABB(out potentialCollidingBox); if (AABB.TestOverlap(ref collisionBox, ref potentialCollidingBox)) { model.Body.Position = originalPosition; return false; // there is something that will collide at this point } } model.Body.Position = originalPosition; return true; }

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  • TFSBuild.Proj and Manual SQL Server Work Help?

    - by ScSub
    Using the VS 2008 GDR update, I have created a database project. I have created a SQL Server deployment package. I have created a database unit test. Using some wizards, the stuff got into my tfsbuild.proj file so near the end of the automated build process a database is created. I lack a little control of the whole process, I now see. What I would like to do is manually deploy the DB, run 3 custom scripts against the DB, and then manually start the DB unit test. I have other non-DB unit tests that already run. I do not want to use VSMDI or ordered unit test stuff because in out multi-developer environment it gets messy. Help!

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  • NUnit GUI Runner and Apartment State

    - by tyndall
    how do you set the apartment state in the NUnit GUI runner? I'm trying to run a single NUnit test with WatiN and I'm getting the message. MyNamespace.LoginTests.CanLogin: System.Threading.ThreadStateException : The CurrentThread needs to have it's ApartmentState set to ApartmentState.STA to be able to automate Internet Explorer.

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  • UDK SettingsScene variable

    - by Ricket
    I am in the process of porting a script from UT3 to UDK. The script is for class ZOUIFrontEnd_MainMenu extends UTUIFrontEnd_MainMenu. I'm getting the following compiler error: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZOUIFrontEnd_MainMenu.uc(18) : Error, Bad or missing expression in Call to 'OpenSceneByName', parameter 1 The referenced line is as follows: OpenSceneByName(SettingsScene); Okay, so I figured the OpenSceneByName function changed in UDK. Tracing the path of inheritance all the way up to UDKUIScene.uc, I found the definition: function UIScene OpenSceneByName(string SceneToOpen, bool bSkipAnimation=false, optional delegate<OnSceneActivated> SceneDelegate=None) Assuming SettingsScene is a string, everything looks fine, right? So I figured I would find SettingsScene to make sure it's a string. Well doing a search for "SettingsScene" in all files turned up only one other line; UTGameReplicationInfo.uc line 334: UTPC.OpenUIScene(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); But UTUIFrontEnd_MainMenu doesn't have a SettingsScene variable in it! Just to check, I changed my line of code to match: OpenSceneByName(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); And indeed, I get the following compile error now: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZOUIFrontEnd_MainMenu.uc(18) : Error, Unknown Property 'SettingsScene' in 'Class UTGame.UTUIFrontEnd_MainMenu' How does UTGameReplicationInfo.uc successfully compile? Where is the SettingsScene variable?

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  • How do I mock an object in this case? no obvious way to replace object with mock

    - by Tristan
    Hi there, Suppose I have this very simple method in Store's model: def geocode_address loc = Store.geocode(address) self.lat = loc.lat self.lng = loc.lng end If I want to write some test scripts that aren't affected by the geocoding service, which may be down, have limitations or depend on my internet connection, how do I mock out the geocoding service? If I could pass a geocoding object into the method, it would be easy, but I don't see how I could do it in this case. Thanks! Tristan

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  • Session variables with Cucumber Stories

    - by Matthew Savage
    I am working on some Cucumber stories for a 'sign up' application which has a number of steps. Rather then writing a Huuuuuuuge story to cover all the steps at once, which would be bad, I'd rather work through each action in the controller like a regular user. My problem here is that I am storing the account ID which is created in the first step as a session variable, so when step 2, step 3 etc are visited the existing registration data is loaded. I'm aware of being able to access controller.session[..] within RSpec specifications however when I try to do this in Cucumber stories it fails with the following error (and, I've also read somewhere this is an anti-pattern etc...): Using controller.session[:whatever] or session[:whatever] You have a nil object when you didn't expect it! The error occurred while evaluating nil.session (NoMethodError) Using session(:whatever) wrong number of arguments (1 for 0) (ArgumentError) So, it seems accession the session store isn't really possible. What I'm wondering is if it might be possible to (and I guess which would be best..): Mock out the session store etc Have a method within the controller and stub that out (e.g. get_registration which assigns an instance variable...) I've looked through the RSpec book (well, skimmed) and had a look through WebRat etc, but I haven't really found an answer to my problem... To clarify a bit more, the signup process is more like a state machine - e.g. the user progresses through four steps before the registration is complete - hence 'logging in' isn't really an option (it breaks the model of how the site works)... In my spec for the controller I was able to stub out the call to the method which loads the model based on the session var - but I'm not sure if the 'antipattern' line also applies to stubs as well as mocks? Thanks!

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  • How test guice injections?

    - by yeraycaballero
    I gave to Google Guice the responsability of wiring my objects. But, How can I test if the bindings are working well. For example, suppose we have a class A which has a dependence B. How can I test than B is injected correctly. class A { private B b; public A() {} @Inject public void setB(B b) { this.b = b } } Notice A hasn't got a getB() method and I want to assert that A.b isn't null.

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  • UnitTest++ constructing fixtures multiple times?

    - by Peter
    I'm writing some unit tests in UnitTest++ and want to write a bunch of tests which share some common resources. I thought that this should work via their TEST_FIXTURE setup, but it seems to be constructing a new fixture for every test. Sample code: #include <UnitTest++.h> struct SomeFixture { SomeFixture() { // this line is hit twice } }; TEST_FIXTURE(SomeFixture, FirstTest) { } TEST_FIXTURE(SomeFixture, SecondTest) { } I feel like I must be doing something wrong; I had thought that the whole point of having the fixture was so that the setup/teardown code only happens once. Am I wrong on this? Is there something else I have to do to make it work that way?

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  • Getting a gestureoverlayview

    - by Codejoy
    I have been using some nice tutorials on drawing graphics on my android. I wanted to also add in the cool gesture demo found here: http://developer.android.com/resources/articles/gestures.html That takes these lines of code: GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); This is fine and dandy yet I realize in my demo i'm trying to build using code from "Playing with Graphics in Android". The demos make sense, everything makes sense but I found out by using: setContentView(new Panel(this)); as is required by the Playing With Graphics tutorials, then the findViewById seems to no longer be valid and returns null. At first I was about to post a stupider question as to why this is happening, a quick test of playing with the setContentView made me realize the cause of findViewById returning null, I just do not know how to remedy this issue. Whats the key I am missing here? I realize that the new Panel is doinking some reference up but I am not sure how to make the connection here. THe: R.id.gestures is defined right int he main.xml as: (just like the tutorial) Thanks, Shane p.s. im new here be gentle.

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  • How to render a 2d side-scroller

    - by Apoc
    I do not really understand the way I'm suppose to render a side-scroller? How do I know what to render when my character move? What kind of positionning should I use for the characters? I hope my question is clear

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  • junit4 functions

    - by lamisse
    how to create generic functions that could be called from each java test? In my function startappli I have : public class startappli{ public void testMain (String[] args) { String[] logInfos = new String[3]; logInfos[0] = (String) args[0]; logInfos[1] = (String) args[1]; } @BeforeClass public static void setupOnce() { final Thread thread = new Thread() { public void run() { entrypointtoGUI.main(new String[]{"arg0 ", "arg1"}); } }; try { thread.start(); } catch (Exception ex) { } } } in the toto.java , I call the function as follow : startappli.testmain(loginfo) it doesn't work help ?

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  • Mocking ImportError in Python

    - by Attila Oláh
    I'm trying this for almost two hours now, without any luck. I have a module that looks like this: try: from zope.cpomonent import queryUtility # and things like this except ImportError: # do some fallback operations <-- how to test this? Later in the code: try: queryUtility(foo) except NameError: # do some fallback actions <-- this one is easy with mocking # zope.component.queryUtility to raise a NameError Any ideas?

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  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

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  • Where to place unit test project

    - by Karsten
    I'm thinking about where to put the unit/integration test project. I follow the 1 test project pr. project convention I can think of 3 ways, that all seems good to me, which make it kind of hard to choose :-) Test project is put under a Tests sub folder to the project it tests. Test project is put next to the project it tests, in a "project".Tests folder. I believe this is what Roy Osherove recommends. Put all test projects in a sub folder in the root. e.g. \Tests\"project".Tests Something else? What you choose and why?

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  • c# Unit Test: Writing to Settings in unit test does not save values in user.config

    - by HorstWalter
    I am running a c# unit test (VS 2008). Within the test I do write to the settings, which should result in saving the data to the user.config. Settings.Default.X = "History"; // X is string Settings.Default.Save(); But this simply does not create the file (I have crosschecked under "C:\Documents and Settings\HW\Local Settings\Application Data"). If I create the same stuff as a Console application, there is no problem persisting the data (same code). Is there something special I need to consider doing this in a UnitTest?

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  • A simple way to implement pathfinding using bullet physics - iPhone SDK

    - by Dave
    Hi, I have bullet physics set up and working on the iPhone but now I want to implement some sort of path finding with it. The problem is I have no idea where to start, the level is pretty simple just a lot of pillars that I want the 'bad guys' to navigate around to get to the player character. Do you have any suggestions or are there any tutorials you recommend for pathfinding using this on the iPhone?

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