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  • as3 3D camera lookat

    - by Johannes Jensen
    I'm making a 3D camera scene in Flash, draw using drawTriangles() and rotated and translated using a Matrix3D. I've got the camera to look after a specific point, but only on the Y-axis, using the x and z coordinates, here is my code so far: var dx:Number = camera.x - lookAt.x; var dy:Number = camera.y - lookAt.y; var dz:Number = camera.z - lookAt.z; camera.rotationY = Math.atan2(dz, dx) * (180 / Math.PI) + 270; so no matter the x or z position, the point is always on the mid of the screen, IF and only if y matches with the camera. So what I need is to calculate the rotationX (which are measured in degrees not radians), and I was wondering how I would do this?

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  • Re-order active applications in right navigation bar

    - by gotqn
    I am using Ubuntu 12.04 and I want to know is there a way to re-order the item in my navigation bar. In windows 7 it is possible to group elements and re-order their position. To be more specific. When I new application is started, it is added in my right navigation bar (or bottom menu for windows). Is there a way ti drag the "Chrome" icon for example, and to move it below to Firefox one? Now, if i try to drag a icon, the all icons move.

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  • Wikileaks : le créateur du site arrêté et ses avoirs gelés, les cyber-militants s'organisent et OVH s'exprime dans une nouvelle lettre ouverte

    Wikileaks : le créateur du site arrêté et ses avoirs gelés, les cyber-militants s'organisent et OVH s'exprime dans une nouvelle lettre ouverte Mise à jour du 07/12/10 Wikileaks est en train de passer du statut de site polémique à celui de site traqué. Une position qui, habituellement, attire de multiples sympathies dans la sphère d'Internet. Et Wikileaks ne fait pas exception. De nombreux internautes, y compris ceux qui n'adhèrent pas spécialement à la philosophie du site, ont décidé de réagir aux tentatives visant à le mettre hors-ligne. Il existe par exemple à présent de nombreux miroirs (et donc d'hébergeurs v...

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  • Blender to Collada to Assimp - Rigid (Non-skinned) Animation

    - by gareththegeek
    I am trying to get simple animations to work, exporting from Blender and importing into my application. My first attempt was as follows: Open Blender at factory settings. Select the default cube and insert a location keyframe. Select another frame and move the cube. Insert a second location keyframe. Export to Collada. When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly. On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender. Assimp now lists one animation but both key frames have the position [0, 0, 0] Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp? My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..

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  • 2D OBB collision detection, resolving collisions?

    - by Milo
    I currently use OBBs and I have a vehicle that is a rigid body and some buildings. Here is my update() private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); vehicle.update(16.6666f / 1000.0f); ArrayList<Building> buildings = city.getBuildings(); for(Building b : buildings) { if(vehicle.getRect().overlaps(b.getRect())) { vehicle.update(-17.0f / 1000.0f); break; } } } The collision detection works well. What doesn't is how they are dealt with. My goal is simple. If the vehicle hits a building, it should stop, and never go into the building. When I apply negative torque to reverse the car should not feel buggy and move away from the building. I don't want this to look buggy. This is my rigid body class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setCenter(c.x, c.y); forces = new Vector2D(0,0); //clear forces //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { Matrix mat = new Matrix(); float[] Vector2Ds = new float[2]; Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { Matrix mat = new Matrix(); float[] Vectors = new float[2]; Vectors[0] = world.x; Vectors[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vectors); return new Vector2D(Vectors[0], Vectors[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { Vector2D tangent = new Vector2D(-worldOffset.y, worldOffset.x); return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces = Vector2D.add(forces ,worldForce); //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } } Essentially, when any rigid body hits a building it should exhibit the same behavior. How is collision solving usually done? Thanks

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  • Weird y offset when using custom frag shader (Cocos2d-x)

    - by Mister Guacamole
    I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its y-coordinate offset after passing through the shader. This is the init method of the sprite (GroundZone) I want to mask: bool GroundZone::initWithSize(Size size) { // [...] // Setup the mask of the sprite m_mask = RenderTexture::create(textureWidth, textureHeight); m_mask->retain(); m_mask->setKeepMatrix(true); Texture2D *maskTexture = m_mask->getSprite()->getTexture(); maskTexture->setAliasTexParameters(); // Disable linear interpolation on the mask // Load the custom frag shader with a default vert shader as the sprite’s program FileUtils *fileUtils = FileUtils::getInstance(); string vertexSource = ccPositionTextureA8Color_vert; string fragmentSource = fileUtils->getStringFromFile( fileUtils->fullPathForFilename("CustomShader_AlphaMask_frag.fsh")); GLProgram *shader = new GLProgram; shader->initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str()); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); shader->link(); CHECK_GL_ERROR_DEBUG(); shader->updateUniforms(); CHECK_GL_ERROR_DEBUG(); int maskTexUniformLoc = shader->getUniformLocationForName("u_alphaMaskTexture"); shader->setUniformLocationWith1i(maskTexUniformLoc, 1); this->setShaderProgram(shader); shader->release(); // [...] } These are the custom drawing methods for actually drawing the mask over the sprite: You need to know that m_mask is modified externally by another class, the onDraw() method only render it. void GroundZone::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) { m_renderCommand.init(_globalZOrder); m_renderCommand.func = CC_CALLBACK_0(GroundZone::onDraw, this, transform, transformUpdated); renderer->addCommand(&m_renderCommand); Sprite::draw(renderer, transform, transformUpdated); } void GroundZone::onDraw(const kmMat4 &transform, bool transformUpdated) { GLProgram *shader = this->getShaderProgram(); shader->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_mask->getSprite()->getTexture()->getName()); glActiveTexture(GL_TEXTURE0); } Below is the method (located in another class, GroundLayer) that modify the mask by drawing a line from point start to point end. Both points are in Cocos2d coordinates (Point (0,0) is down-left). void GroundLayer::drawTunnel(Point start, Point end) { // To dig a line, we need first to get the texture of the zone we will be digging into. Then we get the // relative position of the start and end point in the zone's node space. Finally we use the custom shader to // draw a mask over the existing texture. for (auto it = _children.begin(); it != _children.end(); it++) { GroundZone *zone = static_cast<GroundZone *>(*it); Point nodeStart = zone->convertToNodeSpace(start); Point nodeEnd = zone->convertToNodeSpace(end); // Now that we have our two points converted to node space, it's easy to draw a mask that contains a line // going from the start point to the end point and that is then applied over the current texture. Size groundZoneSize = zone->getContentSize(); RenderTexture *rt = zone->getMask(); rt->begin(); { // Draw a line going from start and going to end in the texture, the line will act as a mask over the // existing texture DrawNode *line = DrawNode::create(); line->retain(); line->drawSegment(nodeStart, nodeEnd, 20, Color4F::RED); line->visit(); } rt->end(); } } Finally, here's the custom shader I wrote. #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_alphaMaskTexture; void main() { float maskAlpha = texture2D(u_alphaMaskTexture, v_texCoord).a; float texAlpha = texture2D(u_texture, v_texCoord).a; float blendAlpha = (1.0 - maskAlpha) * texAlpha; // Show only where mask is invisible vec3 texColor = texture2D(u_texture, v_texCoord).rgb; gl_FragColor = vec4(texColor, blendAlpha); return; } I got a problem with the y coordinates. Indeed, it seems that once it has passed through my custom shader, the sprite's texture is not at the right place: Without custom shader (the sprite is the brown thing): With custom shader: What's going on here? Thanks :) EDIT It looks like after passing through the shader when I set the position of the sprite I set it in points, with (0,0) being in the top-right. Indeed, when I do sprite->setPosition(320, 480), the sprite is perfectly placed at the top of the screen.

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • Oracle Response to Apache Departure from JCP

    - by Henrik Ståhl
    Last month Oracle renominated Apache to the Java Executive Committee because we valued their active participation and perspective on Java. Earlier this week, by an overwhelming majority, the Java Executive Committee voted to move Java forward by formally initiating work on both Java SE 7 and SE 8 based on their technical merits. Apache voted against initiating technical committee work on both SE 7 and SE 8, effectively voting against moving Java forward. Now, despite supporting the technical direction, Apache have announced that they are quitting the Executive Committee. Oracle has a responsibility to move Java forward and to maintain the uniformity of the Java standard for the millions of Java developers and the majority of Executive Committee members agree. We encourage Apache to reconsider its position and remain a part of the process to move Java forward. ASF and many open source projects within it are an important part of the overall Java ecosystem. Adam Messinger, Vice President of Development

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  • What to do with input during movement?

    - by user1895420
    In a concept I'm working on, the player can move from one position in a grid to the next. Once movement starts it can't be changed and takes a predetermined amount of time to finish (about a quarter of a second). Even though their movement can't be altered, the player can still press keys (perhaps in anticipation of their next move). What do I do with this input? Possibilities i've thought of: Ignore all input during movement. Log all input and loop through them one by one once movement finishes. Log the first or last input and move when possible. I'm not really sure which is the most appropriate or most natural. Hence my question: What do I do with player-input during movement?

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  • Are there any plans to create a standard based on libunity?

    - by Sebastian Billaudelle
    In the last few month and maybe even years, Ubuntu and Canonical often were criticised for developing software and desktop components without talking to other groups in the free software community. I don't want to comment on this topic, but I see problems arising with creating a "proprietary" solution for displaying indicators and progressbars with a launcher like Unity. In the world of free and open Desktop Environments we often try to standardize parts and libraries or write specifications to increase collaboration between different desktops. We have the instrument of http://freedesktop.org and a lot of specifications are getting implemented by the major Desktop Environments. In this context, proposing a standard for those indicators would be a great step towards better interoperability between desktops. These indicators represent a great feature on the Linux Desktop and I'm sure that other projects like AWN, Docky, etc. would pick them up. With the great market share of Ubuntu, Canonical is in a position to propose it as a standard and encourage projects to implement it. Thank you in advance, Sebastian Billaudelle

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  • Non-language-specific interview questions for a senior web developer

    - by Songo
    I came across a job posting for a senior web developer position. The posting said that the development will be done using Ruby on Rails, but no prior knowledge is required. I confirmed with a contact in that company that a PHP web developer can apply for it or even an ASP.Net developer. I also confirmed that the interview won't contain any questions specific to PHP or Ruby on Rails. Can anyone please provide a good list of questions for a senior web developer that isn't specific to a certain language? Note This question isn't a duplicate for similar posts asking for questions relating to PHP, .Net or Ruby. Also, I'm not looking for topics to learn as a web developer, but rather interesting questions for a technical interview given the former conditions.

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  • Learning C# quickly

    - by Niklas H
    I just got a position at a big, well-known C#/.NET company. The thing is that I don't know any C# or .NET at all (they know that) and I want to learn as much as I can before I start, to not waste time (and money). How do I learn C#/.NET quickly and efficiently? Resources? Great tutorials? Videos? EDIT: I forgot to mention that I have a couple of years experience with Java. So I am not new to programming - just new to .NET.

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  • Jr developer report bug to maybe futur boss

    - by Cryptoforce
    I applied for a Web developer job in Quebec City and they call me back for a phone interview everything went well it last for over a hours and at the end they ask me to send code simple and a portfolio but in my research about the company and their products I found a PHP error(bug) in their app. Should I tell them or I will look like a total jerk and blew my chance for a interview? I know it might sound stupid, as a Jr developer I did 2 interviews they didn't went so well and I am very interested in this position part of my question is like a big lack of confidence so to make it short should I tell them about where is the error and how to fix it? Thanks

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  • Matrix rotation of a rectangle to "face" a given point in 2d

    - by justin.m.chase
    Suppose you have a rectangle centered at point (0, 0) and now I want to rotate it such that it is facing the point (100, 100), how would I do this purely with matrix math? To give some more specifics I am using javascript and canvas and I may have something like this: var position = {x : 0, y: 0 }; var destination = { x : 100, y: 100 }; var transform = Matrix.identity(); this.update = function(state) { // update transform to rotate to face destination }; this.draw = function(ctx) { ctx.save(); ctx.transform(transform); // a helper that just calls setTransform() ctx.beginPath(); ctx.rect(-5, -5, 10, 10); ctx.fillStyle = 'Blue'; ctx.fill(); ctx.lineWidth = 2; ctx.stroke(); ctx.restore(); } Feel free to assume any matrix function you need is available.

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  • Google Places référence les services de proximité, visites virtuelles des magasins et géo-localisati

    Google Places lance le référencement des services de proximité Et intègre la visite virtuelle des magasins et la géo-localisation des clients à Google Maps Le service local Business Center fait peau neuve est tout cela commence par un changement de nom : Google Places. Surfant sur la vague de l'optimisation du référencement des services géo-localisés en fonction de la position de l'internaute, Google innove en ajoutant des options à son service. Les nouvelles fonctionnalités annoncées : ? De nouvelles informations sur votre page ? Des outils de suivis comme Analytics afin que vous puissiez connaitre par quel moyen ou quel pa...

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  • Can jobs limit future career paths?

    - by Kenneth
    I'm at the beginning of my career and I'm currently looking for jobs. I'm wondering to what extent choosing a particular job would limit future job options. I know that the farther you get away from college graduation the more employers look at your experience vs your actual degree. So I'm wondering with the ultimate goal of being in software engineering/computer science would taking a job in the IT realm limit my options of getting into software engineering? Likewise would taking a job in software quality assurance limit me from pursuing more of a main developer position later even though both are in software engineering?

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  • Arrays for a heightmap tile-based map

    - by JPiolho
    I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get borders structured. For the tiles, I have a [Map Width * Map Height] sized array. For corners I have [(Map Width + 1) * (Map Height + 1)] sized array. I've already made up the math needed to access corners from a tile, but I can't figure out how to store and access the borders from a single array. Tiles store the type (and other game logic variables) and via the array index I can get the X, Y. Via this tile position it is possible to get the array index of the corners (which store the Z index). The borders will store a game object and accessing corners from only border info would be also required. If someone even has a better way to store these for better memory and performance I would gladly accept that. EDIT: Using in C# and Javascript.

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  • Camera changes view when controller connected

    - by ChocoMan
    I have a weird situation. I have a model set to 0 for X,Y and Z. My camera's position is set to: 0 (X-value, but updates when the model moves around) the model's height + 20f (about the same level as the model's shoulders) 25f (behind the model) Without the controller plugged in, everything looks fine as I want it. But as soon as I plug the controller in, the camera aims to the sky! But when I unplug the controller, the camera is back to what it should be. Does anyone have any insight as to what may cause this from plugging a controller in?

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  • Settings for multiple monitors are not stored

    - by JJD
    I am running Ubuntu 12.04. on a Lenovo Thinkpad T400. I connected an external monitor as a second display. The laptop stands under the external screen. The laptop has a native resolution of 1440x900 (16:10), the external monitor 1280x1024 (5:4). There are two graphic adapters: one internal Intel GMA 4500 MHD and an discrete ATI card. Currently, the integrated Intel is enabled. I use the Display application to arrange the position of the monitors so it look like this: The problem: Whenever I restart my computer the configuration gets lost. First, the displays are mirrored instead of extended. I have to press Fn + F7 two times to switch to extended mode. Second, the Display settings still look like this: I know this worked once when I was running Ubuntu 10.10. I cannot tell since when it does not work. Do you know how I can permanently store the settings?

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  • When you are expecting a promoting, do you prefer an technical or administrative job? [closed]

    - by Darf Zon
    As a programmer, they offered me an upgrade as project manager, but my feeling is that I can have a more effective contribution in a technical role that in one administrative. When should I accept the promotion? Generally speaking, I think that people should do what they love and what they like to do, from the time you are offered a promotion to someone is because he has been doing a great job today, and certainly learn new things in the new position and obviously have a better financial remuneration, but if it really is something you do not like do not good that post. That's my opinion.

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  • Persisting NLP parsed data

    - by tjb1982
    I've recently started experimenting with NLP using Stanford's CoreNLP, and I'm wondering what are some of the standard ways to store NLP parsed data for something like a text mining application? One way I thought might be interesting is to store the children as an adjacency list and make good use of recursive queries (postgres supports this and I've found it works really well). Something like this: Component ( id, POS, parent_id ) Word ( id, raw, lemma, POS, NER ) CW_Map ( component_id, word_id, position int ) But I assume there are probably many standard ways to do this depending on what kind of analysis is being done that have been adopted by people working in the field over the years. So what are the standard persistence strategies for NLP parsed data and how are they used?

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  • Fastest way to get up to speed on webapp development with ASP.NET?

    - by leeand00
    I'm trying to get better at C# ASP.NET 3.5 development (...no none of that MVC stuff :), and fast! My boss gave me a book to read on it from Wrox, but the thing reads like a history novel, telling you how things worked as far back as ASP.NET 1.0; The web application we are developing is completely in ASP.NET 3.5 so I don't need to read through any of the history (maybe I'm wrong about that...but I don't really have the time to read about that...) Do you have any suggestions for a faster (book, series of tutorials) to come up to speed on it? I'd like to learn about UI components, database access, etc... P.S. In a previous position I was an JSP/J2EE developer (and I used MVC all the time! :-D) P.S.S. I did take a course on it in 2008 at some point, but it seemed all very pointy and clickly. I wanna learn the code stuff! The how it works, and where the events are!

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  • Steady zoom on center in LWJGL (Modelview)

    - by l5p4ngl312
    I am having a problem in LWJGL with zooming in and out. I am using glScaled(zoom, zoom, 1) before glTranslated. There are 2 problems: 1. The rate of zoom speeds up a lot when zooming out (lower zoom value). 2. It zooms in on the bottom left corner of the screen rather than the center. Eventually, I would like to have the zoom focused on the mouse position. I have tried to fix these problems by make it glScaled(zoom^12, zoom^12, 1) so that the greater the zoom value, the faster it will zoom in order to balance out the faster zoom at lower zoom values. To compensate for the zoom focused on the bottom left, I have tried to subtract (zoom+1)^10 + 2^10 from the X and Y of each sprite. This results in a curved zoom path, first to the left and then to the right. It is a 2D game.

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  • Database Management System do exist?

    - by Bakaburg
    I want to build a database for my no-profit association, and i was planning to do it by myself. But then i realize that really i don't have the time to buid a solid, secure system. So i was thinking, maybe like cms do exist, maybe there are also database management systems. I mean a layer of abstraction over the database that allow you manage data, manage access to data, create widgets with and expand the data. Maybe with a frontend to use this data and a backend to manage it. that is a cms but not based on pages and post but on data! Moreover, i would like some standard solution, because my IT management position ends this year, so i need something that will be easy to use and expand even by someone that is not a developer. So do exist something that fit my need? PS: i would really like some modern and visually pleasant solution, javascritp and ajax heavy and that relies the fewest is possible on server and reloading of the pages.

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  • Powder games: how do they work?

    - by Marc Müller
    Hey guys, I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely underestimating modern computing power or is it possible to 'just' have a two-dimensional array, each cell of which describes what is placed at the according position and simulate each cell in every step. Or are there more complex things being done like summarising large areas of the same kind into a single data set and separating said set as needed? Are there any open-source games like this I could look at?

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