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  • Resources on expected behaviour when manipulating 3D objects with the mouse

    - by sebf
    Hello, In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible 3D transforms is not near as simple as i'd hoped. For example what is intuitively 'up' or 'down'? How should the magnitude of rotations change with respect to dX/dY? How to implement this? What happens when the gizmo changes position or orientation with respect to the camera? ect. So far with trial and error i've written something (very) simple that works 70% of the time. I could probably continue to hack at it until I made something that works 99% of the time, but there must be someone who needed the same thing, and spent the time coming up with a much more elegant solution. Does anyone know of one?

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  • how can i get rotation vector from matrix4x4 in xna?

    - by mr.Smyle
    i want to get rotation vector from matrix to realize some parent-children system for models. Matrix bonePos = link.Bone.Transform * World; Matrix m = Matrix.CreateTranslation(link.Offset) * Matrix.CreateScale(link.gameObj.Scale.X, link.gameObj.Scale.Y, link.gameObj.Scale.Z) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(link.gameObj.Rotation.Y), MathHelper.ToRadians(link.gameObj.Rotation.X), MathHelper.ToRadians(link.gameObj.Rotation.Z)) //need rotation vector from bone matrix here (now it's global model rotation vector) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(Rotation.Y), MathHelper.ToRadians(Rotation.X), MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(bonePos.Translation); link.gameObj.World = m; where : link - struct with children model settings, like position, rotation etc. And link.Bone - Parent Bone

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  • 2D basic map system

    - by Cyril
    i'm currently coding a 2D game in Java, and I would like to have some clues on how-to build this system : the screen is moving on a grander map, for instance, the screen represent 800*600 units on a 100K*100K map. When you command your unit to go to another position, the screen move on this map AND when you move your mouse on a side or another of the screen, you move the screen on the map. Not sure that i'm clear, but we can retrieve this system in most RTS games (warcraft/starcraft for example). I'm currently using Slick 2D. Any idea ? Thanks.

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  • Cocos2d Tiled Dynamic Object Layer

    - by Rodrigo Camargo
    I'm trying to develop a cocos2d tiled based game using a sort of 'dynamic' object layer. What I want to do is after the tiled map is loaded, the user can drag something into the map and that will become an event when the 'hero' pass over it. I know how to build an object layer in tiled but it seems that is for fixed positions and what I want is a dynamic action position based on what the user can select. For instance, the user can drag a rock into a tile and when the character hit that rock he may die, or something. I'm a little lost about how to make it work. Do you have any idea of what should I use or what should I look for? Thanks in advance!

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  • Solo .NET Programmer moving to a team

    - by 219558af-62fa-411d-b24c-d08dab
    I've been a solo .NET programmer for a small startup for the last 8 years. I've put together some pretty decent software, and I always strived to better myself and conform to best practices, including source control (SVN/TFS). I worked very closely with a team of engineers of other disciplines, but when it came down to the software I was the only one programming. I love the craft of programming and love learning new things to sharpen my tools. In 2 weeks I will be starting a new job in a team of 20 .NET developers. My position will be mid-level, and I will be working under some programmers with incredibly impressive backgrounds. Again, the team aspect of development will be new to me, so I'm looking for some general "new guy" tips that will help me be as effective and easy to get along with as possible from the get-go. Anything goes, including high level tips, and small day-to-day things about communication.

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  • Solo .NET Programmer moving to a team

    - by 219558af-62fa-411d-b24c-d08dab
    I've been a solo .NET programmer for a small startup for the last 8 years. I've put together some pretty decent software, and I always strived to better myself and conform to best practices, including source control (SVN/TFS). I worked very closely with a team of engineers of other disciplines, but when it came down to the software I was the only one programming. I love the craft of programming and love learning new things to sharpen my tools. In 2 weeks I will be starting a new job in a team of 20 .NET developers. My position will be mid-level, and I will be working under some programmers with incredibly impressive backgrounds. Again, the team aspect of development will be new to me, so I'm looking for some general "new guy" tips that will help me be as effective and easy to get along with as possible from the get-go. Anything goes, including high level tips, and small day-to-day things about communication. Thanks for any and all input!

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  • Applying prerecorded animations to models with the same skeleton

    - by Jeremias Pflaumbaum
    well my question sounds a bit like, how do I apply mo-cap animations to my model, but thats not really it I guess. Animations and model share the same skeleton, but the models vary in size and proportion, but I still want to be able to apply any animation to any model. I think this should be possible since the models got the same skeleton bone structure and the bones are always in the same area only their position varies from model to model. In particular Im trying to apply this to 2D characters that got 2arm, 2legs, a head and a body, but if you got anything related to that topic even if its 3D related or keywords, articles, books whatever Im gratefull for everything cause Im a bit stuck at the moment. cheers Jery

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  • The Ubuntu Advantage Service right for my non-profit?

    - by Robert
    My small 5 computer office currently runs on Ubuntu. 2 of the desktops run Windows7 in Sun Virtualbox software, and are used for Quickbooks. I am going off to college, and I am looking for a paid tech support solution to replace my IT position. I have an approx $300/mth budget, and I am wiling to discuss higher rates. Everyone in the office is currently comfortable with regular desktop usage, but I am handling all of the software installation and updates. I was hoping to get a total support package for all of their tech related questions, but I cannot find any services which will support linux. Is the Ubuntu Advantage Service something which can take my place? They would mostly need network help, printer help, and an occasional software compatibly troubleshooting session. If this is not a solution, does anyone know of a tech support forum/hotline which would cover all of this? Thank you for reading.

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

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

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  • Enemy Spawning method in a Top-Down Shooter

    - by Chris Waters
    I'm working on a top-down shooter akin to DoDonPachi, Ikaruga, etc. The camera movement through the world is handled automatically with the player able to move inside of the camera's visible region. Along the way, enemies are scripted to spawn at particular points along the path. While this sounds straightforward, I could see two ways to define these points: Camera's position: 'trigger' spawning as the camera passes by the points Time along path: "30 seconds in, spawn 2 enemies" In both cases, the camera-relative positions would be defined as well as the behavior of the enemy. The way I see it, the way you define these points will directly affect how the 'level editor', or what have you, will work. Would there be any benefits of one approach over the other?

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  • My page no longer shows up in Google's results for a keyword

    - by user6456
    I have a small website about a commercial product, with a description and tutorial. 2 days ago it was in position 11th in Google search results, without any kind of SEO optimization on my part. Today it's gone. Totally gone - not even in the first 200 results. It's still very high in bing.com and duckduckgo.com. The site is very on topic. It's hosted under domain Keyword.com, and it's about commercial product which addresses the Keyword. How can I know what happened?

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  • Breaking into database administration

    - by user603794
    Hello to all, I am brand new on this site and look forward to interacting with each of you. I am graduating in June with my Bachelors Degree in Computer Information Systems with hopes of become a DBA in the future. I am currently taking a Database class now and studying SQL Server/T-SQL on the side. My experience in IT is limited to managing an Access database at my last employer for two years. What are the chances of landing a junior DBA position after I graduate?

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  • samplerCubeShadow and texture offset

    - by Irbis
    I use sampler2DShadow when accessing a single shadow map. I create PCF in this way: result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,-1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(1,1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(1,-1)); result = result * 0.25; For a cube map I use samplerCubeShadow: result = texture(ShadowCubeSampler, vec4(normalize(position), depth)); How to adopt above PCF when accessing a cube map ?

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  • How can I set up a keyboard shortcut so that Ctrl+Backspace = Del?

    - by Palantir
    As an old mac user, I am used to hitting Ctrl+Backspace, and the effect is the same as if I pressed Del. I have recently purchased an Asus N53SV laptop which has replaced my MacBook, but unfortunately this laptop has a very annoying keyboard layout, where the Del key is in a non standard position, and moreover it is TINY. Is it possible to get the Ctrl+Backspace combination to issue a Del and how would I do this? Using Kubuntu, but I believe this is to be done at X level, not at desktop, am I right? Thanks!

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  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

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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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  • How to promote travel blog? [closed]

    - by Tschareck
    Possible Duplicate: What are the best ways to increase your site's position in Google? How can I increase the traffic to my site? I know this question might seem a little off topic, but blogging may become important part of travel. Nowadays, in time of Facebook, Twitter and similar services, keeping a travel blog may seem a little archaic. It's not 2005 anymore. But a lot of my travel colleagues update their blogs and have significant number of readers. I also tried to keep my blog when I travel. However it seems that the only reader is my mum ;) What is your advice on promoting a travel blog?

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  • is it possible to change from software developer job to business analyst job

    - by user72406
    I am working as a software developer (.net programmer) for an mnc for the past two years. From the initial days itself I know I am not a good programer at all, but I tried learning and managed the development for these two years. I am looking to do mba in future and move to business side. But to start mba I need an year more. I don't want to continue programing in this year. I am looking for a change in position which will help me doing my mba too. Please suggest.

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  • Mobiles : Windows Mobile chute, Android progresse fortement, 100.000 téléphones sous Android seraien

    Mise à jour du 21.05.2010 par Katleen Mobiles : Windows Mobile chute, Android progresse fortement, 100.000 téléphones sous Android seraient vendus chaque jour L'institut Gartner vient de publier les chiffres des ventes de téléphones portables de par le monde, pour le premier trimestre 2010. Les mastodontes du marché que sont Motorola et Sony Ericsson connaissent de mauvais résultats, alors que le canadien RIM (BlackBerry) récolte les fruits d'une croissance positive qui le place en quatrième position derrière les leaders Nokia, Samsung et LG. Du haut de sa première place, Nokia domine toujours largement le marché, même si l'entreprise a subit un léger recul. A sa suite, Samsung gagne e...

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  • fragment shader directional light positioning with camera

    - by meWantToLearn
    Im trying to set up directional lighting in the fragment shader. So the direction of my light moves with the camera position. #version 150 core uniform sampler2D diffuseTex; uniform vec4 lightColour; uniform vec3 lightDirection; vec3 LNorm = normalize(lightDirection); vec3 normal = normalize(IN.normal); vec3 calColour = lightColour[i].rgb * intensity; gl_FragColor = vec4(diffuse.rbg * calColour, diffuse.a); It lights the entire scene.

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  • How do I get the point coords of a rotated SFML shaperect?

    - by user15498
    I am trying to get collisions of bullets working, and am using SFML. I am using code to get the position of the points of the rectangle for collisions, however I think there's a way to do this without having to get points but by simply getting the points from SFML, since the shape is a rectangle and the points are stored in that way. Is there a way to do that? Through a combination of getPoint() and getGlobalBounds() maybe? While on this topic, is it better to use shapeRects or sprites? I used to only use sprites, however with the addition of textures and more low level stuff I think it would be best to switch to using rectangles and setting their size.

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  • Best sites to find good .NET Developers

    - by Mag20
    I am looking for good sites to post a position for a .NET developer. I already tried: Craig's list got about 10 resumes, but most couldn't answer our technical questions StackOverflow Careers no responses What sites did you have success with finding good developers? UPDATE 1: Wanted to provide some more information: My company is in NJ. We are a small startup. Less then 10 people. Monster, Dice, CareerBuilder all charge like $500 a month per posting. Seems a bit much. Also only Dice is specifically targeting technical positions. With monster and career builder I am a bit worried about having to go through hundreds of resumes that don't apply.

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  • QuadTree: store only points, or regions?

    - by alekop
    I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to store only the position of each object, or the whole bounding shape. If working with points, insertion and subdivision is easy, because objects will never span multiple nodes. On the other hand, a proximity query for an object may miss collisions, because it won't take the objects' dimensions into account. How to calculate the query region when you only have points? If working with regions, how to handle an object that spans multiple nodes? Should it be inserted in the nearest parent node that completely contains it, even if this exceeds the node's capacity? Thanks.

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  • How do I find which isometric tiles are inside the cameras current view?

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bottom left and bottom right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? This is a screenshot of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • Styling ASP.NET MVC Error Messages

    - by MightyZot
    Originally posted on: http://geekswithblogs.net/MightyZot/archive/2013/11/11/styling-asp.net-mvc-error-messages.aspxOff the cuff, it may look like you’re stuck with the presentation of your error messages (model errors) in ASP.NET MVC. That’s not the case, though. You actually have quite a number of options with regard to styling those boogers. Like many of the helpers in MVC, the Html.ValidationMessageFor helper has multiple prototypes. One of those prototypes lets you pass a dictionary, or anonymous object, representing attribute values for the resulting markup. @Html.ValidationMessageFor( m => Model.Whatever, null, new { @class = “my-error” }) By passing the htmlAttributes parameter, which is the last parameter in the call to the prototype of Html.ValidationMessageFor shown above, I can style the resulting markup by associating styles to the my-error css class.  When you run your MVC project and view the source, you’ll notice that MVC adds the class field-validation-valid or field-validation-error to a span created by the helper. You could actually just style those classes instead of adding your own…it’s really up to you. Now, what if you wanted to move that error message around? Maybe you want to put that error message in a box or a callout. How do you do that? When I first started using MVC, it didn’t occur to me that the Html.ValidationMessageFor helper just spits out a little bit of markup. I wanted to put the error messages in boxes with white backgrounds, our site originally had a black background, and show a little nib on the side to make them look like callouts or conversation bubbles. Not realizing how much freedom there is in the styling and markup, and after reading someone else’s post, I created my own version of the ValidationMessageFor helper that took out the span and replaced it with divs. I styled the divs to produce the effect of a popup box and had a lot of trouble with sizing and such. That’s a really silly and unnecessary way to solve this problem. If you want to move your error messages around, all you have to do is move the helper. MVC doesn’t appear to care where you put it, which makes total sense when you think about it. Html.ValidationMessageFor is just spitting out a little markup using a little bit of reflection on the name you’re passing it. All you’ve got to do to style it the way you want it is to put it in whatever markup you desire. Take a look at this, for example… <div class=”my-anchor”>@Html.ValidationMessageFor( m => Model.Whatever )</div> @Html.TextBoxFor(m => Model.Whatever) Now, given that bit of HTML, consider the following CSS… <style> .my-anchor { position:relative; } .field-validation-error {    background-color:white;    border-radius:4px;    border: solid 1px #333;    display: block;    position: absolute;    top:0; right:0; left:0;    text-align:right; } </style> The my-anchor class establishes an anchor for the absolutely positioned error message. Now you can move the error message wherever you want it relative to the anchor. Using css3, there are some other tricks. For example, you can use the :not(:empty) selector to select the span and apply styles based upon whether or not the span has text in it. Keep it simple, though. Moving your elements around using absolute positioning may cause you issues on devices with screens smaller than your standard laptop or PC. While looking for something else recently, I saw someone asking how to style the output for Html.ValidationSummary.  Html.ValidationSummery is the helper that will spit out a list of property errors, general model errors, or both. Html.ValidationSummary spits out fairly simple markup as well, so you can use the techniques described above with it also. The resulting markup is a <ul><li></li></ul> unordered list of error messages that carries the class validation-summary-errors In the forum question, the user was asking how to hide the error summary when there are no errors. Their errors were in a red box and they didn’t want to show an empty red box when there aren’t any errors. Obviously, you can use the css3 selectors to apply different styles to the list when it’s empty and when it’s not empty; however, that’s not support in all browsers. Well, it just so happens that the unordered list carries the style validation-summary-valid when the list is empty. While the div rendered by the Html.ValidationSummary helper renders a visible div, containing one invisible listitem, you can always just style the whole div with “display:none” when the validation-summary-valid class is applied and make it visible when the validation-summary-errors class is applied. Or, if you don’t like that solution, which I like quite well, you can also check the model state for errors with something like this… int errors = ViewData.ModelState.Sum(ms => ms.Value.Errors.Count); That’ll give you a count of the errors that have been added to ModelState. You can check that and conditionally include markup in your page if you want to. The choice is yours. Obviously, doing most everything you can with styles increases the flexibility of the presentation of your solution, so I recommend going that route when you can. That picture of the fat guy jumping has nothing to do with the article. That’s just a picture of me on the roof and I thought it was funny. Doesn’t every post need a picture?

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