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  • Circular motion on low powered hardware

    - by Akroy
    I was thinking about platforms and enemies moving in circles in old 2D games, and I was wondering how that was done. I understand parametric equations, and it's trivial to use sin and cos to do it, but could an NES or SNES make real time trig calls? I admit heavy ignorance, but I thought those were expensive operations. Is there some clever way to calculate that motion more cheaply? I've been working on deriving an algorithm from trig sum identities that would only use precalculated trig, but that seems convoluted.

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  • Best way to store motion changes to reduce memory

    - by Andrew Simpson
    I am comparing jpeg to jpeg in a constant 'video-stream'. i am using EMGU/OpenCV to compare each pixels at the byte level. There are 3 channels to each image (RGB). I had heard that it is common practice to store only the pixels that have changed between frames as a way of conserving memory space. But, if for instance/example I say EVERY pixel has changed (pls note i am using an exaggerated example to make my point and i would normally discard such large changes) then the resultant bytes saved is 3 times larger than the original jpeg. How can I store such motion changes efficiently? thanks

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  • Common way of animating 'motion' for walk cycle animations

    - by Ben Hymers
    I've just posted this at the Blender artists' forums before realising I would probably get a better response from a more game development-specific audience, so apologies for cross-posting! It's for the right reasons :) I'm a programmer trying to animate a character walking for a game project, using Ogre. I've made a very simple walk cycle in Blender and exported it to Ogre, and it plays just fine. By fine, I mean it works, but there's terrible foot sliding. This is because I just animated the walk in-place (at the origin) in Blender, and of course I don't know what "speed of walk" that corresponds to, so when I move the character in-game the motion doesn't necessarily match up with the movement of the feet in the animation. So my question is: what's the normal approach for this kind of thing? At work we use Maya, and the animators either animate a special 'moveTrans' node that represents the "position" of the character (or have the exporter generate it for them from the movement of the root node), then the game can read this to know how fast the animation moves the character. So in the Maya file, the character will walk forward for one cycle and this extra node will follow along with them by their feet. I've not seen anything like this in open-source land, and there's certainly no provision for that in the Ogre Exporter script. What do you chaps normally do for this?

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  • Lerping to a center point while in motion

    - by Fibericon
    I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that: position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius + origin.Y); position.X = (float)(Math.Sin(timeAlive * MathHelper.PiOver4) * radius + origin.X); if (timeAlive < 5) { angle = (float)Math.Atan((0 - position.X) / (0 - position.Y)); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); } That part works just fine. After five seconds of this, I want the enemy to turn inward, facing the center point. However, I've been trying to lerp to that point, since I don't want it to simply jump to the new rotation. Here's my code for trying to do that: else { float newAngle = -1 * (float)Math.Atan((0 - position.X) / (0 - position.Y)); angle = MathHelper.Lerp(angle, newAngle, (float)gameTime.ElapsedGameTime.Milliseconds / 1000); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); } That doesn't work so fine. It seems like it's going to at first, but then it just sort of skips around. How can I achieve what I want here?

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  • jQuery: On form input focus, show div. hide div on blur (with a caveat)

    - by Lyon
    Hi, I am able to make a hidden div show/hide when an input field is in focus/blur using the following code: $('#example').focus(function() { $('div.example').css('display','block'); }).blur(function() { $('div.example').fadeOut('medium'); }); The problem is I want div.example to continue to be visible when the user is interacting within this div. E.g. click, or highlighting the text etc. within div.example. However div.example fades out whenever the input is not in focus and the mouse is interacting with elements within the div. The html code for the input and div elements is as follows: <p> <label for="example">Text:</label> <input id="example" name="example" type="text" maxlength="100" /> <div class="example">Some text...<br /><br />More text...</div> </p> How do I make it such that the div.example only disappears when the user clicks outside the input and/or div.example? I tried experimenting with focusin/focusout to check the focus on <p> but that didn't work either. Would it matter that div.example is positioned directly below the input field #example using jQuery? The code that does that is as follows: var fieldExample = $('#example'); $('div.example').css("position","absolute"); $('div.example').css("left", fieldExample.offset().left); $('div.example').css("top", fieldExample.offset().top + fieldExample.outerHeight()); My apologies if this has been asked before, but the many show/hide div questions I read does not cover this. Thanks for your advice. :)

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  • Using jQuery, setting Draggable on an element prevents blur from firing when you click the draggable

    - by Danno
    Using jQuery, when you set a blur event on a text box and set another element as draggable, when you click the draggable element, the blur event does not fire in FireFox. IE is a little better, you get the blur event but you don't get the click event on the draggable element. If you don't specify the cancel: "" in the draggable constructor, you will get the blur event to fire, but then the element you want to drag is not draggable. jQuery v1.3.2 jQuery UI v1.7.2 The console.log lines are for FireFox's FireBug plugin. <HTML> <HEAD> <TITLE>Blur/Click Workbench</TITLE> <script src="js/jquery.js" type="text/javascript" ></script> <script src="js/ui/ui.core.js" type="text/javascript"></script> <script src="js/ui/ui.draggable.js" type="text/javascript"></script> <script type="text/javascript"> function blurring() { console.log('1 - blurring - ' + $( this ).attr('id')); } function clicking() { console.log('2 - clicking - ' + $( this ).attr('id')); } $(document).ready(function() { $( ".draggableTool" ).draggable( { cancel: "" } ); $( '.property' ).blur( blurring ); $( '#labelContainer' ).click( clicking ); }); </script> </HEAD> <BODY> <input type='text' class='property' id='tb1' /> <br /> <input type='text' class='property' id='tb2' /> <br /> <label class='draggableTool' id='labelContainer' style='height:20px;position:absolute;'> <textarea id='taLabel' style='height:100%;background-color:white;border:1px solid grey;'>Label</textarea> </label> </BODY> </HTML>

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  • onfocus="this.blur();" problem

    - by carpenter
    // I am trying to apply an "onfocus="this.blur();"" so as to remove the dotted border lines around pics that are being clicked-on // the effect should be applied to all thumb-nail links/a-tags within a div.. // sudo code (where I am): $(".box a").focus( // so as to effect only a tags within divs of class=box | mousedown vs. onfocus vs. *** ?? | javascript/jquery... ??? function () { var num = $(this).attr('id').replace('link_no', ''); alert("Link no. " + num + " was clicked on, but I would like an onfocus=\"this.blur();\" effect to work here instead of the alert..."); // sudo bits of code that I'm after: // $('#link_no' + num).blur(); // $(this).blur(); // $(this).onfocus = function () { this.blur(); }; } ); // the below works for me in firefox and ie also, but I would like it to effect only a tags within my div with class="box" function blurAnchors2() { if (document.getElementsByTagName) { var a = document.getElementsByTagName("a"); for (var i = 0; i < a.length; i++) { a[i].onfocus = function () { this.blur(); }; } } }

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  • Low Power Speed Monitoring

    - by user555584
    I am aware of speed detection via gps, however as a background app, I am concerned about high power drain. I am looking to detect speed, say over 5mph, but it does not have to be accurate, say like a speedometer. Is there a low power way to detect if the phone is in motion, say by triangulation, or tracking tower strength and new/recently lost towers? I have an app design that is dependent on running in the background upon launch and knowing if the phone is in a car or not. Thanks!

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  • An alternative to a video codec for storing motion changes [on hold]

    - by Andrew Simpson
    I have a 3 dimensional byte array. The 3-d array represents a jpeg image. Each channel/array represents part of the RGB spectrum. I am not interested in retaining black pixels. A black pixel is represented by this atypical arrangement: myarray[0,0,0] =0; myarray[0,0,1] =0; myarray[0,0,2] =0; So, I have flattened this 3d array out to a 1d array by doing this byte[] AFlatArray = new byte[width x height x 3] and then assigning values respective to the coordinate. But like I said I do not want black pixels. So this array has to only contain color pixels with the x,y coordinate. The result I want is to re-represent the image from the i dimension byte array that only contains non-black pixels. How do I do that? It looks like I have to store black pixels as well because of the xy coordinate system. I have tried writing to a binary file but the size of that file is greater than the jpeg file as the jpeg file is compressed. I am using c#.

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  • forward motion car physics - gradual slow

    - by spartan2417
    Im having trouble creating realistic car movements in xna 4. Right now i have a car going forward and hitting a terminal velocity which is fine but when i release the up key i need to the car to slow down gradually and then come to a stop. Im pretty sure this is easy code but i cant seem to get it to work the code - update if (Keyboard.GetState().IsKeyDown(Keys.Up)) { double elapsedTime = gameTime.ElapsedGameTime.Milliseconds; CalcTotalForce(); Acceleration = Vector2.Divide(CalcTotalForce(), MASS); Velocity = Vector2.Add(Velocity, Vector2.Multiply(Acceleration, (float)(elapsedTime))); Position = Vector2.Add(Position, Vector2.Multiply(Velocity, (float)(elapsedTime))); } added functions public Vector2 CalcTraction() { //Traction force = vector direction * engine force return Vector2.Multiply(forwardDirection, ENGINE_FORCE); } public Vector2 CalcDrag() { //Drag force = constdrag * velocity * speed return Vector2.Multiply(Vector2.Multiply(Velocity, DRAG_CONST), Velocity.Y); } public Vector2 CalcRoll() { //roll force = const roll * velocity return Vector2.Multiply(Velocity, ROLL_CONST); } public Vector2 CalcTotalForce() { //total force = traction + (-drag) + (-rolling) return Vector2.Add(CalcTraction(), Vector2.Add(-CalcDrag(), -CalcRoll())); } anyone have any ideas?

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  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

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  • Scripted Motion Paths (?) (XNA)

    - by Peteyslatts
    Ok, so the title isn't the greatest because this is a lot more general. Say I want to have the player be able to hit A and have their ship model roll to the right, and shift to the right of the screen, while the camera stays centered. Would I do that through programming (ie. set waypoints for the model and keep the camera focus still) or do it through animation ( so the ship model actually rolls and moves right, and just play those frames)(I actually don't know how to do this kind of 3D animation yet, haven't looked into it. Adding it to my To Do List) This is a really vague question I know, I'll try and answer any questions. Thanks, Peter

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  • Applying a partial gaussian like blur to a background image

    - by Andy
    I have and image which gets stretched to its full background, regardless of the monitor size. What i need to do is apply cross-browser blur above this image on only a portion of the left hand side. So it gives the appearance of a blur on the image. If i apply it to the image then when the screen resolution changes size so does the size of the blur. Any help would be great. Cheers

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  • Time based movement Vs Frame rate based movement?

    - by sil3nt
    Hello there, I'm new to Game programmming and SDL, and I have been following Lazyfoo's SDL tutorials. My question is related to time based motion and frame rate based motion, basically which is better or appropriate depending on situations?. Could you give me an example where each of these methods are used?. Another question I have is that, in lazyfoo's two Motion tutorials (FPS based and time based) The time based method showed a much smoother animation while the Frame rate based one was a little hiccupy, meaning you could clearly see the gap between the previous location of the dot and its current position when you compare the two programs. As beginner which method should I stick to?(all I want is smooth animations).

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  • Looking for temporal upsampling / motion interpolation software

    - by timday
    I'm looking for something (prereably FOSS software) which can take an animation with N images as input, and which will output an animation with M frames, where M is in the range 2N to 5N or so. I believe the general technique is called "temporal upsampling" or possibly "inbetweening" (or "'tweening" for short). Note that it does need to make some effort to do motion tracking of things in the scene ("optical flow"); just fading ("dissolve") between keyframes isn't going to cut it. Googling "temporal upsampling" turns up any number of papers on the subject, but I've yet to discover any code/software (a gstreamer plugin would be perfect) I can just use to try the technique out. Any suggestions ? Additional information: "Motion interpolation" seems to be the more widely used name in the TV world for what I'm looking for. See this and the video here too. Interestingly, some cinephiles seem to hate what these technologies do to 24FPS film: e.g a comment "makes Gone With The Wind look like a soap opera shot on video".

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  • blur a moving area in a movie on osx

    - by Stefano Borini
    Note, there's already a question on this regard, but it's totally useless. I need to blur, or put a small opaque mask to a moving object on a movie I took, I am using mac osx. Clearly, I don't want to shell out a lot of money for something so simple, so getting adobe premiere or similar software is a no go. I could however consider paying a small software (max 30 dollars) for this specific task.

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  • Blur a moving area in a movie on Mac OS X

    - by Stefano Borini
    Note, there's already a question on this regard, but it's totally useless. I need to blur, or put a small opaque mask to a moving object on a movie I took, I am using Mac OS X. Clearly, I don't want to shell out a lot of money for something so simple, so getting Adobe Premiere or similar software is a no go. I could however consider paying a small software (max 30 dollars) for this specific task.

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  • function (blurClass) NOT WORKING IN IE

    - by Erik
    I can't get this plugin to function properly in IE.... Check out my homepage and look at the huge search field toward the top... www.naturalskin.com Whenever I refresh the screen the "blur" looses its function and I'm stuck with text..... Here is the script that I place in an external js page: http://www.naturalskin.com/src/js/javascript/batches.js jQuery.fn.hint = function (blurClass) { if (!blurClass) { blurClass = 'blur'; } return this.each(function () { // get jQuery version of 'this' var $input = jQuery(this), // capture the rest of the variable to allow for reuse title = $input.attr('title'), $form = jQuery(this.form), $win = jQuery(window); function remove() { if ($input.val() === title && $input.hasClass(blurClass)) { $input.val('').removeClass(blurClass); } } // only apply logic if the element has the attribute if (title) { // on blur, set value to title attr if text is blank $input.blur(function () { if (this.value === '') { $input.val(title).addClass(blurClass); } }).focus(remove).blur(); // now change all inputs to title // clear the pre-defined text when form is submitted $form.submit(remove); $win.unload(remove); // handles Firefox's autocomplete } }); }; Erik

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