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  • Is it possible to push DNS search suffices from DNS server to client?

    - by Mark
    Our (active directory, windows-server-based) intranet used to be called "intranet", and DNS worked fine for windows machines and iPads/Android devices. We have changed it to be "apps.intranet", and it still works for windows machines, but no longer for iPads/Android devices. I think this is because out windows clients are configured to append .company.com when searching DNS, to make it a fully qualified lookup (this search suffix list is pushed to the PCs via AD group policies). I must admit, though, I don't know why it worked with just "intranet"! Does anyone know if it's possible to get DNS to "tell" the iPads/Android devices to append .company.com ... or how we can make it work some other way (but still using the multi-label, non-qualified DNS names) ? Thanks!

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  • Does there exist video chat software which works over a LAN between different types of devices?

    - by Graphics Noob
    What I'm trying to do is set up a local area network, without internet access, which allows the users to video chat with each other. The connected devices will include Linux and Android devices, so software which will run with just those two types of systems will work, although running through a browser would be optimal. The most promising lead I've found so far is camfrog, which has a video-chat app for android and a video chat server for linux. The problem is that the documentation for the server is non-existant, and I don't know if the android app can directly connect to the video chat server over a LAN or if it can only connect to camfrog's video chat server over the internet.

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  • Can I disable OS X Lion Autosave and Versions?

    - by Philip
    OK I'm going there: I want to turn off a new feature in OS X that's so infuriating I could swear it was designed by Microsoft, namely, Autosave / Versions. I just don't want it. I have a workflow that involves my trigger finger on cmd-S, I use my own VCS when necessary, I save as compulsively and I open applications like TextEdit and Preview as temporary notepads without wanting any changes saved automatically and without a stupid unlock dialog that then records my changes when I only want to see the changes and not record them. So: please tell me how I can turn off Versions without rolling back to 10.6, and you will be my new personal hero. Thanks! PS: Just asking how to disable, not for a discussion of the pros and cons of the features.

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  • git-receive-pack : command not found.

    - by Philippe Mongeau
    I made a git repo on a local machine with "git init --bare" and added it as the remote origin on the project on my main computer with ssh: git add remote origin [email protected]:repoName.git I was able to make a commit and push from my main computer to the other computer the day I created the repo, but today i tried and it didn't work. When I did "git push origin" it returned this error: bash: line 1: git-receive-pack: command not found fatal: The remote end hung up unexpectedly The two machines are mac the main one running Leopard and the server one running Tiger. I think it may be realted to the $PATH of git on the server but I'm not sure. i used theses instrution to create my git server: http://blog.commonthread.com/2008/4/14/setting-up-a-git-server

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  • Command line, determine 64 or 32 bit?

    - by svnpenn
    I need to reinstall Windows on a laptop. I have the product key (its on the laptop), and I know it is Windows 7 Home Premium. I need a way to determine if 64-bit or 32-bit Windows is installed, so that I can download the correct one from Microsoft. The computer is messed up so I do not have access to Windows to check it with systeminfo. I took out the hard drive and hooked it to another computer, but when I run systeminfo it just gives information for the host computer, I did not see a way to change this.

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  • Make all changes by a user reversible on linux

    - by Darokthar
    Is it possible to safe all changes a user does in his home directory? The idea is to be able to recover a home directory if a file is deleted or overwritten. My problem is having an old family member (80+ years) who wants to learn how to use a computer. For me it would be easier to recover the home directory from any abuse or mistakes that the user might do. Is there an easy solution, which is quite failsafe?

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  • using git for media libraries

    - by mpapis
    Rationale: I want to manage libraries of media files (music, images) using git, there is git-annex but it requires haskel platform - but they do not play together well (also it's quite to big dependency for me). Question: Is there any other plugin with this functionality, or possibly would it be possible to write such plugin (resources?). Similar questions: Self-hosted, cross-platform repository for large files Using Git to Manage An iTunes Library?

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  • A solid unity plugin to stream youtube video

    - by user3670018
    I've been searching for hours for a Unity 4.5 plugin that allows users to watch youtube video in an android app. (I've found several solutions for IOS but not android!). Can anyone give me some pointers? I've tried uwebkit(which only works for IOS), vuforia, and many google.com suggestions I found online. None of them worked and its very fustrating. I just want to watch a youtube video via an unity app in android phone/tablet. It shouldn't be that hard of a task /=. Oh, I've also tried Unity support forum, the response rate is a bit lower in SO/SU.

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  • How do I determine if an unbootable copy of Windows is a 64-bit or 32-bit installation?

    - by svnpenn
    I need to reinstall Windows on a laptop. I have the product key (its on the laptop), and I know it is Windows 7 Home Premium. I need a way to determine if 64-bit or 32-bit Windows is installed, so that I can download the correct one from Microsoft. The computer is messed up so I do not have access to Windows to check it with systeminfo. I took out the hard drive and hooked it to another computer, but when I run systeminfo it just gives information for the host computer, I did not see a way to change this.

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  • difference between cocos2d-x vs cocos2d-js

    - by MFarooqi
    I'm just moving towards native apps... A friend of mine told me to start with cocos2d, I'm good in javascript. while searching google for cocos2d, and within cocos2d-x.org i found cocos2d-x cocos2d-JSB cocos2d-html5 cocos2d-Javascript I know what cocos2d-x is for.. and what cocos2d-html5 is for.. but what is cocos2d-JSB and cocos2d-Javascript.. Can somebody please tell me.. what exactly these 2 things are.. My questions are.. Can we developer 100%pure native apps/games in cocos2d-JSB and or cocos2d-javascrpoit. I also know cocos2d-JSB is javascript bindings.. but what does that exactly mean?.. Last but not least question.. what is cocos2d-Javascript for?.. does that work alone or we need cocos2d-html5 to make it previewable in IOS/Anroid/windowsPhone.. Please give me Details.. because i'm so confused... I want to develop native apps for IOS/Android and Windows. Thank you

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  • Fast Society Creates Mini and Mobile Temporary Social Networks

    - by ETC
    You’re out on the town or at a convention with a bunch of friends. How do you keep in touch with the entire group simultaneously? Fast Society offers a smartphone-based solution: a temporary social network for group talking, texting, and more. Fast Society was originally an iPhone only application and has recently updated to include and Android app too. The premise is simple: You set up a Fast Society group, link your friends into it, and for that night (or convention weekend) you’re all part of the same mini group. You can text the entire group, share pictures, set up sub-groups (let’s say that half your group is going to stay up late and party while half need to hit the rack to get up early for presentations, you can create a new group for the night owls to communicate), share your location, and send in-app and SMS messages to the entire group. Check out the video above to see it in action or hit up the link below to read more and grab a copy. Face Society [via Mashable] Latest Features How-To Geek ETC How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? Peaceful Alpine River on a Sunny Day [Wallpaper] Fast Society Creates Mini and Mobile Temporary Social Networks Page Zipper Unpacks Multi-Page Articles for Single-Page Display Minty Bug: Build an FM Bug Inside a Mint Container Get the MakeUseOf eBook Guide to Hacker Proofing Your PC Sync Your Windows Computer with Your Ubuntu One Account [Desktop Client]

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  • Growing mobile developers inside a web development org

    - by Arkaaito
    I work for a "mature web startup" as a web developer (mainly using PHP). Our main site has about 8 million registered members at the moment. However, the site is basically impossible to use on anything that's not a real computer. One of our most-requested features, if not the most requested, is a mobile app or mobile version of the site. I think we need to do it. Management thinks we need to do it. In fact, everyone in the company thinks we need to do it. But it's nigh impossible to hire someone with iPhone/Android skills in the present market. I'm the only person at the company with any level of mobile development experience currently, and I'm not that good (yet), so I'm seeking comments on how to bootstrap a capacity for mobile development. Anything from general tips (should I focus on developing my personal skills first or try to pick up a more experienced mobile dev?) to specific recommendations on training, etc., may be helpful, as long as it doesn't reduce to "sucks to be you." :-)

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  • Load different levels in XML

    - by Anearion
    my question is more about a theoretical gener than a pratical way to make things happen. I'm about start developing a game for android, text based so i won't need sprites or animation, nor a game engine. Let's say is similar to a sudoku game, where each level is an harder version of sudoku and each level has some question to be asnwered over the sudoku itself. I was wondering if the better way is to have only one XML and then inside all the different levels, each one with his meta-tags, or if the different approach of making n xml files where each one is a level is preferred. At the moment a level should have those tags: <level> <question>Question_1</question> <hint1>what does it do?</hint1> <hint2>where...</hint2> .... <hintN>how...</hintN> </level> So each level could have some items to read and that's what made me think that maybe different files are better cuz if i have to load lvl 10 i can read only the 10.xml file. I hope my question isn't too stupind. Thanks in advance

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  • Textures quality issues with Libgdx

    - by user1876708
    I have drawn several vector objets and characters ( in Adobe Illustrator ) for my game on Android. They are all scalable at any size without any quality losses ( of course it's vector ^^ ). I have tried to simulate my gameboard directly on Illustrator just before setting my assests on libdgx to implement them in my game. I set all the objects at the good size, so that they fit perfectly on my XHDPI device I am running my test on. As you can see it works great ( for me at least ^^ ), the PNG quality is good for me, as expected ! So I have edited all my PNG at this size, set my assets on libgdx and build my game apk. And here is a screenshot of my gameboard ( don't pay attention at the differences of placing and objects, but check at the objets presents on both screenshot ). As you can see, I have a loss of my PNG quality in the game. It can be seen clealry on the hedgehog PNG, but also ( but not as obvious ) on the mushroom ( check at the outline ) and the hole PNG. If you really pay attention, on every objects, you can see pixels that are not visible on my first screenshot. And I just can't figure out why this is happening Oo If you have any ideas, you are very welcome ! Thanks. PS : You can check more clearly the 2 gameboard on this two links ( look at them at 100%, display at high resolution ) : Good quality link, from Illustrator Poor quality link, from the game Second phase of tests : We display an object ( the hedgehog ) on our main menu screen to see how it looks like. The things is that it looks like he is suppose to, which means, high quality with no pixels. The hedgehog PNG is coming from an atlas : layer.addActor(hedgehog); No loss of quality with this method So we think the problem is comming from the method we are using to display it on our gameboard : blocks[9][3] = new Block(TextureUtils.hedgehog, new Vector2(9, 3)); the block is getting the size from the vector we are associating to it, but we have a loss of quality with this method.

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  • Strict Pomodoro and other time management Chrome extensions

    - by kerry
    I have recently begun using the Pomodoro Technique to increase my productivity. However, I still find myself getting sucked in to the vortex of useless information that is the internet. With that in mind I began searching for a useful chrome extension to replace the Android Pomodoro app I have been using to manage my ‘doros. I even considered writing it myself. Luckily, I stumbled on one that had a similar featureset to what I was looking for. Strict Pomodoro is an excellent Chrome extension for practicing Pomodoro. Though lacking a few key features, such as the ability to set the duration of your pomodoros and breaks, it still has a key feature that helps me stay on task. It blocks time sucking websites. You can set filter lists and it will keep you from accessing them during a Pomodoro. Effectively reminding you to stay on task. Also, the author readily admits that it was quickly put together and new features may be added down the road. For now, it is still an excellent option. For those of you who do not practice Pomodoro but are trying to stay on task. The StayFocusd extension will effectively manage the amount of time you spend on useless (non-productive) sites. It also has a rich feature set that may be better for your work habits. OK, breaks over. Time to get back to work. 25 minutes at a time.

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  • Combine Two Shader Program

    - by Siddharth
    For my android application, I want to apply brightness and contrast shader on same image. At present I am using gpuimage plugin. In that I found two separate program for brightness and contrast as per the following. Contrast shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float contrast; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w); } Brightness shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float brightness; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w); } Now applying both of the effects I write following code varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; varying highp vec2 textureCoordinate2; uniform sampler2D inputImageTexture2; uniform lowp float contrast; uniform lowp float brightness; void main() { lowp vec4 textureColorForContrast = texture2D(inputImageTexture, textureCoordinate); lowp vec4 contastVec4 = vec4(((textureColorForContrast.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColorForContrast.w); lowp vec4 textureColorForBrightness = texture2D(inputImageTexture2, textureCoordinate2); lowp vec4 brightnessVec4 = vec4((textureColorForBrightness.rgb + vec3(brightness)), textureColorForBrightness.w); gl_FragColor = contastVec4 + brightnessVec4; } Doesn't able to get desire result. I can't able to figure out what I have to do next? So please friends help me in this. What program I have to write?

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  • 2D map/plane with nodes overlayed that supports panning, scaling and clicking on nodes

    - by garlicman
    I'm trying my hand at Android development and seem to be running into an invisible ceiling in trying to get what I want accomplished. Basically I'm trying to create an app that renders a 2D surface map that I can (pinch) zoom and pan. I'll have to place nodes on the surface of the map that will scale/zoom and pan in relation to the surface. I started out with a 2D ImageView approach and got as far as pinch zoom, pan and laying nodes as relative ImageViews, but all the methods I tried to get X,Y,W,H for the 2D surface were always off for some reason. Additionally, I was never able to scale the node ImageViews correctly, and as a result never got far enough to try and work out their X,Y scaled offset. So I decided to get back to 3D rendering. Conceptually pan/zoom is camera manipulation, so I don't have to mess with how to scale the 2D map or the nodes. But I need a starting point or sample to get me going that's close to what I'm trying to achieve. A sample on a translucent spinning cube isn't helping as much as I need it to. Any tips? Links, insults and sympathy are all welcome!

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  • How to setup a Wireless Access-Point using my laptop's WiFi card?

    - by Abdul Karim Memon
    want to share my Laptops (running Ubuntu 10.10) Broadband with my Android (Galaxy Mini) running 2.2.1. Since Androids currently do not support ad-hoc networks so the "Create new wireless network.." won't help. Q1) How do i setup a Wireless Access Point using my Laptops WiFi card? Q2) What is the difference between an "ad-hoc" network and an "access point"? **abdulkarim@aK-laptop**:~$ lspci | grep ireless 03:00.0 Network controller: Atheros Communications Inc. AR9287 Wireless Network Adapter (PCI-Express) (rev 01) iw list Wiphy phy0 Band 1: Capabilities: 0x11ce HT20/HT40 SM Power Save disabled RX HT40 SGI TX STBC RX STBC 1-stream Max AMSDU length: 7935 bytes DSSS/CCK HT40 Maximum RX AMPDU length 65535 bytes (exponent: 0x003) Minimum RX AMPDU time spacing: 8 usec (0x06) HT TX/RX MCS rate indexes supported: 0-15 Frequencies: * 2412 MHz [1] (20.0 dBm) * 2417 MHz [2] (20.0 dBm) * 2422 MHz [3] (20.0 dBm) * 2427 MHz [4] (20.0 dBm) * 2432 MHz [5] (20.0 dBm) * 2437 MHz [6] (20.0 dBm) * 2442 MHz [7] (20.0 dBm) * 2447 MHz [8] (20.0 dBm) * 2452 MHz [9] (20.0 dBm) * 2457 MHz [10] (20.0 dBm) * 2462 MHz [11] (20.0 dBm) * 2467 MHz [12] (20.0 dBm) (passive scanning) * 2472 MHz [13] (20.0 dBm) (passive scanning) * 2484 MHz [14] (disabled) Bitrates (non-HT): * 1.0 Mbps * 2.0 Mbps (short preamble supported) * 5.5 Mbps (short preamble supported) * 11.0 Mbps (short preamble supported) * 6.0 Mbps * 9.0 Mbps * 12.0 Mbps * 18.0 Mbps * 24.0 Mbps * 36.0 Mbps * 48.0 Mbps * 54.0 Mbps max # scan SSIDs: 4 Supported interface modes: * IBSS * managed * ** AP * AP/VLAN** * monitor * mesh point Supported commands: * new_interface * set_interface * new_key * new_beacon * new_station * new_mpath * set_mesh_params * set_bss * authenticate * associate * deauthenticate * disassociate * join_ibss * Unknown command (55) * Unknown command (57) * Unknown command (59) * set_wiphy_netns * Unknown command (65) * connect * disconnect

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  • GetData() error creating framebuffer

    - by Lelezeus
    I'm currently porting a game written in C# with XNA library to Android with Monogame. I have a Texture2D and i'm trying to get an array of uint in this way: Texture2d textureDeform = game.Content.Load<Texture2D>("Texture/terrain"); uint[] pixelDeformData = new uint[textureDeform.Width * textureDeform.Height]; textureDeform.GetData(pixelDeformData, 0, textureDeform.Width * textureDeform.Height); I get the following exception: System.Exception: Error creating framebuffer: Zero at Microsoft.Xna.Framework.Graphics.Texture2D.GetTextureData (Int32 ThreadPriorityLevel) [0x00000] in :0 I found that the problem is in private byte[] GetTextureData(int ThreadPriorityLevel) creating the framebuffer: private byte[] GetTextureData(int ThreadPriorityLevel) { int framebufferId = -1; int renderBufferID = -1; GL.GenFramebuffers(1, ref framebufferId); // framebufferId is still -1 , why can't be created? GraphicsExtensions.CheckGLError(); GL.BindFramebuffer(All.Framebuffer, framebufferId); GraphicsExtensions.CheckGLError(); //renderBufferIDs = new int[currentRenderTargets]; GL.GenRenderbuffers(1, ref renderBufferID); GraphicsExtensions.CheckGLError(); // attach the texture to FBO color attachment point GL.FramebufferTexture2D(All.Framebuffer, All.ColorAttachment0, All.Texture2D, this.glTexture, 0); GraphicsExtensions.CheckGLError(); // create a renderbuffer object to store depth info GL.BindRenderbuffer(All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); GL.RenderbufferStorage(All.Renderbuffer, All.DepthComponent24Oes, Width, Height); GraphicsExtensions.CheckGLError(); // attach the renderbuffer to depth attachment point GL.FramebufferRenderbuffer(All.Framebuffer, All.DepthAttachment, All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); All status = GL.CheckFramebufferStatus(All.Framebuffer); if (status != All.FramebufferComplete) throw new Exception("Error creating framebuffer: " + status); ... } The frameBufferId is still -1, seems that framebuffer could not be generated and I don't know why. Any help would be appreciated, thank you in advance.

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  • Feasability of mobile 2D multiplayer RPG game with interactive bitmap background

    - by user2827214
    I'm looking to develop a 2D multiplayer RPG game for Android, with a bird's eye view similar to that of zelda/pokemon. The game is very simple in all ways since my intent is for thousands of players to occupy the same world which I imagine requires good performance. However, I am unsure about the performance requirements of two properties: the tile map that is used as a background is dynamic (interactive). For example, a player steps in the water, and the water turns black. Every tile in the game does this. the tile map is the same object used for all players, but it is displayed differently on each user's mobile device, even though the players exist in the same world. For example, the water that turned black is displayed as red on all other players' screens. I have knowledge of java, but almost none regarding game dev. tools. Is there a best process for these requirements? Should I develop in pure java, or use some tool like Slick2D etc.? How performance intensive are these properties, if even possible? Edit: There are no collisions in the game or difficult animations, I am imagining simply changing the colors of the tiles (like in the examples), and a client-server architecture

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  • What methods should save/load a game state

    - by vedi
    There are a lot of articles about how to save a state of a game and they are pretty good. But I have one conceptual misunderstanding where should I save the state? My game has number of screens and pair of them are MainMenuScreen and MainSceneScreen these are inherited from Screen class. MainMenuScreen is shown at start of the game the MainSceneScreen little later. What is the problem? I navigated to MainSceneScreen, forced Android to stop the application (I change a language settings on the device to achieve it, please let me know if I'm wrong). After that I select the application again and I can see MainMenuScreen is shown. But I want MainSceneScreen to be shown. I suppose I should override resume method. But what class I should override? I have class PsGame that extends Game class of libgdx. I put breakpoints to its resume method and it turned out that method was not called. I investigated the problem and I've found little strange code in onResume method of AndroidApplication class of libgdx: if (!firstResume) graphics.resume(); else firstResume = false; My debugger said firstResume was true and didn't go to *graphics.resume()*line. Sorry for a lot of words but could you answer following question: What did I do wrong? What methods should I override? Thank you in advance.

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  • How to translate formulas into form of natural language?

    - by Ricky
    I am recently working on a project aiming at evaluating whether an android app crashes or not. The evaluation process is 1.Collect the logs(which record the execution process of an app). 2.Generate formulas to predict the result (formulas is generated by GP) 3.Evaluate the logs by formulas Now I can produce formulas, but for convenience for users, I want to translate formulas into form of natural language and tell users why crash happened.(I think it looks like "inverse natural language processing".) To explain the idea more clearly, imagine you got a formula like this: 155 - count(onKeyDown) >= 148 It's obvious that if count(onKeyDown) 7, the result of "155 - count(onKeyDown) = 148" is false, so the log contains more than 7 onKeyDown event would be predicted "Failed". I want to show users that if onKeyDown event appears more than 7 times(155-148=7), this app will crash. However, the real formula is much more complicated, such as: (< !( ( SUM( {Att[17]}, Event[5]) <= MAX( {Att[7]}, Att[0] >= Att[11]) OR SUM( {Att[17]}, Event[5]) > MIN( {Att[12]}, 734 > Att[19]) ) OR count(Event[5]) != 1 ) > (< count(Att[4] = Att[3]) >= count(702 != Att[8]) + 348 / SUM( {Att[13]}, 641 < Att[12]) mod 587 - SUM( {Att[13]}, Att[10] < Att[15]) mod MAX( {Att[13]}, Event[2]) + 384 > count(Event[10]) != 1)) I tried to implement this function by C++, but it's quite difficult, here's the snippet of code I am working right now. Does anyone knows how to implement this function quickly?(maybe by some tools or research findings?)Any idea is welcomed: ) Thanks in advance.

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  • From simple physics with a ball, to a more complicated shape

    - by Maximus
    Hello fellow game devs and stack overflowers... I recently made a transition from OpenGL ES 1.1 to 2.0 (on Android via NDK) and things are going well so far. I'm working on doing a dice rolling application (gaming dice up to 20 sided, not just regular 6 sided die) as a way to learn more about how physics is implemented in a gaming environment. I've explored implementing existing engine options (such as Bullet) and I don't think I need to implement something quite so sophisticated. I've found several tutorials that handle a lot of the general physics involved with initial trajectory, velocity, angle of contact and reflection angle, etc. I'm confident that I'd be able to implement ball-like behavior without much trouble. My question lies in when I attempt to make the interaction of the die shape with another surface more "realistic," for example... the die strikes the floor surface at such an angle where only one corner makes contact with the floor. In my mind, the center of gravity of the object would play a part in determining how the die bounces away, possibly even spinning it it faster, etc... but I am not sure what the actual math involved is. Are there any recommended resources for getting into this level of detail? Initial searches haven't turned up much... Thanks to everyone in the community, -Jeremiah

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