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  • Google maps : How to open an InfoWindow for a Polygon by clicking on it?

    - by JB
    Hello ! I have a simple question, but i can't find the answer in the Google Maps API documentation... I have a map with 13 polygons drawed by the API. Here is an exemple of one of these polygons : var zone_up_montblanc = new GPolygon([ new GLatLng(46.21270329318585, 6.134903900311617), new GLatLng(46.20538443787925, 6.136844716370282), new GLatLng(46.20525043957647, 6.141375978638086), new GLatLng(46.20698751554006, 6.148050266912262), new GLatLng(46.21110286985207, 6.153203229026629), new GLatLng(46.21730757985668, 6.151718301267355), new GLatLng(46.22092122197341, 6.153676364285801), new GLatLng(46.22615123408969, 6.149844858907489), new GLatLng(46.22851200024137, 6.149876939987202), new GLatLng(46.22945159836955, 6.142758190170017), new GLatLng(46.21735908463437, 6.141457132705133), new GLatLng(46.21753573755057, 6.138058122426195), new GLatLng(46.21270329318585, 6.134903900311617) ], "#6b1f43", 2, 0.9, "#92c87f", 0.5); then : map.addOverlay(zone_up_montblanc); Polygons appears on my map, no problem. But the thing I have to do now is to open an "InfoWindow" by clicking on each polygons (with a different content for each polygons). Did someone have an idea or an example? Thanks a lot for your help !

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  • Breakout clone, how to handle/design for collision detection/physics between objects?

    - by Zolomon
    I'm working on a breakout clone, and I wish to create some realistic physics effects for collision - angles on the paddle should allow the ball to bounce, as well as doing curve balls etc. I could use per-pixel based collision detection, but then I thought it might be easier with line/circle intersection testing. So, then I naturally consider making a polygon class for the line-based objects and use the built-in circle class for the circular objects. That sounds like an OK approach, right? And then just check for collision using the specified algorithm based on the objects that might be within each other's range?

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  • I am new to game development, what do I need to know? [closed]

    - by farmdve
    I am unsure if this question is a duplicate, I hope it isn't. Are there any resources on the terminology when doing game development? Because, even if you tell me to learn some graphics API, how would I understand the things it does, if I am not well into the terminology(voxel,mesh,polygon,shading). What about the math that is involved in the game(geometry) or the concept of the gravity,collision detection in the game and their respective maths? I am very bad at math, never was good, because I have ADHD, but I won't give up just yet. I look at a game, and I see "textures", but how am I walking on them, how do they take substance so I don't fall off of them? And depth? This is what I need information about, not just a link to a library like SDL(which I have compiled under MinGW and MinGW-W64) and tell me to learn it and the cliché answer "start simple/small". I hope the question(s) are not too vague.

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  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

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  • Google maps api - polygon mouseover

    - by es11
    I am using google maps API v3 and have created several polygons on the map. I want the functionality that when the user hovers over a given area (polygon) the individual polygon changes color. Is there any way to do this? (Later I'd like to be able to register mouse events on the given area as well). thanks.

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  • Scanline filling of polygons that share edges and vertices

    - by Belgin
    In this picture (a perspective projection of an icosahedron), the scanline (red) intersects that vertex at the top. In an icosahedron each edge belongs to two triangles. From edge a, only one triangle is visible, the other one is in the back. Same for edge d. Also, in order to determine what color the current pixel should be, each polygon has a flag which can either be 'in' or 'out', depending upon where on the scanline we currently are. Flags are flipped according to the intersection of the scanline with the edges. Now, as we go from a to d (because all edges are intersected with the scanline at that vertex), this happens: the triangle behind triangle 1 and triangle 1 itself are set 'in', then 2 is set in and 1 is 'out', then 3 is set 'in', 2 is 'out' and finally 3 is 'out' and the one behind it is set 'in', which is not the desired behavior because we only need the triangles which are facing us to be set 'in', the rest should be 'out'. How do process the edges in the Active Edge List (a list of edges that are currently intersected by the scanline) so the right polys are set 'in'? Also, I should mention that the edges are unique, which means there exists an array of edges in the data structure of the icosahedron which are pointed to by edge pointers in each of the triangles.

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  • OpenGL bitmap text fails after drawing polygon

    - by kaykun
    I'm using Win32 and OpenGL to to draw text onto a window. I'm using the bitmap font method, with wglUseFontBitmaps. Here is my main rendering function: glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glColor3f(1.0f, 0.0f, 1.0f); glBegin(GL_QUADS); glVertex2f(0.0f, 0.0f); glVertex2f(128.0f, 0.0f); glVertex2f(128.0f, 128.0f); glVertex2f(0.0f, 128.0f); glEnd(); glPopMatrix(); glPushMatrix(); glColor3f(1.0f, 1.0f, 1.0f); glRasterPos2i(200, 200); glListBase(fontList); glCallLists(5, GL_UNSIGNED_BYTE, "Test."); glPopMatrix(); SwapBuffers(hDC); As you can see it's very simple and the only thing that it's supposed to do is draw a quadrilateral and draw the text "Test.". But the problem is that drawing a polygon seems to mess up any text operations I try to do after it. If I place the text drawing functions before the polygon, both the text and the polygon draw fine. Is there something I'm missing here? Edit: This problem only happens when the window is run in Fullscreen, by ChangeDisplaySettings. Any reason why this would be??

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  • WinForms GDI+ Polygon Events and custom shaped panels

    - by JD
    I have converted postcode boundary polygons to point data (point[] for each polygon) from GIS Shape Files. I am wanting to show this in a c# windows forms application. I have managed to show this using the System.Drawing (GDI+) DrawPolygon() method. Graphics g = this.CreateGraphics(); Pen pen = new Pen(Color.Black); Brush brush = new SolidBrush(Color.FromArgb(255,255,o)); PointF[] ptr = { point data here }; g.FillPolygon(brush, ptr); g.DrawPolygon(pen, ptr); Is it possible to add events to a drawn polygon? If so how do I do this for individual polygons. For example, click on a postcode polygon and a messagebox shows information about the postcode. Secondly, would it be easier to make a custom control inheriting the winforms panel. Is there a way to shape the border of a winforms panel control using a set of points? Postcode objects are serialised and stored in the filesystem.

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  • OpenGL bitmap text fails after drawing polygon

    - by kaykun
    Hi, I'm using Win32 and OpenGL to to draw text onto a window. I'm using the bitmap font method, with wglUseFontBitmaps. Here is my main rendering function: glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glColor3f(1.0f, 0.0f, 1.0f); glBegin(GL_QUADS); glVertex2f(0.0f, 0.0f); glVertex2f(128.0f, 0.0f); glVertex2f(128.0f, 128.0f); glVertex2f(0.0f, 128.0f); glEnd(); glPopMatrix(); glPushMatrix(); glColor3f(1.0f, 1.0f, 1.0f); glRasterPos2i(200, 200); glListBase(fontList); glCallLists(5, GL_UNSIGNED_BYTE, "Test."); glPopMatrix(); SwapBuffers(hDC); As you can see it's very simple and the only thing that it's supposed to do is draw a quadrilateral and draw the text "Test.". But the problem is that drawing a polygon seems to mess up any text operations I try to do after it. If I place the text drawing functions before the polygon, both the text and the polygon draw fine. Is there something I'm missing here? Any help is appreciated.

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  • Google Maps Polygon - Not creating independent

    - by ferronrsmith
    I am basically populating a map with polygons, I am using the flex sdk. The problem I am having is that each time it adds a parish it keep adding to the previous polygons and treating it as one. HELP!! <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute"> <maps:Map xmlns:maps="com.google.maps.*" id="map" mapevent_mapready="onMapReady(event)" width="100%" height="100%" key="ABQIAAAAGe0Fqwt-nY7G2oB81ZIicRT2yXp_ZAY8_ufC3CFXhHIE1NvwkxRcFmaI_t1gtsS5UN6mWQkH9kIw6Q"/> <mx:Script> <![CDATA[ import com.google.maps.Color; import com.google.maps.LatLng; import com.google.maps.Map; import com.google.maps.MapEvent; import com.google.maps.MapType; import com.google.maps.controls.ZoomControl; import com.google.maps.overlays.Polygon; import com.google.maps.overlays.PolygonOptions; import com.google.maps.styles.FillStyle; import com.google.maps.styles.StrokeStyle; import mx.controls.Alert; import mx.utils.ColorUtil; import mx.utils.object_proxy; private var polys:Array = new Array(); private var labels:Array = new Array(); // private var pts:Array = new Array(); // private var poly:Polygon; // private var map:Map; private function onMapReady(event:Event):void { map.setCenter(new LatLng(18.070146,-77.225647), 9, MapType.NORMAL_MAP_TYPE); map.addControl(new ZoomControl()); map.enableScrollWheelZoom(); map.enableContinuousZoom(); getXml(); } public function getXml():void { var xmlString:URLRequest = new URLRequest("parish.xml"); var xmlLoader:URLLoader = new URLLoader(xmlString); xmlLoader.addEventListener("complete", readXml); } private function readXml(event:Event):void { var markersXML:XML = new XML(event.target.data); var markers:XMLList = markersXML..parish; //var markersCount:int = markers.length(); var i:Number; var t:Number; for(i=0; i < markers.length(); i++) { var marker:XML = markers[i]; var name:String = marker.@name; var colour:String = marker.@colour; // Alert.show(""); var the_p:XMLList = markers..point; var pts:Array = []; for(t=0; t < the_p.length(); t++) { var theparish:XML = the_p[t]; pts[t] = new LatLng(theparish.@lat,theparish.@lng); // Alert.show("working" + theparish.@lat); // var pts.push(new LatLng(theparish.@lat,theparish.@lng)); } var poly:Polygon = new Polygon(pts, new PolygonOptions({ strokyStyle: new StrokeStyle({ color: colour, thickness: 1, alpha: 0.2}), fillStyle: new FillStyle({ color: colour, alpha: 0.2}) })); //polys.push(poly); //labels.push(name); Alert.show("this"); pts = [] map.addOverlay(poly); } } /* public function createMarker(latlng:LatLng, name:String, address:String, type:String): Marker { var marker:Marker = new Marker(latlng, new MarkerOptions({icon: new customIcons[type], iconOffset: new Point(-16, -32)})); var html:String = "<b>" + name + "</b> <br/>" + address; marker.addEventListener(MapMouseEvent.CLICK, function(e:MapMouseEvent):void { marker.openInfoWindow(new InfoWindowOptions({contentHTML:html})); }); return marker; } */ ]]> </mx:Script> </mx:Application>

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  • Extend MySQL implementation of PiP Algorithm?

    - by Mike
    I need to make a point in polygon MySQL query. I already found these two great solutions: http://forums.mysql.com/read.php?23,286574,286574 MySQL implementation of ray-casting Algorithm? But these functions can only check if one point is inside a poly. I have a query where the PiP part should only be one part of the query and check for x points inside a polygon. Something like this: $points = list/array/whatever of points in language of favour SELECT d.name FROM data AS d WHERE d.name LIKE %red% // just bla bla // how to do this ? AND $points INSIDE d.polygon AND myWithin( $points, d.polygo ) // or UPDATE I tried it with MBR functions like this: SET @g1 = GeomFromText('Polygon((13.43971 52.55757,13.41293 52.49825,13.53378 52.49574, 13.43971 52.55757))'); SET @g2 = GeomFromText('Point(13.497834 52.540489)'); SELECT MBRContains(@g1,@g2); G2 should NOT be inside G1 but MBR says it is.

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  • Generate texture from polygon (openGL)

    - by user146780
    I have a quad and I would like to use the gradient it produces as a texture for another polygon. glPushMatrix(); glTranslatef(250,250,0); glBegin(GL_POLYGON); glColor3f(255,0,0); glVertex2f(10,0); glVertex2f(100,0); glVertex2f(100,100); glVertex2f(50,50); glVertex2f(0,100); glEnd(); //End quadrilateral coordinates glPopMatrix(); glBegin(GL_QUADS); //Begin quadrilateral coordinates glVertex2f(0,0); glColor3f(0,255,0); glVertex2f(150,0); glVertex2f(150,150); glColor3f(255,0,0); glVertex2f(0,150); glEnd(); //End quadrilateral coordinates My goal is to make the 5 vertex polygon have the gradient of the quad (maybe a texture is not the best bet) Thanks

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  • Polygons vs sprites rendering performance in Unity for windows phone 8

    - by Géry Arduino
    I'm currently building a windows phone 8 game with unity, having 111 (no more no less) sprites being updated each frames. I have a strong overhead in the profiler (70% to 90% minimum) I tried the following to get higher frame rate, I'm running it with minimum quality settings, I tried disabling and enabling V-Sync Finally I managedto get 60Fps, but I still have large overhead. I believe I should have more than 60Fps for such few amount. Moreover, I still have to implement the game logic over this so I'd like some room in my FPS to be able to work. I was wondering if it would be better in terms of performance to use polygons instead of sprites? As sprites are quite new in Unity, (that would give me around 222 triangles). Did someone tried to check the performance differences between sprites and actual mesh renderes in Unity when it comes to phones? If so what could be the best option in that case? FYI : I'm using the Windows Phone 8 emulator on Visual studio, I have a compliant computer for that so it should normally reflect the behavior of a real phone (expecting some differences but still...) EDIT : To clarify my question i wonder what is the most efficient in windows phone 8 : Sprites or Mesh renderers?

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  • Splitting Graph into distinct polygons in O(E) complexity

    - by Arthur Wulf White
    If you have seen my last question: trapped inside a Graph : Find paths along edges that do not cross any edges How do you split an entire graph into distinct shapes 'trapped' inside the graph(like the ones described in my last question) with good complexity? What I am doing now is iterating over all edges and then starting to traverse while always taking the rightmost turn. This does split the graph into distinct shapes. Then I eliminate all the excess shapes (that are repeats of previous shapes) and return the result. The complexity of this algorithm is O(E^2). I am wondering if I could do it in O(E) by removing edges I already traversed previously. My current implementation of that returns unexpected results.

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  • Mesh with quads to triangle mesh

    - by scape
    I want to use Blender for making models yet realize some of the polygons are not triangles but contain quads or more (example: cylinder top and bottom). I could export the the mesh as a basic mesh file and import it in to an openGL application and workout rendering the quads as tris, but anything with more than 4 vert indices is beyond me. Is it typical to convert the mesh to a triangle-based mesh inside blender before exporting it? I actually tried this through the quads_convert_to_tris method within a blender py script and the top of the cylinder does not look symmetrical. What is typically done to render a loaded mesh as a tri?

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  • Collision within a poly

    - by G1i1ch
    For an html5 engine I'm making, for speed I'm using a path poly. I'm having trouble trying to find ways to get collision with the walls of the poly. To make it simple I just have a vector for the object and an array of vectors for the poly. I'm using Cartesian vectors and they're 2d. Say poly = [[550,0],[169,523],[-444,323],[-444,-323],[169,-523]], it's just a pentagon I generated. The object that will collide is object, object.pos is it's position and object.vel is it's velocity. They're both 2d vectors too. I've had some success to get it to find a collision, but it's just black box code I ripped from a c++ example. It's very obscure inside and all it does though is return true/false and doesn't return what vertices are collided or collision point, I'd really like to be able to understand this and make my own so I can have more meaningful collision. I'll tackle that later though. Again the question is just how does one find a collision to walls of a poly given you know the poly vertices and the object's position + velocity? If more info is needed please let me know. And if all anyone can do is point me to the right direction that's great.

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  • How can I get textures on edge of walls like in Super Metroid and Aquaria?

    - by meds
    Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black. I would like to do something similar using polygons. Terrain is created in my current level as a set of overlapping square boxes. I'm not sure if this rendering method will work such a system for creating terrain but if anyone has ideas I'd love to hear them. Otherwise I'd like to know how I should re-write the terrain rendering system so it actually works to draw terrain in this manner...

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • Physics Engine [Collision Response, 2-dimensional] experts, help!! My stack is unstable!

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they hardly stand still! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have: I would try adding a damping term (proportional to velocity) to the Baumgarte. Is this a good idea in general? If not I would not want to waste my time trying to tune the parameter hoping it magically works. Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :)

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  • How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

    - by DevilWithin
    I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or closely like it, just so I can add those shapes to the physics engine, and have a realistic destruction. Bonus: Possible suggestions on how to make the effect more dynamic and interesting. Please keep in mind we re talking about realtime calculations..

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  • I need help with 2D collision response (of stacking rotating polygons, with friction and gravity, for a game)

    - by Register Sole
    Hi I am looking for suggestions on how to write a collision response for game programming purpose (so not a scientific simulation). I am dealing with 2D polygons that are rotating, and I want them to be able to stack. I also want friction and gravity. I have a detection mechanism that returns the separating axis, how long the polygons are overlapping, and up to 2 points of contact. For the response, I am currently using an impulse-based response, which main idea is: find the separating axis, length of overlap, and the point of contact (if there are two, pick a random point between to simulate averaged force. i believe there are better ways than this) separate the object (modifying their positions, taking into account of their masses. i do not separate them completely though, to keep track that they are colliding to reduce jitter) calculate normal force based on the coefficient of restitution as if there is no friction. calculate friction, as if there is no normal force. I also assume that the direction of the friction is the same throughout the collision. apply the two forces (which result in a rather inaccurate result, since each force is calculated as if the other is not present. for non-rotating bodies though, this method is exact) I am aware that this method requires the coefficient of friction to be sufficiently small due to the assumption that the direction of friction stays the same in a collision. Also, the result is visually satisfying if gravity is not present. However, when there is gravity, objects on ground jitter and drift (even with zero coefficient of restitution)! It also happens for stacking objects. Larger coefficient of restitution and gravity increase the jittering. I hope you can help me with this. Some things i would like to know more about is how to handle collision with two point of contacts (how to end up having an object sitting still on the ground?), how to reduce, and prevent if possible, jitter and drift (do people use the most accurate method possible, or is there a trick to overcome this?), and how to handle multiple objects collision (for example, in the case of stacking objects, how do I check collisions between all of them and keep them all stable at every frame so they don't jitter?). A total reformulation of my algorithm is also welcomed, as long as it works. Another thing to note is that I am not making a Physics game, so I only need a visually satisfying response (though a realistic response is preferable, if it is not performance-heavy). But surely jittering and drifting objects on flat ground are not at all acceptable. In addition, I am a Physics student, so feel free to talk about impulse and whatever needed. Finally, I'm sorry for the long post. I tried to be as concise as I can. Thank you for reading it! EDIT It seems what I didn't manage to come up all this time is to separate resting contact as a class of its own and how to solve them. Currently reading the paper suggested by Jedediah. More suggestions on the topic are welcome :) CASE CLOSED After reading various papers referenced in the paper, successfully implemented simultaneous impulse method (referring to the original paper by Erin Catto, [Catt05]). Thanks maaaan!! The paper is wonderful. The current system is visibly much better than the previous. Still haven't separated resting contact as a class of its own though, which brings me to my next question. Love you all! Haha (sorry, I'm just so happy thanks to you).

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  • How do I convert a partially transparent image into polygons?

    - by user82779
    I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' boundaries. I can calculate them, but only given the original image's polygons. How do I get polygons of objects in a transparent image? An example object (I outlined it): How would I turn the object, knowing the scaled size of the image, into polygons? Is there an algorithm for this? I'll use OpenGL to draw them.

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  • MySql Geospatial bug..?

    - by ShaChris23
    This question is for Mysql geospatial-extension experts. The following query doesn't the result that I'm expecting: create database test_db; use test_db; create table test_table (g polygon not null); insert into test_table (g) values (geomfromtext('Polygon((0 5,5 10,7 8,2 3,0 5))')); insert into test_table (g) values (geomfromtext('Polygon((2 3,7 8,9 6,4 1,2 3))')); select X(PointN(ExteriorRing(g),1)), Y(PointN(ExteriorRing(g),1)), X(PointN(ExteriorRing(g),2)), Y(PointN(ExteriorRing(g),2)), X(PointN(ExteriorRing(g),3)), Y(PointN(ExteriorRing(g),3)), X(PointN(ExteriorRing(g),4)), Y(PointN(ExteriorRing(g),4)) from test_table where MBRContains(g,GeomFromText('Point(3 6)')); Basically we are creating 2 Polygons, and we are trying to use MBRContains to determine whether a Point is within either of the two polygons. Surprisingly, it returns both polygons! Point 3,6 should only exist in the first inserted polygon. Note that both polygons are tilted (once you draw the polygons on a piece of paper, you will see) How come MySql returns both polygons? I'm using MySql Community Edition 5.1.

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  • Drawing and filling different polygons at the same time in MATLAB

    - by Hossein
    Hi,I have the code below. It load a CSV file into memory. This file contains the coordinates for different polygons.Each row of this file has X,Y coordinates and a string which tells that to which polygon this datapoint belongs. for example a polygone named "Poly1" with 100 data points has 100 rows in this file like : Poly1,X1,Y1 Poly1,X2,Y2 ... Poly1,X100,Y100 Poly2,X1,Y1 ..... The index.csv file has the number of datapoint(number of rows) for each polygon in file Polygons.csv. These details are not important. The thing is: I can successfully extract the datapoints for each polygon using the code below. However, When I plot the lines of different polygons are connected to each other and the plot looks crappy. I need the polygons to be separated(they are connected and overlapping the some areas though). I thought by using "fill" I can actually see them better. But "fill" just filles every polygon that it can find and that is not desirable. I only want to fill inside the polygons. Can someone help me? I can also send you my datapoint if necessary, they are less than 200Kb. Thanks [coordinates,routeNames,polygonData] = xlsread('Polygons.csv'); index = dlmread('Index.csv'); firstPointer = 0 lastPointer = index(1) for Counter=2:size(index) firstPointer = firstPointer + index(Counter) + 1 hold on plot(coordinates(firstPointer:lastPointer,2),coordinates(firstPointer:lastPointer,1),'r-') lastPointer = lastPointer + index(Counter) end

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