Search Results

Search found 16445 results on 658 pages for 'array initialization'.

Page 462/658 | < Previous Page | 458 459 460 461 462 463 464 465 466 467 468 469  | Next Page >

  • Compressing 2D level data

    - by Lucius
    So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps are composed of 128x128 tiles and have 4 layers (for details and stuff). I already spent a good amount of time searching for solutions and the best thing I found was run-length enconding (RLE). It seems easy enough to use with static data, but is there a way to use it with data that is constantly changing, without a big drop in performance? In my maps, supposing I'm compressing the columns, I would have 128 rows, each with some amount of data (hopefully less than it would be without RLE). Whenever I change a tile, that whole row would have to be checked and I'm affraid that would slow down too much the production (and I'm in a somewhat tight schedule). Well, worst case scenario I work on each map individually, and save them using RLE, but it would be really nice if I could avoind that. EDIT: What I'm currently using to store the data for the tiles is a 2D array of HashMaps that use the layer as key and store the id of the tile in that position - like this: private HashMap< Integer, Integer [][]

    Read the article

  • 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.

    Read the article

  • How to perform fresh linux install while preserving software raid and user accounts

    - by slayton
    I have a system with two software raid arrays. The OS is Ubuntu 9.04 and is no longer receiving updates. I'd like to update the system to 12.04 rather than trying to do the automatic update from 9.04-> 9.10-> ... -> 12.04. My main drive has 2 partitions that are mounted at / and /home. Is it possible to do a fresh install of linux to the partition where / is mounted while preserving user accounts and preferences (such as passwords, home dir locations, etc...)? Additionally what do I need to do to keep my software raid array intact following the OS re-install?

    Read the article

  • Erlang node acts like it connects, but doesn't [migrated]

    - by Malfist
    I'm trying to setup a distributed network of nodes across a few firewalls and it's not going so well. My application is structured like this: there is a central server that always running a node ([email protected]) and my co-worker's laptops connect to it on startup. This works if we're all in the office, but if someone is at home, they can connect to the masternode, but they fail to connect to the other nodes in the swarm. I.E., erlang fails to gossip correctly. To correct this, I've change epmd's port number and changed the inet_dist_listen ports to a known open port (1755 and 7070 respectively). However, something fishy is going on. I can run net_adm:world() and it reports that it connects to master node, but when I run nodes() I get an empty array. Same with net_adm:ping('[email protected]'). See: Eshell V5.9 (abort with ^G) ([email protected])1> net_adm:world(). ['[email protected]'] ([email protected])2> nodes(). [] ([email protected])3> net_adm:ping('[email protected]'). pong ([email protected])4> nodes(). [] ([email protected])5> What's going on, and how can I fix it?

    Read the article

  • vagrant fails to bring up additional adapter for centos vm using virtual box provider

    - by Anadi Misra
    this is in continuation of the question asked here about host only adapter on dhcp I upgraded to vagrant 1.6.3 and the updated Vagrantfile to following setting for multiple adapters # add additional adapter for inter machine networking dev.vm.network :private_network, :type => "dhcp", :adapter => "2", :netmask => "255.255.255.0" it goes through creating adapters but then fails bringing up the mic on vm Anadis-MacBook-Pro:full-stack-env anadi$ vagrant up Bringing machine 'full-stack-env' up with 'virtualbox' provider... ==> full-stack-env: Clearing any previously set forwarded ports... ==> full-stack-env: Clearing any previously set network interfaces... ==> full-stack-env: Preparing network interfaces based on configuration... full-stack-env: Adapter 1: nat full-stack-env: Adapter 2: hostonly ==> full-stack-env: Forwarding ports... full-stack-env: 22 => 4223 (adapter 1) full-stack-env: 8080 => 8090 (adapter 1) ==> full-stack-env: Running 'pre-boot' VM customizations... ==> full-stack-env: Booting VM... ==> full-stack-env: Waiting for machine to boot. This may take a few minutes... full-stack-env: SSH address: 127.0.0.1:4223 full-stack-env: SSH username: vagrant full-stack-env: SSH auth method: private key full-stack-env: Warning: Connection timeout. Retrying... full-stack-env: Warning: Connection timeout. Retrying... full-stack-env: Warning: Remote connection disconnect. Retrying... ==> full-stack-env: Machine booted and ready! ==> full-stack-env: Checking for guest additions in VM... ==> full-stack-env: Setting hostname... ==> full-stack-env: Configuring and enabling network interfaces... The following SSH command responded with a non-zero exit status. Vagrant assumes that this means the command failed! ARPCHECK=no /sbin/ifup eth 2> /dev/null Stdout from the command: Device eth does not seem to be present, delaying initialization. Stderr from the command: how ever when I log in to the environment I see two network interfaces as expected Anadis-MacBook-Pro:full-stack-env anadi$ vagrant ssh Last login: Wed Jun 4 12:54:47 2014 from 10.0.2.2 [vagrant@full-stack-env ~]$ ifconfig eth0 Link encap:Ethernet HWaddr 08:00:27:BD:39:57 inet addr:10.0.2.15 Bcast:10.0.2.255 Mask:255.255.255.0 inet6 addr: fe80::a00:27ff:febd:3957/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:511 errors:0 dropped:0 overruns:0 frame:0 TX packets:360 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:54574 (53.2 KiB) TX bytes:46675 (45.5 KiB) eth1 Link encap:Ethernet HWaddr 08:00:27:A3:86:C9 inet addr:172.28.128.3 Bcast:172.28.128.255 Mask:255.255.255.0 inet6 addr: fe80::a00:27ff:fea3:86c9/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:5 errors:0 dropped:0 overruns:0 frame:0 TX packets:9 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:1360 (1.3 KiB) TX bytes:894 (894.0 b) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 b) TX bytes:0 (0.0 b) I am bit confused here on why it is trying to add another mic (eth2)? In the VM I used for creating this vagrant box, I had added two NICs already.

    Read the article

  • libgdx actors and instant actions

    - by vaati
    I'm having trouble with actors and actions. I have a list of actors, they all have either no action, or 1 sequence action This sequence action has either : a couple of actions (some are instant, some have duration 0) a couple of actions followed by a parallel action. My problem is the following: some of the instant actions are used to set the position and the alpha of the actor. So when one of the action is "move to x,y and set alpha to 0" the actor is visible for one frame at position 0,0 , move instantly to x,y for the next frame, and then disappears. Though this behaviours is to be expected, I want to avoid it. How can I achieve that? I tried to intercept the actions before I put actors in the stage but I need the stage width/height for some actions. So something like : Action actionSequence = actor.getActions().get(0); Array<Action> actions = ((SequenceAction) actionSequence).getActions(); for(Action act : actions){ if(act.act(0)) System.out.println("action " + act.toString() + " successfully run"); else System.out.println("action " + act.toString() + " wasn't instant"); } won't work. It gets even more complicated when an actor can also have a repeat action in stead of the sequence action (because you have to only run the actions that have duration 0 once without repeat, and then start the repeat). Any help is appreciated.

    Read the article

  • What is the best way to create RAID 1?

    - by user3125731
    I'm looking for a way to create the RAID 1 array without losing my data on CentOS. Here's my situation: I've got a web server running on CentOS. There is one VG partition with few LV volumes. I bought a second HDD (the same model and size as the first one) and I want to create the RAID 1 configuration. I can't just shut down this server for more than an hour because my clients will be disappointed. I need to do this as quickly as possible with minimal risk of data loss.

    Read the article

  • Java Applet Tower Defence Game needs tweeking

    - by Ephiras
    Hello :) i have made a tower defence Game for my computer science class as one of my major projects, but have encountered some rather fatal roadblocks. here they are creating a menu screen (class Menu) that can set the total number of enimies, the max number of towers, starting money and the map. i tried creating a constructor in my Main class that sets all the values to whatever the Menu class passes in. I want the Menu screen to close after a difficulty has been selected and the main class to begin. Another problem i would really like some help with is instead of having to write entire arrays i would like to create a small segment of code that runs through an entire picture and sets up an array based on that pixels color.this way i can have multiple levels just dragged into a level folder and have the program read through them. users can even create their own. so a 1 if its yellow, a two if blue and a 3 if purple, then everything else = 0; you can download all the classes and code uif you'd like here sorry about having to redirect you but i wasn't sure how to efficently add a code spoiler. help is greatly appreciated

    Read the article

  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

    Read the article

  • HTG Explains: Which Linux File System Should You Choose?

    - by Justin Garrison
    File systems are one of the layers beneath your operating system that you don’t think about—unless you’re faced with the plethora of options in Linux. Here’s how to make an educated decision on which file system to use. The landscape of the Linux file system support is drastically different from Windows and OS X. In Windows and OS X you can find software that will add support for non-standard file systems, but both operating systems can only be installed on their native file system and third party support is added after the fact. Linux on the other hand has a vast array of supported file systems built into the kernel. But how are you supposed to know which file system to pick when installing? We will take a look at some of the most popular choices available and give you use cases to consider—the choice is ultimately up to you based on your needs. Latest Features How-To Geek ETC The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Our Favorite Tech: What We’re Thankful For at How-To Geek Settle into Orbit with the Voyage Theme for Chrome and Iron Awesome Safari Compass Icons Set Escape from the Exploding Planet Wallpaper Move Your Tumblr Blog to WordPress Pytask is an Easy to Use To-Do List Manager for Your Ubuntu System Snowy Christmas House Personas Theme for Firefox

    Read the article

  • HP DL380 G5 Predictive Drive Failure on a new drive

    - by CharlieJ
    Consolidated Error Report: Controller: Smart Array P400 in slot 3 Device: Physical Drive 1I:1:1 Message: Predictive failure. We have an HP DL380 G5 server with two 72GB 15k SAS drives configured in RAID1. A couple weeks ago, the server reported a drive failure on Drive 1. We replaced the drive with a brand new HDD -- same spares number. A few days ago, the server started reporting a predictive drive failure on the new drive, in the same bay. Is it likely the new drive is bad... or more likely we have a bay failure problem? This is a production server, so any advice would be appreciated. I have another spare drive, so I can hot swap it if this is a fluke and new drive is just bad. THANKS! CharlieJ

    Read the article

  • Optimal Configuration for five 300 GB 15K SAS Drives

    - by Bob
    I recently acquired an HP Z800 workstation that has five 300 GB 15K SAS Drives. This system will be dedicated to running multiple virtual machines under VMware Workstation (Note: I'm not using ESXi because I do plan to use the system for other purposes.). For the host OS, I plan to install RHEL 5. My number one concern is guest performance. For example, should I create a RAID 10 array for the OS and virtual machine storage with four of the drives and reserve the 5th? Or, is there a solution that will provide better performance?

    Read the article

  • Amazon EC2 Instance - m1.medium Ubuntu 12.04 - Started to crash three days ago

    - by Joy
    The environment: Amazon EC2 Instance - m1.medium Ubuntu 12.04 Apache 2.2.22 - Running a Drupal Site Using MySQL DB Server RAM info: ~$ free -gt total used free shared buffers cached Mem: 3 1 2 0 0 0 -/+ buffers/cache: 0 2 Swap: 0 0 0 Total: 3 1 2 Hard drive info: Filesystem Size Used Avail Use% Mounted on /dev/xvda1 7.9G 4.7G 2.9G 62% / udev 1.9G 8.0K 1.9G 1% /dev tmpfs 751M 180K 750M 1% /run none 5.0M 0 5.0M 0% /run/lock none 1.9G 0 1.9G 0% /run/shm /dev/xvdb 394G 199M 374G 1% /mnt The problem About two days ago the site started failing becaue the MySQL server was shut down by Apache with the following message: kernel: [2963685.664359] [31716] 106 31716 226946 22748 0 0 0 mysqld kernel: [2963685.664730] Out of memory: Kill process 31716 (mysqld) score 23 or sacrifice child kernel: [2963685.664764] Killed process 31716 (mysqld) total-vm:907784kB, anon-rss:90992kB, file-rss:0kB kernel: [2963686.153608] init: mysql main process (31716) killed by KILL signal kernel: [2963686.169294] init: mysql main process ended, respawning That states that the VM was occupying 0.9GB, but my Ram has 2GB free, so 1GB was still left free. I understand that in Linux applications can allocate more memory than physically available. I don't know if this is the problme, it's the first time that it has started to happen. Obviously, the MySQL server tries to restart, but there's no memory for it apparently and it won't restart. Here is its error log: Plugin 'FEDERATED' is disabled. The InnoDB memory heap is disabled Mutexes and rw_locks use GCC atomic builtins Compressed tables use zlib 1.2.3.4 Initializing buffer pool, size = 128.0M InnoDB: mmap(137363456 bytes) failed; errno 12 Completed initialization of buffer pool Fatal error: cannot allocate memory for the buffer pool Plugin 'InnoDB' init function returned error. Plugin 'InnoDB' registration as a STORAGE ENGINE failed. Unknown/unsupported storage engine: InnoDB [ERROR] Aborting [Note] /usr/sbin/mysqld: Shutdown complete I simply restarted the Mysql service. About two hours later it happened again. I restarted it. Then it happened again 9 hours later. So then I thought of the MaxClients parameter of apache.conf, so I went to check it out. It was set at 150. I decided to drop it down to 60. As so: <IfModule mpm_prefork_module> ... MaxClients 60 </IfModule> <IfModule mpm_worker_module> ... MaxClients 60 </IfModule> <IfModule mpm_event_module> ... MaxClients 60 </IfModule> Once I did that, I had the apache2 service restart and it all went smoothly for 3/4 of a day. Since at night the MySQL service shut down once again, but this time it wasn't killed by the Apache2 service. Instead it called the OOM-Killer with the following message: kernel: [3104680.005312] mysqld invoked oom-killer: gfp_mask=0x201da, order=0, oom_adj=0, oom_score_adj=0 kernel: [3104680.005351] [<ffffffff81119795>] oom_kill_process+0x85/0xb0 kernel: [3104680.548860] init: mysql main process (30821) killed by KILL signal Now I'm out of ideas. Some articles state that the ideal thing to do is change the kernel behaviour with the following (include it to the file /etc/sysctl.conf ) vm.overcommit_memory = 2 vm.overcommit_ratio = 80 So no overcommits will take place. I'm wondering if this is the way to go? Keep in mind I'm no server administrator, I have basic knowldege. Thanks a bunch in advance.

    Read the article

  • Optimal Configuration for five 300 GB 15K SAS Drives

    - by Bob
    I recently acquired an HP Z800 workstation that has five 300 GB 15K SAS Drives. This system will be dedicated to running multiple virtual machines under VMware Workstation (Note: I'm not using ESXi because I do plan to use the system for other purposes.). For the host OS, I plan to install RHEL 5. My number one concern is guest performance. For example, should I create a RAID 10 array for the OS and virtual machine storage with four of the drives and reserve the 5th? Or, is there a solution that will provide better performance?

    Read the article

  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

    Read the article

  • Architecture of an action multiplayer game from scratch

    - by lcf
    Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have familiarized myself with concepts like lag compensation, view interpolation, input prediction and pretty much everything that I need for this. I have also prepared a set of prototypes to confirm that I understood everything correctly. My question is about the situation when game engine must be rewind to the past to find out whether there was a "hit" (sometimes it may involve the whole 'recomputation' of the world from that moment in the past up to the present moment. I already have a piece of code that does it, but it's not as neat as I need it to be. The domain logic of the app (the physics of the game) must be separated from the presentation (render) and infrastructure tools (e.g. the remote server interaction specifics). How do I organize all this? :) Is there any worthy implementation with open sources I can take a look at? What I'm thinking is something like this: -> Render / User Input -> Game Engine (this is the so called service layer) -> Processing User Commands & Remote Server -> Domain (Physics) How would you add into this scheme the concept of "ticks" or "interactions" with the possibility to rewind and recalculate "the game"? Remember, I cannot change the Domain/Physics but only the Game Engine. Should I store an array of "World's States"? Should they be just some representations of the world, optimized for this purpose somehow (how?) or should they be actual instances of the world (i.e. including behavior and all that). Has anybody had similar experience? (never worked on a game before if that matters)

    Read the article

  • Identify SATA hard drive

    - by Rob Nicholson
    Very similar question to: Physically Identify the failed hard drive But for Windows 2003 this time. Scenario: Four identical SATA hard drives plugged into motherboard (no RAID controller here) Configured as single drive in Windows as a spanned volume One of them is starting to fail with error "The driver detected a controller error on \Device\Harddisk3" How do you cross-reference Harddisk3 to the physical SATA connection on the motherboard so you know which drive to replace? I know replacing this drive will trash the spanned array requiring it to be rebuilt anyway so my rough and ready solution is: Delete the spanned partition Create individual partitions on each drive labelled E: F: G: and H: and work out which one is Harddisk3 Power down, remove each disk one at a time, power-up until the drive letter disappears But this seems a rather crude method of identifying the drive. The SATA connectors will be numbered on the motherboard but I appreciate this might not cross-match to what Windows calls them. Thanks, Rob.

    Read the article

  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

    Read the article

  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

    Read the article

  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

    Read the article

  • Lighting with VBO

    - by nkint
    I'm using a Java JOGL wrapper called processing.org. I have coded some enviroment on it and I'm quite proud of it even if it has some ready stuffs that I didn't know anything about it (==LIGHTS). Then, for some geometry, I've decided to use a VBO. I had to pass in the hard way and recode all lights. But I can't achieve the same result. This is the original light system: And this with VBO: With this code: Vec3D l; gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_COLOR_MATERIAL); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[]{0.8f,0f,0f}, 0); l = new Vec3D(0,0,-10); gl.glColor3f(0.8f,0f,0f); gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { l.x, l.y, l.z, 0 }, 0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPOT_DIRECTION, new float[] { 1, 1, 1, 1 }, 0); I can't achive the same light, the same color material, and the same wireframe stuffs. If needed I can also post the code I use for VBO, but it is quite standard vertex array grabbed on the net that uses glDrawArrays

    Read the article

  • How to reassign drive back into MediaShield (nvidia) RAID stripe

    - by scottwed
    So I managed to inadvertently remove the RAID configuration from 1 drive of a 2 drive stripe. I have both drives, unmodified, and undamaged. Specifically for MediaShield RAID, is there any way to reattach the 2nd drive back into the stripe? Current state is the stripe is displayed in Error status, and I have the other drive available, but unassigned. I strongly suspect there is no solution without purging the array completely and redefining the stripe, but I figured it was worth asking before I wipe out the data.

    Read the article

  • How to improve Minecraft-esque voxel world performance?

    - by SomeXnaChump
    After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is fairly slow because: A) It's written in Java, and as most of the spatial partitioning and memory management activities happen in there, it would naturally be slower than a native C++ version. B) It doesn't partition its world very well. I could be wrong on both assumptions; however it got me thinking about the best way to manage large voxel worlds. As it is a true 3D world, where a block can exist in any part of the world, it is basically a big 3D array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc.) Now, I am assuming to make this sort of world perform well you would need to: A) Use a tree of some variety (oct/kd/bsp) to split all the cubes out; it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. B) Use some algorithm to work out which blocks can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. C) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees. I guess there is no right answer to this, but I would be interested to see peoples' opinions on the subject. How would you improve performance in a large voxel-based world?

    Read the article

  • Turning a problem into a data

    - by Fogmeister
    OK, I have an app that I'm creating but I'm just really not sure about how to approach the problem. The idea is fairly simple. I'm just not sure how to wrap it in a data model (or even if I should). TBH I feel like I'm making it more complicated than it needs to be. How it works. The app will have circles along the top in a row that need to be connected to circles along the bottom in a row. 10 circles at the top. 10 at the bottom. One connection per pair of dots. Anyway, I can get the dots to connect I'm just not sure how to wrap it in a data model so that I can analyse what has been connected and see if it is right or not. The circles will be questions and answers. I can make an array of question objects with a question and answer properties. I can then display these as the dot pairs. I'm just not sure how to record which questions have been connected to which answers. It is valid for a user to connect a wrong answer as they all get checked at the end. I was thinking of using SpriteKit but this isn't a restriction. I could use UIKit or something else. TBH, this question is fairly language free as I'm just after a way of modelling it.

    Read the article

  • Making fdisk see software RAID 0

    - by unknownthreat
    I am following http://grub.enbug.org/Grub2LiveCdInstallGuide and I am using software RAID 0. I am using Ubuntu 10.10 LiveCD and is trying to restore grub2 after installing Windows 7 in another partition. Here is the console's outputs: ubuntu@ubuntu:~$ sudo fdisk -l Unable to seek on /dev/sad ubuntu@ubuntu:~$ sudo dmraid -r /dev/sdb: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 /dev/sda: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 So do you have an idea for how to make fdisk see my RAID array? How to make fdisk detect the Software RAID like dmraid?

    Read the article

< Previous Page | 458 459 460 461 462 463 464 465 466 467 468 469  | Next Page >