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  • Bending of track in a racing game

    - by caius
    I am trying to create a small racing game in which the track would be modeled using a BSpline curve for the path's center line and directional vectors to define the 'bending' of the track at each point. My problem is that I don't know how to calculate the correct bending / slope of the curve, in such a way that it would be optimal or at least visually nice for a car to 'bend in the corner'. My idea was to use the direction of the 2nd derivatives of the curve, however while this approach looks fine for most of the track, there are points in which the 2nd derivative makes sharp 'twists' / very quick 180 degree flips. I also read about 'knots' of bsplines, but I don't know if such 'twist' in 2nd derivatives is a knot or knots are something else. Can you tell me that using a BSpline: 1. How could I calculate a visually nice bending of a track for a racing game? 2. Is it possible to do this by using some simple calculations of centripertal force / gravity? 3. Is it possible to do this by using 1st, 2nd and 3rd derivatives of the BSpline curve? I am not looking for the 'physically correct' bending angle for the track, I would just like to create something which is visually pleasing in a simple game. I am using a framework which has a built-in class for BSpline, including support for 1st, 2nd and 3rd derivatives of the curve.

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  • How can I run and jump at the same time?

    - by Jan
    I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with obstacles. I have him running (with pressing the letter Q repeateadly). I also have him jumping (with letter P) But the thing is that when he runs and jumps at the same time, he seems to be jumping at the same place, instead of going forward with the jump... any ideas how can I fix this?? This is the code I'm using for running and jumping on a continuos loop. //if accelearing and the last time that he accelerated was less than X seconds ago, hes running an accelaring if (athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.accelerating = false; athlete.last_acceleration = timeCurrent; athlete.running = true; } if (!athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.decelerating = true; } if(athlete.decelerating && timeCurrent - athlete.last_deceleration > athlete.delay_deceleration){ if(athlete.speed >= 1){ //athlete starts to decelarate athlete.last_deceleration = timeCurrent; athlete.decelerate(); }else { athlete.running = false; } } if (athlete.running) { athlete.position += athlete.speed; } if (athlete.jumping) { if (athlete.jump_height < 1) { athlete.jump_height = 1; }else { if (athlete.jump_height >= athlete.jump_max_height) { athlete.jump_height = athlete.jump_max_height; athlete.jumping = false; }else { athlete.jump_height = athlete.jump_height * athlete.jump_speed; } } } if (!athlete.jumping) { if(athlete.jump_height > 1){ athlete.jump_height = athlete.jump_height * 0.9; }else { athlete.jump_height = 1; } } athlete.scaleX = athlete.scaleY = athlete.jump_height; athlete.x = athlete.position; Thanks!

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • A* algorithm very slow

    - by Amaranth
    I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens mainly when there is no path to the target destination, since it that situation there is more nodes to explore. I have the same problem when the path is shorter but selected more than 3 units (can't take the same path since the selected units can be in different part of the map). private List<NodeInfo> FindPath(Unit u, NodeInfo start, NodeInfo end) { Map map = GameInfo.GetInstance().GameMap; _nearestToTarget = start; start.MoveCost = 0; Vector2 endPosition = map.getTileByPos(end.X, end.Y).Position; //getTileByPos simply gets the tile in a 2D array with the X and Y indexes start.EstimatedRemainingCost = (int)(endPosition - map.getTileByPos(start.X, start.Y).Position).Length(); start.Parent = null; List<NodeInfo> openedNodes = new List<NodeInfo>(); ; List<NodeInfo> closedNodes = new List<NodeInfo>(); Point[] movements = GetMovements(u.UnitType); openedNodes.Add(start); while (!closedNodes.Contains(end) && openedNodes.Count > 0) { //Loop in nodes to find lowest cost NodeInfo currentNode = FindLowestCostOpenedNode(openedNodes); openedNodes.Remove(currentNode); closedNodes.Add(currentNode); Vector2 previousMouvement; if (currentNode.Parent == null) { previousMouvement = ConvertRotationToDirectionVector(u.Rotation); } else { previousMouvement = map.getTileByPos(currentNode.X, currentNode.Y).Position - map.getTileByPos(currentNode.Parent.X, currentNode.Parent.Y).Position; previousMouvement.Normalize(); } //For each neighbor foreach (Point movement in movements) { Point exploredGridPos = new Point(currentNode.X + movement.X, currentNode.Y + movement.Y); //Checks if valid move and checks if not if closed nodes list if (ValidNavigableNode(u.UnitType, new Point(currentNode.X, currentNode.Y), exploredGridPos) && !closedNodes.Contains(_gridMap[exploredGridPos.Y, exploredGridPos.X])) { NodeInfo exploredNode = _gridMap[exploredGridPos.Y, exploredGridPos.X]; Tile.TileType exploredTerrain = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).TerrainType; if(openedNodes.Contains(exploredNode)) { int newCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); if (newCost < exploredNode.MoveCost) { exploredNode.Parent = currentNode; exploredNode.MoveCost = newCost; //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); } } else { exploredNode.Parent = currentNode; exploredNode.MoveCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); Vector2 exploredNodeWorldPos = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).Position; exploredNode.EstimatedRemainingCost = (int)(endPosition - exploredNodeWorldPos).Length(); //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); openedNodes.Add(exploredNode); } } } } return closedNodes; } After that, I simply check if the end node is contained in the returned nodes. If so, I add the end node and each parent until I reach the start. If not, I add the nearestToTarget and each parent until I reach the start. I added a condition before calling FindPath so that only one unit can call a find path each frame (60 frame per second), but it makes no difference. I thought maybe I could solve this by allowing the find path to run in background while the game continues to run correctly, even if it takes a few frame (it is currently sequential sonce it is called in the update() of the unit if there's a target location but no path), but I don't really know how... I also though about sorting my opened nodes list by cost so I don't have to loop them, but I don't know if that would have an effect on the performance... Would there be other solutions? P.S. In the code, when I get the Move Cost, I check if the unit has to turn to perform the move, and the terrain type, nothing hard to do.

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  • Number Game Algorithm

    - by 7Aces
    Problem Link - http://www.iarcs.org.in/inoi/2011/zco2011/zco2011-1b.php The task is to find the maximum score you can get in the game. Such problems, based on games, where you have to simulate, predict the result, or obtain the maximum possible score always seem to puzzle me. I can do it with recursion by considering two cases - first number picked or last number picked, each of which again branches into two states similarly, and so on... which finally can yield the max possible result. But it's a very time-inefficient approach, since time increases exponentially, due to the large test cases. What is the most pragmatic approach to the problem, and to such problems in general?

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  • SEO: Joomla Category Page Optimization + Canonical Linking

    - by Huberis
    I'm wondering how best to optimize my Joomla site's SEO. I have pages with multiple articles on each page. Either via category-type pages, or via modules. In each case, I'm not wanting users to access the articles separately from the forward facing, menu-linked pages. I understand however that Joomla still generates a url for those articles, and Google can still crawl and display these articles separate from the pages. My question is what is the best way to control this so that my users get directed only to the front-facing pages? By using the canonical element for each article to point to the front-facing page it's on? Or is there a better method? Thanks for your help!

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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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  • Need the co-ordinates of innerPolygon

    - by user960567
    Let say I have this diagram, Given that i have all the co-ordinates of outer polygon and the distance between inner and outer polygon is d is also given. How to calculate the inner polygon co-ordinates? Edit: I was able to solved the issue by getting the mid-points of all lines. From these mid-points I can move d distance, So I can get three points. No I have 3 points and 3 slopes. From this, I can get three new equations. Simultaneously, solving the equation get the 3 points.

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  • Search Engine Optimization - Why?

    What I intend to cover is basically: Why does one need to utilize SEO for their site. Starting off, I want to attempt to group the potential readers of this article into a number of categories: 1) Those that have no knowledge of these types of marketing and/or basic web knowledge. 2) Those that have a good website, just never required SEO services.

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  • Possible applications of algorithm devised for differentiating between structured vs random text

    - by rooznom
    I have written a program that can rapidly (within 5 sec on a 2GB RAM desktop, 2.33 Ghz CPU) differentiate between structured text (e.g english text) and random alphanumeric strings. It can also provide a probability score for the prediction. Are there any practical applications/uses of such a program. Note that the program is based on entropy models and does not have any dictionary comparisons in its workflow. Thanks in advance for your responses

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  • In Search Data Structure And Algorithm Project Title Based on Topic

    - by Salehin Suhaimi
    As the title says, my lecturer gave me a project that i needed to finish in 3 weeks before final semester exams. So i thought i will start now. The requirement is to "build a simple program that has GUI based on all the chapter that we've learned." But i got stuck on WHAT program should i build. Any idea a program that is related to this chapter i've learned? Any input will help. list, array list, linked list, vectors, stacks, Queues, ADT, Hashing, Binary Search Tree, AVL Tree, That's about all i can remember. Any idea where can i start looking?

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  • Logic or Algorithm to solve this problem [closed]

    - by jade
    I have two lists. List1 {a,b,c,d,e} and List2 {f,g,h,i,j} The relation between the two list is as follows a->g,a->h,h->c,h->d,d->i,d->j Now I have these two lists displayed. Based on the relation above on selecting element a from List1, List2 shows g,h. On selecting h from List2, in List1 c,d are shown in List1. On selecting d from List1 it shows i,j in List2. How to trace back to initial state by deselecting the elements in reverse order in which they have been selected?

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  • Content Optimization only?

    - by danie7L T
    There are tons of discussions around tips&tricks to improve Search Engines "ranking" and SEOs. What if the focus of the webmaster/client is 100% set on the quality of the content with precise keywords in meta tags, clean design, regular articles updates, clean URLs and highly filtered external links leading to pages on websites dealing on the same,or related subjects; isn't it the job of a good search engine like Google to catch this website and show it in its front-page ? Or does Search Engines count on us to help them find us, and webmasters will always have to be up-to-date regarding SEO tools and rules updates on top of websites' design, browsers customization, progressive enhancement etc ?

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  • Algorithm to increase odds of matching when randomly selecting

    - by Bryan
    I am building a mobile game loosely based on dual n-back http://brainworkshop.sourceforge.net/tutorial.html Now with the game I have 9 squares (numbered 1 through 9) and 9 letters (A through K) In the current code, I randomly select a square (e.g. 3) and a letter (e.g. C), then repeat the random selection for the next turn. For 1-back, I test whether either, neither or both match the previous turn. The problem with my current code is I get very few matches - I can go through many turns without having either match. How can I increase the match frequency, or alternatively decrease the randomness so a match is more likely? I am not looking for specific code (but pseudo-code would be fine) - just more an approach to increase match frequency.

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  • High ROI Through Search Engine Optimization

    In online marketing, it is important to provide marketer with efficient or high Return of Investment (ROI) in order for them to build trust to the web site, where they are posting their products. But how can this be possible? ROI is a percentage figure which tells you how much your investment would be to have your products created, advertised, sold, and delivered.

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  • Search Engine Optimization Services For Your Business

    In the beginning of the internet, if you talked about Ninja Turtles, it was likely that you could be found on the internet with little or no worry. Imagine if you will; standing on top of a small tower and looking down over a large number of people in any given area. If for example, you were looking for a Ninja Turtle, then you might be able to play "Where's Waldo" and spot one within the masses.

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