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  • Light on every model and not in the whole scene

    - by alecnash
    I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; } mesh.Draw(); } My only issue is that every Model now has its own light source in it. Why is this happening and is this a problem of my shader? Edit: These are the parameters passed to the shader: private void Get_lambertEffect() { if (_lambertEffect == null) _lambertEffect = Engine.LambertEffect; //Lambert technique (LambertWithShadows, LambertWithShadows2x2PCF, LambertWithShadows3x3PCF) _lambertEffect.CurrentTechnique = _lambertEffect.Techniques["LambertWithShadows3x3PCF"]; _lambertEffect.Parameters["texelSize"].SetValue(Engine.ShadowMap.TexelSize); //ShadowMap parameters _lambertEffect.Parameters["lightViewProjection"].SetValue(Engine.ShadowMap.LightViewProjectionMatrix); _lambertEffect.Parameters["textureScaleBias"].SetValue(Engine.ShadowMap.TextureScaleBiasMatrix); _lambertEffect.Parameters["depthBias"].SetValue(Engine.ShadowMap.DepthBias); _lambertEffect.Parameters["shadowMap"].SetValue(Engine.ShadowMap.ShadowMapTexture); //Camera view and projection parameters _lambertEffect.Parameters["view"].SetValue(Engine._camera.ViewMatrix); _lambertEffect.Parameters["projection"].SetValue(Engine._camera.ProjectionMatrix); _lambertEffect.Parameters["world"].SetValue( Matrix.CreateScale(Size) * world ); //Light and color _lambertEffect.Parameters["lightDir"].SetValue(Engine._sourceLight.Direction); _lambertEffect.Parameters["lightColor"].SetValue(Engine._sourceLight.Color); _lambertEffect.Parameters["materialAmbient"].SetValue(Engine.Material.Ambient); _lambertEffect.Parameters["materialDiffuse"].SetValue(Engine.Material.Diffuse); _lambertEffect.Parameters["colorMap"].SetValue(ColorTexture.Create(Engine.GraphicsDevice, Color.Red)); }

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  • Is there a schematic overview of Ubuntu's architecture?

    - by joebuntu
    Hi there, as enthusiastic, advanced Linux learner, I'd love to get an overview about Linux' architecure/structure in general. You know, like "the big picture". I'm thinking of a large schematic graphic showing what is what, who is who, what system (e.g. X) comprises which subsystems (GDM/Gnome/Compiz) on the way from a to z, from boot to interactive desktop, including the most important background services (auth, network, cron, ...). Maybe a bit like this: http://www.flickr.com/photos/pgc/140859386/ but way more detailed. There's bootchart, which produces very comprehensive charts, but they again are too detailed and difficult to get the "big picture" from. Is there such a thing? Possibly not for the whole System, but maybe for single subsystems? I had trouble searching for this, because using search terms like "scheme" or "architecture" pointed to the wrong direction (a tool called "scheme" or CAD software for linux). I appreciate any links. If there's interest in those schematic overviews and links, maybe someone could turn this post into a wiki post? Cheers, joebuntu

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  • Slopes in 2D Platformer

    - by Carlosrdz1
    I'm dealing with Slopes in a 2D platformer game I'm developing in XNA Game Studio. I was really tired of trying without success, until I found this post: 45° Slopes in a Tile based 2D platformer, and I solved part of the problem with the bummzack answer. Now I'm dealing with 2 more problems: 1) Inverted slopes: The post says: If you're only dealing with 45 degree angles, then it gets even simpler: y1 = y + (x1 - x) If the slope is the other way round, it's: y1 = y + (v - (x1 - x)) My question is, what if I'm dealing with slopes with less than 45 degree angles? Does y1 = y + (v - (x1 - x)) work? 2) Going down the slope: I can't find a better way to handle the "going down through the slope" situation, considering that my player can accelerate its velocity. Edit: I was about to post a image but I guess I need to have more reputation he he he... What I'm trying to say with "going down" is like walking towards the opposite direction, assuming that if you are walking to the right, you are incrementing your Y position because you are climbing the slope, but if you are walking to the left, you are decrementing your Y position.

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  • How far do I take Composition?

    - by whiterook6
    (Although I'm sure this is a common problem I really don't know what to search for. Composition is the only thing I could come up with.) I've read over and over that multiple inheritance and subclassing is really, really bad, especially for game entities. If I have three types of motions, five types of guns, and three types of armoring, I don't want to have to make 45 different classes to get all the possible combinations; I'm going to add a motion behavior, gun behavior, and armor behavior to a single generic object. That makes sense. But how far do I take this? I can have as many different types of behaviors as I can imagine: DamageBehavior, MotionBehavior, TargetableBehavior, etc. If I add a new class of behaviors then I need to update all the other classes that use them. But what happens when I have functionality that doesn't really fit into one class of behaviors? For example, my armor needs to be damageable but also updateable. And should I be able to have use more than one type of behavior on an entity at a time, such as two motion behaviors? Can anyone offer any wisdom or point me in the direction of some useful articles? Thanks!

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  • Cannot establish ssh connection to computer on local network

    - by ovangle
    I've just (re)installed ubuntu 11.10 on my main pc, and the connection times out every time I try to ssh connect to my laptop (over the local network) to retrieve the files I backed up there. The connection times out every time I try to connect. I can establish a connection in the other direction without issue. Here's the verbose output I get when I try to connect: ovangle@ruby-EP43-DS3:~$ ssh -v [email protected] OpenSSH_5.8p1 Debian-7ubuntu1, OpenSSL 1.0.0e 6 Sep 2011 debug1: Reading configuration data /etc/ssh/ssh_config debug1: Applying options for * debug2: ssh_connect: needpriv 0 debug1: Connecting to 10.1.1.4 [10.1.1.4] port 22. debug1: connect to address 10.1.1.4 port 22: Connection timed out ssh: connect to host 10.1.1.4 port 22: Connection timed out ssh is installed on both machines, and I've tried deleting '~/.ssh/known_hosts' on both machines, still nada. I've changed the sshd logging on the laptop to VERBOSE and restarted the daemon (because I wasn't getting any relevant syslog entries otherwise), and this is the log for the most recent connection attempt. EDIT: posted wrong logs last time. They just showed that there was a connection received, they weren't actually the sshd logs (which were in auth.log as I recently discovered). Unfortunately, that log is filling up with extremely weird error messages and it gives me no information about the connection. Nov 8 16:02:18 ovangle-A6Rp pkexec: pam_unix(polkit-1:session): session opened for user root by (uid=1000) Nov 8 16:02:18 ovangle-A6Rp pkexec: pam_ck_connector(polkit-1:session): cannot determine display-device Nov 8 16:02:18 ovangle-A6Rp pkexec[6270]: ovangle: Executing command [USER=root] [TTY=unknown] [CWD=/home/ovangle] [COMMAND=/usr/sbin/gnome-power-backlight-helper --set-brightness 2] Nov 8 16:02:19 ovangle-A6Rp pkexec: pam_unix(polkit-1:session): session opened for user root by (uid=1000) Nov 8 16:02:19 ovangle-A6Rp pkexec: pam_ck_connector(polkit-1:session): cannot determine display-device Nov 8 16:02:19 ovangle-A6Rp pkexec[6273]: ovangle: Executing command [USER=root] [TTY=unknown] [CWD=/home/ovangle] [COMMAND=/usr/sbin/gnome-power-backlight-helper --set-brightness 7]

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  • Graphical Interface and Object Selection/Manipulation

    - by ToriArendt
    I have a project I want to try to implement, but I'm kind of stuck on how to get started. I know there are probably a lot of resources that I can look at, but I'm really just stuck on what to even search for and where to begin. Basically, I have a program written in Java that separates 3D coordinates from a 3D reconstructed model into different objects. I then want to be able to perform a logistic regression on these objects to determine if they are type A or type B. But first, I need to classify a training set of objects as type A or B by hand. I don't know ANYTHING about graphing or user interfaces in Java, so I have been plotting the coordinates of a given object in MATLAB so that I can visualize the object and assign it a type. Now, as I am trying to make this program more "user friendly" I want to create an interface in Java where I can simply graph all the coordinates of the objects from the entire 3D model (on the same graph). I then want to be able to click on the each object and assign it to be either of type A or type B. I hope this description makes sense and someone can point me in the direction of something that will help me. I'm sorry if some of this terminology is off; I'm a bit new to software development. P.S. If anyone also has some tips on implementing logistic regression in Java, I'm sure I'll need them down the road :).

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  • Rotating wheel with touch (adding momentum and slowing down the initial rate it can be moved

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the momentum of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of momentum then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • how to calculate intersection time and place of multiple moving arcs

    - by user20733
    I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage. the position of any object is a function of time and relative to the object it orbits. (so far so good). now I want to know for a given 2 objects(A,B), a start time and a speed, how can I work out the when and where to go. I can work out where A and B is given a time. so i just need. 1: direction to travel in from A to B(remember B is moving(not in a straight line)) 2: Time to get to b in a straight line. travel must be in a straight line with the shortest possible distance. as an extension to this question, how will i know if its better to wait, EG is it faster to stay on object A and wait for a hour when the objects may be closer, than to set off from A to B at the start. Cheers, it hurt my brain.

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  • How can I test linkable/executable files that require re-hosting or retargeting?

    - by hagubear
    Due to data protection, I cannot discuss fine details of the work itself so apologies PROBLEM CASE Sometimes my software projects require merging/integration with third party (customer or other suppliers) software. these software are often in linkable executables or object code (requires that my source code is retargeted and linked with it). When I get the executables or object code, I cannot validate its operation fully without integrating it with my system. My initial idea is that executables are not meant to be unit tested, they are meant to be linkable with other system, but what is the guarantee that post-linkage and integration behaviour will be okay? There is also no sufficient documentation available (from the customer) to indicate how to go about integrating the executables or object files. I know this is philosophical question, but apparently not enough research could be found at this moment to conclude to a solution. I was hoping that people could help me go to the right direction by suggesting approaches. To start, I have found out that Avionics OEM software is often rehosted and retargeted by third parties e.g. simulator makers. I wonder how they test them. Surely, the source code will not be supplied due to IPR rgulations. UPDATE I have received reasonable and very useful suggestions regarding this area. My current struggle has shifted into testing 3rd party OBJECT code that needs to be linked with my own source code (retargeted) on my host machine. How can I even test object code? Surely, I need to link them first to even think about doing anything. Is it the post-link behaviour that needs to be determined and scripted (using perl,Tcl, etc.) so that inputs and outputs could be verified? No clue!! :( thanks,

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  • Creating deterministic key pairs in javascript for use in encrypting/decrypting/signing messages

    - by SlickTheNick
    So I have been searching everywhere and havn't been able to find anything with the sufficient information I need.. so Im a bit stumped on this one at the moment What I am trying to do is create a public/private key pair (like PGP) upon a users account creation, based on their passphrase and a random seed. The public key would be saved on the server, and ideally the private key would never be seen by the server whatsoever. The user could then sign in, and send a message to another user. Before the message is sent, the senders key pair would be re-generated on the fly based on their credentials (and maybe a password prompt) and used to encrypt the message. The receiver would then use their own re-generated private key to decrypt said message. The server itself should never see any plaintext passwords, private keys or readable messages. Bit unsure how on how I could go about implementing this. Iv been looking into PGP, specifically openPGP.js. The main trouble I am having is being able to regenerate the key-pair based off a specific seed. PGP seems to have a random output even if the inputs are the same. Storing the private key in a cookie or in HTML5 storage or something also isnt really an option, too unreliable. Can anyone point me in the right direction?

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  • How to prioritize related game entity components?

    - by Paul Manta
    I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they might just roam about randomly. And even when some other component dictates a specific direction, they should wobble to the left and right randomly (like drunk people). This implies a small, random, deviation in their movement. They should avoid static obstacles. When they see they are headed towards a wall, they should reorient themselves. They should avoid the car. They should try to predict where the car will be based on its velocity and try to move out of the way. When they can, they should try to get near the player. All these types of decisions they have to do seem like they should be implemented in different components. But how should I manage them? How can I give different components different weights that reflect the importance of each decision (in a given situation)? I would need some other component that acts as a manager, but do you have any tips on how I should implement it? Or maybe there's a better solution?...

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  • Career advice on whether to stick with coding or move on to tech. lead\management [closed]

    - by flk
    I'm at a point in my career where I need to decide what to do next. I've mainly done C# desktop development (with a little python and Silverlight) for 5 or 6 years and I'm trying to decide whether to start learning JavaScript\HTML or to moving into a role where I do less coding and more tech. lead\management role. With all the talk around HTML5\JavaScript, the rise of mobile and the changes with Windows 8 (metro at least) I wonder if I should stick with coding to get some experience in these areas before moving on. But at the same time if I decide stick with coding for a ‘couple more years’ I will probably be faced with the same situation with some other new\interesting technology that I feel I should learn before moving on. I feel if I stick just with coding I'm limiting my career options but if I move to tech. lead\management I will loose my coding skills. Is going one direction or the other going to limiting my career options in the future? I know that there is no real answer to this question so I’m really just looking for some thoughts from others and perhaps experiences from other people that faced similar situations. Thanks

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  • What are some best practices for minimizing code?

    - by CrystalBlue
    While maintaining the sites our development team has created, we have come across include files and plugins that have proven to be very useful to more then one part of our applications. Most of these modules have come with two different files, a normal source file and a min file. Seeing that the performance and speed of a page can be increased by minimizing the size of the file, we're looking into doing that to our pages as well. The problem that we run into is a lot of our normal pages (written in ASP classic) is a mix of HTML, ASP, Javascript, CSS, and include files. We have some pages that have their JS both in include files and in the page, depending on if the function is only really used in that page or if it's used in many other pages. For example, we have a common.js and an ajax.js file, both are used in a lot of pages, but not all of them. As well as having some functions in a page that doesn't really make sense to put into one master page. What I have seen a few other people do online is use one master JS file and place all of their javascript into that, minify it, gzip it, and only use that on their production server. Again, this would be great, but I don't know if that fully works for our purposes. What I'm looking for is some direction to go with on this. I'm in favor of taking all of our JS and putting it in one include file, and just having it included in every page that is hit. However, not every page we have needs every bit of JS. So would it be worth the compilation and minifying of the files into one master file and include it everywhere, or would it be better to minify all other files and still include them on a need-to-use basis?

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  • 2D Tile Collision free movement

    - by andrepcg
    I'm coding a 3D game for a project using OpenGL and I'm trying to do tile collision on a surface. The surface plane is split into a grid of 64x64 pixels and I can simply check if the (x,y) tile is empty or not. Besides having a grid for collision, there's still free movement inside a tile. For each entity, in the end of the update function I simply increase the position by the velocity: pos.x += v.x; pos.y += v.y; I already have a collision grid created but my collide function is not great, i'm not sure how to handle it. I can check if the collision occurs but the way I handle is terrible. int leftTile = repelBox.x / grid->cellSize; int topTile = repelBox.y / grid->cellSize; int rightTile = (repelBox.x + repelBox.w) / grid->cellSize; int bottomTile = (repelBox.y + repelBox.h) / grid->cellSize; for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { if (grid->getCell(x, y) == BLOCKED){ Rect colBox = grid->getCellRectXY(x, y); Rect xAxis = Rect(pos.x - 20 / 2.0f, pos.y - 20 / 4.0f, 20, 10); Rect yAxis = Rect(pos.x - 20 / 4.0f, pos.y - 20 / 2.0f, 10, 20); if (colBox.Intersects(xAxis)) v.x *= -1; if (colBox.Intersects(yAxis)) v.y *= -1; } } } If instead of reversing the direction I set it to false then when the entity tries to get away from the wall it's still intersecting the tile and gets stuck on that position. EDIT: I've worked with Flashpunk and it has a great function for movement and collision called moveBy. Are there any simplified implementations out there so I can check them out?

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  • Why job postings always looking for "rockstars?" [closed]

    - by Xepoch
    I have noticed a recent trend in requesting programmers who are rockstars. I get it, they're looking for someone who is really good at what they do. But why (pray) make the reference to a rockstar? Do these companies really want these traits as a real rockstar? Party all night and wake up to take care of quick business in the morning? Substance abuse, Narcissism with celebrity, Compensation well exceeding their management, Excellent at putting on a short-lived show, Entertainment instead of value, 1 hit (project) wonders or single-genre performers, Et cetera What is wrong with Senior or Principal Software Engineer who has an established and proven passion for the business? Rather do we mean quite the opposite, someone who: rolls up the sleeves and gets to work, takes appropriate direction and helps influence teams, programs in lessons' learned and proper practices, provides timely communication to the whole team, can code and understand multiple languages, understands the science and theory behind computation, Is there a trend to diversify the software engineering ranks? How many software rockstars can you hire before your band starts breaking up? Sure, there are lots of folks doing this stuff on their own, maybe even a rare few who do coding for show, but I wager the majority is for business. I don't see ads for rockstar accountants, or rockstar machinists, or rockstart CFOs. What makes the software programmer and their hiring departments lean towards this kind of job title?

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  • iOS - UISlider - How to make a slider to auto-move [closed]

    - by drodri420
    its me again. Coming back with another noobish question: This time its , can you make a UISlider move by itself??? I've implemented this on the .m ///This right here makes a slider move 1point from 1 to 100, once it reaches 100 it goes backwards and so on... - (IBAction)moveSlider:(UISlider *)sender { int flag=0, counter=1; while(flag == 0) { counter = counter + (.25 * round); if(counter == 100) { flag = 1; } if(counter < 100 && counter > 1) { slider.value = counter; } } while(flag == 1) { counter = counter - (.25 * round); if(counter == 1) { flag = 0; } if(counter < 100 && counter > 1) { slider.value = counter; } } } And Implemented this on another action: -(void)startNewRound { round+=1; targetValue = 1 + (arc4random() % 100); self.slider.value = currentValue; [self moveSlider:slider]; } I think I lost it along the way and Im just typing pure nonsense but If anyone could point me in the right direction on to which is it that Im doing wrong??

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  • What is the *right* way to use gnome-shell integrated chat?

    - by stevejb
    Please bear with me as I am still figuring out how to use gnome-shell. My question concerns how to use the integrated chat correctly. I have the following questions: 1) When people chat with me, it pops up as a notification on the hidden bar at the bottom of the screen, and then that chat stays there so I can access it later. How do I initiate a chat in this manner, without opening an empathy window? What I have been doing is Hitting super key Typing in the person's name, which brings up contacts Initiate the chat using empathy Immediately close the chat window When the person responds, it comes through as a notification. I then proceed to interact with the chat this way. 2) What is the keyboard shortcut for bringing up the notifications bar? Ideally, I would like to have the following experience Use some keyboard shortcut to bring up notifications Begin typing the name of the notification that I wish to investigate, and have the matching work in a fuzzy manner, much like Ido mode's buffer switching matching in Emacs When then right name is matched, I hit enter and then bring up the chat with that person as that popup notification. Are these behaviours supported? If not, I would be happy to work on implementing them. I am an experienced programmer, but not familiar with gnome-shell. If someone would point me in the right direction in terms of if this behaviour is supported, or where in the gnome-shell framework would I add to to get this behaviour, I would really appreciate it. Thanks!

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  • Quitting a small start-up where you are a primary developer?

    - by programmx10
    Just curious to hear from other people who may have been in similar situations. I work for a small startup (very small) where I am the main developer for a major part of the app they are building, the other dev they have does a different area of work than I do so couldn't take over my part. I've been with the company 5 months, or so, but I am looking at going to a more stable company soon because its just getting to be too much stress, overtime, pressure, etc for too little benefit and I miss working with other developers who can help out on a project. The guy is happy with my work and I think I've helped them get pretty far but I've realized I just don't like being this much "on the edge" as its hard to tell what the direction of the company is going to be since its so new. Also, even though I'm the main dev for the project, I would still only consider myself a mid-level dev and am selling myself as such for the new job search. Just to add more detail, I'm not a partner or anything in the company and this was never discussed, so I just work on a W2 (with no benefits of course). I work at home so that makes it easier to leave, I guess, but I don't want to just screw the guy over but also don't want to be tied in for too long. Obviously I would plan to give 2 weeks notice at least, but should I give more? How should I bring up the subject because I know its going to be a touchy thing to bring up. Any advice is appreciated UPDATE: Thanks everyone for posting on this, I have now just completed the process of accepting an offer with a larger company and quitting the startup. I have given 2 weeks notice and have offered to make myself available after that if needed, basically its a really small company at this point so it would only be 1 dev that I would have to deal with... anyways, it looks like it may work out well as far as me maintaining a good relationship with the founder for future work together, I made it out to be more of a personal / lifestyle issue than about their flaws / shortcomings which definitely seems to help in leaving on a good note

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  • How to run around another football player

    - by Lumis
    I have finished a simple 2D one-on-one indoor football Android game. The thing that it seemed so simple to me, a human being, turned out to be difficult for a computer: how to go around the opponent … At the moment the game logic of the computer player is that if it hits into the human player will step back few points on the pixel greed and then try again to go towards the ball. The problem is if the human player is in-between then the computer player will oscillate in one place, which does not look very nice and the human opponent can use this weakness to control the game. You can see this in the photo – at the moment the computer will go along the red line indefinitely. I tried few ideas but it proved not easy to do it when both the human player and the ball are constantly moving so at each step computer would change directions and “oscillate” again. Once when the computer player reaches the ball it will kick it with certain amount of random strength and direction towards the human’s goal. The question here is how to formulate the logic of going around the ever moving human opponent and how to translate it into the co-ordinate system and frame by frame animation… any suggestions welcome.

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  • How Do Computers Work? [closed]

    - by Rob P.
    This is almost embarrassing ask...I have a degree in Computer Science (and a second one in progress). I've worked as a full-time .NET Developer for nearly five years. I generally seem competent at what I do. But I Don't Know How Computers Work! Please, bare with me for a second. A quick Google of 'How a Computer Works' will yield lots and lots of results, but I struggled to find one that really answered what I'm looking for. I realize this is a huge, huge question, so really, if you can just give me some keywords or some direction. I know there are components....the power supply, the motherboard, ram, CPU, etc...and I get the 'general idea' of what they do. But I really don't understand how you go from a line of code like Console.Readline() in .NET (or Java or C++) and have it actually do stuff. Sure, I'm vaguely aware of MSIL (in the case of .NET), and that some magic happens with the JIT compiler and it turns into native code (I think). I'm told Java is similar, and C++ cuts out the middle step. I've done some mainframe assembly, it was a few years back now. I remember there were some instructions and some CPU registers, and I wrote code....and then some magic happened....and my program would work (or crash). From what I understand, an 'Emulator' would simulate what happens when you call an instruction and it would update the CPU registers; but what makes those instructions work the way they do? Does this turn into an Electronics question and not a 'Computer' question? I'm guessing there isn't any practical reason for me to understand this, but I feel like I should be able to. (Yes, this is what happens when you spend a day with a small child. It takes them about 10 minutes and five iterations of asking 'Why?' for you to realize how much you don't know)

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  • How to configure Bullet for LookAt?

    - by AllCoder
    I'm having problems positioning Bullet objects. I am doing: ToolVec3 origin = ToolVec3( obj_posx, obj_posy, obj_posz ); ToolVec3 vmod = ToolVec3( object_sizex / 2.0f, object_sizey / 2.0f, object_sizez / 2.0f ); btTransform shapeTransform = btTransform::getIdentity(); shapeTransform.setOrigin( btVector3(origin.x+vmod.x, origin.y+vmod.y, origin.z+vmod.z) ); btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,m_collisionShapes[2],localInertia); btRigidBody* body = new btRigidBody(rbInfo); I then do: btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i]; btRigidBody* body = btRigidBody::upcast(colObj); if(body && body->getMotionState()) { btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState(); myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m); } else { colObj->getWorldTransform().getOpenGLMatrix(m); } And after obtaining the matrix m, I paste it as model matrix. I am observing few things: I must add some weird "size / 2" to object's position, to have it drawed normally, I have following "up" look at vector defined: "0.0f, -1.0f, 0.0f" – basically, Y grows up, Z grows forward (to monitor), BUT – x grows LEFT, I think there is some conflict with the X direction.. I cannot obtain consistent positioning having world setup like this How to configure this in Bullet? Why the weird + size/2 requirement?

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  • How can i compare Audio, what programming language should i use

    - by Pimmetje
    I have 2 audio files that are from almost the same source. But at some points there shifted a bit. Also the codecs does not match. I would like to make a program that takes a sample 2 - 4 seconds. And looks for it in the other file. (Most of the time it's not shifted more than 30 seconds). Than take the time and store it, Go ahead for a few seconds take a sample and find it again. This way i want to create a file where i can see on what points the file is shifted. For people who are more interested in what i want. I have a audio/video file speech and subtitles. But i have same speech from different sources with differs a bit in time. And i like to make a program that can correct the subtitle time for me. Enough about the problem I looked on the Internet for ways to compare audio files. Based on what i read comparing 2 audio files isn't that easy as i had hoped. Some talk about algorithms http://www.perlmonks.org/?node_id=169641 Some audio-library's portaudio.com aubio.org sourceforge.net/projects/ccaudio/ ambiera.com/irrklang/ The biggest problem i have is that i can't find something i can generate from the audio that i can use to compare with. I hope someone here can point me in the right direction.

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  • How to divide work to a network of computers?

    - by Morpork
    Imagine a scenario as follows: Lets say you have a central computer which generates a lot of data. This data must go through some processing, which unfortunately takes longer than to generate. In order for the processing to catch up with real time, we plug in more slave computers. Further, we must take into account the possibility of slaves dropping out of the network mid-job as well as additional slaves being added. The central computer should ensure that all jobs are finished to its satisfaction, and that jobs dropped by a slave are retasked to another. The main question is: What approach should I use to achieve this? But perhaps the following would help me arrive at an answer: Is there a name or design pattern to what I am trying to do? What domain of knowledge do I need to achieve the goal of getting these computers to talk to each other? (eg. will a database, which I have some knowledge of, be enough or will this involve sockets, which I have yet to have knowledge of?) Are there any examples of such a system? The main question is a bit general so it would be good to have a starting point/reference point. Note I am assuming constraints of c++ and windows so solutions pointing in that direction would be appreciated.

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  • Wireless is connected, but can't browse the Internet (or connection goes completely)

    - by user261007
    I'd like some help with this, please. Will be very glad is anyone will point me in the right direction. Thank you in advance! This is when the connection is present and browsing: eth0 Link encap:Ethernet HWaddr 50:46:5d:4a:9e:4f UP BROADCAST MULTICAST MTU:1500 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:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 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:65536 Metric:1 RX packets:2666 errors:0 dropped:0 overruns:0 frame:0 TX packets:2666 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:228844 (228.8 KB) TX bytes:228844 (228.8 KB) wlan0 Link encap:Ethernet HWaddr dc:85:de:1c:91:f9 inet addr:192.168.1.147 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::de85:deff:fe1c:91f9/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:18780 errors:0 dropped:0 overruns:0 frame:0 TX packets:12817 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:21198762 (21.1 MB) TX bytes:1746891 (1.7 MB) When connection goes: wlan0 Link encap:Ethernet HWaddr dc:85:de:1c:91:f9 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:209503 errors:0 dropped:0 overruns:0 frame:0 TX packets:132560 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:268811733 (268.8 MB) TX bytes:15479814 (15.4 MB)

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  • Handling commands or events that wait for an action to be completed afterwards

    - by virulent
    Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command however it can also be other events. The idea is still the same. The current way I am implementing this is by storing state and then simply checking when Action2 is called if that specific state is there. This is obviously a bit messy and leads to a lot of redundant code. Here is an example of how I am doing that, in pseudocode form (and broken down quite a bit, obviously): void onAction1(event) { Player = event.getPlayer() Player.addState("my_action_to_do") } void onAction2(event) { Player = event.getPlayer() if not Player.hasState("my_action_to_do") { return } // Do something } When doing this for a lot of other actions it gets somewhat ugly and I wanted to know if there is something I can do to improve upon it. I was thinking of something like this, which wouldn't require passing data around, but is this also not the right direction? void onAction1(event) { Player = event.getPlayer() Player.onAction2(new Runnable() { public void run() { // Do something } }) } If one wanted to take it even further, could you not simply do this? void onPlayerEnter(event) { // When they join the server Player = event.getPlayer() Player.onAction1(new Runnable() { public void run() { // Now wait for action 2 Player.onAction2(new Runnable() { // Do something }) } }, true) // TRUE would be to repeat the event, // not remove it after it is called. } Any input would be wonderful.

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