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  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

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  • Anyone heard of 'tank tracking'?

    - by Heather Walters
    Someone I know told me about some seriously cutting edge blackhat SEO that he called 'tank tracking'. He said that it is some sort of code (he believes written in Python) that 'sits' around the outside perimeter of your visible webpage and listens for an incoming search spider. when a spider enters the page, it traps it in this weird wormhole, making it loop through, I don't know, certain keywords or something.... the result is that a SE like google would consequently give the page a full 100 rating (this person told me Google bestows some sort of scoring app once you've passed a certain number of their exams). A quick google search on 'tank tracking seo', 'tank tracking blackhat seo' and 'tank tracking google' yielded zero results. Let me backtrack a bit and say that I am not interested in utilizing blackhat techniques. I'm just astonished that something like this might be out in the world. Anyone heard of this?

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  • 2d tank movement and turret solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • Troubleshoot broken ZFS

    - by BBK
    I have one zpool called tank in RaidZ1 with 5x1TB SATA HDDs. I'm using Ubuntu Server 11.10 Oneric, kernel 3.0.0-15-server. Installed ZFS from ppa also I'm using zfs-auto-snapshot. The ZFS file system when zfs module loaded to the kernel hangs my computer. Before it I created few new file systems: zfs create -V 10G tank/iscsi1 zfs create -V 10G tank/iscsi2 zfs create -V 10G tank/iscsi3 I shared them through iSCSI by /dev/tank/iscsiX path. And my computer started to hanging sometimes when I used tank/iscsiX by iSCSI, do not know why exactly. I switched off iSCSI and started to remove this file systems: zfs destroy tank/iscsi3 I'm also using zfs-auto-snapshot so I had snapshots and without -r key my command not destroying the FS. So I issued next command: zfs destroy tank/iscsi3 -r The tank/iscsi3 FS was clean and contain nothing - it was destroyed without an issue. But tank/iscsi2 and tank/iscsi1 contained a lot of information. I tried zfs destroy tank/iscsi2 -r After some time my computer hang out. I rebooted computer. It didn't boot very fast, HDDs starts working like a crazy making a lot of noise, after 15 minutes HDDs stopped go crazy and OS booted at last. All seems to be ok - tank/iscsi2 was destroyed. After file systems at the tank was accessible, zpool status showed no corruption. I issued new command: zfs destroy tank/iscsi1 -r Situation was repeated - after some time my computer hang out. But this time ZFS seams not to healed itself. After computer switched on it started to work: loading scripts and kernel modules, after zfs starting to work it hanging my computer. I need to recover else ZFS file systems which lying in the same zpool. Few month ago I backup OS to flash drive. Booting from backed-up OS and import have the same results - OS starts hanging. How to recover my data at ZFS tank?

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  • What's a good way to store a series of interconnected pipe and tank objects?

    - by mars
    I am working on a puzzle game with a 6 by 6 grid of storage tanks that are connected to up to 4 tanks adjacent to them via pipes. The gameplay is concerned with combining what's in a tank with an adjacent tank via the pipe than interconnects them. Right now I store the tanks in a 6x6 array, vertical pipes in a 5x6 array, and horizontal pipes in a 6x5 array. Each tank has a reference to the object that contains both tanks and pipes and when a pipe needs to be animated filling with liquid, the selected tank just calls a method on the container object telling it to animate the pipes it is connected to (subtract 1 from row or column to find connected pipes). This feels like the wrong way of doing it, as I've also considered just giving each tank references to the pipes connected to it to access directly.

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  • NFS issue brings down entire vSphere ESX estate

    - by growse
    I experienced an odd issue this morning where an NFS issue appeared to have taken down the majority of my VMs hosted on a small vSphere 5.0 estate. The infrastructure itself is 4x IBM HS21 blades running around 20 VMs. The storage is provided by a single HP X1600 array with attached D2700 chassis running Solaris 11. There's a couple of storage pools on this which are exposed over NFS for the storage of the VM files, and some iSCSI LUNs for things like MSCS shared disks. Normally, this is pretty stable, but I appreciate the lack of resiliancy in having a single X1600 doing all the storage. This morning, in the logs of each ESX host, at around 0521 GMT I saw a lot of entries like this: 2011-11-30T05:21:54.161Z cpu2:2050)NFSLock: 608: Stop accessing fd 0x41000a4cf9a8 3 2011-11-30T05:21:54.161Z cpu2:2050)NFSLock: 608: Stop accessing fd 0x41000a4dc9e8 3 2011-11-30T05:21:54.161Z cpu2:2050)NFSLock: 608: Stop accessing fd 0x41000a4d3fa8 3 2011-11-30T05:21:54.161Z cpu2:2050)NFSLock: 608: Stop accessing fd 0x41000a4de0a8 3 [....] 2011-11-30T06:16:07.042Z cpu0:2058)WARNING: NFS: 283: Lost connection to the server 10.13.111.197 mount point /sastank/VMStorage, mounted as f0342e1c-19be66b5-0000-000000000000 ("SAStank") 2011-11-30T06:17:01.459Z cpu2:4011)NFS: 292: Restored connection to the server 10.13.111.197 mount point /sastank/VMStorage, mounted as f0342e1c-19be66b5-0000-000000000000 ("SAStank") 2011-11-30T06:25:17.887Z cpu3:2051)NFSLock: 608: Stop accessing fd 0x41000a4c2b28 3 2011-11-30T06:27:16.063Z cpu3:4011)NFSLock: 568: Start accessing fd 0x41000a4d8928 again 2011-11-30T06:35:30.827Z cpu1:2058)WARNING: NFS: 283: Lost connection to the server 10.13.111.197 mount point /tank/ISO, mounted as 5acdbb3e-410e56e3-0000-000000000000 ("ISO (1)") 2011-11-30T06:36:37.953Z cpu6:2054)NFS: 292: Restored connection to the server 10.13.111.197 mount point /tank/ISO, mounted as 5acdbb3e-410e56e3-0000-000000000000 ("ISO (1)") 2011-11-30T06:40:08.242Z cpu6:2054)NFSLock: 608: Stop accessing fd 0x41000a4c3e68 3 2011-11-30T06:40:34.647Z cpu3:2051)NFSLock: 568: Start accessing fd 0x41000a4d8928 again 2011-11-30T06:44:42.663Z cpu1:2058)WARNING: NFS: 283: Lost connection to the server 10.13.111.197 mount point /sastank/VMStorage, mounted as f0342e1c-19be66b5-0000-000000000000 ("SAStank") 2011-11-30T06:44:53.973Z cpu0:4011)NFS: 292: Restored connection to the server 10.13.111.197 mount point /sastank/VMStorage, mounted as f0342e1c-19be66b5-0000-000000000000 ("SAStank") 2011-11-30T06:51:28.296Z cpu5:2058)NFSLock: 608: Stop accessing fd 0x41000ae3c528 3 2011-11-30T06:51:44.024Z cpu4:2052)NFSLock: 568: Start accessing fd 0x41000ae3b8e8 again 2011-11-30T06:56:30.758Z cpu4:2058)WARNING: NFS: 283: Lost connection to the server 10.13.111.197 mount point /sastank/VMStorage, mounted as f0342e1c-19be66b5-0000-000000000000 ("SAStank") 2011-11-30T06:56:53.389Z cpu7:2055)NFS: 292: Restored connection to the server 10.13.111.197 mount point /sastank/VMStorage, mounted as f0342e1c-19be66b5-0000-000000000000 ("SAStank") 2011-11-30T07:01:50.350Z cpu6:2054)ScsiDeviceIO: 2316: Cmd(0x41240072bc80) 0x12, CmdSN 0x9803 to dev "naa.600508e000000000505c16815a36c50d" failed H:0x0 D:0x2 P:0x0 Valid sense data: 0x5 0x24 0x0. 2011-11-30T07:03:48.449Z cpu3:2051)NFSLock: 608: Stop accessing fd 0x41000ae46b68 3 2011-11-30T07:03:57.318Z cpu4:4009)NFSLock: 568: Start accessing fd 0x41000ae48228 again (I've put a complete dump from one of the hosts on pastebin: http://pastebin.com/Vn60wgTt) When I got in the office at 9am, I saw various failures and alarms and troubleshooted the issue. It turned out that pretty much all of the VMs were inaccessible, and that the ESX hosts either were describing each VM as 'powered off', 'powered on', or 'unavailable'. The VMs described as 'powered on' where not in any way reachable or responding to pings, so this may be lies. There's absolutely no indication on the X1600 that anything was awry, and nothing on the switches to indicate any loss of connectivity. I only managed to resolve the issue by rebooting the ESX hosts in turn. I have a number of questions: What the hell happened? If this was a temporary NFS failure, why did it put the ESX hosts into a state from which a reboot was the only recovery? In the future, when the NFS server goes a little off-piste, what would be the best approach to add some resilience? I've been looking at budgeting for next year and potentially have budget to purchase another X1600/D2700/disks, would an identical mirrored disk setup help to mitigate these sorts of failures automatically? Edit (Added requested details) To expand with some details as requested: The X1600 has 12x 1TB disks lumped together in mirrored pairs as tank, and the D2700 (connected with a mini SAS cable) has 12x 300GB 10k SAS disks lumped together in mirrored pairs as sastank zpool status pool: rpool state: ONLINE scan: none requested config: NAME STATE READ WRITE CKSUM rpool ONLINE 0 0 0 c7t0d0s0 ONLINE 0 0 0 errors: No known data errors pool: sastank state: ONLINE scan: scrub repaired 0 in 74h21m with 0 errors on Wed Nov 30 02:51:58 2011 config: NAME STATE READ WRITE CKSUM sastank ONLINE 0 0 0 mirror-0 ONLINE 0 0 0 c7t14d0 ONLINE 0 0 0 c7t15d0 ONLINE 0 0 0 mirror-1 ONLINE 0 0 0 c7t16d0 ONLINE 0 0 0 c7t17d0 ONLINE 0 0 0 mirror-2 ONLINE 0 0 0 c7t18d0 ONLINE 0 0 0 c7t19d0 ONLINE 0 0 0 mirror-3 ONLINE 0 0 0 c7t20d0 ONLINE 0 0 0 c7t21d0 ONLINE 0 0 0 mirror-4 ONLINE 0 0 0 c7t22d0 ONLINE 0 0 0 c7t23d0 ONLINE 0 0 0 mirror-5 ONLINE 0 0 0 c7t24d0 ONLINE 0 0 0 c7t25d0 ONLINE 0 0 0 errors: No known data errors pool: tank state: ONLINE scan: scrub repaired 0 in 17h28m with 0 errors on Mon Nov 28 17:58:19 2011 config: NAME STATE READ WRITE CKSUM tank ONLINE 0 0 0 mirror-0 ONLINE 0 0 0 c7t1d0 ONLINE 0 0 0 c7t2d0 ONLINE 0 0 0 mirror-1 ONLINE 0 0 0 c7t3d0 ONLINE 0 0 0 c7t4d0 ONLINE 0 0 0 mirror-2 ONLINE 0 0 0 c7t5d0 ONLINE 0 0 0 c7t6d0 ONLINE 0 0 0 mirror-3 ONLINE 0 0 0 c7t8d0 ONLINE 0 0 0 c7t9d0 ONLINE 0 0 0 mirror-4 ONLINE 0 0 0 c7t10d0 ONLINE 0 0 0 c7t11d0 ONLINE 0 0 0 mirror-5 ONLINE 0 0 0 c7t12d0 ONLINE 0 0 0 c7t13d0 ONLINE 0 0 0 errors: No known data errors The filesystem exposed over NFS for the primary datastore is sastank/VMStorage zfs list NAME USED AVAIL REFER MOUNTPOINT rpool 45.1G 13.4G 92.5K /rpool rpool/ROOT 2.28G 13.4G 31K legacy rpool/ROOT/solaris 2.28G 13.4G 2.19G / rpool/dump 15.0G 13.4G 15.0G - rpool/export 11.9G 13.4G 32K /export rpool/export/home 11.9G 13.4G 32K /export/home rpool/export/home/andrew 11.9G 13.4G 11.9G /export/home/andrew rpool/swap 15.9G 29.2G 123M - sastank 1.08T 536G 33K /sastank sastank/VMStorage 1.01T 536G 1.01T /sastank/VMStorage sastank/comstar 71.7G 536G 31K /sastank/comstar sastank/comstar/sql_tempdb 6.31G 536G 6.31G - sastank/comstar/sql_tx_data 65.4G 536G 65.4G - tank 4.79T 578G 42K /tank tank/FTP 269G 578G 269G /tank/FTP tank/ISO 28.8G 578G 25.9G /tank/ISO tank/backupstage 2.64T 578G 2.49T /tank/backupstage tank/cifs 301G 578G 297G /tank/cifs tank/comstar 1.54T 578G 31K /tank/comstar tank/comstar/msdtc 1.07G 579G 32.8M - tank/comstar/quorum 577M 578G 47.9M - tank/comstar/sqldata 1.54T 886G 304G - tank/comstar/vsphere_lun 2.09G 580G 22.2M - tank/mcs-asset-repository 7.01M 578G 6.99M /tank/mcs-asset-repository tank/mscs-quorum 55K 578G 36K /tank/mscs-quorum tank/sccm 16.1G 578G 12.8G /tank/sccm As for the networking, all connections between the X1600, the Blades and the switch are either LACP or Etherchannel bonded 2x 1Gbit links. Switch is a single Cisco 3750. Storage traffic sits on its own VLAN segregated from VM machine traffic.

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  • zfs rename/move root filesystem into child

    - by Anton
    Similar question exists but the solution (using mv) is awful because in this case it works as "copy, then remove" rather than pure "move". So, I created a pool: zpool create tank /dev/loop0 and rsynced my data from another storage in there directly so that my data is now in /tank. zfs list NAME USED AVAIL REFER MOUNTPOINT tank 591G 2.10T 591G /tank Now I've realized that I need my data to be in a child filesystem, not in /tank filesystem directly. So how do I move or rename the existing root filesystem so that it becomes a child within the pool? Simple rename won't work: zfs rename tank tank/mydata cannot rename to 'tank/mydata': datasets must be within same pool (Btw, why does it complain the datasets are not within same pool when if fact I only have one pool?) I know there are solutions that involve copying all the data (mv, or sending the whole dataset to another device and back), but shouldn't there be a simple elegant way? Just noting that I do not care of snapshots at this stage (there are none yet to care of).

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  • How to export 3D models that consist of several parts (eg. turret on a tank)?

    - by Will
    What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2-like format that I'm using (blender-exported using a script) to include a new set of properties for a mesh that: is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh; these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes; a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero-vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ;) Are there better approaches? Are there formats that already include this information? Is this routine?

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  • ZFS replication between 2 ZFS file systems

    - by XO01
    I initially replicated tank/storage1 -- usb1/storage1-slave (depicted below), and then (deliberately) destroyed the snapshot I replicated from. By doing this, did I lose the ability to incrementally (zfs send -i) replicate between these 2 file systems? What's the best way to approach SYNC'ing these file systems after destroying this snapshot? # zfs list NAME USED AVAIL REFER MOUNTPOINT tank 128G 100G 23K /tank tank/storage1 128G 100G 128G /tank/storage1 usb1 122G 563G 24K /usb1 usb1/storage1-slave 122G 563G 122G /usb1/storage1-slave usb1/storage2 21K 563G 21K /usb1/storage2 What if I initially RSYNC'd tank/storage1 -- usb1/storage1-slave, and decided to incrementally replicate 'via zfs send -i'.

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  • ZFS Recover from Faulted Pool State

    - by nickv2002
    I have a six disk ZFS raidz1 pool and had a recent failure requiring a disk replacement. No problem normally, but this time my server hardware died before I could do the replacement (but after and unrelated to the drive failure as far as I can tell). I was able to get another machine from a friend to rebuild the system, but in the process of moving my drives over I had to swap their cables around a bunch until I got the right configuration where the remaining 5 good disks were seen as online. This process seems to have generated some checksum errors for the pool/raidz. I have the 5 remaining drives set up now and a good drive installed and ready to take the place of the drive that died. However, since my pool state is FAULTED I'm unable to do the replacement. root@zfs:~# zpool replace tank 1298243857915644462 /dev/sdb cannot open 'tank': pool is unavailable Is there any way to recover from this error? I would think that having 5 of the 6 drives online would be enough to rebuild the right data, but that doesn't seem to be enough now. Here's the status log of my pool: root@zfs:~# zpool status tank pool: tank state: FAULTED status: One or more devices could not be used because the label is missing or invalid. There are insufficient replicas for the pool to continue functioning. action: Destroy and re-create the pool from a backup source. see: http://zfsonlinux.org/msg/ZFS-8000-5E scan: none requested config: NAME STATE READ WRITE CKSUM tank FAULTED 0 0 1 corrupted data raidz1-0 ONLINE 0 0 8 sdd ONLINE 0 0 0 sdf ONLINE 0 0 0 sdh ONLINE 0 0 0 1298243857915644462 UNAVAIL 0 0 0 was /dev/sdb1 sde ONLINE 0 0 0 sdg ONLINE 0 0 0 Update (10/31): I tried to export and re-import the array a few times over the past week and wasn't successful. First I tried: zpool import -f -R /tank -N -o readonly=on -F tank That produced this error immediately: cannot import 'tank': I/O error Destroy and re-create the pool from a backup source. I added the '-X' option to the above command to try to make it check the transaction log. I let that run for about 48 hours before giving up because it had completely locked up my machine (I was unable to log in locally or via the network). Now I'm trying a simple zpool import tank command and that seems to run for a while with no output. I'll leave it running overnight to see if it outputs anything.

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  • XNA Multiplayer Games and Networking

    - by JoshReuben
    ·        XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers that you would map to meaningful enum values upon deserialization.   Overview ·        XNA allows you to create and join multiplayer game sessions, to manage game state across clients, and to interact with the friends list ·        Dependency on Gamer Services - to receive notifications such as sign-in status changes and game invitations ·        two types of online multiplayer games: system link game sessions (LAN) and LIVE sessions (WAN). ·        Minimum dev requirements: 1 Xbox 360 console + Creators Club membership to test network code - run 1 instance of game on Xbox 360, and 1 on a Windows-based computer   Network Sessions ·        A network session is made up of players in a game + up to 8 arbitrary integer properties describing the session ·        create custom enums – (e.g. GameMode, SkillLevel) as keys in NetworkSessionProperties collection ·        Player state: lobby, in-play   Session Types ·        local session - for split-screen gaming - requires no network traffic. ·        system link session - connects multiple gaming machines over a local subnet. ·        Xbox LIVE multiplayer session - occurs on the Internet. Ranked or unranked   Session Updates ·        NetworkSession class Update method - must be called once per frame. ·        performs the following actions: o   Sends the network packets. o   Changes the session state. o   Raises the managed events for any significant state changes. o   Returns the incoming packet data. ·        synchronize the session à packet-received and state-change events à no threading issues   Session Config ·        Session host - gaming machine that creates the session. XNA handles host migration ·        NetworkSession properties: AllowJoinInProgress , AllowHostMigration ·        NetworkSession groups: AllGamers, LocalGamers, RemoteGamers   Subscribe to NetworkSession events ·        GamerJoined ·        GamerLeft ·        GameStarted ·        GameEnded – use to return to lobby ·        SessionEnded – use to return to title screen   Create a Session session = NetworkSession.Create(         NetworkSessionType.SystemLink,         maximumLocalPlayers,         maximumGamers,         privateGamerSlots,         sessionProperties );   Start a Session if (session.IsHost) {     if (session.IsEveryoneReady)     {        session.StartGame();        foreach (var gamer in SignedInGamer.SignedInGamers)        {             gamer.Presence.PresenceMode =                 GamerPresenceMode.InCombat;   Find a Network Session AvailableNetworkSessionCollection availableSessions = NetworkSession.Find(     NetworkSessionType.SystemLink,       maximumLocalPlayers,     networkSessionProperties); availableSessions.AllowJoinInProgress = true;   Join a Network Session NetworkSession session = NetworkSession.Join(     availableSessions[selectedSessionIndex]);   Sending Network Data var packetWriter = new PacketWriter(); foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Get the tank associated with this player.     Tank myTank = gamer.Tag as Tank;     // Write the data.     packetWriter.Write(myTank.Position);     packetWriter.Write(myTank.TankRotation);     packetWriter.Write(myTank.TurretRotation);     packetWriter.Write(myTank.IsFiring);     packetWriter.Write(myTank.Health);       // Send it to everyone.     gamer.SendData(packetWriter, SendDataOptions.None);     }   Receiving Network Data foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Keep reading while packets are available.     while (gamer.IsDataAvailable)     {         NetworkGamer sender;          // Read a single packet.         gamer.ReceiveData(packetReader, out sender);          if (!sender.IsLocal)         {             // Get the tank associated with this packet.             Tank remoteTank = sender.Tag as Tank;              // Read the data and apply it to the tank.             remoteTank.Position = packetReader.ReadVector2();             …   End a Session if (session.AllGamers.Count == 1)         {             session.EndGame();             session.Update();         }   Performance •        Aim to minimize payload, reliable in order messages •        Send Data Options: o   Unreliable, out of order -(SendDataOptions.None) o   Unreliable, in order (SendDataOptions.InOrder) o   Reliable, out of order (SendDataOptions.Reliable) o   Reliable, in order (SendDataOptions.ReliableInOrder) o   Chat data (SendDataOptions.Chat) •        Simulate: NetworkSession.SimulatedLatency , NetworkSession.SimulatedPacketLoss •        Voice support – NetworkGamer properties: HasVoice ,IsTalking , IsMutedByLocalUser

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  • ZFS on Linux for RHEL/OEL NFS Sharing

    - by BBK
    I'm trying ZFS on Linux for Oracle Linux (OLE) 6.1 (Red Hat RHEL 6.1 compatible clone). I successfully compiled and installed spl and zfs on it for Oracle Unbreakable Kernel. Zfs is working and I created mirror by zpool create -f -o ashift=12 tank mirror sdb sdc Now I'm trying to share my zfs pool caled "tank/nfs" as mentioned at zfsonlinux site. zfs set sharenfs=on tank/nfs So I created tank/nfs and set nfs to on. Now I'm trying to mount nfs share at local host to test it by mount -t nfs4 127.0.0.1:/tank/nfs /mnt But I get mount.nfs4: mount system call failed So question is: How to share NFS Folder or iSCSI Volumes at OLE rightly and mount it with Linux Client via ZFS on Linux.

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  • Cool a Computer with Toilet Water

    - by Jason Fitzpatrick
    When most people opt to use water cooling they put together tidy coolant reservoirs complete with ambient lighting and the like. This build involves a hole in the wall and the tank of a functioning toilet. The design, courtesy of Jeff Gagnon, is unconventional, but effective. Opposite of his wall-mounted PC is a bathroom. In that bathroom he has a coolant pump in the tank of the toilet. Using the toilet tank as a thermal sink he keeps the CPU at a nice chilly 66F. Hit up the link below for more pictures, including a peek inside his hacked together toilet-tank cooling rig. How to Cool a PC with Toilet Water [Extreme Tech] How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2 How to Own Your Own Website (Even If You Can’t Build One) Pt 1

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  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

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  • 2d movement solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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  • ZFS Basics

    - by user12614620
    Stage 1 basics: creating a pool # zpool create $NAME $REDUNDANCY $DISK1_0..N [$REDUNDANCY $DISK2_0..N]... $NAME = name of the pool you're creating. This will also be the name of the first filesystem and, by default, be placed at the mountpoint "/$NAME" $REDUNDANCY = either mirror or raidzN, and N can be 1, 2, or 3. If you leave N off, then it defaults to 1. $DISK1_0..N = the disks assigned to the pool. Example 1: zpool create tank mirror c4t1d0 c4t2d0 name of pool: tank redundancy: mirroring disks being mirrored: c4t1d0 and c4t2d0 Capacity: size of a single disk Example 2: zpool create tank raidz c4t1d0 c4t2d0 c4t3d0 c4t4d0 c4t5d0 Here the redundancy is raidz, and there are five disks, in a 4+1 (4 data, 1 parity) config. This means that the capacity is 4 times the disk size. If the command used "raidz2" instead, then the config would be 3+2. Likewise, "raidz3" would be a 2+3 config. Example 3: zpool create tank mirror c4t1d0 c4t2d0 mirror c4t3d0 c4t4d0 This is the same as the first mirror example, except there are two mirrors now. ZFS will stripe data across both mirrors, which means that writing data will go a bit faster. Note: you cannot create a mirror of two raidzs. You can create a raidz of mirrors, but to do that requires trickery.

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  • StackOverflow Error at java.util.AbstractColllection.<init>(Unknown Source)

    - by thebulge
    I fixed my prior problem yesterday by just separating all the classes into separate files. Nevertheless, I wrote all the code down and seeing no errors was able to compile the program. Or so I thought. Here's the error code: Exception in thread "main" java.lang.StackOverflowError at java.util.AbstractCollection.<init>(Unknown Source) at java.util.AbstractList.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source Here are the spots where my I get the errors(marked with problem?) public class GameWorld implements IObservable, IGameWorld { // create collections class public Vector<GameObject> GameObjectList = new Vector<GameObject>(); // PROBLEM private Vector<IObserver> ObserverList = new Vector<IObserver>(); // declare objects Tank pTank = new Tank(10, 10); // other objects and variables to declare public GameWorld() { // add objects to GameObjectList } // accessors/mutators } I get another error here public class Tank extends Movable implements ISteerable { private int armorStrength; private int missileCount; public Tank() {} public Tank(int armStr, int misslCt) // problem? { armorStrength = armStr; // default armorStrength missileCount = misslCt; // default missileCount } public void setDirection(int direction) { this.setDirection(direction); // get input from left turn or right turn // updateValues(); } // access/mutators here I'm stumped on what to do here.

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  • OpenGL lighting with dynamic geometry

    - by Tank
    I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in general look nicer. A scene in my game always contains sunlight and local light sources like lamps (point lights). One can move underground, so sunlight must be able to illuminate as far as it can get. Here's a render of a typical situation: The lamp is positioned behind the wall to the top, and in the hollow cube there's a hole in the back, so that light can shine through. (I don't want soft shadows, this is just for illustration) While spending the whole day searching through Google, I stumbled on some keywords like deferred rendering, forward rendering, ambient occlusion, screen space ambient occlusion etc. Some articles/tutorials even refer to "normal shading", but to be honest I don't really have an idea to even do simple shading. OpenGL of course has a fixed lighting pipeline with 8 possible light sources. However they just illuminate all vertices without checking for occluding geometry. I'd be very thankful if someone could give me some pointers into the right direction. I don't need complete solutions or similar, just good sources with information understandable for someone with nearly no lighting experience (preferably with OpenGL).

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  • How to Protect your Domain Name

    Protecting your domain name is just like protecting your fuel tank. The tank is responsible for running the vehicle and similarly, the domain name is accountable for running the website smoothly. The... [Author: John Anthony - Web Design and Development - March 30, 2010]

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  • Using Windows Previous Versions to access ZFS Snapshots (July 14, 2009)

    - by user12612012
    The Previous Versions tab on the Windows desktop provides a straightforward, intuitive way for users to view or recover files from ZFS snapshots.  ZFS snapshots are read-only, point-in-time instances of a ZFS dataset, based on the same copy-on-write transactional model used throughout ZFS.  ZFS snapshots can be used to recover deleted files or previous versions of files and they are space efficient because unchanged data is shared between the file system and its snapshots.  Snapshots are available locally via the .zfs/snapshot directory and remotely via Previous Versions on the Windows desktop. Shadow Copies for Shared Folders was introduced with Windows Server 2003 but subsequently renamed to Previous Versions with the release of Windows Vista and Windows Server 2008.  Windows shadow copies, or snapshots, are based on the Volume Snapshot Service (VSS) and, as the [Shared Folders part of the] name implies, are accessible to clients via SMB shares, which is good news when using the Solaris CIFS Service.  And the nice thing is that no additional configuration is required - it "just works". On Windows clients, snapshots are accessible via the Previous Versions tab in Windows Explorer using the Shadow Copy client, which is available by default on Windows XP SP2 and later.  For Windows 2000 and pre-SP2 Windows XP, the client software is available for download from Microsoft: Shadow Copies for Shared Folders Client. Assuming that we already have a shared ZFS dataset, we can create ZFS snapshots and view them from a Windows client. zfs snapshot tank/home/administrator@snap101zfs snapshot tank/home/administrator@snap102 To view the snapshots on Windows, map the dataset on the client then right click on a folder or file and select Previous Versions.  Note that Windows will only display previous versions of objects that differ from the originals.  So you may have to modify files after creating a snapshot in order to see previous versions of those files. The screenshot above shows various snapshots in the Previous Versions window, created at different times.  On the left panel, the .zfs folder is visible, illustrating that this is a ZFS share.  The .zfs setting can be toggled as desired, it makes no difference when using previous versions.  To make the .zfs folder visible: zfs set snapdir=visible tank/home/administrator To hide the .zfs folder: zfs set snapdir=hidden tank/home/administrator The following screenshot shows the Previous Versions panel when a file has been selected.  In this case the user is prompted to view, copy or restore the file from one of the available snapshots. As can be seen from the screenshots above, the Previous Versions window doesn't display snapshot names: snapshots are listed by snapshot creation time, sorted in time order from most recent to oldest.  There's nothing we can do about this, it's the way that the interface works.  Perhaps one point of note, to avoid confusion, is that the ZFS snapshot creation time isnot the same as the root directory creation timestamp. In ZFS, all object attributes in the original dataset are preserved when a snapshot is taken, including the creation time of the root directory.  Thus the root directory creation timestamp is the time that the directory was created in the original dataset. # ls -d% all /home/administrator         timestamp: atime         Mar 19 15:40:23 2009         timestamp: ctime         Mar 19 15:40:58 2009         timestamp: mtime         Mar 19 15:40:58 2009         timestamp: crtime         Mar 19 15:18:34 2009 # ls -d% all /home/administrator/.zfs/snapshot/snap101         timestamp: atime         Mar 19 15:40:23 2009         timestamp: ctime         Mar 19 15:40:58 2009         timestamp: mtime         Mar 19 15:40:58 2009         timestamp: crtime         Mar 19 15:18:34 2009 The snapshot creation time can be obtained using the zfs command as shown below. # zfs get all tank/home/administrator@snap101NAME                             PROPERTY  VALUEtank/home/administrator@snap101  type      snapshottank/home/administrator@snap101  creation  Mon Mar 23 18:21 2009 In this example, the dataset was created on March 19th and the snapshot was created on March 23rd. In conclusion, Shadow Copies for Shared Folders provides a straightforward way for users to view or recover files from ZFS snapshots.  The Windows desktop provides an easy to use, intuitive GUI and no configuration is required to use or access previous versions of files or folders. REFERENCES FOR MORE INFORMATION ZFS ZFS Learning Center Introduction to Shadow Copies of Shared Folders Shadow Copies for Shared Folders Client

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  • dragonflyBSD NFS server and windows 2008 client promission deny

    - by altman
    I have setup a dragonflyBSD NFS server and a windows 2008 NFS client(it's in the linux-KVM). The dragonflyBSD exports file like this: /tank -mapall=root windows-client and i setup my windows 2008 a NFS client all right. There is my win cmd to mount NFS. mount \\dragonfly-server\tank e:\ After finished my configuration. I found the windows client can mount the remote tank partition. And i can create a file or a dir. But when i try to delete the file i just create. It alerts permission deny. You must have the permission.And the same result when i try to write to the text i create in the NFS partition I don't know why i just can create the file through NFS, but can't do any thing else. Is there any body can help?

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  • VMWare Converter recommendations

    - by Tank Szuba
    I have two Ghost 14 backups of my machine. One for the machine fully configured with apps after and XP install and one of the last update before i re-imaged it (it's XP, I re-image about once every six months). I recently wanted to try simply using my initial image in a virtual environment to do my testing that generally causes me to need to re-image. I used the VMWare converter to convert the Ghost images to a virtual machine to use in Virtual box but they fail to properly boot. They get stuck after the bios loads and windows begins loading. If I power down the machine and refire it it will go to the error screen in windows that asks if you would like to boot to a different mode. none selected make any difference. What are some possible errors I should look for in the conversion process or in my settings for the converter?

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  • Calculate car filled up times

    - by Ivan
    Here is the question: The driving distance between Perth and Adelaide is 1996 miles. On the average, the fuel consumption of a 2.0 litre 4 cylinder car is 8 litres per 100 kilometres. The fuel tank capacity of such a car is 60 litres. Design and implement a JAVA program that prompts for the fuel consumption and fuel tank capacity of the aforementioned car. The program then displays the minimum number of times the car’s fuel tank has to be filled up to drive from Perth to Adelaide. Note that 62 miles is equal to 100 kilometres. What data will you use to test that your algorithm works correctly? Here is what I've done so far: import java.util.Scanner;// public class Ex4{ public static void main( String args[] ){ Scanner input = new Scanner( System.in ); double distance, consumption, capacity, time; distance = Math.sqrt(1996/62*100); consumption = Math.sqrt(8/100); capacity = 60; time = Math.sqrt(distance*consumption/capacity); System.out.println("The car's fuel tank need to be filled up:" + time + "times"); } } I can compile it but the problem is that the result is always 0.0, can anyone help me what's wrong with it ?

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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