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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • Browser window size statistics?

    - by Litso
    Hey all, I was wondering, are there any statistics available on what size users have their browser set to nowadays? I know the screen resolutions (we have analytics, which shows those as well) but I doubt a lot of people with 1280*xxx and higher still browse full-screen though. My boss is determined to keep our website 900px wide though, because that way people with 1800*xxx resolutions can have two browser windows next to eachother without having to scroll horizontally. I have never seen anyone browse with two adjacent browser windows like that except here at my current job, so I'm kind of doubting whether this is the best decision or just his personal preference. Anyone that can help out here?

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  • Web Application Integration Steps in OAM 11gR2 (High Level)

    - by Venkata Srikanth
    Install OAM, Webtier (OHS) and WebGate as per the standard installation steps. Create a WebGate instance (i.e deploy WebGate) A WebGate instance must be created that will copy required bits of agent from WEBGATE_HOME to WebGate instance location that shares the same INSTANCE_HOME with OHS ./deployWebGateInstance.sh –w /Oracle/Middleware/Oracle_WT1/instances/instance1/config/ohs1 –oh /Oracle/Middleware/Oracle_OAMWebGate1 Note: Here –w flag indicates OHS instance folder and –oh indicates the WebGate Oracle home Configure WebGate In the webgate configuration the EditHttpdConf utility will copy OUI instantiated apache_webgate.template from WEBGATE_HOME to webgate instance location (renamed to webgate.conf), and update httpd.conf with one additional line to include webgate.conf. export LD_LIBRARY_PATH=$ LD_LIBRARY_PATH:/Oracle/Middleware/Oracle_WT1/lib Navigate to /Oracle/Middleware/Oracle_OAMWebGate1/webgate/ohs/tools/setup/InstallTools ./EditHttpdConf –w /Oracle/Middleware/Oracle_WT1/instances/instace1/config/OHS/ohs1 –oh /Oracle/Middleware/Oracle_OAMWebGate1 –o webgate.conf Register WebGate Use RREG tool to register the OAM 11G WebGate Navigate to /Oracle/Middleware/Oracle_IDM1/oam/server/rreg/input Edit OAM11Grequest.xml. Change the specific xml content to include the weblogic admin URL, agentBaseURL, host identifier etc.. Navigate to /Oracle/Middleware/Oracle_IDM1/oam/server/rreg/bin Set permissions to oamreg.sh à chmod 777 oamreg.sh Edit oamreg.sh and set OAM_REG_HOME=/Oracle/Middleware/Oracle_IDM1/oam/server/rreg ./oamreg.sh inband input/OAM11Grequest.xml Enter the WebLogic admin credentials when prompted. After performing the above steps, there will be two artifcats created under Oracle/Middleware/Oracle_IDM1/oam/server/rreg/output, namely ObAccessClient.xml (Stroing webgate config parameters) and cwallet.sso (storing the agent key). These files must be copied to WebGate instance config folder (/Oracle/Middleware/Oracle_WT1/instances/instance1/config/ohs1/webgate/config) Restart OHS Deploy the web application (myApp) in WebLogic application server Proxy Configuration in OHS The mod_wl_ohs module enables requests to be proxied from Oracle HTTP Server 11g to Oracle WebLogic Server. Navigate to /Oracle/Middleware/Oracle_WT1/instances/instance1/config/OHS/ohs1 Edit mod_wl_ohs.conf file to include the following: <IfModule weblogic_module> WebLogicHost <WEBLOGIC_HOST> WebLogicPort <WEBLOGIC_PORT> # Debug ON # WLLogFile /tmp/weblogic.log MatchExpression *.jsp </IfModule> <Location /myApp> SetHandler weblogic-handler # PathTrim /weblogic # ErrorPage http:/WEBLOGIC_HOME:WEBLOGIC_PORT/ </Location> Note: Here WEBLOGIC_HOST and WEBLOGIC_PORT are the WebLogic admin server host and port respectively Restart OHS. Now if we access the web application URL with OHS host and port (Ex: http://OHS_HOST:<OHS_PORT>/myApp) so that the requests will be proxied to WebLogic server. Create a new application domain Login to OAM Admin Console Navigate to Shared Componentsà Authentication Schemesà Create Authentication Scheme (Ex: LDAP Auth Scheme. Here the scheme is assoicated with LDAP Authentication Module) Navigate to Policy Configuration à Application Domain à Create Application Domain Enter the Application Domain Name and Click Apply. Navigate to Resources tab and add the resource urls (Web Application URLs that needs to be protected) Navigate to Authentication Policy tab à Create a new authentication ploicy by providing the Resource URLs (The sample Web Application URLs) and Authentication Scheme. Navigate to Authorization Policy tab à Create a new authorization policy à Enter authorization policy name and navigate to Resource Tab à Attach the Reource URL, Host Identifiers here. Navigate to Conditions tab à Add the conditions like whom to allow and whom to deny access. Navigate to Rules tab à Crate the Allow Rule and Deny Rule with the available conditions from the previous step so that the Authorization Policy may authorize the logins. Navigate to Resources tab and attach the Authentication and Authorization plocies created in the above steps. Test the Web Application Integration.

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  • Selling On Demand

    - by andrea.mulder
    In May 2010, eSilicon management began evaluating providers for a new CRM system - vetting a variety of CRM offerings. Using a rating system that scored vendors according to marketing, sales, services, features, usability, implementation time, and cost, the team chose Oracle CRM On Demand for the project. "Overall, Oracle CRM On Demand was the best system that was able to address all our pain points," says Janet Ang, senior applications developer and project manager of the CRM implementation at eSilicon. Read Selling On Demand, a feature article in the February 2011 issue of Profit Magazine, and find out how eSilicon achieved:Easy Implementation and Adoption Sales and Management Benefits High Productivity for Tech

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  • MSDN Magazine: Patterns for High Availability, Scalability, and Computing Power with Windows Azure

    In this article, Joshy Joseph, a principal architect with Microsoft Services Managed Solutions Group, examines the typical cloud platform architecture and some common architectural patterns, along with their implementation on the Windows Azure offering from Microsoft....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Meaning of offset in pygame Mask.overlap methods

    - by Alan
    I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges. It's a situation in which a moving ball should hit a completely unmovable wall and instantly stop moving. Since the ball sometimes moves multiple pixels per screen refresh, it it possible that it enters the wall with more that half its surface when the collision is detected, in which case i want to shift it position back to the point where it only touches the edges of the wall. Here is the conceptual image it: I decided to implement this with masks, and thought that i could supply the masks of both objects (wall and ball) and get the surface (as a square) of their intersection. However, there is also the offset parameter which i don't understand. Here are the docs for the method: Mask.overlap Returns the point of intersection if the masks overlap with the given offset - or None if it does not overlap. Mask.overlap(othermask, offset) -> x,y The overlap tests uses the following offsets (which may be negative): +----+----------.. |A | yoffset | +-+----------.. +--|B |xoffset | | : :

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  • High Performance Storage Systems for SQL Server

    Rod Colledge turns his pessimistic mindset to storage systems, and describes the best way to configure the storage systems of SQL Servers for both performance and reliability. Even Rod gets a glint in his eye when he then goes on to describe the dazzling speed of solid-state storage, though he is quick to identify the risks....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Doubling the DPI with a shader?

    - by Mathias Lykkegaard Lorenzen
    I'm developing a game where the map is generated with Perlin Noise, but on the CPU. I am generating some perlin noise onto a texture with a small size, and then I stretch it out to the whole screen to simulate a map. The reason for the CPU generating the noise is that I want it to look the same on all devices. Now, here's the end-result. Please ignore the bullets and the explosion on the picture. What matters is the background (the black/gray pixels) and the ground (the brown-ish pixels). They are rendered to the same texture through perlin noise. However, this doesn't look very pretty. So I was wondering if it would be possible to double the amount of pixels using a shader, and rounding edges at the same time? In other words, improve the DPI. I'm using SharpDX with DirectX 11, through its toolkit feature. But any help that'll lead me in the right direction (for instance through HLSL) would be a great help. Thanks in advance.

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  • Broadcom BCM4313 wireless slow and high-latency

    - by Florin Andrei
    Ubuntu 12.10 64 bit on a Dell Latitude E6330 laptop. Wireless is pretty slow. It gets connected quick enough, but then it acts like a dialup connection. My ssh sessions over WiFi are slow and laggy. Even browsing is slow, the pages are loading like it's 1998. This does not depend on the access point, it's the same both at home and at work. Other systems work fine on these access points. I had an older Dell laptop before, different WiFi hardware, and it was much faster over the same wireless access points. Is this a known issue with this hardware? If so, any solutions?

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  • Collisions between moving ball and polygons

    - by miguelSantirso
    I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D game in which I need to perform collisions between a ball and simple polygons. The polygons are defined as an array of vertices. I have implemented the collisions with the bounding boxes of the polygons (that was easy) and I need to refine that collision in the cases where the ball collides with the bounding box. The ball can move quite fast and the polygons are not too big so I need to perform continuous collisions. I am looking for a method that allows me to detect if the ball collides with a polygon and, at the same time, calculate the new direction for the ball after bouncing in the polygon. (I am using XNA, in case that helps)

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  • SAT and then what?

    - by Marek
    I am on my way to make another Arkanoid game but this time I decided that I want it a little bit more realistic than just checking intersections between AABB and inverting one vector's component on collision. So I found SAT but I don't know how can I change direction of the ball in realistic matter. Maybe I'm wrong but it seems like knowing MTV doesn't give me much. So my question is what algorithms should I use to make it realistic? I also care about possibility of spinning ball with a pallet. I don't know how to do it exactly but I guess I will need to consider acceleration of the pallet.

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  • Simulating a low-bandwidth, high-latency network connection on Linux

    - by Justin L.
    I'd like to simulate a high-latency, low-bandwidth network connection on my Linux machine. Limiting bandwidth has been discussed before, e.g. here, but I can't find any posts which address limiting both bandwidth and latency. I can get either high latency or low bandwidth using tc. But I haven't been able to combine these into a single connection. In particular, the example rate control script here doesn't work for me: # tc qdisc add dev lo root handle 1:0 netem delay 100ms # tc qdisc add dev lo parent 1:1 handle 10: tbf rate 256kbit buffer 1600 limit 3000 RTNETLINK answers: Operation not supported How can I create a low-bandwidth, high-latency connection, using tc or any other readily-available tool?

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  • Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D

    - by Casey
    [for tl;dr see after listing] //...Code to determine shapes types involved in collision here... //...Rectangle-Line collision detected. if(_rbTest->GetCollisionShape()->Intersects(*_ground->GetCollisionShape())) { //Convert incoming shape to a line. a2de::Line l(*dynamic_cast<a2de::Line*>(_ground->GetCollisionShape())); //Get line's normal. a2de::Vector2D normal_vector(l.GetSlope().GetY(), -l.GetSlope().GetX()); a2de::Vector2D::Normalize(normal_vector); //Accumulate forces involved. a2de::Vector2D intermediate_forces; a2de::Vector2D normal_force = normal_vector * _rbTest->GetMass() * _world->GetGravityHandler()->GetGravityValue(); intermediate_forces += normal_force; //Calculate final velocity: See [1] double Ma = _rbTest->GetMass(); a2de::Vector2D Ua = _rbTest->GetVelocity(); double Mb = _ground->GetMass(); a2de::Vector2D Ub = _ground->GetVelocity(); double mCr = Mb * _ground->GetRestitution(); a2de::Vector2D collision_velocity( ((Ma * Ua) + (Mb * Ub) + ((mCr * Ub) - (mCr * Ua))) / (Ma + Mb)); //Calculate reflection vector: See [2] a2de::Vector2D reflect_velocity( -collision_velocity + 2 * (a2de::Vector2D::DotProduct(collision_velocity, normal_vector)) * normal_vector ); //Affect velocity to account for restitution of colliding bodies. reflect_velocity *= (_ground->GetRestitution() * _rbTest->GetRestitution()); _rbTest->SetVelocity(reflect_velocity); //THE ULTIMATE ISSUE STEMS FROM THE FOLLOWING LINE: //Move object away from collision one pixel to prevent constant collision. _rbTest->SetPosition(_rbTest->GetPosition() + normal_vector); _rbTest->ApplyImpulse(intermediate_forces); } Sources: (1) Wikipedia: Coefficient of Restitution: Speeds after impact (2) Wikipedia: Specular Reflection: Direction of reflection First, I have a system in place to account for friction (that is, a coefficient of friction) but is not used right now (in addition, it is zero, which should not affect the math anyway). I'll deal with that after I get this working. Anyway, when the restitution of either object involved in the collision is zero the object stops as required, but if movement along the same direction (again, irrespective of the friction value that isn't used) as the line is attempted the object moves as if slogging through knee deep snow. If I remove the line of code in question and the object is not push away one pixel the object barely moves at all. All because the object collides, is stopped, is pushed up, collides, is stopped...etc. OR collides, is stopped, collides, is stopped, etc... TL;DR How do I only account for a collision ONCE for restitution purposes (BONUS: but CONTINUALLY for frictional purposes, to be implemented later)

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  • The Single Most Important Factor For High Search Engine Rankings

    I bet most people will not believe me if I said that there is just one single most important factor when it comes to SEO because the forums are filled with advice, there are $1,000 courses teaching SEO and companies charge $5,000 or more per month for SEO services. But after 10 years as an Internet marketer, I can confidently say that the most important factor is: LINKS!

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  • building a game for different resoulution phones

    - by Jason
    Hi, I am starting some tests for building a game on the android program. So far everything is working and seems nice. However I do not understand how to make sure my game looks correct on all phones as the all will have slightly different screen ratios (and even very different on some odd phones) What I am doing right now is making a view frustrum ( could also be ortho ) which I set to go from -ratio to +ratio ( as I have seen on many examples) however this causes my test shape to be stretched and sometimes cut off by the edge of the screen. I am tilting my phone to landscape to do my tests ( a bit extreame) but it should still render correctly if I have dome things right. Should I be scaling by some ratio before drawing or something? An example would be greatly apriciated PS I am doing a 2d game

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  • New host, high load?

    - by dotancohen
    A few minutes ago I signed up at a new webhost. I have yet to move my sites over. Upon initial SSH connection, I checked the load and memory usage, they do seem rather higher than I would like: # uptime 12:06:51 up 71 days, 23:23, 1 user, load average: 9.02, 9.49, 9.45 # free total used free shared buffers cached Mem: 33014800 31927192 1087608 0 2384812 17729816 -/+ buffers/cache: 11812564 21202236 Swap: 16787916 8584 16779332 Is that a bit to packed? I'm only paying about $5 USD per month, so I don't expect <0.1 loads, but ~10 is worrisome. Is it not? Also, there is no /etc/issue file so I tried other methods to guess the OS: # uname -a Linux box358.bluehost.com 2.6.32-20120131.55.1.bh6.x86_64 #1 SMP Tue Jan 31 15:43:27 EST 2012 x86_64 x86_64 x86_64 GNU/Linux # which yum /usr/bin/yum # which apt-get # That looks like CentOS / RHEL 6.2 possibly?

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  • Having to check collisions twice per game tic

    - by user22241
    I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, collisions with the main character) I check my vertical collisions after characters vertical movements and then horizontal collisions after horizontal movements. The problem is that I want my platform to kill the player if it squashes him from the top, and also if he's on a moving platform (that is moving up) that squashes him into a solid block. Correct behaviour, player on solid blocks being squashed from above by decending elevator Here is what happens. Gravity pushes character into solid block, solid block collision routine corrects characters position and sits him on the solid block which pushes him into the moving elevator, elevator routine then checks for collision and kills player. This assumes I am checking solid blocks first, then elevator collisions. However, if it's the other way around, this happens.... Incorrect behaviour, player on accending elevator gets pushed into solid blocks above Player is on an elevator moving up, gravity pushes him into the elevator, solid block CD routine detects no collision, no action taken. Elevator CD routine detects character has been pushed into elevator by gravity, corrects this by moving character up and sitting him on the elevator and pushes him into the solid blocks above, however the solid block vertical routine has now already run for this tic, so the game continues and the next solid block collision that is encountered is the horizontal routine. This detects a collision and moves the character out of the collision to the left or right of the block which looks odd to say the least (character should get killed here). The only way I've managed to get this working correctly is by running the solid block CD, then the elevator CD, then the solid block CD again straight after. This is clearly wasteful but I can't figure out how else to do this. Any help would be appreciated.

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