Simple 2d physics tutorial for terrain collision detection [closed] - 2d

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I am looking for a tutorial which will show me how to do simple 2d physics like the ones in this (http://www.teagames.com/games/tgmotocross/play.php). The part that I am most interested in is how the collision detection is done between the character / player and the terrain, as well as how to store / generate the terrain.
The language of the tutorial doesn't matter - I am just interested in how to do this in general.
Many thanks.
EDIT: To clarify, I already know how to perform collision detection between two sprites, and enough physics to write a 2d game - I am looking specifically for a tutorial / example on how to implement the smooth terrain which can be collided with (I understand how destroyable landscapes are done, and I presume that this would be related somehow). Also, I am aware of the N tutorials but that uses discrete shapes whereas I am interested in a smooth landscape.

I suggest that you take a look at the Farseer Physics Engine which is a 2d engine for .NET written in C#. You can look here for some examples of this package in use. Very easy to use and understand. A great place to get started understanding such things. Also, the people making the product are very easy to get ahold of and chat with if you have questions!

I have found that this link is somewhat helpful (mostly for a worms type game) - at the bottom it says that if you want to find the normal at the collision point (which would probably be needed to orientate a vehicle correctly) you have to scan the area around the collision point and create a plane for further maths.

I assume that you already:
understand Vectors
understand Physics
Take a look at this.

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How can I learn advanced game programming? [closed]

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I am Computer Science student, but there is no particular provision or course for learning game programming in our college. I have been studying allegro API for the past year. But I am still unsure how to apply physics in games and realistic games. Its overwhelming and lack of resources is quite confusing.
I think the best thing you can do at this point is simply start making games. They may not be complex or realistic, but getting some experience under your belt will set the stage for learning more complex things. I would disagree that there is a "lack of resources", a plethora of advanced game development tutorials are a web search away. I think the problem here is more related to those resources seeming "overwhelming", as you said.
If your experience studying computer science is anything like mine was, you likely spend a lot of time studying relative to a small amount of time actually doing. Use your interest in game development to get practical experience doing something that interests you. The important thing here is to complete games. When working on simple games, its easy to stop as soon as the bare minimum feature set is completed (I've got a paddle and a bouncing ball -- my pong game is complete!). Take the time to create a title screen, add sounds and music, can work out bugs.
As you gain confidence making smaller games, you'll have a better basis for learning more advanced concepts. It's not a matter of being 'smart' enough to understand complex tutorials, its a matter of being able to retain and absorb that knowledge because you are able to immediately apply it. College computer science teaches a ton of knowledge, but, at least in my experience, a large portion went to waste because I wasn't regularly applying it.
The bottom line is: just develop things. Make games. Even the ones that seem simple will end up being more complex that you expected, and as you progress you will gradually assimilate more advanced knowledge. Look up advanced concepts as you need them, not because you anticipate needing them.
That being said, here are a smattering of tutorials I really like:
Entity Component Framework
Programming Game AI by Example
Procedural Terrain
Collision Detection
Of course, don't try to read these all at once. Read these and similar tutorials as you need them, and in the meanwhile, just keep on developing.
And of course:
Allegro5 Tutorials.

what is the best option for in house geocoding service [closed]

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I'm looking for a in house geocoding tool to geocode millions of address. I've tried on TIGER database, but it got only about 60% address rooftop. There are addresses way far away from the actual address. My needs are:
1. fast enough to process those millions of address in days
2. rooftop accuracy - shouldn't be too far away (I'll say less than 100 foot mistake)
3. in house service - so it should be free to our internal staff
4. ideally open source, but it's ok to have a one time cost to set it up
Currently I'm looking at application level infrastructure, and I'm open to dedicate map server or something like that. I just don't have enough information to start researching.
Feel free to throw me any ideas, thoughts, comments. I'd love to hear them!
There are two pieces to this problem.
the geocoder and how well it parses addresses and matches them to the reference data set.
the reference data
For 1, I have extracted the parser standardizer from PAGC into a postgresql stored procedure (which is OpenSource) and then built a couple of geocoders using that as the heart of the engine.
For 2, and the accuracy that you are looking for, you will likely need high quality commercial data like Navteq or parcel data. Tiger is good for the cost to get you near the location but Title 13 requires Census to fuzzy the address ranges to no single address can be matched to a Census form. So as you found out, Tiger will not do the job.
I have written a lot of geocoders and have one that will work with Navteq and should give you results that are close to your requirements. Check out http://imaptools.com/ and contact me if your interested.

Good documentation on structure tcp_info [closed]

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I am working on getting the performance parameters of a tcp connection and one these parameters is the bandwidth. I am intending to use the tcp_info structure supported from linux 2.6 onwards, which holds the meta data about a tcp connection. The information can be retrieved using the getsockopt() function call on tcp_info. I have spent lot of time finding a good documentation which explains all the parameters in that structure, but couldn't find one.
Also I tested a small program to retrieve the values from tcp_info for a tcp connection where I found the measured MSS values for most of the time as zero.To make long story short-Is there a link to follow for which has complete details ontcp_info and also is it reliable to use these values.
Here is a fairly comprehensive write-up of the structure and use of the linux tcp_info by René Pfeiffer but there are a couple of things worth noting:
The author needed to look at these data repeated over time because there are no aggregate stats in that structure.
The author directs you to the tcp.c source as the final authority on the meaning of any of those data.
I'm not sure what you were hoping to get from the Maximum Segment Size, but expect you thought it meant something else.
If you are truly interested in exact measurements of bandwidth you need to use a measurement device which is outside the system being tested as even pulling the ioctls will affect the phenomenon you are interested in knowing about. A passive wire sniffer is the only way to get truly accurate results. Finally, depending on your application, "bandwidth" is a really broad umbrella which flattens many measurements (e.g. latency, round-trip-time, variability, jitter, etc.) into one category.

Anybody has some links to javacc tutorials? [closed]

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It's very difficult to find this kind of document online.
I found one in JAVAWORLD, but this one does not cover the jjTree and visitor one.
Does anybody happen to have some links to the tutorials?
Its been a while, but I found this tutorial very helpful
on a previous project. I was able to create a query language
for our application in a few days with basically no previous
experience with javacc.
I've not read it but while looking for the other tutorial I
also found this one.
You can find a bunch of blog posts I've made regarding various JavaCC/JJTree topics on my JavaCC book's web site. There's a bunch of stuff there - using JavaCC to parse binary data, a JavaCC-based syntax highlighter, parsing fixed-width data with JavaCC, etc.
I found an awesome tutorial!!! It starts you off making a simple adder, then calculator. It definitely helps you understand the structure and syntax of JavaCC!
http://www.engr.mun.ca/~theo/JavaCC-Tutorial
There is a list of books, articles and tutorials in the FAQ.
This is the main reason why I didn't end up liking a class that used javacc, even the staff couldn't figure some of the bugs/messages out. It seems anyone would be much better off using something more standard, like flex & bison.

Advice about forming Hackers Club [closed]

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I'm thinking of forming a Hackers Club at work. My idea is that we would meet monthly and at each meeting one member would present an interesting hack he had created. (The hacks presented wouldn't necessarily have to be software hacks; they could also be the sort of things you read about in MAKE magazine.)
There would also be ANSI standard pizza, veggie pizza, and beer and pop available for socializing afterward. I'm even thinking of calling the club "TMRC" even though it will have nothing to do with model railroads.
Has anyone ever tried doing something like this or have any advice?
We do this at the office. I call it 'Developer Fight Club'
Usually do challenges of varying difficulty and compete against one another.
At the end of it, we go over our solutions, do code-reviews and discussions, and then use either benchmark results or other people as the deciding factor for who wins.
Typically, the loser has to buy lunch for the winner :)
For ideas of things to do, try stuff from Top Coder, programming questions on Stack Overflow, or even simple "crackme" applications available on different programming sites.
The main rules you'll need to adhere to are:
Make It Fun
Make It Educational Make
Make It Fair
Try to rotate the challenges, so either everyone is really good at the subject, equally bad, or at least mix it up often enough that it doesn't favor one person's skillset too much.
If there are women in your 'hacker' group, consider the advice given in the Howto Encourage Women in Linux. Especially the 'meeting places and times' section.
This is a little beyond what you asked, but there is good info on how to plan for hackers and how to resolve issues among members in a polite, hackerly manner.
Overview:
http://events.ccc.de/congress/2007/Fahrplan/events/2133.en.html
Videos:
http://chaosradio.ccc.de/23c3_m4v_1500.html
http://chaosradio.ccc.de/24c3_m4v_2133.html
My favorite is the Tuesday Pattern:
If there's a scheduling conflict such that no day of the week is good for everybody, just hold the event on Tuesday. No exceptions! Simple and fair :-)

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