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Member Since 07 Apr 2011
Offline Last Active Today, 07:41 AM

Posts I've Made

In Topic: "Pixel-Perfect" Collisions...

18 October 2013 - 05:05 AM


This library implements pixel perfect collision detection for sprite, supporting every affine transformation (translation, rotation, skew, scale)

You need to implement IBitmap as an adapter for your image, and use it to generete the pixelperfectmask.

Once you have the pixel perfect mask, you can check if they collide by passing them and the transformation of the sprites.

If you use java, in javabingind you already find an implementation for IBitmap for adapting BufferedImage

In Topic: can i predict future data using a data history?

03 August 2013 - 06:32 AM

Well, the answer to your title's question is simple: no.
If you have no guarantees of how the data is collected and what phenomenon you are observing, there is absolutely no reason for which past data describe a future event or a model.
Since you do not have a model you can not use any method to infer future events.
You can notice a pattern in which whenever a bird sings, a dolphin in the ocean is jumping. But since this two actions are not correlated,  if you'll use it you'll have a wrong (or better, not reliable) prediction.
If you know the domain of the problem instead, you can start to build some rules (there are already some tools to do this. Search for "data mining", some programs do exactly want you want, they find patterns in data)

Without a knowledge of the domain you are observing, you can find patterns, but they do not mean anything and you can not safely use them to infer future events.
(Note: it can be that the data you are looking at actually belongs to a specific domain with some patterns, even if you don't know it. In that case you can use the pattern to predict future events, but since you do not know that the data belong to a specific domanin, you should not use them.)

@Alvaro: I'm not really informed about data compression, but i think the goal is to find the more common pattern and "replace" it with a shorter identifier. At least in the old days. It is not about predicting data that is not present. Am i right?

In Topic: OpenGL 4.4 spec is published

24 July 2013 - 03:04 PM

I think the biggest improvement is the conformace test. From what i head from who prefer DX over GL is that the drivers sometimes have different behaviours for different cards (with openGL). With this change, all the driver will(?should?) have the same behaviour, making it easier to develop openGL programs.

In Topic: Pixel Perfect collision with rotation support?

12 April 2013 - 05:21 AM

It doesn't matter. It depends on the coordinate system. It can even be the centre. Try to understand the concepts, not the single example! Replace "left bottom" with "top-left", "center", "a point a hundred times the dimension of the sprite away from the sprite" and it will still be corrected! The transformation translate a whatever point in the local coordinate system to the world coordinate system

In Topic: Pixel Perfect collision with rotation support?

11 April 2013 - 12:40 PM

The position is taken into account by the transformation. The transformation matrix contains the translation, rotation, skew and scale. This means that if you multiply {0,0} (the left bottom corner of your sprite) for the matrix of this sprite, it will give the coordinates of the point in the world coordinate system which touches the left bottom corner of your sprite. This is valid for every point of the sprite