Velocity | platform application built using the Qt framework | Game Engine library

 by   hetelek C++ Version: Current License: GPL-3.0

kandi X-RAY | Velocity Summary

kandi X-RAY | Velocity Summary

Velocity is a C++ library typically used in Gaming, Game Engine applications. Velocity has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

A cross-platform application built using the Qt framework that allows you to browse and edit Xbox 360 files.
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            kandi-support Support

              Velocity has a low active ecosystem.
              It has 128 star(s) with 41 fork(s). There are 17 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 46 open issues and 32 have been closed. On average issues are closed in 8 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Velocity is current.

            kandi-Quality Quality

              Velocity has no bugs reported.

            kandi-Security Security

              Velocity has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Velocity is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Velocity releases are not available. You will need to build from source code and install.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Velocity
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            Velocity Key Features

            No Key Features are available at this moment for Velocity.

            Velocity Examples and Code Snippets

            Update the system velocity .
            pythondot img1Lines of Code : 49dot img1License : Permissive (MIT License)
            copy iconCopy
            def update_system(self, delta_time: float) -> None:
                    """
                    For each body, loop through all other bodies to calculate the total
                    force they exert on it. Use that force to update the body's velocity.
            
                    >>> body_sy  
            Update the velocity .
            pythondot img2Lines of Code : 26dot img2License : Permissive (MIT License)
            copy iconCopy
            def update_velocity(
                    self, force_x: float, force_y: float, delta_time: float
                ) -> None:
                    """
                    Euler algorithm for velocity
            
                    >>> body_1 = Body(0.,0.,0.,0.)
                    >>> body_1.update_velocity(1.,0.  
            Convert velocity to beta .
            pythondot img3Lines of Code : 23dot img3License : Permissive (MIT License)
            copy iconCopy
            def beta(velocity: float) -> float:
                """
                >>> beta(c)
                1.0
            
                >>> beta(199792458)
                0.666435904801848
            
                >>> beta(1e5)
                0.00033356409519815205
            
                >>> beta(0.2)
                Traceback (most recent call  

            Community Discussions

            QUESTION

            TypeError: only integer scalar arrays can be converted to a scalar index, Could you please guys help me to know what is the problem?
            Asked 2021-Jun-13 at 14:17

            I have done this code for model updating, something that's related to civil engineering. In the very last line of the code provided I am getting this error (TyperError: only integer scalar .....), could you please tell me what is the problem? I've tried a lot, but not working. I've tried to convert it to an array with integer, float, and also convert it to list, but nothing is wokring Thank you in advance

            ...

            ANSWER

            Answered 2021-Jun-13 at 14:17

            you start your loop by defining a running variable 'i'. But all over the loop, you redefine it to be other integers and unrelated objects. Such as in line 83, line 155, and others. It's difficult to understand your intentions from the question. but if I understand correctly, the problem can be solved by changing every 'i' in the loop to a differently named temporary variable. A simpler solution would be to change the 'i' variable at the beginning of the for loop to smth else. I suggest you adopt a habit of using variable names that have meaning and not just single or double letters.

            Source https://stackoverflow.com/questions/67958790

            QUESTION

            Drone-kit function for getting x, y, and z position relative to a start point or take off location?
            Asked 2021-Jun-12 at 23:52

            During a flight, say with a pixhawk, I want to save the current location of the drone in reference to its initial start location. Ideally that would be the x, y, and z positions in meters. I understand that you can save the lat, lon, or IMU/velocity readings using dronekit, then calculate the position. It would be awesome, however, to be able to just call a function that calculates the x, y, and z for you so there is no post-processing.

            ...

            ANSWER

            Answered 2021-Jun-12 at 23:52

            The following was satisfactory for my purposes (I believe you would need a GPS but not positive):

            Source https://stackoverflow.com/questions/66831991

            QUESTION

            Applying particles package in R to ocean velocity
            Asked 2021-Jun-12 at 16:03

            I am trying to apply an example from R "particles" package to ocean velocity data (kinetic energy). Example data is as follows:

            ...

            ANSWER

            Answered 2021-Jun-12 at 14:45

            The problem is that kee is a vector and not a matrix. So ncol and nrow return as NULL instead of an actual number. Here is a smaller reproducible example of why it is failing:

            Source https://stackoverflow.com/questions/67949397

            QUESTION

            Infinite Jump how to limit the Jump?
            Asked 2021-Jun-12 at 06:16

            I'm using these script and the jump seems fine but the problem is I can do infinite Jump, how to limit the jump?

            Like... I only want to jump once and jump again after hit the ground, not jump in the air, nor double jump...

            ...

            ANSWER

            Answered 2021-Jun-10 at 09:28

            You should define a boolean variable like canJump. when you collide with ground it should be true. When you press space for jump, if your canJump variable true, you can start jump anim then set your canJump variable false

            Source https://stackoverflow.com/questions/67917244

            QUESTION

            Ball to Ball Collision resolution Stick together
            Asked 2021-Jun-11 at 12:47

            If have the following code which simulates a ball to Ball collision. My problem is, that the balls bounce against each other. I want to have the balls stick together like snow particles. Does anyone know how to do that?

            ...

            ANSWER

            Answered 2021-Jun-11 at 12:47
            void resolveCollision(Particle& particle, Particle& otherParticle) {
                float xVelocityDiff = particle.speed.x - otherParticle.speed.x;
                float yVelocityDiff = particle.speed.y - otherParticle.speed.y;
            
                float xDist = otherParticle.pos.x - particle.pos.x;
                float yDist = otherParticle.pos.y - particle.pos.y;
            
                // Prevent accidental overlap of particles
                if (xVelocityDiff * xDist + yVelocityDiff * yDist >= 0) {
            
                    // Grab angle between the two colliding particles
                    float angle = -std::atan2(otherParticle.pos.y - particle.pos.y, otherParticle.pos.x - particle.pos.x);
            
                    // Store mass in var for better readability in collision equation
                    float m1 = particle.mass;
                    float m2 = otherParticle.mass;
            
                    // Velocity before equation
                    glm::vec3 u1 = rotateVel(particle.speed, angle);
                    glm::vec3 u2 = rotateVel(otherParticle.speed, angle);
            
                    // Velocity after 1d collision equation
                    glm::vec3 v1(u1.x * (m1 - m2) / (m1 + m2) + u2.x * 2 * m2 / (m1 + m2),
                        u1.y,
                        0.0);
                    glm::vec3 v2(u2.x * (m1 - m2) / (m1 + m2) + u1.x * 2 * m2 / (m1 + m2),
                        u2.y,
                        0.0);
            
                    // Final velocity after rotating axis back to original location
                    glm::vec3 vFinal1 = rotateVel(v1, -angle);
                    glm::vec3 vFinal2 = rotateVel(v2, -angle);
            
                    // Swap particle velocities for realistic bounce effect
                    particle.speed.x = vFinal1.x;
                    particle.speed.y = vFinal1.y;
            
                    otherParticle.speed.x = vFinal1.x;
                    otherParticle.speed.y = vFinal1.y;
                }
            }
            

            Source https://stackoverflow.com/questions/67937097

            QUESTION

            Unity2D how can i calculate jump height using Velocity & Gravity
            Asked 2021-Jun-10 at 15:52

            i want to get the height of jump. but i don't know how

            ...

            ANSWER

            Answered 2021-Jun-08 at 03:13

            You can calculate this as follows, however, it's not going to be perfectly accurate in every instance because Unity's physics system isn't deterministic.

            Source https://stackoverflow.com/questions/67862040

            QUESTION

            OnTriggerEnter() and OnCollisionEnter() not working with character controller
            Asked 2021-Jun-10 at 15:47

            I have a capsule object with Camera on it. Capsule has capsule collider with mesh, character controller. cylinder object (coin) is box collider with is trigger option being on. OnTriggerObject method doesn't help to destoy the coin object. Even used OnCollisionEnter, eventually have the same result. Also tried with rigidbody added to the player object and removed from coin object. Even don't remember what I tried on. Here is script attached to capsule object:

            ...

            ANSWER

            Answered 2021-Jun-08 at 17:48

            Collision to work needs at least one rigidbody component, so attach rigidbody, check layers (Project Settings -> Physics)

            Also read this: collisions unity

            With normal, non-trigger collisions, there is an additional detail that at least one of the objects involved must have a non-kinematic Rigidbody (ie, Is Kinematic must be switched off). If both objects are kinematic Rigidbodies then OnCollisionEnter, etc, will not be called. With trigger collisions, this restriction doesn’t apply and so both kinematic and non-kinematic Rigidbodies will prompt a call to OnTriggerEnter when they enter a trigger collider.

            Source https://stackoverflow.com/questions/67891351

            QUESTION

            SQL join hints affect row count?
            Asked 2021-Jun-10 at 12:07

            I have an SQL view on SQL 2016 SP2 that joins on 14 tables with no predicate.

            ...

            ANSWER

            Answered 2021-Jun-10 at 12:07

            ok, I've actually worked out what the problem is myself - it a bug in SSMS! I'm using SSMS 18.6 and the number of rows showed bottom right is incorrect. If you actually look at the number of rows in the results tab, then they do correspond, that is to say join hints do not make a difference, which makes sense

            Source https://stackoverflow.com/questions/67912200

            QUESTION

            Im trying to solve this un-smooth and choppy animations and movements on pygame, i've been trying everything but nothing works
            Asked 2021-Jun-10 at 11:55

            heres the video of the animation https://www.youtube.com/watch?v=uhPdN3v8vg0

            other pygame codes dont act like this, only this specific one, so i'm pretty sure its not hardware problem

            ...

            ANSWER

            Answered 2021-Jun-10 at 11:55

            You need to draw the object in the application loop instead of the event loop:

            Source https://stackoverflow.com/questions/67920567

            QUESTION

            how to parse xml string attribute in python
            Asked 2021-Jun-10 at 11:07

            i have this bit complicated xml file.

            ...

            ANSWER

            Answered 2021-Jun-10 at 10:42

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Velocity

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/hetelek/Velocity.git

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            gh repo clone hetelek/Velocity

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            git@github.com:hetelek/Velocity.git

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