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QUESTION
File - Bike.cs
...ANSWER
Answered 2021-Jun-12 at 00:22Bike bi = b.CalculateFinalCost(b);
should just be Bike bi = CalculateFinalCost(b);
No b.
before the method name. The error is what it says: the Bike
type doesn't contain a CalculateFinalCost
method. That method is defined in your Program
class.
QUESTION
the data table i'm using is:
...ANSWER
Answered 2021-Jun-03 at 16:30You can try as follows
QUESTION
I am working on my Raycaster engine for some time, that I am runing on slower machines. The most challenging problem I occures was/is the efficient floor and ceiling casting.
My question is: what other faster approached can I use? (I am not sure how Doom floors and ceilings are rendered)
So far I tried two typical solutions:
- verical and horizontal - casting as described in well know lodev tutorial: https://lodev.org/cgtutor/raycasting2.html
The horizontal approach is of course much faster, but I additionally optimized it with fixed point variables.
Unfortunately even that approach is a performance killer - quite big fps drop even on faster cpus, and an slower cpus its a bottle neck.
My other ideas:
- I figure out an algorithm that was converting visible floor/ceiling map tiles to quads that I splitted to two triangles - and rasterized them as in regular scanline rasterizers. It was much faster - also I could sorted tiles by texture id to be more cache friendly. Unfortunately I got into "perspective correction texture mapping" in that case - to fix this I must add some divisions, that will lower the performacnce.. but also there are some optimalizations that can be done..
using horizontal casting with every 2 ray (in column, row or both) - i will fill the blank spaces with averaged texture coords
I could also try to combine my algorithm from 1 point with horizontal casting - I could sort the textures by ID then for example, I think that there would be no texture distortions
mode 7 ?
my progres so far: https://www.youtube.com/watch?v=u3zA2Wh0NB4
EDIT (1):
The Floor and Ceiling rednering code (based od lodev tutorial the horizontal approach) but optimized with fixed point. Ceil calculations are mirrored to floor.
https://lodev.org/cgtutor/raycasting2.html
This approach is faster than the vertical approach, butlots of calculations is inner loop and random accesing to texture pixels hits the performance..
...ANSWER
Answered 2021-May-27 at 10:11I will refer my ray cast engine so here some stuff that will help you understand it. Lets start with class declarations:
QUESTION
This is a continuation of my questions:
Declaring a functional recursive sequence in Matlab
Is there a more efficient way of nesting logarithms?
Nesting a specific recursion in Pari-GP
But I'll keep this question self contained. I have made a coding project for myself; which is to program a working simple calculator for a tetration function I've constructed. This tetration function is holomorphic, and stated not to be Kneser's solution (as to all the jargon, ignore); long story short, I need to run the numbers; to win over the nay-sayers.
As to this, I have to use Pari-GP; as this is a fantastic language for handling large numbers and algebraic expressions. As we are dealing with tetration (think numbers of the order e^e^e^e^e^e); this language is, of the few that exist, the best for such affairs. It is the favourite when doing iterated exponential computations.
Now, the trouble I am facing is odd. It is not so much that my code doesn't work; it's that it's overflowing because it should over flow (think, we're getting inputs like e^e^e^e^e^e; and no computer can handle it properly). I'll post the first batch of code, before I dive deeper.
The following code works perfectly; and does everything I want. The trouble is with the next batch of code. This produces all the numbers I want.
...ANSWER
Answered 2021-May-19 at 22:40This is definitely not an answer - I have absolutely no clue what you are trying to do. However, I see no harm in offering suggestions. PARI has a built in type for power series (essentially Taylor series) - and is very good at working with them (many operations are supported). I was originally going to offer some suggestions on how to get a Taylor series out of a recursive definition using your functions as an example - but in this case, I'm thinking that you are trying to expand around a singularity which might be doomed to failure. (On your plot it seems as x->0, the result goes to -infinity???)
In particular if I compute:
QUESTION
I inherit an old school C lib that needs a call back, and this call back doesn't have any user param.
Since I have to use it within a nice c++ project, I wrote a wrapping class.
The call back needed by the inner lib is seen as a class with only one abstract method.
Within the implementation, I wrote a C callback that calls the user's abstract method.
But since this callback don't have any user param, it uses an awful global pointer!
And since this pointer is shared by all the instances, parallel usage is wrong!
But I can't figure out how to do it properly...
I wrote a minimalist snippet that abstracts my problem.
In the output of the parallel usage of the c++ version, you can see that the results are wrong.
Is there is proper way to do this, or since the callback has no user param, I am doomed ?
Here it is:
...ANSWER
Answered 2021-May-05 at 17:07For those who are interested, here is the way I solved my own problem:
I use a pool of extern C
functions that take the place of the missing user param in my old school lib.
The main limitation of this approach is that the number of concurrency instances is limited to a static arbitrary number.
QUESTION
I have three matrices, A
is 2 by 3, B
is 2 by 5 and Index
is 3 by 5.
ANSWER
Answered 2021-Apr-23 at 17:05You can construct the indexed matrix upfront with A*Index
and then test the two matrices directly:
QUESTION
I'm kinda stuck on what to do with this square matrix coding project.
Whenever I try to input any values, the results always turn out as true and that the square matrix is a magic square. For example, this would turn out true:
...ANSWER
Answered 2021-Apr-21 at 15:01Errors that I could find by visual inspection:
allUnique() is completely wrong, you have to check if each number occurs only once in the matrix, but you are comparing row arrays that is something totally different, the best way to check unicity would be normally to use an hashset, but since here you have a very defined range of numbers (from 1 to n2), then use any array of n2 booleans. Scan the square matrix and test/set the corresponding element in the array, if already set return false.
QUESTION
My problem are i want to make them as single row. But, it only conditionally when it met lowercase under the row in Xlabel. on another side, multiple rows are shrinked make Ylabel only with NaN values to be shrinked as well
So i have dataframe like :
...ANSWER
Answered 2021-Apr-11 at 13:37We can use str.contains
to check for the occurrence of first upper case letter in the strings of column Xlabel
then take cumulative sum on this boolean mask to identify the sequential blocks of words belonging to same sentence, finally group the dataframe on these blocks and aggregate the column Xlabel
using join
and Ylabel
using first
QUESTION
I'm mapping/modding mostly in old game named Doom 2, but in port, while scripting i encountered a problem with angles in 3D world. screenshot of model with this problem. Note: Red points are the real and correct normal angles, and the Arrows are my attempt to convert these real 3D angles to doom's angle and pitch but failed and only facing up or down but not right or left... For example i have here a MD3/Model/3D Model of some object and i wanted to show his mesh's vertices normals to point where exactly they facing (normal's real correct angle). But i've only managed (probably) to get only a Pitch Angle (or Z angle), by "Angle" i meant when it rotates 360 degrees to left or right, There is also "Roll" Angle in game but i don't think its important.
What i was trying to do is to convert from Real 3D Angle to Doom's Angle and Pitch, but i don't know anything mostly in trigonometry and it's formulas... I think its very easy for who knows in these things.
NOTE: real 3D angle values are from -1 to 1 float. doom's angle are from 0 to 360 float, and pitch from -90 to 90 float.
Here is my code of converting to doom's angle and pitch (up and down, left or right angles):
...ANSWER
Answered 2021-Apr-08 at 12:18I think what you are given is the surface normal vector n, the components of describe the direction of the vector in terms of a cartesian coordinate system xyz.
and you want to find the azimuth angle φ about the xz plane, and the inclination ψ above the xz plane.
These are described first as a rotation about the y axis and then a rotation about the rotated z' axis
This sequence results in
QUESTION
I'm having some troubles translating the following sentences to Rails scope:
...ANSWER
Answered 2021-Apr-05 at 21:33There are several problems here:
~
(in the original query) works with regexes,LIKE
doesn't.- The table names in SQL should be plural, not singular like you have.
- The
IN
problem that you're asking about.
Fixing the first one is easy: replace the LIKE
with ~
. Fixing the second is also easy: use the plurals. Fixing the third is also pretty straight forward: IN
wants a list so add some parentheses around the named placeholder.
Apply those gives you:
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