Velocity | The modern , next-generation Minecraft server proxy | Game Engine library

 by   VelocityPowered Java Version: Current License: GPL-3.0

kandi X-RAY | Velocity Summary

kandi X-RAY | Velocity Summary

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

A Minecraft server proxy with unparalleled server support, scalability, and flexibility. Velocity is licensed under the GPLv3 license.
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              Velocity has a low active ecosystem.
              It has 588 star(s) with 163 fork(s). There are 41 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 33 open issues and 243 have been closed. On average issues are closed in 12 days. There are 14 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 0 bugs and 0 code smells.

            kandi-Security Security

              Velocity has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Velocity code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            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.
              Build file is available. You can build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Velocity and discovered the below as its top functions. This is intended to give you an instant insight into Velocity implemented functionality, and help decide if they suit your requirements.
            • Handles a plugin packet
            • Handles a resource pack request
            • Handles the available commands
            • Reads the Velocity configuration from the given path
            • Generates a random string
            • Responds to a datagram packet
            • Fires an event
            • Region AuthenticatedKey
            • Handle an EncryptionResponse
            • Disconnect a server
            • Handle a join game
            • Decodes the message
            • Validates the configuration
            • Decode this descriptor
            • Scan the resources within the given class path
            • Initializes the active player
            • Sends a title part
            • Decodes the next varint
            • Decode the cipher
            • Complete the login protocol phase
            • Start a handshake
            • Decode a message
            • Handles a JoinGame packet
            • Encodes the boss bar
            • Encodes the queue
            • Loads all plugins from the specified directory
            Get all kandi verified functions for this library.

            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

            Ball-Triangle Collision
            Asked 2022-Mar-26 at 11:39

            Goal: I have a ball in a triangle. The ball has an initial position and velocity. I'm trying to figure out which side of the triangle the ball will hit.

            What I've Tried: I derived a formula that outputs which side the ball will hit, by parametrizing the ball's path and the triangle's sides, and finding the minimum time that satisfies the parametric equations. But when I implement this formula into my program, it produces the wrong results! I've tried many things, to no avail. Any help is greatly appreciated. The MWE is here: CodePen

            ...

            ANSWER

            Answered 2022-Feb-20 at 08:05

            I couldn't figure out your math. I think you should try annotating this kind of code with explanatory comments. Often that will help you spot your own mistake:

            Source https://stackoverflow.com/questions/71186472

            QUESTION

            Matter.Query.region not returning any collisions even though the bound is clearly intersecting other bodies
            Asked 2022-Mar-24 at 00:20

            I'm trying to use Matter.Query.region to see if the character in my game is grounded. But, when I try to run region with a bounds object that I created (displayed with the dots shown in the game), it doesn't come up with any collisions even though it is clearly intersecting other bodies.

            Code:

            ...

            ANSWER

            Answered 2022-Mar-24 at 00:20

            The bounds object doesn't appear to be properly created. The purple p5 vertices you're rendering may be giving you a false sense of confidence, since those aren't necessarily related to what MJS sees.

            It's actually a pretty simple fix, passing an array of vertices instead of individual arguments:

            Source https://stackoverflow.com/questions/70624648

            QUESTION

            Why should I use normalised units in numerical integration?
            Asked 2022-Mar-19 at 10:40

            I was simulating the solar system (Sun, Earth and Moon). When I first started working on the project, I used the base units: meters for distance, seconds for time, and metres per second for velocity. Because I was dealing with the solar system, the numbers were pretty big, for example the distance between the Earth and Sun is 150·10⁹ m.

            When I numerically integrated the system with scipy.solve_ivp, the results were completely wrong. Here is an example of Earth and Moon trajectories.

            But then I got a suggestion from a friend that I should use standardised units: astronomical unit (AU) for distance and years for time. And the simulation started working flawlessly!

            My question is: Why is this a generally valid advice for problems such as mine? (Mind that this is not about my specific problem which was already solved, but rather why the solution worked.)

            ...

            ANSWER

            Answered 2021-Jul-25 at 07:42

            Most, if not all integration modules work best out of the box if:

            • your dynamical variables have the same order of magnitude;
            • that order of magnitude is 1;
            • the smallest time scale of your dynamics also has the order of magnitude 1.

            This typically fails for astronomical simulations where the orders of magnitude vary and values as well as time scales are often large in typical units.

            The reason for the above behaviour of integrators is that they use step-size adaption, i.e., the integration step is adjusted to keep the estimated error at a defined level. The step-size adaption in turn is governed by a lot of parameters like absolute tolerance, relative tolerance, minimum time step, etc. You can usually tweak these parameters, but if you don’t, there need to be some default values and these default values are chosen with the above setup in mind.

            Digression

            You might ask yourself: Can these parameters not be chosen more dynamically? As a developer and maintainer of an integration module, I would roughly expect that introducing such automatisms has the following consequences:

            • About twenty in a thousand users will not run into problems like yours.
            • About fifty a thousand users (including the above) miss an opportunity to learn rudimentary knowledge about how integrators work and reading documentations.
            • About one in thousand users will run into a horrible problem with the automatisms that is much more difficult to solve than the above.
            • I need to introduce new parameters governing the automatisms that are even harder to grasp for the average user.
            • I spend a lot of time in devising and implementing the automatisms.

            Source https://stackoverflow.com/questions/68500704

            QUESTION

            Source engine - Acceleration formula
            Asked 2022-Feb-22 at 18:17

            I was going through the player movement code for the source engine when I stumbled upon the following function:

            ...

            ANSWER

            Answered 2022-Feb-22 at 18:17
            My Interpretation

            I think author make wishspeed simply act as scaler for accel, so the speed of currentspeed reach the wishspeed linear correlated to magnitude of the wishspeed, thus make sure the time required for currentspeed reach the wishspeed is approximately the same for different wishspeed if other parameters stay the same.

            And reason above that is because this could create some sort of urgent and relaxing effects which author desired for character's movement, i.e when speed we wish for character is big(small) then character's acceleration is also big(small), no matter sprint or jog, speed change well be finished in roughly same time period.

            And player->m_surfaceFriction is even more obvious, author just want an easy(linear) way to let surface friction value affect player's acceleration.

            Some advice

            From my own experience, when trying to understand the math related mechanism inside the realm of game development, especially physics or shader, we should focus more on the end effect or user experience the author trying to create instead of the mathematical rigor of the formula.

            We shouldn't trap ourselves with question like: is this formula real? or the formula make any physical sense?

            Well, if you look and any source code of physics simulation engine, you'll find out most of them if not all of them does not using real life formula, instead they rely on bunch of mathematical tricks to create the end effect that mimic our expectation of real life physics.

            E.g, PBD or XPBD one of the most widely used algorithm for cloth or softbody simulation, as name suggest, is position based dynamic, meaning they modify the particle's position explicitly, not as one may expected in a implicit way like in real life (force effect velocity then effect position), why do we using algorithm like this? because it create the visual effect match our expectation better.

            Source https://stackoverflow.com/questions/71100809

            QUESTION

            Plotting two distributions on same plot
            Asked 2022-Jan-31 at 02:13

            I am trying to plot two probability distributions onto the same plot. One is a uniform distribution with area under the curve = 1 and the other is a chi distribution (or to be more specific, a Maxwellian) with three degrees of freedom with area under the curve = 1. Here is my code so far:

            ...

            ANSWER

            Answered 2022-Jan-31 at 02:08

            Chi distribution starts from zero so this should be:

            Source https://stackoverflow.com/questions/70920490

            QUESTION

            How to represent communication protocol in UML?
            Asked 2022-Jan-30 at 21:36

            In my UML model I have a system and its subcomponents that talk to each other. For Example, I have a computer and a RC robot where they talk via Bluetooth. Currently in the diagrams the flow is something like:

            "Computer" triggers "setVelocity()" function of "RC car".

            At this point, I want to refine the communication by saying that

            • computer sends "Movement" message
            • with velocity field is set to 100 and direction field is set to 0
            • which is acknowledged by RC car by sending ACK message
            • with message id "Movement" and sequence number X.

            How do I do that?

            EDIT: Clarification

            Normally this is what my diagram looks like without protocol details:

            But when I tried to add messages, there are at least 2 problems:

            • It seems like Computer first triggered the setVelocity() funciton and then sendBluetoothMessage() sequentially which are not sequential . The followings of setVelocity() are actually what happens inside that.
            • sendBluetoothMessage() is actually a function of Computer. But here it belongs to RC Car. (or am I wrong?) And the same things for ACK.

            Thanks for the responses. You are gold!

            ...

            ANSWER

            Answered 2022-Jan-29 at 17:48
            Communication protocols in general

            There are two main ways of representing the sending of a movement message between two devices:

            1. A movement() operation on the target device, with parameters for the velocity and direction. You would typically show the exchange in a sequence diagram, with a call arrow from the sender to the receiver. The return message could just be label as ACK.

            2. A «signal» Movement: Signals correspond to event messages. In a class diagram, they are represented like a class but with the «signal» keyword: velocity and direction would be attributes of that signal. ACK would be another signal. The classes that are able to receive the signals show it as reception (looks like an operation, but again with «signal» keyword).

            In both cases, you would show the interactions of your communication protocol with an almost identical sequence diagram. But signals are meant for asynchronous communication and better reflect imho the nature of the communication. It's semantic is more suitable for your needs.

            If you prefer communication diagram over interaction diagrams, the signal approach would be clearer, since communication diagrams don't show return messages.

            Why signals is what you need (your edit)

            With the diagrams, your edited question is much clearer. My position about the use of signals is unchanged: signals would correspond to the information exchanged between the computer and the car. So in a class diagram, you could document the «signal»Movement as having attributes id, velocity and direction:

            In your sequence diagram, you'd then send and arrow with Movement (X,100,0). Signal allows to show the high level view of the protocol exchanges, without getting lost on the practical implementation details:

            The implementation details could then be shown in a separate diagram. There are certainly several classes involved on the side of the computer (one diagram, the final action being some kind of sending) and on the side of the car (another diagram: how to receive and dispatch the message, and decode its content). I do not provide examples because it would very much look like your current diagram, but the send functions would probably be implemented by a communication controller.

            If you try to put the protocol and its implementation in the same diagram, as in your second diagram, it gets confusing because of the lack of separation of concerns: here you say the computer is calling a send function on the car, which is not at all what you want. The reader has then difficulty to see what's really required by the protocol, and what's the implementation details. For instance, I still don't know according to your diagram, if setVelocity is supposed to directly send something to the car, or if its a preparatory step for sending the movement message with a velocity.

            Last but not least, keep in mind that the sequence diagram represents just a specific scenario. If you want to formally define a protocol in UML, you'd need to create as well a protocol state machine that tells the valid succession of messages. When you use signals, you can use their name directly as state transition trigger/event.

            Source https://stackoverflow.com/questions/70894418

            QUESTION

            How to use Gekko to solve for optimal control for a reusable reentry vehicle
            Asked 2022-Jan-16 at 05:50

            I am seeking to find optimal control (aoa and bank angle) to maximize cross range for a shuttle type reentry vehicle using Gekko. Below is my code currently and I am getting a "Solution not found" with "EXIT: Maximum Number of Iterations Exceeded". The simulation assumes a point mass with a non-rotating earth frame. The EOMS are 6 coupled, non-linear ODEs. I have tried using different solvers, implementing/removing state and control constraints, increasing maximum number of iterations, etc. I am not confident with my setup and implementation of the problem in Gekko and am hoping for some feedback on what I can try next. I have tried to follow the setup and layouts in APMonitor's Example 11. Optimal Control with Integral Objective, Inverted Pendulum Optimal Control, and Example 13. Optimal Control: Minimize Final Time. Solutions I'm seeking are below.

            Any help is very much appreciated!

            ...

            ANSWER

            Answered 2022-Jan-14 at 04:17

            I got a successful solution by decreasing the final time (max=0.04 for successful solution) and rearranging the equations to avoid a possible divide-by-zero:

            Source https://stackoverflow.com/questions/70700585

            QUESTION

            Why is my character's horizontal velocity lost when jumping?
            Asked 2022-Jan-10 at 15:17

            GOAL
            I'm relatively new to Unity and I want my character to be able to run and jump at the same time causing the character to go up diagonally.

            PROBLEM
            However after making some adjustments to give the character some acceleration, the jump seems to clear all existing velocity, meaning the character goes up and then to the side instead of both at the same time:

            (I apologise if its a bit hard to see)

            CODE
            This is my character movement script:

            ...

            ANSWER

            Answered 2022-Jan-09 at 23:05

            This is happening because you're setting the velocity of your rigidbody directly with rb.velocity = Vector2.up * jumpHeight. So that will wipe all existing velocity.

            If you want to just add a force to the velocity rather than replacing it entirely, you can do that with methods like Rigidbody2D.AddForce.

            Source https://stackoverflow.com/questions/70646256

            QUESTION

            How can I make this expression involving floating-point functions a compile-time constant?
            Asked 2022-Jan-06 at 20:43

            I have a constant integer, steps, which is calculated using the floor function of the quotient of two other constant variables. However, when I attempt to use this as the length of an array, visual studio tells me it must be a constant value and the current value cannot be used as a constant. How do I make this a "true" constant that can be used as an array length? Is the floor function the problem, and is there an alternative I could use?

            ...

            ANSWER

            Answered 2022-Jan-06 at 20:43

            You cannot define an array of a class type before defining the class.

            Solution: Define body before defining bodies.

            Furthermore, you cannot use undefined names.

            Solution: Define bcount before using it as the size of the array.

            Is the floor function the problem, and is there an alternative I could use?

            std::floor is one problem. There's an easy solution: Don't use it. Converting a floating point number to integer performs similar operation implicitly (the behaviour is different in case of negative numbers).

            std::pow is another problem. It cannot be replaced as trivially in general, but in this case we can use a floating point literal in scientific notation instead.

            Lastly, non-constexpr floating point variable isn't compile time constant. Solution: Use constexpr.

            Here is a working solution:

            Source https://stackoverflow.com/questions/70612730

            QUESTION

            Base component of Spatial Velocity Jacobian for a Free-Floating Base Robot is all Zeros
            Asked 2022-Jan-03 at 23:01

            I am trying to find the end-effector spatial velocity Jacobian for a robot with a free-floating base. Due to the free-floating base, the jacobian should contain a base component and a manipulator comment (see https://spart.readthedocs.io/en/latest/Tutorial_Kinematics.html#jacobians)

            V_ee = end-effector spatial velocity
            J_b = base jacobian component
            J_m = manipulator jacobian component
            v = generalized velocities

            V_ee = [J_b, J_m] v

            Until now, I was using SPART toolbox to do this in Matlab (https://github.com/NPS-SRL/SPART) and now I am moving to Drake. I tried using CalcJacobianSpatialVelocity in the MultiBodyPlant and the manipulator Jacobian is correct when compared to SPART. However, the base component of the Jacobian is all zeros. This is different from what I expected and from SPART as for a free-floating base, the base velocities contribute to the end-effector spatial velocities.

            An example reproduction of this issue can be found here: https://colab.research.google.com/github/vyas-shubham/DrakeTests/blob/main/freeFloating/computeJacobian.ipynb

            I think I'm either doing one of these wrong while using Drake:

            • Using the CalcJacobianSpatialVelocity wrong. This is unlikely as the manipulator jacobian is correct and the base frame is also correct (only 1 frame in URDF).
            • Making a wrong URDF for calculating Jacobians for Free-Floating base. Maybe I need to specify differently in URDF a floating-base for Drake to include this in the Jacobian computation?
            ...

            ANSWER

            Answered 2022-Jan-03 at 23:01

            Your code is taking the Jacobian of the chaser relative to the target; there is no floating base between them (so the jacobian wrt to the floating base should, indeed, be zero). I think, perhaps, that you want to make frame_A=world_frame?

            Source https://stackoverflow.com/questions/70555272

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

            Vulnerabilities

            No vulnerabilities reported

            Install Velocity

            You can download it from GitHub.
            You can use Velocity like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Velocity component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

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