bullet | JVM Bullet Physics SDK : real-time collision detection | Game Engine library
kandi X-RAY | bullet Summary
kandi X-RAY | bullet Summary
Jvm port of Bullet, by Erwin Coumans. Take a look at the tests to see what has been ported and tested to be working.
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QUESTION
i found this unfinished file in my files and now i need to finish it, only problem is idk really how do i detect collision with the bullet and the player thing and/or the bullet and the enemy thing, when the bullets collide with the enemy it still dies, i just don't remember how.
here's the code ig help thanks
...ANSWER
Answered 2021-Jun-15 at 02:18Collision detection depends on your needs.
- Bounding boxes are simple and can detect if the x, y edges of each object are not within one another. This is fine for fast moving games and things where you don't necessarily require point precision.
- Distance vectors are also simple and perfect solution for circle collisions. They calculate the difference in distance between two objects according to a radius prescribed with the hypotenuse of distX^2 + distY^2.
- Compound bounding objects are harder to calculate, especially for concave areas on objects of arbitrary shape. There are too many notable and novel approaches to collision detection beyond these to remark on here.
They're also increasingly complex depending on things like variability (if they're deformable objects, if they have particle seams, etc and 2d vs 3d object collision can be vastly different worlds as well. There are tons of articles, but I'll post one with implementation here
QUESTION
From the book Java Concurrency In Practice:
To publish an object safely, both the reference to the object and the object’s state must be made visible to other threads at the same time. A properly constructed object can be safely published by:
- Initializing an object reference from a static initializer;
- Storing a reference to it into a volatile field or AtomicReference;
- Storing a reference to it into a final field of a properly constructed object; or
- Storing a reference to it into a field that is properly guarded by a lock.
My question is:
Why does the bullet point 3 have the constrain:"of a properly constructed object", but the bullet point 2 does not have?
Does the following code safely publish the map
instance? I think the code meets the conditions of bullet point 2.
ANSWER
Answered 2021-Jun-13 at 15:30It's because final
fields are guaranteed to be visible to other threads only after the object construction while the visibility of writes to volatile
fields are guaranteed without any additional conditions.
From jls-17, on final
fields:
An object is considered to be completely initialized when its constructor finishes. A thread that can only see a reference to an object after that object has been completely initialized is guaranteed to see the correctly initialized values for that object's final fields.
on volatile
fields:
A write to a volatile variable v (§8.3.1.4) synchronizes-with all subsequent reads of v by any thread (where "subsequent" is defined according to the synchronization order).
Now, regarding your specific code example, JLS 12.5 guarantees that field initialization occurs before the code in your constructor is executed (see steps 4 and 5 in JLS 12.5, which is a bit too long to quote here). Therefore, Program Order guarantees that the constructor's code will see map
initialized, regardless of whether it's volatile
or final
or just a regular field. And since there's a Happens-Before relation before field writes and the start of a thread, even the thread you're creating in the constructor will see map
as initialized.
Note that I specifically wrote "before code in your constructor is executed" and not "before the constructor is executed" because that's not the guarantee JSL 12.5 makes (read it!). That's why you're seeing null in the debugger before the first line of the constructor's code, yet the code in your constructor is guaranteed to see that field initialized.
QUESTION
I am having trouble with how to create a two-column bulleted list using prawn PDF and prawn/table. I wanted to know if there is a way to do it that's not too custom/uses existing classes to take care of overflow to a new page, etc so I don't miss things or reinvent the wheel.
I want the list to look something like this:
*Name 1 * Name 3
*Name 2 * Name 4
... ...
Currently what I have is:
...ANSWER
Answered 2021-Jun-11 at 21:38Alright so I ended up using the table method, I'm not sure why I didn't think of this earlier but we can just split the list of names in half and append them in such a way that the second half of names is appended to the same row as the first half of names. Here is essentially what I did:
QUESTION
Please excuse the use of var, it is part of the challenge and is intended to help me learn about closure. Currently, the code gives all 100 h3's the same sentence. I've tried moving the randomName, randomWeapon, and randomLocation variables into the addEvent function. When I do this I assign the same h3 a new sentence on every click. I'm guessing I need to use .call or .apply, but I am new to functions, and internet tutorials just aren't getting me there.
...ANSWER
Answered 2021-Jun-11 at 20:59The problem is that your addEvent
bind the click
hander on the body
and not on the h3
. And the second is that you do e.preventDefault
when you have not defined e
(you should set it on the click
handler,not the addEvent
function) which causes an error and stops the execution.
If you had fixed the e
issue, you would see that when you click on an h3
you get all 100 alerts.
Try changing
QUESTION
i stored the value of 2 input range into an instance variable on a class, but in the first one pow
it works and in the second one ang
it returns always 0. Actually even if i change the values they do not store the just modified value but the initial one.
I can't really understand why.
Here is the code:
...ANSWER
Answered 2021-Jun-11 at 17:07It is because you're setting this.a
and this.alpha
on the Bullet
constructor class. So at the time you set these variables the value of c.ang.value
is 0
.
So to make your code work you must set your Bullet
properties in the log function, like this:
QUESTION
I am creating a text-based game for a school project. I am a novice and found a pretty good YouTube tutorial. I am following along in the beginning pretty closely so that I may understand better. I've entered this code almost identical to what the tutorial has stated and the code in the tutorial works but mine does not. What am I doing wrong? My output is as follows...
...ANSWER
Answered 2021-Jun-10 at 21:43You are not calling the function intro
in the last line. Instead, you are printing the function object. Change the last line to:
QUESTION
I want to incorporate different styles to a list in a Gutenberg block in WordPress. I basically want to change the font-size, spacing between the bullets and change the colour when you hover over an item (Code snippet given below). These styles work in the additional CSS box that get's applied globally, but I want to apply it to a specific list.
...ANSWER
Answered 2021-Jun-10 at 19:41You can use a CSS class name added in your "Accitional CSS" box and added to the specific "List" block in the editor.
CSS (note the .
at the beginning):
QUESTION
A list in the main doc of a symbol...
...ANSWER
Answered 2021-Jun-10 at 12:12Doxygen 1.8.13 is already a bit older (December 2016), I certainly advise to update to the current version 1.9.1 but this is not the cause of the problem/.
The provided Doxyfile is not really minimal and contains a lot of project specific stuff not relevant for the issue at hand. A doxyfile with
QUESTION
Title: "Covid19 Digest"
Section1: "What's new in this issue?"
Heading 1:
- "North America"
- Content:
- "abc"
- "def"
- "Asia-Pacific"
- Content:
- "jkl"
- subcontent:
- "apples"
- "oranges"
- "oranges"
- "mnop"
...ANSWER
Answered 2021-Jun-09 at 12:41If you want `"Heading1" to be a top-level key, you need to dedent it
QUESTION
So I've been wondering how to use the pygame groupcollide. And I'm utterly stumped right now. As I am using collide_rect and it is fine. But for groupcollide I can't seem to figure out how to call the properties of the item inside of that group. And I can't do collide rect because there's going to be a lot of bullets.
...ANSWER
Answered 2021-Jun-08 at 16:07You cannot use pygame.sprite.groupcollide()
here, because the bullets collide with the player that shoots the bullets.
You have to use pygame.sprite.spritecollide()
, with one player and the bullets of the opponent. Call it once for each player.
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