Saturday, 30 May 2009

3D driving school

3D driving school





You want to make your driver's licence and save time and money? Why not exercising with a simulator anyway! Get familiar with everyday traffic conditions without risking damages and tickets. Or simply enjoy the breathtaking 3D worlds of 3D Driving-School (Auto-école 3D)


Get driving experience step by step in our small town Gobesdorf:
Training ground, right before left, grant right of way, stop, driving over traffic lights, turning right and left correctly, mirror and schoulder-checks etc. Our virtual driving instructors always keep the nerves.
Right of way

Drive during rain, snow, and in the night. When do I switch headlights and windscreen-wipers on?
Priority road

Big-city traffic in Berlin. Mixed rules with a higher traffic density; you will need the horn definitely.
Go to the right

We also have the specified special drives: Cross-country trip on our secondary road as well as a big Europe motorway connecting Germany, France, Netherlands and Spain.
Possible traffic jam

Fleet of vehicles for the different driver license classes: Class B (5 cars), class S (2 quads), class A (3 motorcycles), and A1 with our Pantheon scooter.


Note:
plz sent a (pm) to me if any link is dead to reupload



Code:
http://rapidshare.com/files/23853733...hool.part1.rar
http://rapidshare.com/files/23853784...hool.part2.rar
pass: Clutch
__________________

Awesome Minigore Tagline Contest!

Hello there iPod touch fans,

Santa stumbled here as if by accident and found seems to be great many enthusiastic young gamers living in this corner of the Interwebs! Why is Santa here, you might think? He hooked up with the developers of Mountain Sheep just a little while ago, because they wanted to put Santa in their upcoming iPhone game, Hardgore. Well, they really got us excited about it all and here we are, not so many months later, spreading the evangelium!

Instead of Hardgore, Santa is here today to talk about Minigore. It is a prequel to Hardgore and even though there is mini in the name, it is by no means a puppy. It's a real beast of a survival shooter! Well, if you don't know what Santa is talking about, then you should watch the teaser trailer right away. There is also a thread, kindly created for our enjoyment by Kartel, which shows a thing or two about Minigore.

Enough of our ranting -- how would you be interested in a little contest? More specifically...



That's right. As you can observe, the task is to come up with so good a tagline for Minigore that even Santa could put it in his signature. Use up to six 6 words to describe what a beast of a game Minigore is to help Mountain Sheep draw some major-league attention to it! No, despite the major leagues Santa will not accept baseball taglines.

Like Santa already told you, Minigore is an awe-inducing representative of the survival shooter species. You step into the shoes of John Gore who finds himself lost in a strange place called the Hardland. Everything would be suitably nice and peaceful if it weren't for the darned furries. These black creatures seem to have an unexplained grudge against our blue-coated hero, and with so many of them out there, Santa sure is glad John managed to hold onto his machine gun!

Mail your entry to the address in the poster by June 13. The grand prize is truly epic in proportions; you get to be in the game as a professionally modeled 3d-character, executed in the true Hardgore style! The model will be added to the game in the first update.

Santa also has a few brand new screenshots for y'all...





...as well as a few examples for taglines he invented, to help you find the mood!

Minigore: Just bleed! (yes, Santa watches the UFC)
Minigore: I ain't got time to bleed (for all the Predators out there)
Minigore: When the going gets tough!
Minigore: It's a strange world out there...
Minigore: Die Hard Gore (very playful, indeed)

If more than one people enters the contest with the same entry independently and it so happens that this entry wins, then the Mountain Sheep team will make a Frankenstein model with features from all the winners in it!

Santa wishes the best of luck to everyone! Now, go, think up great taglines and tell all your friends to follow suit!

Link Firefox

Hallo,

I often use the saved passwords of my Firefox browser to see and sometimes erase the passwords...only everytime I must go to Tools - Options - Safety - saved password.
I was arguing if there is a way to insert a link in the toolbar to simplify and speed up this task.

Thank you and hallo to everyone.

__________________
You have never see baptism gift like these? (besondere geschenke on german or regalo para on espanol), forniture alberghiere

[medium | advanced] Threading

How many times have you bumped your head on your desk for (one or more) of the following problems?

1. I used

[myactivityindicator startAnimating];
NSString *string = [[NSString alloc] initWithContentsOfURL......
[myActivityIndicator stopAnimating];

and the activity indicator never started + stopped spinning!

2. I tried to move a large file and use activity indicators, but It wouldn't animate.

Well, thanks to the beauty of threads there *is* a solution to your problem.

You see, when your app starts up, you are in something called the "main thread." All UIKit calls (and CF** SC**) are from this thread. Meaning, if you calling an NSString class function, then its not going to go on to animating the activity indicator, its just going to hang there and wait for the NSString operation to finish. Annoying, right? But what if we could have our own main thread, but just for our selfish needs? Maybe we want to grab the contents of a URL, and then display it, while keeping the user updated as to what exactly we are doing? Well, here's the solution. We create our own thread, do as we please, and then tell the main thread that we're done, so that it can handle accordingly.

So, to begin:

Go into your header file (for your view controller), and add the method definitions for these methods:
Code:
- (IBAction)pressed:(id)sender;
- (void)entryPoint;
- (void)done:(NSString *)status;
Also, create an activity indicator (nonatomic, retain atr.) as an IBOutlet, along with a UILabel thats an IBOutlet. Name the Acitvity Indicator "act", and name the label "label". Now, go into the view controller nib and set up these outlets (also create a button, set up the "touch up inside" event for the button to - (IBAction)pressed..) . For the purpose of this tutorial, we're going to be loading a huge text file into a variable, so that we can manipulate that variable. So, create a text file, and write "0" in it about, i don't know, a few hundred times (write a row, and then copy + paste that row). Now, drag this file into our xcode project, (make sure it's named "file.txt"). Ok, now go into your implementation file. Here's where most of the interesting stuff is. add this method:
Code:

- (IBAction)pressed:(id)sender
{
// now, we create the thread
[NSThread detachNewThreadSelector:@selector(entryP oint) toTarget:self withObject:nil];
[act startAnimating];
}

- (void)entryPoint
{
// the new thread will be spawned here. We have to set up something first
NSAutoReleasePool *pool = [[NSAutoReleasePool alloc] init];
NSString *str = [[[NSString alloc] initWithContentsOfFile:@"file.txt"] autorelease];
[self performSelectorOnMainThread:@selector(do ne:) withObject:str waitUntilDone:NO];

[pool release];
}
Ok, now a few explanations:
Code:
[self performSelectorOnMainThread:@selector(do ne:) withObject:str waitUntilDone:NO];
this is saying that we should perform the selector "done" on the main thread, and pass the variable "str" as a parameter to it (done: takes an NSString * parameter). WaitUntilDone: specifies whether or not our thread should wait for the function to return or for it to proceed while the task is pending.

Also, when you create a thread, you MUST create an autorelease pool

EX:
Code:
// create an autorelease pool
NSAutoReleasePool *pool = [[NSAutoReleasePool alloc] init];

// all code for thread goes here...

[pool release];
// release the pool, so we don't leak memory
Ok, now the done: method

Code:

- (void)done:(NSString *)result
{
[act stopAnimating];
NSLog(@"thread finished loading variable");
UIAlertView *a = [[UIAlertView alloc] initWithTitle@"Message" message:[NSString stringWithFormat:@"loaded variable:\n%@",result] delegate:nil cancelButtonTitle:@"Ok" otherButtonTitles:nil];
[a show];
[a release];
}
Basically, we make our spinner stop, Log that we loaded the variable, and then shoot out an AlertView saying, "Hey, its done! Here's what it is.."

Now, here's a few challenges:

1. Write a PHP program that uses mysql. Format:

http://www.mywebsite.com/ex.php?name=bob

create a mysql table called "people".
Add a column for name, and one for age.

The PHP program will traverse the table, looking for a person named the variable $_GET['name'] which is equivalent to the ?name= part.
Have the PHP program output the age if found, or "NO"

On your iphone program, accept input for a name. Start a thread which will use a formatted NSString with the input in the url:

[NSString stringWithFormat:@"http://www.mywebsite.com/ex.php?name=%@",namefield.text];

Use NSString contents of URL instance || class function to grab the contents, and use a similar done: method to process them. Wrap this all up with an activity indicator that starts and stops, and you'll be well on your way with threads.


- meowmix

cocos2d - Action isDone always FALSE

Hi all,

i am facing some trouble using cocos2d AtlasAnimation problem. I want to start some death player death animation and perform some actions when this animation is finished. Problem is, that isDone func never returns TRUE, even after animation is finished.

I initialize it like this:
// BALL ANIMATION
AtlasAnimation *anim_ball_glow = [AtlasAnimation animationWithName:@"glow" delay:0.1f];

//// here is adding of frames.......

id action_ball_glow = [Animate actionWithAnimation: anim_ball_glow];
[action_ball_glow setTag:8];
[ball runAction:action_ball_glow];

now, somewhere else in the code, i,m doing this:


// animation finish controls
if([[ball getActionByTag:8] isDone])
{
// do something
}

but this is never performed. isDone always returns FALSE. If I call something like this:

[[ball getActionByTag:8] stop]

it works. So I think that there is not problem with obtaining action. So, why isDone is always false?

Thanks a lot

Manually call tableview's didSelectRowAtIndexPath?

Is it possible to manually call the tableview's didSelectRowAtIndexPath with, say, the row-nr 1?

Code:
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
// stuff
}
If so, how would you construct that call? Im a bit confused as to how to make a functioncall with parameters in obj-c. My guess would be:

Code:
[MyTableView didSelectRowAtIndexPath:1];
..since my viewcontroller both declares and sets to property "MyTableView" in .h, and synthezises it in .m.

But even though it compiles (with a warning that "UITableView may not respond to -"didSelectRowAtIndexPath"), it crashes pretty quickly.

Particle Blazing Fire In 3DSMAX


The many steps of this tutorial have been explained in a way suitable for those who have experience in using 3ds Max – even for those who may have had some time away from using Max and have decided to go back to it! The tutorial will guide you step by step through how to cheat a particle fire that behaves like a real one. So if you haven't started your Max up yet, do so now!
Part 1 :
From Geometry > Particle Systems > Super Spray, drag and draw a super spray emitter, as shown in Fig.01
(fig.01)

We need now to adjust some attributes so the particles behave like fire:

From Viewport Display, choose Mesh. From Particle Quantity choose Use Total and enter 470. Under Particle Motion enter 3 for the Speed. Under Particle Timing enter -30 for Emit Start, 200 for Emit Stop, and 200 for Display Until. Under Particle Size enter 20 (Fig.02).

(fig.02)

Still in Particle Size, enter 0 for Grow For, and enter 25 for Fade. Under Particle Type > Standard Particles, choose Facing. You will have now a similar emitter to the one shown in Fig.03.
(fig.03)

Before we have the emitter ready to apply a material, we need to define the spread of the particles. So go to Particle Formation, and in the upper two spinners enter 9 for the Spread (Fig.04)
(fig.04)



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Now we are ready to play with materials, so open your Material Editor.

Do not alter the default material, which in this example is Blinn. Make sure the Particle Emitter is selected, and then press the Assign Material to Selection button. Under Shader Basic Parameters choose Face Map – every particle should have its own unique map. Under Blinn Basic Parameters, press the blank slot beside Opacity, so as to choose a map for the basic opacity material for the emitter. From the Material/Map Browser, double-click on Smoke (Fig.05

(fig.05)

In the Smoke Map Panel, under Smoke Parameters, enter 12.9 in Size, Iteration 1, Exponent 0.201, and press the Swap button. Then press Color 1 slot and enter Red 23, Green 23, Blue 23, Hue 0, Sat 0, and Value 23 (Fig.06).