Does anybody know how can I patch the pole holes when I'm trying to load Earth surface using addQuadEarthLayerWithRemoteSource method in WhirlyGlobe framework? Any suggestions are very appreciated.
I'll refer you to the discussion here:
https://github.com/mousebird/WhirlyGlobe/issues/2
In any case, it should be resolved within in the next few days.
If you're in a hurry, you could just make up a couple of vectors, mark them as filled and stick them in the right spots.
Related
I'm new to VRP solving. I've got optaplanner's demo VRP running.
I have about 400 text addresses as my waypoints. I've geocoded them, so I have lat/long.
I sense that I need to calculate a LOT of distances between waypoints. I've seen the file format for .vrp and as yet haven't found how to generate that format from my list of text addresses.
I sense that graphhopper might help me to do that.
I'm still getting graphopper going. I have downloaded open street map data from https://extract.bbbike.org/ in PBF format. I sense that I need to use that to that data with graphhopper to generate input to optaplanner.
am I on the right track?
can someone point me to a guide? (I realise this is pretty niche, and I might have to find my way a little...)
Thanks and Regards
Here's the code how I generated the VRP file used in optaplanner-examples.
I saw this video and I was amazed, and naturally, I want to try to do it myself. http://www.youtube.com/watch?v=P_DeZUg9HiY
Does anyone have any idea how he made the character walk? Look at the video at 1:15. What kind of Bullet physics constraints do you think he's using in the legs? Is he making some kind of springs?
This is a huge area of academic research. See this paper for starters:
http://graphics.stanford.edu/projects/bio-locomotion/
A game could definitely use a much simpler control scheme than that used in the paper.
I found many algorithms to convert (latitude, longitude) into (X, Y)... however, I cannot verify if the results I'm getting are correct.. I found also this link which does the conversion online.. but I couldn't manage to get any algorithm which gives the same results as the one given by the link..
I would be grateful if anyone has encountered the same problem and can help me
iOS solution
If you're looking for some ready to go code in Objective-C you can check out UTM converter. It is also available as a CocoaPod.
There's a very nice Wikipedia article on UTM. It's got formulas, background, explanations of the different zones, etc...
Eric SIBERT has written a handy coordinates converter. You may use it as a validation tool. If you feel like it, you may even delve into the source code for scrutinity.
In Processing.js, I'd like to have circles that represent nodes, with lines connecting linked nodes. I'd like those connected circles to naturally pull toward each other with a kind of elasticity of the lines, and the circles to bounce against each other when they touch. Any ideas on how to do this?
I think this sample might get you going in the right direction:
Box2D.JS with Processing.js
It has the circles, the lines, and the bouncing.
Or if you want it yourself this is the Google search term you're looking for:
http://www.google.com/search?hl=en&q=force+directed+graph+javascript&aq=f&aqi=g-c1&aql=&oq=&gs_rfai=
The base algorithm is pretty simple, getting a tuned example to work a little less so. I've looked through this stuff before, but this quick search just turned up this little js project that seems to do it quite properly: http://github.com/jackrusher/jssvggraph
Shouldn't be too difficult to port.
Okay, so I just recently started messing with furniture making. I know a little bit about making stuff and scripting but I wouldn’t call myself a pro just yet. Anyway, I’m using the Mizzy's Furniture Script (whole sale version) to add the animations to my furniture. I really like the whole set up with it but there’s a problem I’m having and that’s getting the position right. I found a scripted called Pos Rot Determinator script which is supposed to tell me the position of my avie. Well the issue is even with that I’m still having issues with positioning the animations. The Mizzy’s Furniture Script wants something like this <0.55, 0, -0.40> and when I use the Pos Rot Determinator I get something like this <0.3343345, 0.0000, 0.45433> do I need to round the number off to the nearest whole number or something? I’m not a math genius so this is really giving me a headache, lol. Any help, tips, advice or anything would be helpful before I start pulling my hair out!! I paid a good amount of L’s for the Mizzy’s Furniture Script and I would really like to use it without the hassle of sitting, standing up, sitting and standing up again to get the correct position!
Don't worry about rounding..put in the numbers that your Determinator is giving you. LSL takes several decimal points of precision -- it's just your Determinator is being a bit more precise than the example
Peach, have you tried any other animation positioning scripts? This one is L$0 and I have found it very easy to use: https://marketplace.secondlife.com/p/Easy-SitTarget-Tool/1462278