google search console – Data loss and ranking on the movements of webmaster owners

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unit – Comparison of analog stick movements with predefined film shapes

I want to create a control scheme similar to EA Skate games, where touching the right analog stick in various ways encourages the character to perform different tricks:

Movie pattern diagram in EA Skate

I record the user input for a defined period of time or until the user returns the analog stick to the rest position. The record is a list of Vector2 coordinates.

Depending on the speed at which the user erases the analog stick, I sometimes get a shorter (15) or longer (45) list of points.

Now, I want to compare these point lists to predefined shapes like the ones in the screenshot, to match the action that the player intended to take.

My idea was to use a metric to compare the similarity of the record to the lists of tables, but I don't know which metric I could use. I found the Hausdorff-Metric and it seems applicable, but I don't know how to implement it.
This could also be an exaggeration for the problem, so I wanted to ask how other people could solve the problem.

unit – How can I smooth jerky movements on the floor when the length of the rope is reduced?

Here's a video showing the type of movement I'm talking about:
video

I have a configurable seal attached to the player that reduces the length of each frame the player touches the ground. I'm doing this to make it easier for the player to take off and add a little extra speed. The problem is that when the rope shortens, the player bounces off the ground (because the player is pulled towards the anchor, then gravity brings the player down), which can make the movement a little polite. I see two possible ways to fix this, but I'm not sure how to do it:

  1. stop inflatable movement
  2. smooth the camera so that the rebound is not noticed by the player

Here is the code that shortens the string:

if (_playerGameobject.isGrounded())
        {

            SoftJointLimit softJointLimit = new SoftJointLimit();
            ropeLength -= .1f;
            softJointLimit.limit = ropeLength;
            _playerGameobject.playerJoint.linearLimit = softJointLimit;
        }

Can anyone give me advice or ideas for this problem?

What photographic movements do these images correspond to?

This seems to be a request for help with a class assignment, which is perfectly acceptable here. But rather than telling you which movement each photo can fit into, I'm going to try to help you do the job better yourself, okay?

The way you did it is to put the cart before the horse, so to speak. You have taken some random images and now want to adapt them to a specific category.

The best way to accomplish such a task would be to study each of the photographic movements until you understand what, exactly, makes an image fit into a particular movement. Once you understand this, you can go out and take a picture for the specific purpose of creating an image that demonstrates the qualities that define the particular movement in question.

For example, let's look futurism:

  • Futurism was an artistic movement of the beginning of the XXth century centered in Italy which emphasized the dynamism, the speed, the energy and the power of the machine and the vitality, the change and the bustle of modern life. In paintings, he often drew on Cubism, which was a movement already emerging at the start of Futurism. Of course cubism showed different parts of a subject from different points of view or perspectives. But a single image from a fixed camera can only have one perspective.
  • Futuristic photographic techniques include layering multiple negatives, shortening perspective, and photomontage. These techniques allowed the photographs to examine their subjects from different perspectives in a different way than that of Cubist paintings. Futuristic photos tend to show moving human subjects, either blurred by long exposures or by combining a sequence of shorter exposures to show the subject while it is moving.

To create a photograph that emulates the futuristic motion, you can take a burst of photos of a person crossing a room, or playing the cello, or bouncing a ball, etc., and then combining the exposures into a single image. Or you can use a dark room and a strobe flash capable of multiple bursts during a single exposure to show the same thing. This ability is called Multi or strobe or Repetition shine.

The point is that you have to decide in which movement you want to insert a photo before you take it and work to create a photograph that matches the characteristics of this movement.

dnd 5th – How many movements does it take to get up from my stomach when my speed is changed?

The basic rules define speed as:

Each character and monster has a speed, which is the distance in feet that the character or monster can travel in 1 turn.

On your character sheet, this is probably listed as "speed: 30 feet" or something similar. Wherever the game says "speed", it's about that speed. You use it to get up, swim, climb, etc.

Slow states:

The speed of an affected target is halved

When you get up from your stomach:

Getting up takes more effort; it costs an amount of movement equal to half your speed.

Now that your speed is cut in half, when you try to get up, it will cost you half your new speed. If your original speed was 30 feet, then it was halved at 15 feet, getting up from your stomach will cost 7.5 feet.

What happens if I am also struck by a Ray of Frost spell while I am slowed down, which reduces my speed to 5 feet for 1 lap? Am I able to get up?

If your speed is 5 feet, standing up costs 2.5 feet. This leaves you with 2.5 feet remaining. If you are playing with the grid variant rule, then the DM will probably decide that you have to round off your remaining movement and you cannot move 1 space.

object oriented – How to design different movements of different pieces of a chess game using OOP principles?

I'm trying to design a chess game where every part of the game inherits from a abstract Piece classroom.
The room does just a few things:

  • It indicates what color it is (White / Black)
  • It indicates what type it is
  • It indicates if a movement is valid or not
  • and maybe to which cell / square of the table it is currently

Earlier, I was thinking of doing some of the validation of the piece itself so that there is a abstract validateMove() that each piece should implement, but this could result in many code changes if, in the future, I decided to change the move validation mechanism of a specific part, something similar to the case of Rubber duck without the flight method described in Head First Design book.

So I thought about creating this interface called MoveValidator, which would have implementations specific to each piece and each piece would have a validator as one of its variables rather than being a validator itself or implementing the validation itself.

So a Pawn would have a PawnMoveValidator as one of its composition.

I therefore have the following abstract piece classroom

@RequiredArgsConstructor
public abstract class Piece {

    @NonNull
    @Getter
    private final PieceColor pieceColor;

    @NonNull
    @Getter
    private final MoveValidator moveValidator;

    @Getter
    @Setter
    private Point currentLocation;


    private boolean basicValidation(Cell()() board, Point src, Point dest) {
        .........
        .........
    }


    public boolean validateMove(Cell()() board, Point src, Point dest) {
        return basicValidation(board, src, dest) && moveValidator.validateMove(board, src, dest);
    }

}

Cell.java

@RequiredArgsConstructor
public class Cell {

    @NonNull
    @Getter
    private final CellColor cellColor;

    @NonNull
    @Getter
    private final Integer row;

    @NonNull
    @Getter
    private final Integer col;
}

Point.java

@RequiredArgsConstructor
public class Point {

    @NonNull
    @Getter
    private final Integer x;

    @NonNull
    @Getter
    private final Integer y;
}

MoveValidator.java

public interface MoveValidator {

    validateMove(Cell()() board, Point src, Point dest);
}

I have a few questions here.

  1. Is it a good design or can it still be improved?
  2. If the Piece There is no abstract method to implement, should it remain an abstract class or become a concrete class?
  3. What happens if validation of the move of a specific part requires knowledge of the status of that specific part for which it is implemented?
    For example: The pawn wants to advance two cells. the Pawn the class has a flag indicating whether it is the first movement or not. In this case, if the PawnMoveValidator wanted to validate the movement, he would need to know the state of the flag. How can this be possible without the Pawn class implementing the validator itself?

Thank you for your time

info info – 3D visualizations of movements?

What are the effective ways, the expected standards and the state of the art to visually present a motion in a 3D space or a very generalized motion in a 3-dimensional x / y / z axis from a accelerometer? I'm starting to do some research and I do not know how to start. Examples and terms that I can look for would be helpful. This includes potential modifications of a standard, the accumulation of data points, and so on. with regard to the recurring three-dimensional movement (imagine that you run or any repeated movement recorded by an accelerometer).

Thank you.

unit – Stuttering when using movements in a coroutine

first of all, sorry for my english;
I have the following problem with a WebGL project I'm working on:
I have an object that I want to zoom out and move to a specific position at the same time. For that, I created a coroutine that is called at click. On my computer, everything works perfectly, but every time I try this feature on a computer not very high-end, this coroutine stutters a little.
I've tried to disable each shader or sprite used by this object in order to eliminate high graphical uses, but the problem persists even though the object is an empty circle.

it's the coroutine that I use:

IEnumerator restorePosition() {
        float counter = 0;
        while(counter < duration) {
            counter += Time.deltaTime;

            if (counter > duration) {
                counter = duration;
            }

            float framesPerTime = Vector3.Distance(zoomedTransform.position, storedPosition) / (duration - counter) * Time.deltaTime;
            zoomedTransform.position = Vector3.MoveTowards(zoomedTransform.position, storedPosition, framesPerTime);

            float framesPerTimeZoom = Vector3.Distance(zoomedTransform.localScale, storedScale) / (duration - counter) * Time.deltaTime;
            zoomedTransform.localScale = Vector3.MoveTowards(zoomedTransform.localScale, storedScale, framesPerTimeZoom);

            //restore solar system to original position
            float solarSystemFrames = Vector3.Distance(solarSystem.position, solarSystemStartPOS) / (duration - counter) * Time.deltaTime;
            solarSystem.position = Vector3.MoveTowards(solarSystem.position, solarSystemStartPOS, solarSystemFrames);
            yield return null;
        }

        //zoomedTransform.position = storedPosition;
        zoomed = false;
        spriteMask.frontSortingLayerID = originalFrontLayerID;
        spriteMask.backSortingLayerID = originalBackLayerID;
        zoomedTransform.localScale = storedScale;

        foreach(SpriteRenderer s in spriteChildren) {
                s.sortingLayerName = originalLayer;
        }

        foreach(OrbitController o in planets) {
            o.restartAnimation();     
        }
        inTransition = false;

        //set moon layer  values back to original
        if (moon != null) {
            moon.gameObject.GetComponent().isCustomRangeActive = true;
            moon.gameObject.GetComponent().sortingLayerName = moonLayerName;
            foreach (Transform child in moon) {
                child.GetComponent().sortingLayerName = moonLayerName;
            }
            moon.GetComponent().zoomOut();
            //reset null transform and layer names
            moon = null;
            moonLayerName = null;
        }
        yield break;
    }

Could you give me an idea of ​​what I'm doing wrong? I've also tried Lerp and this has not solved the problem.
Thank you!

problem of encoding player movements – Game Development Stack Exchange

Let's go through what your code is doing, and maybe we could clarify some things.

You use the variable Movement to capture the entries for each axis at each update frame:

void Update()
{
    Movement.x = Input.GetAxisRaw("Horizontal");
    Movement.y = Input.GetAxisRaw("Vertical");
}

Capturing this in a vector2 is logical since you are moving to 2D, and doing it in the update reminder makes sense since you want to read the input to each image. Until here everything is fine.

Then, in the fixed update, you move the position of the Rigidbody2d by doing the following:

rb.MovePosition(rb.position + (Movement * Movementspeed * Time.fixedDeltaTime));

What is the value of the variable Movementspeed That much? Unless you have used the property definition tool to assign it a value elsewhere, the default value is (0,0). So the value of the statement (Movement * Movementspeed * Time.fixedDeltaTime) will return 0. So you essentially define the position of the rigid body on its current position.

But really think about what you are trying to do in this statement. Movement is a 2D vector that represents your direction of movement, Time.fixedDeltaTime ensures that we move in a constant amount no matter the gap in time between fixed update calls, but what is the purpose of Movementspeed? You make a cross product here when I do not think you intend to do it. You do not really need to use another Vector2 to represent your speed, just use a float. Remember that any vector multiplied by a float only changes the magnitude of that vector. The direction remains the same.

So, what you probably want to do here is:

rb.MovePosition(rb.position + (Movement * moveSpeed* Time.fixedDeltaTime));

where moveSpeed ​​is the float variable you defined at the top of the script.