• What Do You Need Help With? V6
    7,544 replies, posted
I am not a programmer, but I need to adjust this batch script to help me mass convert some models. Each model needs its own .vtx , .dx80.vtx and .dx90.vtx Some models only have a .dx90.vtx Some models only have a .vtx No models have a .dx80.vtx I don't believe there to be any exceptions I need the script to look for all .vtx files (but watch out because it won't differenciate between .dx90.vtx and .vtx without some tempering) Then copy all of those .vtx files to .dx90.vtx and .dx80.vtx files Then I need it to find all .dx90.vtx files that don't already have a .dx80.vtx or .vtx of the same filename. And then copy those into .dx80.vtx and .vtx Original script is [url]https://dl.dropbox.com/u/8416055/Dont_Delete_Me/PublicRelease/L4D2_VTX_Reconstructor.rar[/url]
[QUOTE=Blueshooter;43264892]I am not a programmer, but I need to adjust this batch script to help me mass convert some models. Each model needs its own .vtx , .dx80.vtx and .dx90.vtx Some models only have a .dx90.vtx Some models only have a .vtx No models have a .dx80.vtx I don't believe there to be any exceptions I need the script to look for all .vtx files (but watch out because it won't differenciate between .dx90.vtx and .vtx without some tempering) Then copy all of those .vtx files to .dx90.vtx and .dx80.vtx files Then I need it to find all .dx90.vtx files that don't already have a .dx80.vtx or .vtx of the same filename. And then copy those into .dx80.vtx and .vtx Original script is [URL]https://dl.dropbox.com/u/8416055/Dont_Delete_Me/PublicRelease/L4D2_VTX_Reconstructor.rar[/URL][/QUOTE] Gonna write you a quick program in C# for it just because i suck at writing batch files, stay put. [editline]21st December 2013[/editline] Done, here's download: [URL="http://puu.sh/5Udqm.zip"]http://puu.sh/5UdOr.zip[/URL] Source: [url]http://puu.sh/5UdMU.txt[/url]
[QUOTE=cartman300;43264954]Gonna write you a quick program in C# for it just because i suck at writing batch files, stay put. [editline]21st December 2013[/editline] Done, here's download: [URL="http://puu.sh/5Udqm.zip"]http://puu.sh/5UdOr.zip[/URL] Source: [url]http://puu.sh/5UdMU.txt[/url][/QUOTE] Thanks! But how do I use it?
[QUOTE=Blueshooter;43265432]Thanks! But how do I use it?[/QUOTE] Run command prompt in same directory as vtxr.exe and do [code] vtxr.exe "path/to/your/folder/with/vtx/files" "path/to/some/other/folder" [/code] It will copy all the vtx files as you specified to the path/to/some/other/folder folder, files in original directory will not be changed.
[QUOTE=cartman300;43265470]Run command prompt in same directory as vtxr.exe and do [code] vtxr.exe "path/to/your/folder/with/vtx/files" "path/to/some/other/folder" [/code] It will copy all the vtx files as you specified to the path/to/some/other/folder folder, files in original directory will not be changed.[/QUOTE] Thanks again! But can you make it process all subdirectories?
[QUOTE=Blueshooter;43265496]Thanks again! But can you make it process all subdirectories?[/QUOTE] Yes, give me 3 minutes.
So I'm trying to run moppy from [url]https://github.com/SammyIAm/Moppy[/url] but I keep getting this error: [CODE]Deleting: C:\Users\buster\Desktop\Floppy\Moppy-master\Java\MoppyDesk\build\built-jar.properties deps-jar: Updating property file: C:\Users\buster\Desktop\Floppy\Moppy-master\Java\MoppyDesk\build\built-jar.properties Compiling 1 source file to C:\Users\buster\Desktop\Floppy\Moppy-master\Java\MoppyDesk\build\classes warning: [options] bootstrap class path not set in conjunction with -source 1.5 C:\Users\buster\Desktop\Floppy\Moppy-master\Java\MoppyDesk\src\moppydesk\MoppyUI.java:19: error: not a statement Moppy,MainWindow mainWindow = new MoppyMainWindow(this); C:\Users\buster\Desktop\Floppy\Moppy-master\Java\MoppyDesk\src\moppydesk\MoppyUI.java:19: error: ';' expected Moppy,MainWindow mainWindow = new MoppyMainWindow(this); 2 errors 1 warning C:\Users\buster\Desktop\Floppy\Moppy-master\Java\MoppyDesk\nbproject\build-impl.xml:943: The following error occurred while executing this line: C:\Users\buster\Desktop\Floppy\Moppy-master\Java\MoppyDesk\nbproject\build-impl.xml:300: Compile failed; see the compiler error output for details. BUILD FAILED (total time: 0 seconds) [/CODE] Any ideas as of why? Heres the code in MoppyUI.java: [CODE]/* * To change this template, choose Tools | Templates * and open the template in the editor. */ package moppydesk; import org.jdesktop.application.SingleFrameApplication; /** * * @author Sam */ public class MoppyUI extends SingleFrameApplication{ MoppySequencer ms = null; protected void startup() { Moppy,MainWindow mainWindow = new MoppyMainWindow(this); show(mainWindow); } /** * Main method launching the application. */ public static void main(String[] args) { launch(MoppyUI.class, args); } } [/CODE]
[QUOTE=Over-Run;43252475]Thanks for the advice. So your saying once the queue of people is empty, initiate the wakeup call? How would I go about by continuously generating a new person? Maybe like a random time within 5 seconds? So Person 1 is on floor 1 and presses the button, the elevator goes there and gets him, brings him to his destination floor which is floor 5, and then the elevator waits until a person is created. I was thinking that when a person is created it just calls the GetElevator method in the person class which wakes the elevator[/QUOTE] That works in a way, it's just a bit ugly because then every person is automatically an elevator user (which is fine here but a bit unusual). Initiate the wakeup call every time someone is enqueued, if you only do it if the queue is empty, you risk a deadlock (unless there is continuous synchronization around the whole check-if-empty-enqueue-person-notify-thread action). You can generate new people in a normal loop on a thread, just have it sleep a while each time in order not to overcrowd the queues.
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@Blueshooter Sorry took longer than actually needed, i was in a hurry and got all clogged up. Bin: [URL]http://puu.sh/5Uh1P.zip[/URL] Ugly src: [URL]http://puu.sh/5Uh3p.txt[/URL] If it fucks up add me on steam, i'll be faster. Also please copy it to the root directory of stuff you need copied, it doesn't work on full paths. (Assuming the tool is in C:\Folder) Not like this: C:\Folder\Files C:\Folder\Files_2 but this: Files Files_2
Say I have a file, number.txt, and I want to convert each element of the lines of the file into an int. [code] if (numbers.is_open()) { while (std::getline(numbers, line)) { for (int i = 0; i < line.length(); i++) { number = atoi((line.at(i)).c_str()); std::cout << number; } } numbers.close(); }[/code] Why doesn't this work? I get an error, "expression must have class type", but I don't see what I'm doing wrong.
[QUOTE=buster925;43265630]So I'm trying to run moppy from [url]https://github.com/SammyIAm/Moppy[/url] but I keep getting this error: Any ideas as of why? Heres the code in MoppyUI.java: [/QUOTE] I don't know much about Moppy, but that comma looks suspicious. [code]Moppy.MainWindow mainWindow = new MoppyMainWindow(this);[/code]
[QUOTE=Hypershadsy;43266945]I don't know much about Moppy, but that comma looks suspicious. [code]Moppy.MainWindow mainWindow = new MoppyMainWindow(this);[/code][/QUOTE] I bet your right, but it turns out I was using the wrong version of the program. Thanks anyway!
Yesterday I went ahead and reverse-engineered the game [URL="http://en.wikipedia.org/wiki/Ragnarok_Battle_Offline"]Ragnarok Battle Offline(RBO)[/URL]. Regarding that the game was made by just a few Japanese indie developers more than 10 years ago it doesn't support widescreen resolutions so I took a look at their config files and found out that they are only saving the screen mode, whereas zero stands for 640x480, one for 800x600 and three for 1024x768. Two describes a virtual PSP mode which doesn't seem to be implemented. For me this case was clear, the resolutions are hardcoded in the game. There was only one thing left to do, grab my hex editor and find the offsets where the positions are saved. After an hour I had finally found the right positions, changed the default resolution "640x480" to "1280x960" and booted up the game. The game then gave me an error message telling me that the resolution wasn't supported and would now start with the default resolution which I had just modified. A black windowed frame appeared, went fullscreen for a second and then the game simply closed without an error message. As this is actually my first time reverse engineering I wanted it to be something easy for a start, but changing hardcoded resolutions doesn't seem to be only editing hex values. :v: Does anyone have any idea though on how to actually fix this? I mean, it's probably not impossible to implement widescreen support, right? [editline]22nd December 2013[/editline] Maybe I should have mentioned that this game is using DirectX 7.
[QUOTE=marvinelo;43270153]Yesterday I went ahead and reverse-engineered the game [URL="http://en.wikipedia.org/wiki/Ragnarok_Battle_Offline"]Ragnarok Battle Offline(RBO)[/URL]. Regarding that the game was made by just a few Japanese indie developers more than 10 years ago it doesn't support widescreen resolutions so I took a look at their config files and found out that they are only saving the screen mode, whereas zero stands for 640x480, one for 800x600 and three for 1024x768. Two describes a virtual PSP mode which doesn't seem to be implemented. For me this case was clear, the resolutions are hardcoded in the game. There was only one thing left to do, grab my hex editor and find the offsets where the positions are saved. After an hour I had finally found the right positions, changed the default resolution "640x480" to "1280x960" and booted up the game. The game then gave me an error message telling me that the resolution wasn't supported and would now start with the default resolution which I had just modified. A black windowed frame appeared, went fullscreen for a second and then the game simply closed without an error message. As this is actually my first time reverse engineering I wanted it to be something easy for a start, but changing hardcoded resolutions doesn't seem to be only editing hex values. :v: Does anyone have any idea though on how to actually fix this? I mean, it's probably not impossible to implement widescreen support, right? [editline]22nd December 2013[/editline] Maybe I should have mentioned that this game is using DirectX 7.[/QUOTE] Get yourself IDA. Find the Error Message. Find References to the Error message. Find the check that checks if the resolution is wrong. Remove the Jump/Call/Check and see what happens. I suggest you try to get Windowed mode to work instead of Fullscreen first (if thats an option). Some games will require additional patching beyond just fixing the resolution, but i expect any game to at least kinda work if you patch the right things.
[QUOTE=Cold;43270790]Get yourself IDA. Find the Error Message. Find References to the Error message. Find the check that checks if the resolution is wrong. Remove the Jump/Call/Check and see what happens. I suggest you try to get Windowed mode to work instead of Fullscreen first (if thats an option). Some games will require additional patching beyond just fixing the resolution, but i expect any game to at least kinda work if you patch the right things.[/QUOTE] I'm currently using OllyDbg and have found the loop where it is checking the resolution and deciding whether to display the error message or not. I've found out that this part of code seems to be assigning the horizontal size to EDI and the vertical size to EBX. [CODE] MOV EDI,DWORD PTR DS:[497510] MOV EBX,DWORD PTR DS:[497514] [/CODE] Then I wanted to check whether the program would still function if I were to exchange the memory addresses to hexadecimal values representing the same values as the memory addresses. [CODE] MOV EDI,280 //640 MOV EBX,1E0 //480 [/CODE] It skips the error messages, because the comparison is is obviously true(EDI is holding 640 and EBX is holding 480 after all) and it also gets out of the comparison loop just fine, but still crashes the program. Like I said before, a black windowed window frame appears, switches to full-screen for a second and disappears again. I will definitely look into it some more and figure it out eventually. Huge thanks to you anyways! [editline]22nd December 2013[/editline] Fixed it by directly changing the memory addresses instead of simply assigning EDI and EBX a hex value. Though it still looks like this: [t]https://dl.dropboxusercontent.com/u/7563650/widescreen.png[/t] I don't think I'll need help with this now, I'll surely figure it out. [B]Edit:[/B] Success! [t]https://dl.dropboxusercontent.com/u/7563650/widescreen_working.png[/t] Just too bad that 1680x1050 fullscreen looks just as bad as 1024x768 fullscreen, because they don't seem to use any scaling algorithm. :-(
Hey guys, Im no programmer but I wanted to ask you how do you run this?[url]http://kimasendorf.tumblr.com/post/32936480093/processing-source-code[/url] someone said I should run it with this but as you can see its down. [url]http://www.processing.org/[/url] So what other alternatives are there?
[QUOTE=D3TBS;43272234]Hey guys, Im no programmer but I wanted to ask you how do you run this?[url]http://kimasendorf.tumblr.com/post/32936480093/processing-source-code[/url] someone said I should run it with this but as you can see its down. [url]http://www.processing.org/[/url] So what other alternatives are there?[/QUOTE] [url]https://code.google.com/p/processing/downloads/list[/url]
I'm trying to integrate android ndk library with Qt 5.1 and isn't working for me. I was searching solution everywhere on google and nothing that could help me. Can someone help me?
So this isn't really a [b]programming[/b] question per-se, but more of just a general question. I have been working over the past few days drafting out some ideas for a game idea, as well as drafting out the data structures involved, and have decided that I want to finally start putting some code down. The issue is that I don't really know what language I want to use. The game will be heavy on 2D graphics, and I would prefer a language that allows for an object-oriented approach. The only languages that I really know how to do 2D graphics with are Lua, via Love2D; and Java, using Swing and overriding the Paint methods. I would rather not use Love2D, though, simply because I want to make a 2D game in something other than Love2D. Likewise, the Swing @ override method in Java seems incredibly hacky and tends to be really slow and inefficient. What language and library do you guys suggest? I have never really used an external library before, so I really don't know what to use. As for languages go, more or less anything imperative and ALGOL-based works for me - C#, C++, Java, or even something else. Ideally, I would prefer a language/library combination that gives me rudimentary UI controls, including an easy way to determine if a mouse clicks within a rectangle on the screen (for buttons), and a simple way to draw textured rectangles on the screen. I've been considering an implementation of C++ using an OpenGL implementation, but I feel that the inclusion of the third dimension and all the matrix-related mathematics involved with that is a bit excessive for this particular 2D project. Any suggestions you guys have would be greatly appreciated, thanks.
[QUOTE=Gmod4ever;43278362]So this isn't really a [B]programming[/B] question per-se, but more of just a general question. I have been working over the past few days drafting out some ideas for a game idea, as well as drafting out the data structures involved, and have decided that I want to finally start putting some code down. The issue is that I don't really know what language I want to use. The game will be heavy on 2D graphics, and I would prefer a language that allows for an object-oriented approach. The only languages that I really know how to do 2D graphics with are Lua, via Love2D; and Java, using Swing and overriding the Paint methods. I would rather not use Love2D, though, simply because I want to make a 2D game in something other than Love2D. Likewise, the Swing @ override method in Java seems incredibly hacky and tends to be really slow and inefficient. What language and library do you guys suggest? I have never really used an external library before, so I really don't know what to use. As for languages go, more or less anything imperative and ALGOL-based works for me - C#, C++, Java, or even something else. Ideally, I would prefer a language/library combination that gives me rudimentary UI controls, including an easy way to determine if a mouse clicks within a rectangle on the screen (for buttons), and a simple way to draw textured rectangles on the screen. I've been considering an implementation of C++ using an OpenGL implementation, but I feel that the inclusion of the third dimension and all the matrix-related mathematics involved with that is a bit excessive for this particular 2D project. Any suggestions you guys have would be greatly appreciated, thanks.[/QUOTE] What about [URL="http://www.sfml-dev.org/"]SFML[/URL]? It makes 2D graphics just about as simple and intuitive as you want, while still allowing you to work in terms of OpenGL if you choose or when you need to. It is object-oriented from the ground up. It has bindings to a whole mess of languages. I just started using it with C++ and the experience has been great so far.
I considered SDL, but seeing as it takes over 10 minutes for this video to just set up the compiler and linker ( [url]https://www.youtube.com/watch?v=wWGtuc5uqF4[/url] ), that is very discouraging. And then having to copy-paste DLL's around is annoying as well. Though my previous experiences with C++ suggest to me that long set-up times and having to do this dance with DLLs is just a part of C++'s nature. Which would you guys recommend? SDL or SFML? I have used SFML once a few years ago, and while I don't remember any issues with it, I also don't remember actually getting anything achieved with it. Though I was very inexperienced with C++, object-oriented programming, and C-style pointers and such at the time. I think I would probably do a fair bit better, this time around. :v:
[QUOTE=Gmod4ever;43278663]I considered SDL, but seeing as it takes over 10 minutes for this video to just set up the compiler and linker ( [URL]https://www.youtube.com/watch?v=wWGtuc5uqF4[/URL] ), that is very discouraging. And then having to copy-paste DLL's around is annoying as well. Though my previous experiences with C++ suggest to me that long set-up times and having to do this dance with DLLs is just a part of C++'s nature. Which would you guys recommend? SDL or SFML? I have used SFML once a few years ago, and while I don't remember any issues with it, I also don't remember actually getting anything achieved with it. Though I was very inexperienced with C++, object-oriented programming, and C-style pointers and such at the time. I think I would probably do a fair bit better, this time around. :v:[/QUOTE] SDL is not object-oriented, so it may seem "clunky" if you wish to work with an OOP language. SFML is itself written in C++, so it has OOP in mind. Furthermore I've seen a few benchmarks around showing SFML either on par with or considerably faster than SDL in terms of 2D graphics. As for getting things done, SFML makes it very simple and has quite a bit of good documentation (both in the way of API docs and full tutorials on a number of subjects). As for libraries and C++, I can't help you because I work in linux where installation of library headers and shared objects (equivalent to Window's DLLs) is as easy as one command, and I usually forgo an IDE so adding libraries to the linker command-line in a makefile is rather simple. Regradless of the environment, however, the setup is a one time cost that will probably be marginalized by development time, so I would still recommend SFML.
[QUOTE=NixNax123;43266710]Say I have a file, number.txt, and I want to convert each element of the lines of the file into an int. [code] if (numbers.is_open()) { while (std::getline(numbers, line)) { for (int i = 0; i < line.length(); i++) { number = atoi((line.at(i)).c_str()); std::cout << number; } } numbers.close(); }[/code] Why doesn't this work? I get an error, "expression must have class type", but I don't see what I'm doing wrong.[/QUOTE] 'at' function actually returns a char, but if you try to pass it this way, it won't work as supposed to because of how *char (classic C strings) are implemented. [code] number = atoi(&line.at(i)); //will get you 4413 413 13 3 [/code] When you ask for 'at(i)', you're getting a char that you need, but since 'atoi' requires a *char, it'll pass a *char starting from 'i' of your original string. In this case I can suggest to make a temporary char, which memory address will be passed to 'atoi' [code] char digit = line.at(i); //char digit = line.c_str()[i]; would be same number = atoi(&digit); [/code]
[QUOTE=Gmod4ever;43278362]So this isn't really a [b]programming[/b] question per-se, but more of just a general question. I have been working over the past few days drafting out some ideas for a game idea, as well as drafting out the data structures involved, and have decided that I want to finally start putting some code down. The issue is that I don't really know what language I want to use. The game will be heavy on 2D graphics, and I would prefer a language that allows for an object-oriented approach. The only languages that I really know how to do 2D graphics with are Lua, via Love2D; and Java, using Swing and overriding the Paint methods. I would rather not use Love2D, though, simply because I want to make a 2D game in something other than Love2D. Likewise, the Swing @ override method in Java seems incredibly hacky and tends to be really slow and inefficient. What language and library do you guys suggest? I have never really used an external library before, so I really don't know what to use. As for languages go, more or less anything imperative and ALGOL-based works for me - C#, C++, Java, or even something else. Ideally, I would prefer a language/library combination that gives me rudimentary UI controls, including an easy way to determine if a mouse clicks within a rectangle on the screen (for buttons), and a simple way to draw textured rectangles on the screen. I've been considering an implementation of C++ using an OpenGL implementation, but I feel that the inclusion of the third dimension and all the matrix-related mathematics involved with that is a bit excessive for this particular 2D project. Any suggestions you guys have would be greatly appreciated, thanks.[/QUOTE] Swing isn't slow if you use it correctly - and overriding the paint method is the way you're supposed to do it [url=http://facepunch.com/showthread.php?t=1330406&p=43087302&viewfull=1#post43087302](here's a similar post I answered).[/url] Regardless, if you want to use Java for a 2D game, I highly recommend checking out [url=http://slick.ninjacave.com/]Slick2D.[/url] It's based on LWJGL, so it's inherently OpenGL at the core, but it provides a bunch of useful stuff such as built-in game states, texture loading, font rendering, and etcetera.
[QUOTE=Gmod4ever;43278663]I considered SDL, but seeing as it takes over 10 minutes for this video to just set up the compiler and linker ( [url]https://www.youtube.com/watch?v=wWGtuc5uqF4[/url] ), that is very discouraging. And then having to copy-paste DLL's around is annoying as well. Though my previous experiences with C++ suggest to me that long set-up times and having to do this dance with DLLs is just a part of C++'s nature. Which would you guys recommend? SDL or SFML? I have used SFML once a few years ago, and while I don't remember any issues with it, I also don't remember actually getting anything achieved with it. Though I was very inexperienced with C++, object-oriented programming, and C-style pointers and such at the time. I think I would probably do a fair bit better, this time around. :v:[/QUOTE] SDL[B]2[/B] 4 lyf It doesn't matter if it isn't object-orienty - you create things, they work. Second version added things that once you think about them, you realize that yeah, that's the way it should be done, everything communicates tight, neatly, the right, sensible way. At first glance when you look at 5 min tutorial boilerplate code you may think "Uhh creating separate window, renderer, texture, another texture, and then taking responsibility for freeing them, that's so inconvinient and cumbersome", but as time comes you'll come to your senses and realise that it is the way. And if you know what you're doing, compiling and linking will not take 10 minutes.
[QUOTE=vombatus;43282139]SDL[B]2[/B] 4 lyf It doesn't matter if it isn't object-orienty - you create things, they work. Second version added things that once you think about them, you realize that yeah, that's the way it should be done, everything communicates tight, neatly, the right, sensible way. At first glance when you look at 5 min tutorial boilerplate code you may think "Uhh creating separate window, renderer, texture, another texture, and then taking responsibility for freeing them, that's so inconvinient and cumbersome", but as time comes you'll come to your senses and realise that it is the way. And if you know what you're doing, compiling and linking will not take 10 minutes.[/QUOTE] If you write exclusively in modern C++ (or any object-oriented language) why would you wish to put up with the C methodology of free-functions and structs? Those techniques may be the standard for a purely procedural language, but object-oriented compilers provide facilities for abstraction which SDL doesn't exploit while SFML does.
Thanks for all of the input guys. I spent the past hour or so just trucking through the SFML documentation and tutorials, and I have decided to run with SFML. Expect me posting in a few hours asking how to compile a program that displays a simple circle in it within a few hours, and then a few hours later how to use views and how to draw a world larger than the view & window. :v:
[QUOTE=Gmod4ever;43284861]Thanks for all of the input guys. I spent the past hour or so just trucking through the SFML documentation and tutorials, and I have decided to run with SFML. Expect me posting in a few hours asking how to compile a program that displays a simple circle in it within a few hours, and then a few hours later how to use views and how to draw a world larger than the view & window. :v:[/QUOTE] I just went through the same myself, so if you have problems just post here :v: I'm working now on integrating SFML and Box2D, which requires deciding what I want to use for a coordinate system, scale, units, etc. in my game. I'm just going to post some of the problems and ask for criticism: SFML, being a rendering engine, uses pixels for its units and grows its y-axis down; Box2D uses meters (and is only efficient working with objects in the range of 0.1m to 10m) and the documentation uses a y-axis which grows up: I think I prefer to use real-world units in the game (i.e. Box2Ds), and only translate to pixels in the final step before rendering. Is there any reason this shouldn't work? I'm worried about managing texture sizes when they will be designed in terms of pixels but need to match game objects designed in terms of meters. SFML uses degrees whereas Box2D uses radians. I'd prefer to avoid mixing these in higher-level game logic, so I need to pick one. Since I'm already isolating rendering I might as well isolate the conversion there, so I think radians would be the best choice throughout game (also standard library math functions work in radians). SFML and Box2D represent 2D Vectors with different types. I've seen it discussed before that creating a third class with implicit cast operators defined to and from the other types would make things easier, but I'm not sure I want to introduce another 2D Vector type. Any suggestions would be welcome. tl;dr suggestions for integrating SFML and Box2D for a 2D game.
My personal opinions for the issues you bring up are as follows: Pixels vs meters: If you want to stick with measuring everything in meters, that is your prerogative. Just keep in mind that, at the end of the day, everything [b]does[/b] break down to pixels. The easiest thing I can suggest is to define some constant mapping from meters to pixels, in terms of a multiplier [b]x[/b] such that [b]meters * x = pixels[/b]. Degrees vs radians: I personally recommend you just stick with whatever you work best with. I personally think more naturally in degrees, and so I would go with degrees. If you think radians would work better, then don't hesitate to do so. All that matters is that you stay consistent - nothing will break your systems faster than intermixing the two unknowingly. Vector types: I would personally build a third vector type that bridges the gap between the two, as you yourself suggested. I think it would make things a lot simpler, and make your code more easily portable in the future - if something arises that requires yet another vector type, you simply add another implicit cast to your new structure, and then bam - everything is interoperable, using your new vector class as a common bridge. Those are my opinions on the issues. :).
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