April 2010 Archives

Deploying Perl in shared hosting environments used to be an unpleasant experience, since most hosting providers would refuse to install and keep up-to-date CPAN modules. Fortunally this is no longer the case, since the advent of local::lib, which allows the build and installing of modules in a private directory. But this still required the user to have shell access to the machine, in order to bootstrap the local::lib and install all the dependencies.

The most problematic is not just requiring shell access, but actually requiring the compiler toolkit as well as the development headers for libraries such as libpq-dev (for the DBD::Pg module) or libxml2-dev (for the XML::LibXML module). This would certainly be a problem for a lot of hosting providers.

The last time I started building a local::lib bootstrap I came to the following realization. The machine I'm using is a Debian Lenny, the machine in the hosting provider is a Debian Lenny, so all I need to do is bootstrap the local::lib in my own machine (actually doing it inside a fresh debootstrapped chroot, to actually installing every non-core module by cpan). Then I just created a tarball with it and sent to the server and voilà, it just worked.

Of course my chroot required all the development headers as well as the compiler toolchain, but when I move the local::lib dir to the server, everything is already compiled, so I just need to make sure the postgresql client library is installed (which was already the case) as well as the libxml2 package (which was also the case).

So I realized this image can be re-used in any hosting provider using Debian-Lenny- i386. As I wouldn't like to have my blog shutdown due to excess traffic, I've uploaded the file to rapidshare, feel free to take it to a more convenient place (please tell me the link so I can add it here) -- I have removed the manpages in order to reduce the file size (reduced about 50%). UPDATE: arcanez has kindly provided two other mirrors, and arw__ provided a third for that file so you don't need to suffer from rapidshare.


How to use it?

Simply unpack it into your user's account, it will create a "perl5" directory, if your hosting provider doesn't allow shell access, simply unpack it anywhere into your local machine and use the ftp client to send all the files (remember to set binary mode, since there will be binary files in there).

Then you need to include that path into your Perl's include directory, you can:


  • set the PERL5LIB environment directory with /home/youruser/perl5/lib/perl5:/home/youruser/perl5/lib/perl5/i486-linux-gnu-thread-multi

  • add -I/home/youruser/perl5/lib/perl5 -I/home/youruser/perl5/lib/perl5/i486-linux-gnu-thread-multi in the #!/usr/bin/perl line

  • use lib '/home/youruser/perl5/lib/perl5'; use lib '/home/youruser/perl5/lib/perl5/i486-linux-gnu-thread-multi'; # into your fastcgi script

If more people think this is a good idea, we might eventually start having different prebuilt images, since that is completely OS-Version specific. The image I built is intended for use ONLY on Debian Lenny i386 machines, it will fail and segfault miserably if you try to use it in other OS and/or version.

Following
posts 1,
2,
3,
4 and
5 on
the subject of writing games in Perl, now we are going to fix the math
in the game.

In the first post, I used a very naive simplification of the
movement calculation. I simply considered that the velocity was
constant during the time of the frame and recalculated the final
velocity after the frame so it would affect the next calculation.

I have to confess that I didn't do it just for the simplification
of the code. I did it because of my lack of good understanding of
math. Some people have noticed that I should've used
a Runge-Kutta
method to solve the problem, but, honestly, the math language is
something that really requires a level of practice I simply don't have
(I've been working on Information Systems for 12 years, now it's the
first time I really miss calculus knowledge).

The problem I was trying to solve is: Considering I have a ball
that is falling at a speed of 3 m/s with a gravity of 9.8 m/s², how
far would it fall after 25 miliseconds (about 40 FPS). I'm strongly
visually-oriented, so let me try to represent in some ascii-art what I
was trying to find out.


position | .
| I
| .
|
| .
|
|
| F
|
|
| .
0-------------------------
time

I was considering I had defined the position I (initial) and I
wanted to know which was the position F (final).

It was only after I shared the problem with Edilson (a colleague
that works in the same place as I do), and after he present me a sheet
full of math calculations which I simply ignored, since I couldn't
understand, and then he said me: "You're looking at the wrong graphic,
this graphic is derived from another graphic, which is velocity vs
time".

This was a very important realization for me, bear with me: Let's
simplify the problem a bit, let's consider we have a constant
velocity. The graphic of velocity vs time would be something like:


velocity |
|
|
|
|
|
|.......I..........F.....
|
|
|
|
0-------------------------
time

You probably remember that in order to find out how much an object
moved in a given time-frame, the formula would be:


ΔS = Δt * v

As I said before, I'm a very visually-oriented person, and at that
point I figured out the following:


velocity |
|
|
|
|
|
| I..........F
| | |
| | |
| | |
| | |
0-------------------------
time

Wait, that's a rectangle, its width is Δt and it's height is v,
so the distance travelled is the area of the rectangle.

WAIT! That's the definition of Integral I've been reading in math
books for a while and that never really meant anything to me because
of all the math blabbering that really require consistent math
practice to actually understand anything.

So now that I feel a lot less dumb, let's proceed to the problem at
hand. The velocity in our game is lineary-variable, which means that
its graphic over time will look like:


velocity | .
| .
| .
| F
| .
| .
| .
| I
| .
|.
|
0-------------------------
time

The intial grahic on the position over time at the beggining of
this post is derived from this graphic -- and this is actually the
meaning of derivative -- so the distance travelled in a given time
frame is the area of the trapezoid representing that time frame:


velocity |
|
|
| F
| . |
| . |
| . |
| I |
| | |
| | |
| | |
0-------------------------
time

So, the answer to my initial question is just a matter of
calculating that area:


Δs = ((vI + vF) * Δt)/2

It looks pretty easy now, and, in fact, I feel quite dumb for
taking so long to realize that. But anyway, that is probably all the
required math for a lot of games. I hope I wasn't the only one who had
a hard time understading all that, and, anyway, now I can start to
understand more complex integral and derivative calculations.

So, let's apply that to the code in our game, which happens to be
at the Ball.pm file.


sub time_lapse {
my ($self, $old_time, $new_time) = @_;
my $elapsed = ($new_time - $old_time)/1000; # convert to seconds...

my $vf_h = $self->vel_h + $self->acc_h * $elapsed;
my $vf_v = $self->vel_v + ($self->acc_v - g) * $elapsed;

my $ds_h = (($self->vel_h + $vf_h) * $elapsed) / 2;
my $ds_v = (($self->vel_v + $vf_v) * $elapsed) / 2;

$self->vel_h($vf_h);
$self->vel_v($vf_v);
$self->cen_h($self->cen_h + $ds_h);
$self->cen_v($self->cen_v + $ds_v);
}

I also fixed the code in the main loop that was re-calculating that
instead of calling time_lapse.


foreach my $wall (@{$self->walls}) {
if (my $coll = collide($ball, $wall, $frame_elapsed_time)) {
# need to place the ball in the result after the bounce given
# the time elapsed after the collision.
$ball->time_lapse($oldtime, $oldtime + (($coll->time)*1000) - 1);

if (defined $coll->axis &&
$coll->axis eq 'x') {
$ball->vel_h($ball->vel_h * -1);
} elsif (defined $coll->axis &&
$coll->axis eq 'y') {
$ball->vel_v($ball->vel_v * -1);
} elsif (defined $coll->axis &&
ref $coll->axis eq 'ARRAY') {
my ($xv, $yv) = @{$coll->bounce_vector};
$ball->vel_h($xv);
$ball->vel_v($yv);
} else {
warn 'BAD BALL!';
$ball->vel_h($ball->vel_h * -1);
$ball->vel_v($ball->vel_v * -1);
}
return $self->handle_frame($oldtime + ($coll->time*1000), $now);
}
}

I'm not going to post any video for this post, since there's no
visual difference. But I hope the ascii-art graphics are good enough.

Following
posts 1,
2,
3 and
4
on the subject of writing games in Perl, now we are going to add
a goal to our game.

Currently we have a bouncing ball with that collides in walls and
have a camera following it. Now we are about to add a goal to the
game. The idea is that you should get the ball to hit some specific
point, considering the gravity and the 100% efficient bounce, making
the ball go through some small places might be an interesting
challenge.

The first thing we're going to do is change the walls
configuration, so we make a more challenging setup, currently we have
a box with a wall of half the height in the middle, let's make it a
bit more interesting, let's change the walls initialization code to
the following.


foreach my $rect ( Rect->new({ x => 0,
y => 0,
w => 20,
h => 1 }), # left wall
Rect->new({ x => 0,
y => 0,
h => 20,
w => 1 }), # bottom wall
Rect->new({ x => 20,
y => 0,
h => 20,
w => 1 }), # right wall
Rect->new({ x => 0,
y => 20,
w => 21,
h => 1 }), # top wal
Rect->new({ x => 7,
y => 0,
h => 9,
w => 1 }), # middle-left bottom
Rect->new({ x => 7,
y => 11,
h => 9,
w => 1 }), # middle-left top
Rect->new({ x => 12,
y => 0,
h => 9,
w => 1 }), # middle-right bottom
Rect->new({ x => 12,
y => 11,
h => 9,
w => 1 }), # middle-right top
) {
# ...
}

This creates two small passages in the middle of two vertical
walls, not really hard, but kinda entertaining to get the ball to go
through those. But in order to make it actually hard, let's add
another wall:


Rect->new({ x => 9.2,
y => 11,
h => 1,
w => 1.6 }), # chamber

Now we have a small chamber created between the two vertical
lines. It's kinda tricky to get the ball in there, I personally took
some minutes.

But while I was testing this map, a bug appeared, and this is
actually an important bug. Since the collision was pretty simplified
to handle just one wall at the beginning, I was inadvertedly
positioning the ball at the target destination after it bounced. This
was ok when I had just one wall, but when I have more, and more
importantly, when they are really close to each other, I might
position the ball over another wall when detecting a collision, and
that just, well, you have a ball inside a wall, unless you're watching
the X Files, this can't be good.

The problem, as you might have noticed, happens when I calculate
the target position after the bounce, so what we're going to do is
simply stop trying to guess that. We're going to position the ball in
the exactly spot before the collision with the bouncing velocities and
recalculate the whole frame from that instant on.

This will actually mean a simplification of the code, that will
look like:


foreach my $wall (@{$self->walls}) {
if (my $coll = collide($ball, $wall, $frame_elapsed_time)) {
# need to place the ball in the result after the bounce given
# the time elapsed after the collision.
my $collision_remaining_time = $frame_elapsed_time - $coll->time;
my $movement_before_collision_h = $ball->vel_h * ($coll->time - 0.001);
my $movement_before_collision_v = $ball->vel_v * ($coll->time - 0.001);
$ball->cen_h($ball->cen_h + $movement_before_collision_h);
$ball->cen_v($ball->cen_v + $movement_before_collision_v);
if ($coll->axis eq 'x') {
$ball->vel_h($ball->vel_h * -1);
} elsif ($coll->axis eq 'y') {
$ball->vel_v($ball->vel_v * -1);
} elsif (ref $coll->axis eq 'ARRAY') {
my ($xv, $yv) = @{$coll->bounce_vector};
$ball->vel_h($xv);
$ball->vel_v($yv);
} else {
warn 'BAD BALL!';
$ball->vel_h($ball->vel_h * -1);
$ball->vel_v($ball->vel_v * -1);
}
return $self->handle_frame($oldtime + ($coll->time*1000), $now);
}
}
$ball->time_lapse($oldtime, $now);

Now, to add a goal, we're going to add another set of objects, the
goal itself, which is simply a point, and the view, which I'm also
going to reuse the filled rect view. First I'm going to create a Point
object akin to the Rect I have created earlier.


package BouncingBall::Event::Point;
use Moose;

has x => ( is => 'ro',
isa => 'Num',
required => 1 );
has y => ( is => 'ro',
isa => 'Num',
required => 1 );

Now I'm going to add that point object to the controller as an
attribute:


use aliased 'BouncingBall::Event::Point';

has 'goal' => ( isa => 'rw',
isa => Point );

And now initialize both the goal and the view for it.


$self->goal(Point->new({ x => 10, y => 12.5 }));
my $goal_view = FilledRect->new({ color => 0xFFFF00,
camera => $camera,
main => $self->main_surface,
x => $self->goal->x - 0.1,
y => $self->goal->y - 0.1,
w => 0.2,
h => 0.2 });

$self->views([]);
push @{$self->views}, $background, $ball_view, $goal_view;

Ok, now that we can see our goal, we just need to detect when the
goal was achieved:


sub collide_goal {
my ($ball, $goal, $time) = @_;
my $rect = hash2point({ x => $goal->x, y => $goal->y });
my $circ = hash2circle({ x => $ball->cen_h, y => $ball->cen_v,
radius => $ball->radius,
xv => $ball->vel_h,
yv => $ball->vel_v });
return dynamic_collision($circ, $rect, interval => $time);
}
#...
sub reset_ball {
my ($self) = @_;
$self->ball(Ball->new());
}
#...
if (collide_goal($ball, $self->goal, $frame_elapsed_time)) {
$self->reset_ball();
}

Ok, not very exciting, but something does happen, and that's a
first step.

As usual, follows a small video of the game:

About this Archive

This page is an archive of entries from April 2010 listed from newest to oldest.

March 2010 is the previous archive.

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