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Methuen Rangers Baseball
Coach's Clipboard
Field Directions
In Pursuit of Excellence!
Website Designed
List Your Business for Free
Head Coach:
Eric Cyr
Coach Eric Cyr has more than 28 years of coaching experience, including head and assistant coaching positions with Methuen High School (1997-2005, 2011), Merrimack College (2005-2009), Methuen Legion Post 122 (2001 - 2005, 2011), Central Catholic High School (1994-1996). During those years he and his teams have earned; MVC 1 Conference Champion, Methuen High School (2003, 2004) / MVC 1 Coach of the Year, Methuen High School (2003), / Lawrence Invitational Tournament Champion, Methuen High School (2001, 2003, 2014) / Melrose Invitational Tournament Champion, Methuen High School (1999) / MVC 1 Conference Champion, Central Catholic, assistant / pitching coach, (1995, 1996) / and MIAA North Sectional Champion, Division 1, Central Catholic HS, assistant / pitching coach (1996), and several state tournament appearances including Methuen High School's first North sectional semi final appearance (the deepest MHS baseball has gone in its' history).
Prior to coaching, Coach Cyr pitched for the Nashua Hawks of the North Atlantic Independent Baseball League, where he set the league record for the most strikeouts in a game (17). From 1996 to 1999, Coach Cyr functioned as Owner / Head Coach / Player for the semi-professional Methuen Giants, Stan Musial League. From 2000 to 2006, Coach Cyr served as Player / Coach of the semi-pro Lowell Braves, Inter-City League, and continued to pitch until the age of 36. During his 18 years as a player / coach, Coach Cyr's teams made 3 National Championship appearances, won 3 Regional Championship titles, 4 State Championship titles and 5 League Championship titles. As a college pitcher, Cyr had his best year in 1993 as a UMASS Lowell River Hawk, going 6W – 1L, 2 saves, 2.75 era. He was awarded All American (honorable mention), 1st team - All New England, 1st team - All Conference; New England Collegiate Conference, 1st team All Confrence / All Star; Eastern Collegiate Athletic Conference. Coach Cyr went 11W – 1L, 3 saves his junior and senior years combined.
Coach Cyr currently works as a Behavior Management Specialist at the Gerard A.Guilmette Middle School, Lawrence, MA. He has his Master's Degree in Education Counseling from Rivier College, Nashua, NH, his Bachelor of Science Degree on Psychology from UMASS Lowell, and an Associates Degree in Business Administration. He currently resides in North Andover, M
Meet the Coaches
Chris Cyr is the Freshman Coach for the Methuen Rangers. As a Methuen Junior Legion Coach, he is part of the staff that won two State Championships. Coach Cyr has been working with Methuen youth for over 15 years as part of Methuen Youth Baseball . Under his guidance, our Methuen youth have been given access to a growing list of baseball opportunities. A 17/18 year old league was formed to ensure opportunities throughout high school and fall and winter programs were created to ensure that those with a love of the game can build their skills throughout the year. As President of Methuen West Baseball, Coach Cyr played a critical role in the merger with Methuen East Little League to begin a new era of baseball in the city in addition to buildout of facilities throughout the city.
Coach Cyr has coached multiple teams in our in-town system as well as in the North Suburban PONY League and has served as Junior Legion Coach for the last 8 years.
Coach Cyr graduated from Merrimack College in 1984 and served as the Vice President and General Manager of Comverse Americas Service in high tech prior to his current position of teaching English at Greater Lawrence Technical School.
Freshman Coach
Chris Cyr
Junior Varsity Coach
Eddie Araujo
Eddie Araujo has been coaching at Methuen High School for the last three years as a volunteer. He graduated from Methuen High School in 2006 and was a three sport athlete playing baseball, basketball, and football for the Rangers. On the diamond, Eddie was an MVC All-Conference player his junior and senior year and captain his senior year. He also played semi-professional for Rockingham Red Storm in 2006. He traveled to Arizona to play Junior College ball in Scottsdale. Eddie graduated from University of Massachusetts Boston with a Bachelor's degree in Exercise & Health science. He is currently working at Methuen High School.


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Download the Game Design and Indie Game Marketing Freebook 07/19/17GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game's design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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About Krauser
Krauser posted a topic in Graphics and GPU ProgrammingHi! I am getting 2d rendering with scale, rotation and traslation of texture (I made this by filling the vertex/index buffer to get a rectangle where my texture is rendered). Now, I'm going to check when the mouse is on texture by coordinates. For example: if(curPos.x > positionX && curPos.y > positionY && curPos.x < positionX + imgWidth && curPos.y < positionY + imgHeight) { return true; } Obviously,when I rotate my textures, it isn't correct. How can I do? Sorry for English.
I added the flag "aiProcess_PreTransformVertices" in my read function .
Great now it work! Problem solved. Thanks .
Rendering code: void ModelClass::Render(ID3D11DeviceContext* deviceContext) { unsigned int stride; unsigned int offset; // Set vertex buffer stride and offset. stride = sizeof(VertexType); offset = 0; // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); return; } void ShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount) { // Set the vertex input layout. deviceContext->IASetInputLayout(m_layout); // Set the vertex and pixel shaders that will be used to render this triangle. deviceContext->VSSetShader(m_vertexShader, NULL, 0); deviceContext->PSSetShader(m_pixelShader, NULL, 0); // Set the sampler state in the pixel shader. deviceContext->PSSetSamplers(0, 1, &m_sampleState); // Render the triangle. deviceContext->DrawIndexed(indexCount, 0, 0); return; }
Ok Thanks for advise, It doesn't work removing: aiProcess_SplitLargeMeshes aiProcess_SortByPType m_LocalImporter.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE); But I am sure that work with separate drawcall, I'm trying tomorrow. If I find an alternative solution I share here.
Thanks :D, Direct link: http://rs513p2.rapidshare.com/cgi-bin/rsapi.cgi?sub=download&fileid=1246163158&filename=Car.obj&cookie=D43D984F2E4AAF9B40F185DD2D28279357615E833B8E80DC2D92A141C94A16B373D0E30E4AE683200DF2331CE0130B0B&directstart=1
Yes, both of these meshes with the Assimp Viewer are displayed correctly. I don't understand because my engine doesn't load all the meshes
Thanks for reply. No they aren't, the number of mesh change because the model has been converted. This is my problem, my application don't display all meshes of model.
Krauser posted a topic in Graphics and GPU ProgrammingI'm trying to load a mesh in my application using assimp. But this work well only with the format .stl, but with other format only a part of mesh is displayed. This is my code: bool ModelClass::LoadModel(char* filename) { Assimp::Importer m_LocalImporter; // Important! Makes sure that if the angle between two face normals is > 80 they are not smoothed together. // Since the angle between a cubes face normals is 90 the lighting looks very bad if we don't specify this. m_LocalImporter.SetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, 80.0f); m_LocalImporter.SetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS, 1); m_LocalImporter.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE); const aiScene* scene = NULL; UINT NumMeshes; UINT NumFaces; scene = m_LocalImporter.ReadFile(filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_SplitLargeMeshes | aiProcess_ConvertToLeftHanded | aiProcess_SortByPType); if(scene) { NumMeshes = scene->mNumMeshes; for(DWORD nMesh=0; nMesh < NumMeshes; nMesh++) { aiMesh* mesh = scene->mMeshes[nMesh]; for(DWORD nVertex = 0; nVertex < mesh->mNumVertices; nVertex++) { VertexType vertex; vertex.position.x = mesh->mVertices[nVertex].x; vertex.position.y = mesh->mVertices[nVertex].y; vertex.position.z = mesh->mVertices[nVertex].z; vertex.normal.x = mesh->mNormals[nVertex].x; vertex.normal.y = mesh->mNormals[nVertex].y; vertex.normal.z = mesh->mNormals[nVertex].z; if(mesh->HasTextureCoords(0)) { vertex.texture.x = mesh->mTextureCoords[0][nVertex].x; vertex.texture.y = mesh->mTextureCoords[0][nVertex].y; } vVertices.push_back(vertex); } for(DWORD nFaces = 0; nFaces < mesh->mNumFaces; nFaces++) for(int nIndex = 0; nIndex < mesh->mFaces[nFaces].mNumIndices; nIndex++) vIndices.push_back(mesh->mFaces[nFaces].mIndices[nIndex]); } } else { return false; } return true; } Screen: OBJ format: STL format: My obj file: http://rs513p2.rapidshare.com/cgi-bin/rsapi.cgi?sub=download&fileid=1246163158&filename=Car.obj&cookie=D43D984F2E4AAF9B40F185DD2D28279357615E833B8E80DC2D92A141C94A16B373D0E30E4AE683200DF2331CE0130B0B&directstart=1

subset: commoncrawl


text:
In Arad, Romania, yesterday authorities say they finally caught up to the hacker known as "Guccifer."
Both Ayalon and Arad have outlined the case for linkage to me in recent weeks in nearly identical terms.
Kossuth and his associates, who had quitted Arad on the 10th of August, took refuge in Turkish territory.
As for Arad Pierson himself, Steven had conceived a strong dislike.
Besides all those who were dragged away to such places as Arad, hundreds and hundreds were hanged in their own province.
More than one bargain, discussed on the marketplace of Arad, was concluded in the stuffy tap-room of Marosfalva.
I'd rather those fellows back from Arad didn't come in to-night.
Arad is a modern-built town, and contains many handsome private and public buildings, including a cathedral.
But it was not only the nonagenarians—several of whom were at Arad—that found their life was a very provisional affair.
I answered, that Arad Khan had absolutely refused me justice, and I had no other resource.


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Sep 13-14 9:00 AM-3:00 PM MDT
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Angular Remote Conf is a great way to learn from the brightest minds in Angular while minimizing these expenses and hassles. The main benefits of Angular Remote Conf are:
Includes access to:


text:
In October 2011—ten months after the demonstrations that ended Egyptian President Hosni Mubarak's thirty-year tenure in office—a Cairo court upheld a 2005 conviction disqualifying Ayman Nour from participating in the state's first post-revolt presidential elections. Nour, who in 2005 had the temerity to challenge Mubarak for the office, paid for his insolence by spending the next four years in jail doing hard labor. Clearly disappointed, Nour lamented upon hearing the verdict, "I thought that there was a revolution that had happened in Egypt."
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