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Articles indexed in June 2014

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  • Subdomain still times out after being set up a month ago

    - by user8137
    I would like to use the subdomain www.high-res.domain.com to be accessed by external customers with specific permissions to access the site (like FTP). We use Network Solutions to house domain.com. We recently added a new IP address to point to www.high-res.domain.com. I gave the IP address to the company that hosts our website. I pinged www.high-res.domain.com and it points to the correct IP address but still times out. It’s been a few weeks now and when you ping it, it still times out. C:\>ping XXX.XXX.X.XXX Pinging XXX.XXX.X.XXX with 32 bytes of data: Request timed out. Request timed out. Request timed out. Request timed out. Ping statistics for XXX.XXX.X.XXX: Packets: Sent = 4, Received = 0, Lost = 4 (100% loss). tracert times out as well. I even went to DNS tools and a few other sites for checking this and it shows the same thing. I recently went into the DNSmgmt on our server (wink2k3sp1) and created an A record under the DomainDnsZones which translated to a CNAME when you look at it. Under the domain it has two entries, one to the subdomain and the other to the website host. Each has separate IP addresses. Is this correct?

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  • Which physics phenomenons can be simulated properly with Box2d or bullet physics? [on hold]

    - by user3585425
    Knowing that box2d or bullet physics can't simulate Newton's cradle (because of multiple bodies being in contact at the same time if I understand correctly), is there a sets of physics phenomenons that imply two or more objects that still can be simulated properly ? For example, I'm thinking about lightweight objects launched towards heavyweight objects. If the object is destroyed on contact, this would not make a difference if the energy is not transmitted correctly on impact.

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  • I want to learn the basics of Game Development [on hold]

    - by Mary
    I have programming experience and I would like to know how to start building games. I'm interested in building games for desktops and Android tablets. Could you list the general steps of Game Building? From the more common programming languages used to the software and frameworks available at each stage? I'm just trying to get the big picture of all the different options and tools I have at my disposal. Please leave some book recommendations and useful links!

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  • How to get location of sprite placed on rotating circle in cocos2d android?

    - by Real_steel4819
    I am developing a game using cocos2d and i got stuck here when finding location of sprite placed on rotating circle on background, so that when i hit at certain position on circle its not getting hit at wanted position,but its going away from it and placing target there.I tried printing the position of hit on spriteMoveFinished() and ccTouchesEnded(). Its giving initial position and not rotated position. CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY())); This is what i am using to get location.

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  • Generating Normal map from a Image with a given Albedo map

    - by snape
    I am working on a research problem part of which involves generating normal map from a given image of a rusted object. I searched the internet for techniques to achieve the above and apparently crazybump is mentioned a lot. I tried it but it didn't produce the desirable effects. Also I am looking for a method which draws inspiration from an existing research paper not some closed source software. I turned my attention to the technique described in the this paper. Results from this technique are satisfactory for normal objects because of bias in the training data but it doesn't work very well in the case of rusted objects. After this I focussed my attention on generating Albedo map (the above problem would become more solvable if Albedo map is obtained). Fortunately I am able to generate pretty good albedo maps for images of rusted objects. I used this paper's approach to generate Albedo maps. Now I want to know a good technique to get Normal map given an image and it's corresponding Albedo map. To give you an idea of what kind of images I am working with I am attaching a sample. Links to research material would be really appreciated. Thanks!

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  • Create dynamic buffer SharpDX

    - by fedab
    I want to set a buffer that is updated every frame but can't figure it out, what i have to do. The only working thing i have is this: mdexcription = new BufferDescription(Matrix.SizeInBytes * Matrices.Length, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); Draw: //Change Matrices (Matrix[]) every frame... instanceBuffer.Dispose(); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); I guess Dispose() and creating a new buffer is slow and can be done much faster. I've read about DataStream but i do not know, how to set this up properly. What steps do i have to do to set up a DataStream to achieve fast every-frame update?

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  • What to send to server in real time FPS game?

    - by syloc
    What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client sends its position in a fixed interval. With the sending the inputs approach: What should I do if the player is holding down the direction keys? It means I need to send a package to the server in every frame. Isn't it too much? And there is also the rotation of the player from the mouse input. Here is an example: http://www.gabrielgambetta.com/fpm_live.html What about sending the position in fixed interval approach. It sends too few messages to the server. But it also reduces responsiveness. So which way is better?

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  • Workaround the flip queue (AKA pre-rendered frames) in OpenGL?

    - by user41500
    It appears that some drivers implement a "flip queue" such that, even with vsync enabled, the first few calls to swap buffers return immediately (queuing those frames for later use). It is only after this queue is filled that buffer swaps will block to synchronize with vblank. This behavior is detrimental to my application. It creates latency. Does anyone know of a way to disable it or a workaround for dealing with it? The OpenGL Wiki on Swap Interval suggests a call to glFinish after the swap but I've had no such luck with that trick.

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  • Collision detection with multiple polygons simultaneously

    - by Craig Innes
    I've written a collision system which detects/resolves collisions between a rectangular player and a convex polygon world using the Separating Axis Theorem. This scheme works fine when the player is colliding with a single polygon, but when I try to create a level made up of combinations of these shapes, the player gets "stuck" between shapes when trying to move from one polygon to the other. The reason for this seems to be that collisions are detected after the player has been pushed through the shape by its movement or gravity. When the system resolves the collision, it resolves them in an order that doesn't make sense (for example, when the player is moving from one flat rectangle to another, gravity pushes them below the ground, but the collision with the left hand side of the second block is resolved before the collision with the top of the block, meaning the player is pushed back left before being pushed back up). Other similar posts have resolved this problem by having a strict rule on which axes to resolve first. For example, always resolve the collision on the y axis, then if the object is still colliding with things, resolve on the x axis. This solution only works in the case of a completely axis oriented box world, and doesn't solve the problem if the player is stuck moving along a series of angled shapes or sliding down a wall. Does any one have any ideas of how I could alter my collision system to prevent these situations from happening?

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