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  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

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  • AutoVue for Mobile Asset Management

    - by Warren Baird
    Our partner VentureForth is working with us on a solution to use AutoVue in their mobile asset management system. The idea is to allow workers in the field to easily be able to access visual information they might need while doing their work - and to annotate them.   For instance the worker can take a photo of something unexpected they found on-site, and indicate on the drawing what they found, so there's a record of it for the future.VentureForth's vMobile suite allows workers to take information for EBS eAM and PeopleSoft CAM, as well as multiple other systems) offline with them while working in the field, and with the AutoVue integration the workers can then view and annotate CAD drawings or photographs and have that information saved back into the asset management system.VentureForth has posted a video of this in action on YouTube:  http://youtu.be/X5Lv_X2v7uc - Check it out and let us know what your thoughts are!Learn more about VentureForth at http://ventureforth.com/

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  • No wireless and display issues on Dell Inspiron 1210 (Mini 12)

    - by Bryan M.
    I recently upgraded a friend's Dell Mini 12 (Inspiron 1210) from Ubuntu 8.10 to 10.04 netbook edition. After installing, and performing the available updates, I'm unable to detect any wireless networks (it knows it has a wireless card, but won't list any active networks). There also seems to be an issue with the display drivers: when scrolling, resizing, or drawing any windows there is a noticeable lag as I watch the screen redraw. As if there are no compatible display drivers installed. All these problems go away the moment I boot up a version of 8.10. But I'd like to keep 10.04 if possible. Are these common problems? Everything I've read suggest this is laptop should be compatible. Any suggestions? Thanks.

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  • How to achieve a Gaussian Blur effect for shadows in LWJGL/Slick2D?

    - by user46883
    I am currently trying to implement shadows into my game, and after a lot of searching in the interwebs I came to the conclusion that drawing hard edged shadows to a low resolution pass combined with a Gaussian blur effect would fit best and make a good compromise between performance and looks - even though theyre not 100% physically accurate. Now my problem is, that I dont really know how to implement the Gaussian blur part. Its not difficult to draw shadows to a low resolutions buffer image and then stretch it which makes it more smooth, but I need to add the Gaussian blur effect. I have searched a lot on that and found some approachs for GLSL, some even here, but none of them really helped it. My game is written in Java using Slick2D/LWJGL and I would appreciate any help or approaches for an algorithm or maybe even an existing library to achieve that effect. Thanks for any help in advance.

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  • Geometry shader for multiple primitives

    - by Byte56
    How can I create a geometry shader that can handle multiple primitives? For example when creating a geometry shader for triangles, I define a layout like so: layout(triangles) in; layout(triangle_strip, max_vertices=3) out; But if I use this shader then lines or points won't show up. So adding: layout(triangles) in; layout(triangle_strip, max_vertices=3) out; layout(lines) in; layout(line_strip, max_vertices=2) out; The shader will compile and run, but will only render lines (or whatever the last primitive defined is). So how do I define a single geometry shader that will handle multiple types of primitives? Or is that not possible and I need to create multiple shader programs and change shader programs before drawing each type?

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  • SEO optimization for AJAX site and dynamic HTML canvas

    - by Christian Benincasa
    I have a site that uses AJAX to query the Last.fm database and then dynamically draws a graph of the results on an HTML canvas. In the search function, I have a command that sets window.location.hash to the search parameters. I also have a function that checks if a hash was provided in the url and if so, generates the page. For example, http://www.thenlistento.com/#!/led+zeppelin will automatically navigate to a search page for Led Zeppelin. My question is, how do optimize this set up for SEO? Can it be done at all? I've taken a look at Google Webmaster Docs and read over the hashbang protocol, but I'm not totally sure how to apply it to my situation..or even if I can at all. Any help/suggestions would be greatly appreciated. Link to the site: http://www.thenlistento.com

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  • Why would GLCapabilities.setHardwareAccelerated(true/false) have no effect on performance?

    - by Luke
    I've got a JOGL application in which I am rendering 1 million textures (all the same texture) and 1 million lines between those textures. Basically it's a ball-and-stick graph. I am storing the vertices in a vertex array on the card and referencing them via index arrays, which are also stored on the card. Each pass through the draw loop I am basically doing this: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_LINES, <size>, GL.GL_UNSIGNED_INT, 0); I noticed that the JOGL library is pegging one of my CPU cores. Every frame, the run method internal to the library is taking quite long. I'm not sure why this is happening since I have called setHardwareAccelerated(true) on the GLCapabilities used to create my canvas. What's more interesting is that I changed it to setHardwareAccelerated(false) and there was no impact on the performance at all. Is it possible that my code is not using hardware rendering even when it is set to true? Is there any way to check? EDIT: As suggested, I have tested breaking my calls up into smaller chunks. I have tried using glDrawRangeElements and respecting the limits that it requests. All of these simply resulted in the same pegged CPU usage and worse framerates. I have also narrowed the problem down to a simpler example where I just render 4 million textures (no lines). The draw loop then just doing this: gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glEnableClientState(GL.GL_INDEX_ARRAY); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); <... Camera and transform related code ...> gl.glEnableVertexAttribArray(0); gl.glEnable(GL.GL_TEXTURE_2D); gl.glAlphaFunc(GL.GL_GREATER, ALPHA_TEST_LIMIT); gl.glEnable(GL.GL_ALPHA_TEST); <... Bind texture ...> gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glDisable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_ALPHA_TEST); gl.glDisableVertexAttribArray(0); gl.glFlush(); Where the first buffer contains 12 million floats (the x,y,z coords of the 4 million textures) and the second (element) buffer contains 4 million integers. In this simple example it is simply the integers 0 through 3999999. I really want to know what is being done in software that is pegging my CPU, and how I can make it stop (if I can). My buffers are generated by the following code: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_FLOAT, <buffer>, GL.GL_STATIC_DRAW); gl.glVertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, 0); and: gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_INT, <buffer>, GL.GL_STATIC_DRAW); ADDITIONAL INFO: Here is my initialization code: gl.setSwapInterval(1); //Also tried 0 gl.glShadeModel(GL.GL_SMOOTH); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); gl.glPointParameterfv(GL.GL_POINT_DISTANCE_ATTENUATION, POINT_DISTANCE_ATTENUATION, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MIN, MIN_POINT_SIZE, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MAX, MAX_POINT_SIZE, 0); gl.glPointSize(POINT_SIZE); gl.glTexEnvf(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); gl.glEnable(GL.GL_POINT_SPRITE); gl.glClearColor(clearColor.getX(), clearColor.getY(), clearColor.getZ(), 0.0f); Also, I'm not sure if this helps or not, but when I drag the entire graph off the screen, the FPS shoots back up and the CPU usage falls to 0%. This seems obvious and intuitive to me, but I thought that might give a hint to someone else.

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  • What happens with project backlog if sprint due date is missed?

    - by nikita
    Suppose that I have project backlog item with effort of 40 hours. My sprint is 40 hours (1 week) and I have one developer in team. So developer creates child task to pending backlog and estimates work to 40 hours. At the end of the sprint developer didn't succeed in resolving his task. Suppose that developer works only and only 40 hours per week. On the next week there would be new backlog items and new sprint. What should I do with backlog item and velocity graph? Obviously backlog item is not resolved on that sprint. Should I estimate the remaining work and subtract it from effort , so that now I see that our velocity is, say, 38hr per 40hr sprint?

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  • Game component causes game to freeze

    - by ChocoMan
    I'm trying to add my camera component to Game1 class' constructor like so: Camera camera; // from class Camera : GameComponent .... public Game1() { graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = screenWidth; this.graphics.PreferredBackBufferHeight = screenHieght; this.graphics.IsFullScreen = true; Content.RootDirectory = "Content"; camera = new Camera(this); Components.Add(camera); } From the just adding the last two lines, when I run the game, the screen freezes then gives me this message: An unhandled exception of type 'System.ComponentModel.Win32Exception' occurred in System.Drawing.dll Additional information: The operation completed successfully

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  • What's better than outputdebugstring for windows debugging?

    - by Peter Turner
    So, before I came to my current place of employment, the windows OutputDebugString function was completely unheard of, everyone was adding debug messages to string lists and saving them to file or doing showmessage popups (not very useful for debugging drawing issues). Now everybody (all 6 of us) is like "What can I say about this OutputDebugString?" and I'm like, "with much power comes much responsibility." I kind of feel as though I've passed a silent but deadly code smell to my colleagues. Ideally we wouldn't have bugs to debug right? Ideally we'd have over 0% code coverage, eh? So as far as petty debugging is concerned (not complete rewriting of a 3 million line Delphi behemoth) what's a better way to use debug running code than just adding OutputDebugString all over?

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  • Presenting Windows Phone 8 at Microsoft Store in Orlando, FL

    - by Nikita Polyakov
    Want to see Windows Phone 8 in person yourself? Want see me present a few features live? Want to come chat in person after? Come by Microsoft Store at The Florida Mall in Orlando, FL on Saturday Nov 17th 2012 at 6-7PM. I will be presenting the Windows Phone 8 OS (no developer content) If you come see this presentation and fill out a survey after you get to be in the drawing for Asus VivoTab RT (see official rules) Let me know if you are coming by! Would love to chat :) Event is also posted on Facebook: https://www.facebook.com/events/167104910079987

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  • GLSL Bokeh using Quads and Textures

    - by Notoriousaur
    I'm trying to create a depth of field effect with bokeh sprites in GLSL. Specifically, what i would like to do is, for each pixel: See if the pixel is out of the focal range If it is, draw a quad and apply a texture to provide a bokeh sprite. This kind of implementation is seen in the Unreal Engine and by Matt Pettineo, however, both implementations are in DX11 and I'm using OpenGL. I'm a bit stuck on the drawing a quad and applying a texture bit. Does anyone know how I can do this, or provide any relevant links as to how I can do this? Thanks

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  • Finding shortest path on a hexagonal grid

    - by Timothy Mayes
    I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his target using his current x,y and his target x,y. In trying to figure this out myself I can determine 4 directions no problem by using dx = currentX - targetY dy = currentY - targetY but I'm not sure how to determine which of the 6 directions is actually the "best" or "shortest" route. For example the way its setup currently I use East, West, NE, NW, SE, SW but to get to the NE tile i move East then NW instead of just moving NW. I hope this wasn't all rambling. Even just a link or two to get me started would be nice. Most of the info i've found is on drawing the grids and groking the wierd coordinate system needed. Thanks in advance Tim

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  • Resources on how to relate structured and semi- / un-structured information

    - by Fritz Meissner
    I don't have a great background in information organisation / retrieval, but I know of a few ways of dealing with the problem. For structured information, it's possible to go OOish - everything "has-a" or "has-many" something else, and you navigate the graph to find relationships between things. For unstructured information, you have techniques like text search and tagging. What resources - articles or books - are there that summarise the CS theory behind these techniques or could introduce me to others? I'm developing a system that needs to handle capture and retrieval of information that ranges from necessarily unstructured (advice about X) to structured (list of Xs that relate to Ys) to a combination (Ys that relate to the advice about X) and I'd like to get some insight into how to do it properly.

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  • cocos2d-x - object creation and management in game design

    - by Jason
    How do others keep track of everything going on in their games? I am working on a new game and I am quickly realizing everything that I need to keep track of. Example: Maybe a layerManager that keeps track of all the layers and what is happening for a particular scene. Maybe a sceneManager for sharing objects among scenes But then getting to game play itself, what if you have 100 objects on the screen each with its own state and happenings, there needs tobe a way to keep track of all of that. Drawing everything out is really helping me. Can anyone share with me how they go about object tracking/management? I am seeing a few different managers and then maybe even a parent object that manages the managers..is my thinking way off? Any design patterns that may be useful for me to read about? Update: doing some reading and maybe a Factory pattern might apply.

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  • How to get quality sprite sheet generation with rotations

    - by BenMaddox
    I'm working on a game that uses sprite sheets with rotation for animations. While the effect is pretty good, the quality of the rotations is somewhat lacking. I exported a flash animation to png sequence and then used a C# app to do matrix based rotations (System.Drawing.Drawing2D.Matrix). Unfortunately, there are several places where the image gets clipped. What would you suggest for a way to get high quality rotations from either flash or the exported PNGs? A circle should fit within the same image boundaries. I don't mind a new program that I must write or an existing program I must download/buy.

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  • Displaying google analytics data on my website

    - by anon-user0
    I sale adspace for my websites directly to the advertisers. I ad page where I want to show google anaylytics information that update automatically without me having to manually update everyday or every month. Something like this: http://wstats.net/en/website/riverplate.com#stat_trafic I don't want to use embedded or iframed third party services. I know google has public API and you can connect it to google graph API to to show pretty graphs. There is a tutorial by google here on how to do it: https://developers.google.com/analytics/resources/articles/gdataAnalyticsCharts Few problems: I don't know much javascript The javascript seems to prompt for authntication as opposed to login automatically. (from my understanding by reading comments on the code) Does anyone know of any ready made script that does what I am looking for or know how I can fix this code that will allow me to display analytic info without authenticating? Thanks.

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  • How can I boost my C# learning curve?

    - by MSU
    I have been learning programming, mostly C# and .net stuff. And I have target to become a fulltime .NET developer. But I am feeling that learning Graph is very slow, I have been learning C# programming, doing some coding everyday, but how I can learn very fast and increase my skills rapidly? I know there should be a balance of coding and reading, as without reading I can't code and without coding I can't increase my skills. SO, I am requesting here suggesting from experts on how I bring more pace to my learning curve? I intend to give 4-6 hours daily for this and on weekends 10+ hours.

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  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

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  • Books or help on OO Analysis

    - by Pat
    I have this course where we learn about the domain model, use cases, contracts and eventually leap into class diagrams and sequence diagrams to define good software classes. I just had an exam and I got trashed, but part of the reason is we barely have any practical material, I spent at least two good months without drawing a single class diagram by myself from a case study. I'm not here to blame the system or the class I'm in, I'm just wondering if people have some exercise-style books that either provide domain models with glossaries, system sequence diagrams and ask you to use GRASP to make software classes? I could really use some alone-time practicing going from analysis to conception of software entities. I'm almost done with Larman's book called "Applying UML and Patterns An Introduction to Object-Oriented Analysis and Design and Iterative Development, Third Edition". It's a good book, but I'm not doing anything by myself since it doesn't come with exercises. Thanks.

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  • Speaking in St. Louis on June 14th

    - by Bill Graziano
    I’m going back to speak in St. Louis next month.  I didn’t make it last year and I’m looking forward to it.  You can find additional details on the St. Louis SQL Server user group web site.  The meeting will be held at the Microsoft office and I’ll be speaking at 1PM. I’ll be speaking on the procedure cache.  As people get better and better tuning queries this is the next major piece to understand.  We’ll talk about how and when query plans are reused.  The most common issue I see around odd query plans are stored procedures that use one query plan but the queries run completely different when you extract the SQL and hard code the parameters.  That’s just one of the common issues that I’ll address. There will be a second speaker after I’m done, then a short vendor presentation and a drawing for a netbook.

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  • Ray Tracing Shadows in deferred rendering

    - by Grieverheart
    Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement somthing similar for ray tracing of shadows in a deferred renderer. The way I though this could work is after drawing to the gbuffer, in a separate pass and for each pixel to calculate rays to the lights and draw them as lines of unique color together with the geometry (with color 0). The lines will be cut-off if there is occlusion and this fact could be used in a fragment shader to calculate which rays are occluded. I guess there must be something I'm missing, for example I'm not sure how the fragment shader could save the occlusion results for each ray so that they are available for pixel at the ray's origin. Has this method been tried before, is it possible to implement it as I described and if yes what would be the drawbacks in performance of calculating shadows this way?

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  • Updated the Whiteboard Demo

    - by Bobby Diaz
    Just a quick update to let everyone know that I have updated the Whiteboard demo application.  I added a few options to make it more interesting to use!  I showed it to the kids and they loved it (even though they kept asking ME to draw pictures for them)!   Here is a list of available options: Color Picker for line color Slider for line thickness Save to XML file Open saved drawing Clear whiteboard Hold down ESC key to erase And here is a screenshot of my beautiful artwork! :) So what are you waiting for?  Go play with the Live Demo (and be sure to share with the kids) or download the source code. Enjoy!

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  • How to find Sub-trees in non-binary tree

    - by kenny
    I have a non-binary tree. I want to find all "sub-trees" that are connected to root. Sub-tree is a a link group of tree nodes. every group is colored in it's own color. What would be be the best approach? Run recursion down and up for every node? The data structure of every treenode is a list of children, list of parents. (the type of children and parents are treenodes) Clarification: Group defined if there is a kind of "closure" between nodes where root itself is not part of the closure. As you can see from the graph you can't travel from pink to other nodes (you CAN NOT use root). From brown node you can travel to it's child so this form another group. Finally you can travel from any cyan node to other cyan nodes so the form another group

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  • How to position a sprite in a 2D animation skeleton?

    - by Paul Manta
    Given two joints that define a bone, I would like to know how to decide where, between those two joints, I should draw the sprite. This should be a fairly simple thing to solve, but there is one thing that I am not sure about. After I've determined the rotation of the sprite (which is the absolute angle the joints form with the x-axis), I also need to determine the origin point from where I need to start drawing the transformed image. So how should I position the sprite between the two joints? Should I make the center of the image be the midpoint between the two joints, or should I make one the of the joints be the origin? Do these things matter that much (could the wrong positioning make the sprite move oddly during the animation)?

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