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  • Need some help implementing VBO's with Frustum Culling

    - by Isracg
    i'm currently developing my first 3D game for a school project, the game world is completely inspired by minecraft (world completely made out of cubes). I'm currently seeking to improve the performance trying to implement vertex buffer objects but i'm stuck, i already have this methods implemented: Frustum culling, only drawing exposed faces and distance culling but i have the following doubts: I currently have about 2^24 cubes in my world, divided in 1024 chunks of 16*16*64 cubes, right now i'm doing immediate mode rendering, which works well with frustum culling, if i implement one VBO per chunk, do i have to update that VBO each time i move the camera (to update the frustum)? is there a performance hit with this? Can i dynamically change the size of each VBO? of do i have to make each one the biggest possible size (the chunk completely filled with objects)?. Would i have to keep each visited chunk in memory or could i efficiently remove that VBO and recreated it when needed?.

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  • Extremely Hybrid Game requirements

    - by tugrul büyükisik
    What system specifications would a game need if it was: Total players per planet: ~20000 Total players per team:~1M Total players per map(small volume of space or small surface over a planet): ~2000 Total players: ~10M(world has more players than this amount i think) Two of the players are commanders of opposite quadrants(from HUD of a strategy game). Lots of players use space-crafts as a captain(like 3d fps and rts). Many many players control consoles in those space-crafts as under command of captains.(fps ) Some players are still in stone-age trying to reinvent wheel in some planet. Players design and construct any vehicles they have. With good physics engine Has puzzles inside. Everyone get experience by doing stuff(RPG). Commerce, income or totally different resource-based group(like starcraft) Player classes(primitive: cunning and strong, wrapped: healthy, wealthy) Arcade top-down style firing with ships when people get bored very low chance of miraculous things.(mediclorians, wormholes, bugs) Different game-modes: persistent(living world), resetted periodically(a new chance for noobs), instant(pre-built space + hack&slash) I suspect this would need 128GB ram and 2048 cores.

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  • How can I know if programming is right for me?

    - by user66414
    I have an IT background and was pretty confident until an opportunity came up at work to go into programming(C#). I have never programmed before this, and the software I am programming for is a program I have never used before (a 3D modeling software). It has been 6 months since then and I feel like giving up. I didn't get much training... about 3 weeks of training spread out over the last 6 months. I think I would be good at programming but this experience is kinda making me rethink my decision. I'm not sure if it's just me, or if this frustration is normal. How can I tell if programming is right for me?

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  • How do you handle unfound resources?

    - by concept3d
    For example your game expects a certain asset to be loaded what is the best way to handle it if the resource isn't found, for example: Texture* grassTexture = LoadTexture("Grass.png");// returns NULL as texture is not found. Mesh* car = LoadMesh("Car.obj");// returns NULL as 3d mesh is not found What if for some reason the resource wasn't found e.g. deleted by user, misspelling while in development ? Should I use Assertions (which is only useful while in development? Exit the game gracefully ? or even thrown an exception and try to handle it? On a separate question, if I used a handle system instead of pointers (which I am already working on) I don't see how this would help me recover from unfound resources, Does a handle system help in situations like this?

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  • SL: Silverlight 5

    - by xamlnotes
    Check out this new demo from MIX11. http://code.msdn.microsoft.com/silverlight/3D-Housebuilder-demo-from-def4af04 SL 5 is the next big step for great apps in SL. This new release is adding more features to an already great technology.  You can find out more about this release at http://www.microsoft.com/silverlight/future/ . I particularly like the new features for business applications such as the next text improvements and making the combo box type ahead right out of the box. Plus there are more enhancements for databinding too.  And the list goes on and on with features such as performance and “trusted application”. Where is Sl 5 now? its in Release Candidate now so the final bits should not be far down the road.

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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  • nouveu driver logs into unity-2d by default

    - by Ubuntuser
    I have an old system with NVIDIA Corporation NV25 [GeForce4 Ti 4600]. When running Ubuntu , the nouveau driver loads fine but does not log into Unity with compiz. Instead it logs into Unity-2D. Any idea how to enable 3D/ compiz with the nouveau driver. OS: Ubuntu 12.04 Beta2 The nvidia driver is no more available for this graphics card, so have to rely on nouveau. UPDATE: Bug reported on launchpad . See here. There has been no reply as yet to this bug-report - does anyone have any idea how to resolve this? Further information, Also, if I use kubuntu desktop, kwin graphics works just fine. But, the users prefer Unity over KDE so I have uninstalled Kubuntu.

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  • New York City In LEGO Bricks

    - by Jason Fitzpatrick
    How can you capture all of New York City in LEGO? With a creative mind and the right data. Rather than recreate buildings in detail, designer JR Schimdt used an elevation map of the city and surrounding area to build stacks of LEGO scaled to the city’s building topography. The end result is an eye catching 3D rendition of NYC. Hit up the link below to grab a larger copy. LEGO New York [via Neatorma] How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • Mercury and Sound Waves [Video]

    - by Jason Fitzpatrick
    In this video a tone generator is used to shoot specific frequencies through a large drop of mercury which results in a wide array of unique shapes and patterns created by standing waves–but really, you need to see it to appreciate it. The experiment, put together by Nick Moore, combines a glass dish, a drop of mercury, and a old tone generator to demonstrate standing waves in 3D. Check out the video above to see the experiment in full speed or hit up his YouTube channel to see a remix with music (and other cool science experiment videos). Mercury Hz [via Mental_Floss] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • How can I access bitmaps created in another activity?

    - by user22241
    I am currently loading my game bitmaps when the user presses 'start' in my animated splash screen activity (the first / launch activity) and the app progresses from my this activity to the main game activity, This is causing choppy animation in the splashscreen while it loads/creates the bitmaps for the new activity. I've been told that I should load all my bitmaps in one go at the very beginning. However, I can't work out how to do this - could anyone please point me in the right direction? I have 2 activities, a splash screen and the main game. Each consist of a class that extends activity and a class that extends SurfaceView (with an inner class for the rendering / logic updating). So, for example at the moment I am creating my bitmaps in the constructor of my SurfaceView class like so: public class OptionsScreen extends SurfaceView implements SurfaceHolder.Callback { //Create variables here public OptionsScreen(Context context) { Create bitmaps here } public void intialise(){ //This method is called from onCreate() of corresponding application context // Create scaled bitmaps here (from bitmaps previously created) }

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  • How do I find the angle required to point to another object?

    - by Ginamin
    I am making an air combat game, where you can fly a ship in a 3D space. There is an opponent that flies around as well. When the opponent is not on screen, I want to display an arrow pointing in the direction the user should turn, as such: So, I took the camera location and the oppenent location and did this: double newDirection = atan2(activeCamera.location.y-ship_wrap.location.y, activeCamera.location.x-ship_wrap.location.x); After which, I get the position on the circumferance of a circle which surrounds my crosshairs, like such: trackingArrow.position = point((60*sin(angle)+240),60*cos(angle)+160); It all works fine, except it's the wrong angle! I assume my calculation for the new direction is incorrect. Can anyone help?

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  • Point Light Soft Shadows

    - by notabene
    How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from light to fragments world position. It works perfectly. Until you want soft shadows. In our engine we use PCSS technique for spot lights. But for point light there begins troubles. How to sample in 3D? I developed technique when orthonormal basis is created from a direction and upvector (0,1,0). And then multiply sampling vector (something like this (1.0,i/depthMapSize,j/depthMapSize) with this basis. But this (of course :)) looks pretty bad for vectors near (0,1,0) and (0,-1,0). I will appreciate any help on this.

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  • Rotate object Up/Down/Left/Right in any orientation

    - by George Duckett
    I'm rendering model at the origin with a fixed camera looking at it positioned on the z axis. I want to be able to rotate the model up/down and left/right. Currently I have 2 variables, HorizontalRotation and VerticalRotation. When calculating the world matrix I rotate about the Y axis by HorizontalRotation and about the X axis by VerticalRotation. The ..Rotation variables are controlled by pressing up/down/left/right arrow keys. The problem I'm having is that the rotations are happening relative to the object. Lets say it's a model of the world. Pressing Up a bit would let me look at the north pole. Currently when i press right the earth spins infront of the camera on its axis; I'm still looking at the north pole. How can i get it so that no matter what rotations are currently applied i can always rotate my model relative to the camera/world axis?

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  • Error when trying to activate FGLRX graphic propietary control ATI/AMD

    - by Gastón
    I'm new to Ubuntu. I still don't understand a lot of features. As far as I know, I can install the ATI drivers through the Additional drivers When I press 'Activate' in the FGLRX graphic propietary control ATI/AMD it comes up with an error. Lo sentimos, la instalación de este controlador falló. Revise el archivo de registro para ver más detalles: /var/log/jockey.log English translation: Sorry, this driver installation failed. Check the log file for more details: /var/log/jockey.log The problem is that i'm trying to make Compiz work. And since i have no video card drivers i cant modify any of the interface features (Like 3d cube and that stuff).

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  • Using allocators for different systems

    - by chadb
    I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how. How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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  • Can I include a robots meta tag outside of the head in HTML snippets indeded to be SSIed?

    - by Dan
    I have a number of files in my site which are not intended for independent viewing, but rather to be AJAXed into content within the site. They obviously don't meet HTML standards (no body, head, etc.) as independent entities. I would like to prevent search engines from indexing these pages, but do not have access to /robots.txt (which would be much more ideal). My question is, could I include the following at the top of these partial HTML files and get the desired results? <meta name="robots" content="noindex, noarchive"> I guess there are two parts to this question. Will this cause any rendering issues in any browsers? Will search engines (at least Google & Bing) interpret this as intended?

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  • Good resources for learning about graphics hardware

    - by Ken
    I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in terms of how things are implemented. I familiar with what happens in principle during the various stages of the rendering pipeline (viewing, projection, clipping, rasterization etc). My goal is to be able to make better and more informed decisions about tradeoffs and potential optimisations when graphics/shader programming with respect to the following kinds of issues; batching view culling occlusions draw order avoiding state changes triangles vs pointsprites texture sampling etc Basically whatever the graphics programmer needs to know about modern graphics hardware in order to become more effective. I'm not really looking for specific optimisation techniques, rather I need more general knowledge so that I will naturally write more efficient code.

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  • What are good JS libraries for game dev? (HTML5)

    - by acidzombie24
    If i decide to write a simple game both text and graphical (2d) what libs may i use? Assuming we are using a HTML5 compatible browser. The main things i can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but i am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (i know this exist but i dont know how easy it is to setup or use. But this isnt important to me. Its for the question).

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  • Google I/O 2012 - Android WebView

    Google I/O 2012 - Android WebView Nicolas Roard Hundred of thousands of Android applications use WebView to display HTML content. In Android 4.0 it's hardware-accelerated, which allows support for HTML5 features such as inline video, CSS 3d, CSS animations, and overflow elements. This talk will give an overview of the underlying implementation in ICS, explain how to best take advantage of WebView in your application, and cover best practices for high-performance HTML code. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 83 3 ratings Time: 52:04 More in Science & Technology

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  • vlc issue with unity

    - by bob
    I'm using ubuntu 12.04 with unity 3d. I am having troubles to lock vlc (version: VLC media player 2.0.1 Twoflower (revision 2.0.1-0-gf432547)) to the left panel. It doesn't behave the same way other applications do. This is a fresh install from the repo, I didn't change any settings. Ubuntu 12.04 is also a fresh install. For example, (left) clicking on it doesn't bring it to front, but creates a new instance (this in particular is very annoying, if it gets behind another window, that happens to be maximized, there is no way to bring it back up). It also doesn't have a right arrow to say the number of instances there is. Any way around that ?

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  • Units in tile world

    - by Vilzow
    I've started to make a 2D sidescroller, the camera and world rendering works as I expect, but now comes the physics part of world. What I need is that one tile in x direction (or y direction) should correspond to 1 meter. Since I have a variable time step (android mobile game), I can't figure it out, since the timing and velocity always will be dependent of the device. So, is there any good way to make one tile to correspond 1 meter? This would be good, otherwise the physics implementation would later be weird.

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  • easy visualization of usage statistics (web app)

    - by sova
    I have some usage queries for my web app's database, the results of which I want to display graphically. Is there an easy-to-use api that exists for this purpose? I want to show things like average query-time per user (a small user-base), average query time per day, and things like that. I think it would be cool to show these on a two-axis graph. I am displaying this data on my site, so a jQuery/javascript/html solution for rendering information into graphs would be ideal. Thank you :) P.S. I wasn't sure if I should ask this on SO, but I am looking more for which product to use, not how to program with it.

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  • Mobile My Oracle Support 6.3 Release is live!

    - by JanSyss
    We have released Mobile My Oracle Support 6.3 last Saturday (13-Oct-2012), including 10 enhancements and almost 40 bug fixes. Mobile My Oracle Support is My Oracle Support's webapplication optimized for mobile devices to manage your Service Requests, your On Demand Requests for Change (RFCs), search over Support's Knowledge Base, Bug database or Sun System Handbook, and to manage your pending user requests (CUA). You can find the application at http://support.oracle.mobi  or get redirected from http://support.oracle.com when using a mobile device. Overall Several UI optimizations in different screens. Service Request Area Show the platinum icon for Platinum SRs and the restore status for Platinum Sev 1s. Email send with Share functionality now contains links to Mobile MOS and Full Site. Knowledge Management Area Ability in Advanced Search to search the Sun System Handbook (cfr. screenshot below) Better rendering of the KB documents to avoid where possible horizontal scrolling. Don't hesitate to share your feedback and comments or even requests.

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  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

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  • Frame Buffer Objects vs calling TexCoord2f?

    - by sensae
    I'm learning the basics of OpenGL with lwjgl currently, and following a guide I've got textured quads that can move around a scene. I've been reading about Frame Buffer Objects, and I'm not really clear on their purpose and their benefit. My understanding is that I'll create a FBO with the texture I'd like, load the FBO, draw a quad, then unload the FBO. What would the technique I'm currently doing for texture management be called, and how does it differ from using FBOs? What are the benefits to using FBOs? How does it fit into the grand rendering scheme of things?

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