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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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  • Telerik Becomes the First Vendor to Offer Reporting for All .Net Desktop and Web Platforms

    Telerik adds a new WPF Report Viewer to its reporting solution making it thefirst tool to supportall .NET desktop and web platforms:ASP.NET, Silverlight, Windows Forms, and WPF Telerik, a leading vendor of developer tools and UI components for .NET,isthe first vendor to offer built-in support for report rendering in all .NET desktop and web platformswith the addition of a WPF Report Viewer to their product Telerik Reporting. Telerik Reportingis a lightweight embedded .NET reporting solution, which...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Most supported/easiest to get started gamedev language?

    - by user1009013
    In what language are the most libraries/frameworks (like lwjgl for Java, XNA for C#)? What language is the easiest to start making a game (very easy to get a 3D-environment rendered)? What language has the friendliest learning curve? Say I want to make a game and I don't know any programming languages, I want to develop for any platform(so don't give the answer "the one you know best/the platform you are working on"), then what is the best language to start with. I get this question a lot "I have this and that ideas for a game and want to make it, what language should I use"(mostly asked by beginning programmers), but I don't know how to answer that. The answer "use the one you are most familiar with", because sometimes they don't even know a language yet... I am not asking for someone's personal opinion, but an objective list of what languages are the easiest/most supported/have the most/best libraries/frameworks to get started with gamedevelopment.

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  • 2D Ragdoll - should it collide with itself?

    - by Axarydax
    Hi, I'm working on a ragdoll fighting game as a hobby project, but I have one dilemma. I am not sure if my ragdoll should collide with itself or not, i.e. if ragdoll's body parts should collide. 2D world is somewhat different than 3D, because there are several layers of stuff implied (for example in Super Mario you jump through a platform above you while going up). The setup I'm currently most satisfied with is when only the parts which are joined by a joint don't collide, so head doesn't collide with neck, neck with chest, chest with upper arm etc, but the head can collide with chest, arms, legs. I've tried every different way, but I'm not content with either. Which way would recommend me to go?

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  • La beta de Moonlight 4 se rapproche de Silverlight 4, l'implémentation open-source ajoute accélération matérielle et support du H.264

    La beta de Moonlight 4 se rapproche de Silverlight 4 Son implémentation open-source propose désormais accélération matérielle et support du H.264 Moonlight 4 vient de sortir en version beta. L'implémentation open-source de Silverlight propose à présent l'accélération matérielle (pour la prise en charge des vidéos et de la 3D par le GPU) ou le support du codec H.264. Avec cette version de développement, Moonlight intègre plusieurs nouveautés de Silverlight 4, notamment la prise en charge des APIs de Silverlight 3 et 4. Elle permet également de construire et de faire tourner des applications « hors du navigateur ». Néanmoins, cette beta ne propose pas toutes les foncti...

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  • Any way to edit Warcraft MDX or MDL Animated models?

    - by Aralox
    I have been searching for a while for a way to get an animated mdl or mdx model into any 3D animating software (such as Blender), but so far have not had any success. I found a few methods of getting textured static mdx or mdl models into Blender/Milkshape/Hexagon, but no one seems to have written an importer that deals with the mdl/mdx model's keyframe animation. On that note, if anyone knows of a way of importing a keyframe-animated 3DS model into Blender, me and alot of people would appreciate it if you could let us know. Thanks for any help! :) PS: For anyone curious about static MDL or MDX - Blender, see here: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/WarCraft_MDL

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  • unit testing on ARM

    - by NomadAlien
    We are developing application level code that runs on an ARM processor. The BSP (low level code) is being delivered by a 3d party so our code sits just on top of this abstraction layer (code is written in c++). To do unit testing, I assume we will have to mock/stub out the BSP library(essentially abstracting out the HW), but what I'm not sure of is if I write/run the unit test on my pc, do I compile it with for example GCC? Normally we use Realview compiler to compile our code for the ARM. Can I assume that if I compile and run the code with x86 compiler and the unit tests pass that it will also pass when compiled with RealView compiler? I'm not sure how much difference the compiler makes and if you can trust that if the x86 compiled code pass the unit tests that you can also be confident that the Realview compiled code is ok.

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  • Acer Extensa 5620 - Graphic unknown!

    - by Nycxzon
    I install Ubuntu 12.04 Beta 2, I found out the my graphic driver is "Unknown" and experience is "Standard". Please help me know how to install my graphic driver. as per my laptop specs: Mobile Intel GM965 Express Chipset with integrated 3D graphics, featuring Intel Graphics Media Accelerator (GMA) X3100 with up to 358/3845 MB of Intel Dynamic Video Memory Technology 4.0 (8 MB of dedicated system memory, up to 350/3765 MB of shared system memory), supporting Microsoft DirectX 9. Hope you can help me! Thanks in advance! Noob @ Ubuntu :) Updates! ______________ I found a solution! I found a site where I ask how to check the graphic of my system. by using terminal command "glxinfo" command ask me to install mesa-utils! and update. After that, My graphic driver is listed! Thanks for your continues support! :)

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  • Animations not accepted in animator

    - by Lautaro
    In the official Unity Animator State Machine tutorial video animation clips are dragged out from the assets folder into the animator and dropped. I have a 3D model that i bought online to experiment with that comes with animations. I added a custom made animation as well. These all work well in my demo project. But when i add a animator to the assets and try to drag and drop animations onto it it doesnt work. I get a forbidden-sign as a mouse pointer. I try to add animations through the inspector but that does not work either. The tutorials makes it seem so easy and does not talk anything about what animations can be used. What am i doing wrong?

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  • How does a collison engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platformer games to make the player acutally hit walls and the like. There's the 2d type and the 3d type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • How do you start modding a game without an editor?

    - by Protector one
    I often come across very impressive mods for PC games that don't have an official editor, other development tools or its source code publicly available. (Take this amazing Multiplayer mod for Just Cause 2, for example.) How do you go about creating mods for such games? I'm not talking about replacing the odd texture or 3D model—that sort of thing seems fairly easy given tools to pry them out of game files and put them back in—but more along the lines of adding game behavior. (Tweaking settings files also doesn't count.) Note that I'm not asking "how to create a mod", I just want to know where to start or where to go to learn.

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  • krunner unreadable black text on black background. File a bug? Where?

    - by user52784
    I'm running Kubuntu 12.04 beta2 (up to date). Already tried to create a user from the scratch but the problem can still be replicated. I'll make it simple: with any of the available themes (air, air 4 netbooks, oxygen) whenever I disable desktop effects, KRunner instantly becomes black (with black fonts) rendering itself useless because of its unreadable text. Here is a screenshot I took: http://i42.tinypic.com/348sz7n.jpg The weird thing is that with effects enabled KRunner is "light gray" and perfectly functional. What can I do? Should I file a bug? If yes: where? On the KDE bug tracker or the Kubuntu one? Thanks in advance!

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  • How to set sprite source coordinates?

    - by ChaosDev
    I am creating own sprite drawer with DX11 on C++. Works fine but I dont know how to apply source rectangle to texture coordinates of rendering surface(for animation sprite sheets) //source = (0,0,32,64); //RECT D3DXVECTOR2 t0 = D3DXVECTOR2( 1.0f, 0.0f); D3DXVECTOR2 t1 = D3DXVECTOR2( 1.0f, 1.0f); D3DXVECTOR2 t2 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t3 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t4 = D3DXVECTOR2( 0.0f, 0.0f); D3DXVECTOR2 t5 = D3DXVECTOR2( 1.0f, 0.0f); VertexPositionColorTexture vertices[] = { { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t0}, { D3DXVECTOR3( dest.left+dest.right, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t1}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t2}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t3}, { D3DXVECTOR3( dest.left , dest.top, z),D3DXVECTOR4(1,1,1,1), t4}, { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t5}, };

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  • XNA: Runtime differences in ClickOnce install versus development version

    - by Sean Colombo
    I have a game written in XNA, and I use ClickOnce installers to distribute the game to testers. I keep once computer as a test machine which does NOT have development environments installed, so that I can test the installed version. We've found a reproducible bug in our game, but the bug ONLY occurs on the non-development machines that use the ClickOnce installer. The bug is related to some of our code for moving around 3D objects and is not tied to Networking or GamerServices. Are there known differences in the ClickOnce runtime and the version on dev? Are there any best-practices for debugging something like this?

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  • Premultiplying matrices with Perspective destroys them

    - by Shadows In Rain
    If I apply world_to_camera, perspective and camera_to_screen to my mesh, everything is okay. But if I premultiply given matrices (i.e. transform = world_to_camera * perpective * camera_to_screen) before applying, then it seems like only perspective has effect. If it is important... My 3d framework was written from scratch (test project for job interview). But it works flawlessly, or at least I think so. So, question. This is expected behaviour, or my implementation is wrong?

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  • Detailed Modern Opengl Tutorial?

    - by Kogesho
    I am asking for a specific modern opengl tutorial. I need a tutorial that does not skip to explain any lines of code. It should also include different independent objects moving/rotating (most tutorials use only one object), as well as imported 3d objects and collision detection for them. It should also avoid stuff that won't be used. Arcysnthesis for example gives a new concept, and after teaching it, in the next tutorial, it explains how bad it is for performance and introduces another method. Do you know any?

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  • Les CPU monocoeur des smartphones et tablettes sont-ils assez puissants ? NVIDIA souhaite mettre plus de coeurs dans ces appareils

    Les CPU monocoeur des smartphones et tablettes sont-ils assez puissants ? Non répond Nvidia, qui souhaite implémenter plus de coeurs dans ces appareils Pour Nvidia, "les processeurs dual-core seront le standard en 2011, et les quad-core ne tarderont pas à suivre". L'entreprise trouve en effet que les appareil mobiles, actuellement équipés de puces à un seul coeur, ne sont pas assez puissants. Pourtant, on leur en demande toujours plus, notamment de nos jours avec l'arrivée des jeux en 3D ; qui sont plutôt gourmands. Face à cela, Nvidia propose d'ajouter des coeurs supplémentaires dans les circuits de ces machines. Les bénéfices ? Une durée de vie des batteries allongée, et l'e...

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  • Sneak Peek: Even More Charts And Charting Features In 2010.1 Release

    XtraCharts, our premiere charting suite for both WinForms and ASP.NET, is getting even more charts and features in the DXperience v2010.1 release! Check out what XtraCharts will provide you in the next major release: New Series View Types Side-by-Side Stacked and Side-by-Side Full-Stacked Bar series are now available for both 2D and 3D charting (click image to see larger version): 2D Side-by-Side Stacked Bars 2D Side-by-Side 100% Stacked Bars ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • What should I do if my text exceeds my text render target boundaries?

    - by user1423893
    I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render target Draw the render target texture using a perspective projection and a world transform My problem is how to deal with strings whose characters length exceeds that of the render target dimensions? For example if I have string "This is a reallllllllllly long string" and the render target can't accommodate it, it will only capture "This is a realllll". The render target (and its size) could be set each frame but wouldn't that be far too costly?

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  • System hangs at glReadPixel call with GL_TEXTURE_2D_ARRAY for texturing

    - by Roshan
    I am calling glReadPixel after glDrawArray call. I am rendering a geometry with 3D texture on it as a target GL_TEXTURE_2D_ARRAY. My systems hangs at glreadpixel call. When i use target as GL_TEXTURE_3D the issue does not occurs and it correctly reads the framebuffer contents. glReadPixels(0, 0, GetViewportWidth(), GetViewportHeight(), GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)rendered_pixels); I am using SNORM textures with GL_byte data in glTeximage3D call and I am not calling glPixelStorei, is it because of this? What should be the parameter for pixelstore call?

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  • Wall avoidance steering

    - by Vodemki
    I making a small steering simulator using the reynolds boid algorythm. Now I want to add a wall avoidance feature. My walls are in 3D and defined using two points like that: ---------. P2 | | P1 .--------- My agents have a velocity, a position, etc... Could you tell me how to make avoidance with my agents ? Vector2D ReynoldsSteeringModel::repulsionFromWalls() { Vector2D force; vector<Wall *> wallsList = walls(); Point2D pos = self()->position(); Vector2D velocity = self()->velocity(); for (unsigned i=0; i<wallsList.size(); i++) { //TODO } return force; } Then I use all the forces returned by my boid functions and I apply it to my agent. I just need to know how to do that with my walls ? Thanks for your help.

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  • Google I/O 2010 - Writing real-time games for Android redux

    Google I/O 2010 - Writing real-time games for Android redux Google I/O 2010 - Writing real-time games for Android redux Android 201 Chris Pruett This session is a crash course in Android game development: everything you need to know to get started writing 2D and 3D games, as well as tips, tricks, and benchmarks to help your code reach optimal performance. In addition, we'll discuss hot topics related to game development, including hardware differences across devices, using C++ to write Android games, and the traits of the most popular games on Market. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 10 0 ratings Time: 58:57 More in Science & Technology

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  • Is Adobe Flash 11.2 working with Nvidia hardware again in 12.04?

    - by Oranges
    I installed the newest Nvidia-Linux drivers version number 304.43 on 12.04 installation and all Flash Videos now show me "accelerated video rendering". Previous Nvidia drivers + Adobe Flash only rendered in software, at least since Adobe officially said they turned off "hardware acceleration" for Linux, because of unstable and unsecure drivers. Has this changed? Is hardware acceleration really back? Can anyone verify this as well? The Nvidia driver 304.43 patch notes said: Fixed a bug that caused VDPAU to hang when expanding the YouTube Flash Player. Hardware: Nvidia 8600M GT

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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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