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  • How can I prevent seams from showing up on objects using lower mipmap levels?

    - by Shivan Dragon
    Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, it's a cylinder with the top cap removed: I've exported the UVs: Then imported them into Photoshop, and painted the inner area in yellow and the outer area in red. I made sure I cover well the UV lines: I then save the image and load it as texture on the model in Blender. Actually, I just reload it as the image where the UVs are exported, and change the viewport view mode to textured. When I look at the mesh up-close, there's yellow everywhere, everything seems fine: However, if I start zooming out, I start seeing red (literally and metaphorically) where the texture edges are: And the more I zoom, the more I see it: Same thing happends in Unity, though the effect seems less pronounced. Up close is fine and yellow: Zoom out and you see red at the seams: Now, obviously, for this simple example a workaround is to spread the yellow well outside the UV margins, and its fine from all distances. However this is an issue when you try making a complex texture that should tile seamlessly at the edges. In this situation I either make a few lines of pixels overlap (in which case it looks bad from upclose and ok from far away), or I leave them seamless and then I have those seams when seeing it from far away. So my question is, is there something I'm missing, or some extra thing I must do to have my texture look seamless from all distances?

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  • Ways to dynamically render a real world 3d environment in Unity3D

    - by Jake M
    Using Unity3D and C# I am attempting to display a 3d version of a real world location. Inside my Unity3D app, the user will specify the GPS coordinates of a location, then my app will have to generate a 3d plane(anything doesn't have to be a plane) of that location. The plane will show a 500 metre by 500 metre 3d snapshot of that location. How would you suggest I achieve this in Unity3D? What methodology would you use to achieve this? NOTE: I understand that this is a very difficult endevour(to render real world locations dynamically in Unity3d) so I expect to perform many actions to achieve this. I just don't know of all the technologies out there and which would be best for my needs For example: Suggested methodology 1: Prompt user to specify GPS coords Use Google earth API and HTTP to programmatically obtain a .khm file describing that location(Not sure if google earth provides that capability does it?) Unzip the .khm so I have the .dae file Convert that file to a .3ds file using ??? third party converter(is there a converter that exists?) Import .3ds into Unity3D at runtime as a plane(is this possible)? Suggested methodology 2: Prompt user to specify GPS coords Use Google earth API and HTTP to programmatically obtain a .khm file describing that location(Not sure if google earth provides that capability does it?) Unzip the .khm so I have the .dae file Parse .dae file using my own C# parser I will write(do you think its possible to write a .dae parser that can parse the .dae into an array of Vector3 that describe the height map of that location?) Dynamically create a plane in Unity3D and populate it with my array/list of Vector3 points(is it possible to create a plane this way?) Maybe I am meant to create a mesh instead of a plane? Can you think of any other ways I could render a real world 3d environment in Unity3D?

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  • How can I gather client's data on Google App Engine without using Datastore/Backend Instances too much?

    - by ruslan
    One of the projects I'm working on is online survey engine. It's my first big commercial project on Google App Engine. I need your advice on how to collect stats and efficiently record them in DataStore without bankrupting me. Initial requirements are: After user finishes survey client sends list of pairs [ID (int) + PercentHit (double)]. This list shows how close answers of this user match predefined answers of reference answerers (which identified by IDs). I call them "target IDs". Creator of the survey wants to see aggregated % for given IDs for last hour, particular timeframe or from the beginning of the survey. Some surveys may have thousands of target/reference answerers. So I created entity public class HitsStatsDO implements Serializable { @Id transient private Long id; transient private Long version = (long) 0; transient private Long startDate; @Parent transient private Key parent; // fake parent which contains target id @Transient int targetId; private double avgPercent; private long hitCount; } But writing HitsStatsDO for each target from each user would give a lot of data. For instance I had a survey with 3000 targets which was answered by ~4 million people within one week with 300K people taking survey in first day. Even if we assume they were answering it evenly for 24 hours it would give us ~1040 writes/second. Obviously it hits concurrent writes limit of Datastore. I decided I'll collect data for one hour and save that, that's why there are avgPercent and hitCount in HitsStatsDO. GAE instances are stateless so I had to use dynamic backend instance. There I have something like this: // Contains stats for one hour private class Shard { ReadWriteLock lock = new ReentrantReadWriteLock(); Map<Integer, HitsStatsDO> map = new HashMap<Integer, HitsStatsDO>(); // Key is target ID public void saveToDatastore(); public void updateStats(Long startDate, Map<Integer, Double> hits); } and map with shard for current hour and previous hour (which doesn't stay here for long) private HashMap<Long, Shard> shards = new HashMap<Long, Shard>(); // Key is HitsStatsDO.startDate So once per hour I dump Shard for previous hour to Datastore. Plus I have class LifetimeStats which keeps Map<Integer, HitsStatsDO> in memcached where map-key is target ID. Also in my backend shutdown hook method I dump stats for unfinished hour to Datastore. There is only one major issue here - I have only ONE backend instance :) It raises following questions on which I'd like to hear your opinion: Can I do this without using backend instance ? What if one instance is not enough ? How can I split data between multiple dynamic backend instances? It hard because I don't know how many I have because Google creates new one as load increases. I know I can launch exact number of resident backend instances. But how many ? 2, 5, 10 ? What if I have no load at all for a week. Constantly running 10 backend instances is too expensive. What do I do with data from clients while backend instance is dead/restarting?

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  • Linking one uniform variable to many shaders

    - by Winged
    Let's say, that I have 3 programs, and in each of those programs there is a view matrix uniform, which should be the same in all those programs. Right now, when my camera moves, I need to re-upload the modified matrix to every program separately. Is it possible to create some kind of global uniforms which are constant for all programs linked to it, so I could just upload the matrix once? I tried creating a globalUniforms object which looked kinda like this: var globalUniforms = { program: {}, // (...) vMatrixUniform: null, // (...) initialize: function() { vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); } }; So I could just link it to proper programs like this: program.vMatrixUniform = globalUniforms.vMatrixUniform;, and then pass the matrix like this: if (camera.isDirty.viewMatrix !== false) { camera.isDirty.viewMatrix = false; gl.uniformMatrix4fv(globalUniforms.vMatrixUniform, false, camera.viewMatrix.element); } but unfortunately it throws an error: Uncaught exception: gl.INVALID_VALUE was caused by call to: getUniformLocation called from line 272, column 2 in () in mysite/js/mesh.js: vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); Summing up: is there a more efficient way of managing shaders which follows my logic?

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  • Designing generic render/graphics component in C++?

    - by s73v3r
    I'm trying to learn more about Component Entity systems. So I decided to write a Tetris clone. I'm using the "style" of component-entity system where the Entity is just a bag of Components, the Components are just data, a Node is a set of Components needed to accomplish something, and a System is a set of methods that operates on a Node. All of my components inherit from a basic IComponent interface. I'm trying to figure out how to design the Render/Graphics/Drawable Components. Originally, I was going to use SFML, and everything was going to be good. However, as this is an experimental system, I got the idea of being able to change out the render library at will. I thought that since the Rendering would be fairly componentized, this should be doable. However, I'm having problems figuring out how I would design a common Interface for the different types of Render Components. Should I be using C++ Template types? It seems that having the RenderComponent somehow return it's own mesh/sprite/whatever to the RenderSystem would be the simplest, but would be difficult to generalize. However, letting the RenderComponent just hold on to data about what it would render would make it hard to re-use this component for different renderable objects (background, falling piece, field of already fallen blocks, etc). I realize this is fairly over-engineered for a regular Tetris clone, but I'm trying to learn about component entity systems and making interchangeable components. It's just that rendering seems to be the hardest to split out for me.

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  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

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  • Learning OpenGL GLSL - VAO buffer problems?

    - by Bleary
    I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but the result is triangles drawn incorrectly and/or missing. The code I had working perfectly on meshes, but was attempting to move to using VAOs so none of the code for storing the vertices and indices has changed. http://i.stack.imgur.com/RxxZ5.jpg http://i.stack.imgur.com/zSU50.jpg What I have for creating the VAO and buffers is this //Create the Vertex array object glGenVertexArrays(1, &vaoID); // Finally create our vertex buffer objects glGenBuffers(VBO_COUNT, mVBONames); glBindVertexArray(vaoID); // Save vertex attributes into GPU glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]); // Copy data into the buffer object glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount*VERTEX_STRIDE*sizeof(GLfloat), lVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(pos); glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, VERTEX_STRIDE*sizeof(GLfloat),0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lPolygonCount*sizeof(unsigned int), lIndices, GL_STATIC_DRAW); glBindVertexArray(0); And the code for drawing the mesh. glBindVertexArray(vaoID); glUseProgram(shader->programID); GLsizei lOffset = mSubMeshes[pMaterialIndex]->IndexOffset*sizeof(unsigned int); const GLsizei lElementCount = mSubMeshes[pMaterialIndex]->TriangleCount*TRIAGNLE_VERTEX_COUNT; glDrawElements(GL_TRIANGLES, lElementCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(lOffset)); // All the points are indeed in the correct place!? //glPointSize(10.0f); //glDrawElements(GL_POINTS, lElementCount, GL_UNSIGNED_SHORT, 0); glUseProgram(0); glBindVertexArray(0); Eyes have become bleary looking at this today so any thoughts or a fresh set of eyes would be greatly appreciated.

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  • Minimum team development sizes

    - by MarkPearl
    Disclaimer - these are observations that I have had, I am not sure if this follows the philosophy of scrum, agile or whatever, but most of these insights were gained while implementing a scrum scenario. Two is a partnership, three starts a team For a while I thought that a team was anything more than one and that scrum could be effective methodology with even two people. I have recently adjusted my thinking to a scrum team being a minimum of three, so what happened to two and what do you call it? For me I consider a group of two people working together a partnership - there is value in having a partnership, but some of the dynamics and value that you get from having a team is lost with a partnership. Avoidance of a one on one confrontation The first dynamic I see missing in a partnership is the team motivation to do better and how this is delivered to individuals that are not performing. Take two highly motivated individuals and put them together and you will typically see them continue to perform. Now take a situation where you have two individuals, one performing and one not and the behaviour is totally different compared to a team of three or more individuals. With two people, if one feels the other is not performing it becomes a one on one confrontation. Most people avoid confrontations and so nothing changes. Compare this to a situation where you have three people in a team, 2 performing and 1 not the dynamic is totally different, it is no longer a personal one on one confrontation but a team concern and people seem more willing to encourage the individual not performing and express their dissatisfaction as a team if they do not improve. Avoiding the effects of Tuckman’s Group Development Theory If you are not familiar with Tuckman’s group development theory give it a read (http://en.wikipedia.org/wiki/Tuckman's_stages_of_group_development) In a nutshell with Tuckman’s theory teams go through these stages of Forming, Storming, Norming & Performing. You want your team to reach and remain in the Performing stage for as long as possible - this is where you get the most value. When you have a partnership of two and you change the individuals in the partnership you basically do a hard reset on the partnership and go back to the beginning of Tuckman’s model each time. This has a major effect on the performance of a team and what they can deliver. What I have seen is that you reduce the effects of Tuckman's theory the more individuals you have in the team (until you hit the maximum team size in which other problems kick in). While you will still experience Tuckman's theory with a team of three, the impact will be greatly reduced compared to two where it is guaranteed every time a change occurs. It's not just in the numbers, it's in the people One final comment - while the actual numbers of a team do play a role, the individuals in the team are even more important - ideally you want to keep individuals working together for an extended period. That doesn't mean that you never change the individuals in a team, or that once someone joins a team they are stuck there - there is value in an individual moving from team to team and getting cross pollination, but the period of time that an individual moves should be in month's or years, not days or weeks. Why? So why is it important to know this? Why is it important to know how a team works and what motivates them? I have been asking myself this question for a while and where I am at right now is this… the aim is to achieve the stage where the sum of the total (team) is greater than the sum of the parts (team members). This is why we form teams and why understanding how they work is a challenge and also extremely stimulating.

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  • Need to detect the same application open on another computer on the network. Any software around tha

    - by Joe Schmoe
    I have a time management application that I use at home quite a lot and have running most of the time. At home, I have a desktop PC and a couple of laptops scattered around the house...all networked together. Unfortunately, the application I use is not multi-user and I risk losing/corrupting data if it has been left running on one computer inadvertently while I start using it on another one in another part of the house. I use Live Mesh to automatically keep the application's database synced across the different computers and I just need some way of making sure that I don't start using the application on another computer before closing it down on the previous one. Anyone know of any Windows software that can detect if an application is running simultaneously on different computers on my network, and warn me if I am about to have two open at the same time?

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  • Using a Vertex Buffer and DrawUserIndexedPrimitives?

    - by MattMcg
    Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them up and they work fine however if I throw in another draw call to DrawUserIndexedPrimitives (to draw my one single moving object) after the call to DrawIndexedPrimitives, it will error out saying a valid vertex buffer must be set. I can only assume the DrawUserIndexedPrimitive call destroyed/replaced the vertex buffer I set. In order to get around this I must call device.SetVertexBuffer(vertexBuffer) every frame. Something tells me that isn't correct as that kind of defeats the point of a buffer? To shed some light, the large vertex buffer is the final merged mesh of many repeated cubes (think Minecraft) which I manually create to reduce the amount of vertices/indexes needed (for example two connected cubes become one cuboid, the connecting faces are cut out), and also the amount of matrix translations (as it would suck to do one per cube). The moving objects would be other items in the world which are dynamic and not fixed to the block grid, so things like the NPCs who move constantly. How do I go about handling the large static world but also allowing objects to freely move about?

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  • What are the advantages of OSPF vs nexthop self with iBGP?

    - by Matt Hamilton
    Assuming I have a fairly small network internally, but I have 4 routers each connected out to a different network. The routers are all sat next to each other connected via a switch. Each router uses BGP to speak to the outside networks. There is an iBGP mesh for each router to exchange the routes internally it knows about from each external network. The usual setup is to use OSPF to distribute the connected routes, as the routes via iBGP will still have the next hop set to their original value. What is the advantage of using OSPF in this scenario versus simply using 'set nexthop self' on the routes?

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • Extreme Makeover, Phone Edition: Comcasts xfinity

    Mobile Makeover For many companies the first foray into Windows Phone 7 (WP7) may be in porting their existing mobile apps. It is tempting to simply transfer existing functionality, avoiding the additional design costs. Readdressing business needs and taking advantage of the WP7 platform can reduce cost and is essential to a successful re-launch. To better understand the advantage of new development lets examine a conceptual upgrade of Comcasts existing mobile app. Before Comcast has a great mobile app that provides several key features. The ability to browse the lineup using a guide, a client for Comcast email accounts, On Demand gallery, and much more. We will leverage these and build on them using some of the incredible WP7 features.   After With the proliferation of DVRs (Digital Video Recorders) and a variety of media devices (TV, PC, Mobile) content providers are challenged to find creative ways to build their brands. Every client touch point must provide both value added services as well as opportunities for marketing and up-sale; WP7 makes it easy to focus on those opportunities. The new app is an excellent vehicle for presenting Comcasts newly rebranded TV, Voice, and Internet services. These services now fly under the banner of xfinity and have been expanded to provide the best experience for Comcast customers. The Windows Phone 7 app will increase the surface area of this service revolution.   The home menu is simplified and highlights Comcasts Triple Play: Voice, TV, and Internet. The inbox has been replaced with a messages view, and message management is handled by a WP7 hub. The hub presents emails, tweets, and IMs from Comcast and other viewers the user follows on Twitter.  The popular view orders shows based on the users viewing history and current cable package. The first show Glee is both popular and participating in a conceptual co-marketing effort, so it receives prime positioning. The second spot goes to a hit show on a premium channel, in this example HBOs The Pacific, encouraging viewers to upgrade for this premium content. The remaining spots are ordered based on viewing history and popularity. Tapping the play button moves the user to the theatre where they can watch previews or full episodes streaming from Fancast. Tapping an extra presents the user with show details as well as interactive content that may be included as part of co-marketing efforts. Co-Marketing with Dynamic Content The success of Comcasts services are tied to the success of the networks and shows it purveys, making co-marketing efforts essential. In this concept FOX is co-marketing its popular show Glee. A customized panorama is updated with the latest gleeks tweets, streaming HD episodes, and extras featuring photos and video of the cast. If WP7 apps can be dynamically extended with web hosted .xap files, including sandboxed partner experiences would enable interactive features such as the Gleek Peek, in which a viewer can select a character from a panorama to view the actors profile. This dynamic inline experience has a tailored appeal to aspiring creatives and is technically possible with Windows Phone 7.   Summary The conceptual Comcast mobile app for Windows Phone 7 highlights just a few of the incredible experiences and business opportunities that can be unlocked with this latest mobile solution. It is critical that organizations recognize and take full advantage of these new capabilities. Simply porting existing mobile applications does not leverage these powerful tools; re-examining existing applications and upgrading them to Windows Phone 7 will prove essential to the continued growth and success of your brand.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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  • How to control an actor movement in UDK

    - by Mikalichov
    This might be very basic, but I couldn't find something relevant to what I need (see below). I am working on a very basic thing: a 3D environment with some buildings, and actors walking inside it. It looks like following: I mainly want to manage to have one actor standing around, idling, and another walking around the area. Right now, this is done through matinee + skeletal mesh groups, and forcing a looped animation on the actors: But I realize this is super caveman-level. So I've build an AnimTree, linking the idling and directional animations to the corresponding nodes. But then, I'm stuck. I added the AnimTree in the actors properties, but nothing happens. I've tried MoveToActor, but no success - is there a thing to set to allow an actor to move? Also, I place the actors on the map manually (they are supposed to be unique), should I spawn them instead? Every tutorial I find explains how to use an AnimTree for the player character, which is not what I want. I need a way to move the actors. I tried to look for AI tutorials, but only found UT3 bots-modifications, which is not what I need either. Since I have so much trouble finding how to do this through Kismet, I'm starting to suspect this has to be done through scripting/coding, but I would like to be sure there is no way to do it through Kismet before going that route. Every bit of answer about how to tell an actor something along the lines of "go in that direction as much as you can, then when you hit a wall turn 45° and continue" would be awesome. I'll be happy to move/edit the question if there is any problem with it

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  • Admin Panel like Custom Framework

    - by bhuvin
    I want to Create a Framework , like Admin panel , which can rule almost all the aspects of what is shown on the frontend. For an (most basic) example: If suppose the links which are to be shown in a navigation area is passed from the server, with the order and the url , etc. The whole aim is to save the time on the tedious tasks. You can just start creating menus and start assigning pages to it. Give a url, actual files which are to be rendered (in case of static files.), in case of dynamic files, giving the file accordingly. And all this is fully server side manageable using different portlets, sort of things. So basic Roadmap is having : Areas like: Header Area - Which can contain logos, links etc. Navigation Area - Which can contains links and submenus. Content Area - Now this is where the tricky part is that that it has zones like: left, center & right. It contains Order in which it has to be displayed. So, when someday we want to change the way the articles appear on the page, we can do so easily, without any deployments. Now these zones can have n number of internal elements, like the word cloud, or the advertisement area. Footer Area: Again similar as Header Area. Currently there is a preexisting custom framework, which uses XSLT files for pulling out data from the server side. And it has the above capabilities. For example: If there's a grid it will be having a <table> tag embedded in the XSLT file. Now whatever might be the source of the data, we serialize this as XML and give it to the XSLT file and the html is derived from this and is appended to the layer in a page. The problem with this approach is: The XSLT conversion is occurring on the server side, so the server is responsible for getting the data, running XSLT transform, and append the html generated to the layer div. So, according to me, firstly this isn't the server's concern to do so. Secondly for larger applications this might be slower. Debugging isn't possible for XSLT transformation. So, whenever we face problems with data its always a bit of a trial & error method. Maintaining it is a bit of an eerie job i.e. styling changes, and other stuff. Adding dynamic values. Like JavaScript can't actually be very easily used in this. Secondly, we can't use JQuery or any other libraries with this since this is all occurring on the server. For now what I have thought about is using Templating - Javascript - JSON combination in place of XSLT, this will be offloaded to the client and the rendering will take place accordingly. This could solve the above problems and also could add mobile support for the same. Only problem which I could think of is that: It is much work and adding new portlets on the go needs to be looked into. What could be the alternatives for this? What kind of problems are there with the JavaScript approach? What are the different ways to implement the same? Are there any existing frameworks for similar usage?

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • How do I improve terrain rendering batch counts using DirectX?

    - by gamer747
    We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how best to improve what we're trying to accomplish. We logically split our terrain mesh into smaller grid cells which are 32x32 world units. Each cell has meta data that dictates the four 256x256 textures that are used for spatting along with the alpha blend data, shadow, and light mappings. Each cell contains 81 vertices in a 9x9 grid. Presently, we examine each cell and determine the four textures that are being used to spat the cell. We combine that geometry with any other cell that perhaps uses the same four textures regardless of spat order. If the spat order for a cell differs, the blend map is adjusted so that the spat order is maintained the same as other like cells and blending happens in the right order too. But even with this batching approach, it isn't uncommon when looking out across an area of open terrain to have between 1200-1700 batch count depending upon how frequently textures differ or have different texture blends are between cells. We are only doing frustum culling presently. So using texture spatting, are there other alternatives that can reduce the batch count and allow rendering to be extremely performance-friendly even under DirectX9c? We considered using texture atlases since we're targeting DirectX 9c & older OpenGL platforms but trying to repeat textures using atlases and shaders result in seam artifacts which we haven't been able to eliminate with the exception of disabling mipmapping. Disabling mipmapping results in poor quality textures from a distance. How have others batched together terrain geometry such that one could spat terrain using various textures, minimizing batch count and texture state switches so that rendering performance isn't negatively impacted?

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  • Can't connect to Internet through WiFi, but can with cable

    - by aldy505
    I'm using Windows 7 32-bit, Toshiba Portege laptop. I want to connect to the WiFi, usually I can do that easily. But, I don't know.. maybe when I tried to install a Microsoft Research: Mesh Virtual WiFi that could connect more than 2 wireless networks. I wanna try in connecting both Wireless router and my personal Ad-Hoc. Now, my laptop don't recognize my WiFi, well, I can connect to the WiFi but it says: "Limited access" and doesn't really connect to the internet. But when I plug the LAN cable, it works. I know the problem is in the laptop's wireless connection or in the properties. Any help for this? UPDATE: The IP and DNS settings, I set to automatic, and when I ran diagnostic, Windows tells me that the wireless network adapter is the problem, but they told me to insert the LAN cable, so how to fix the wireless? They didn't tell me how to fix that.

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  • OGRE 3D: How to create very basic gameworld [on hold]

    - by skiwi
    I'm considering trying around to create an FPS (First person shooter), using the Ogre 3D engine. I have done the Basic Tutorials (except CEGUI), and have read through the Intermediate Tutorial, I understand some of the more advanced concepts, but I'm stuck with very simple concepts. First of all: I would want to use some tiles (square ones, with relative little height) as the floor, I guess I need to set up a loop to get those tiles done. But how would I go about creating those tiles exactly? Like making it to be their own mesh, and then I would need to find some texture. Secondly: I guess I can derive the camera and movement functions from the basic tutorial. But I'll be needing a "soldier" (anything does for now), what is the best way to create a moderately decent looking soldier? (Or obtain a decent one from an open library?) And thirdly: How can I ensure that the soldier is actually walking on the ground, instead of mid air? Will raycasting into the ground + adjust position based on that, suffice?

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  • Compilation problem [closed]

    - by Misery
    I am trying to compile a program called Triangle Mesh Generator. It is an open source code written in ANSI C. I need it to bo a callable lib so I am using a switch (#define) created by it's Author. However I get this error: /usr/lib/gcc/x86_64-linux-gnu/4.6/../../../x86_64-linux-gnu/crt1.o: In function `_start': collect2: ld returned 1 exit status make: *** [triangle] Error 1 I am not sure why such an error occurs. Worth adding is that compiling it as a stand alone program is succesful. I am using GCC on 12.04. The lines quoted above constitute the total output. What I put in the terminal is just make in the proper folder. There are no other errors, warnings, or other messages. Link to the sources I found some additional instructions. I'll get back after reading them :] EDIT: I have found some additional instructions that let me compile it. Thanks for help. I am closing question right now. Regards

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  • MVC design patterns

    - by insane-36
    I have an application and it does not use a very good structure. However it seems to me that I have tried to stick to mvc design pattern but a senior engineer claims that I have no design patterns and code are mesh. How I have structured the code : I have couple of nsmanagedobject model classes which represents model in my case and a reskit library which encapsulates the nsurlconnection and url request. I fetch the request from the view controller itself and then when the request get completed I create predicate and then populate it in tableview. Wherever I need custom view either I create it in nib or create in a custom subclass of UIView. I have use delegation pattern and notification to communication to view controller, views and block callback with restkit. But, the senior engineer is very new to ios. He has been doing it for 2 months now but he is a good java programmer. So, what is mvc pattern ? Is core data model not working as a model objects, view controller as controller and views. I dont seem to find any other places or any other cases to create my own model object since the most of the models are used as NSManagedObject subclass.

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  • Draw "vision cone" / targetting element onto game world

    - by gkimsey
    I'm wanting to indicate various things using a "pie slice" sort of shape as below. Similar to vision cones in stealth game minimaps, or targetting indicators in RTS type games for frontal area attacks. Something generic enough to be used for both would be ideal. I need to be able to procedurally (and efficiently) change things like the slice width and length, color, transparency, position in the world, etc. For my particular situation, there's no concern with elevation, funky terrain, or really any third axis at all as far as this element is concerned. I have two first inclinations on how to accomplish this: 1) Manually generate the vertices for a main triangle, (possibly two, superimposed to get the border effect), a handful more to approximate the arc at the end, and roll it into a mesh. 2) Use some sort of 2D drawing library to create a circle and mask it off at the right angles, render to texture, and use that. For reference, I have some experience with Ogre3D, but I'm not attached to it as this is a mostly academic pursuit at the moment. Other technologies that might be better at accomplishing this are more than welcome. Finally, I'm kind of curious about how to do a "flashlight" or similar 3D effect that could produce the same result, but on all surfaces in the lit area.

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