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  • Efficient skeletal animation

    - by Will
    I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In skeletal animation e.g. MD5 files, each individual vertex can be attached to an arbitrary number of joints. How can you efficiently support this whilst doing the interpolation in GLSL? Or do engines do their animation on the CPU? Or do engines set arbitrary limits on maximum joints per vertex and invoke nop multiplies for those joints that don't use the maximum number? Are there games that use skeletal animation in an RTS-like setting thus proving that on integrated graphics cards I have nothing to worry about in going the bones route?

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  • Looking for 2 SQL Contractors to join my team in North London

    - by simonsabin
    I am looking for 2 SQL Contractors to join my data team to help build our database platform. The role is for a SQL generalist. The person will be doing TSQL, SSIS, SSRS and maybe some SSAS. Experience of agile development processes would be great. This is a great opportunity to work in a great team. If you are interested them please let me know. http://sqlblogcasts.com/blogs/simons/contact.aspx...(read more)

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  • Reasons to use C++ ?

    - by RodH257
    I've read here and in other places that learning C++, C or other low level languages are a must to get a more low level perspective on development. I agree with this, but I find it hard to find a reason to use C++ over C# or similar languages. Most of the work I do is web based, so there's no need for C++ there. Other work is windows based, and most things work fine in C# there, so what sort of situation could I use C++? I don't do any high performance stuff, nor do I create games, mostly business applications. I'm looking for an excuse to expand on my C++ knowledge but I need some motivation other than 'because the internet said I should'.

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  • Google I/O Sandbox Case Study: GoAnimate

    Google I/O Sandbox Case Study: GoAnimate We interviewed GoAnimate at the Google I/O Sandbox on May 10, 2011 and they explained to us the benefits of using partnering with YouTube. GoAnimate is an video creation platform that lets users easily create animated videos and publish them on YouTube. For more information on developing on YouTube, visit: code.google.com For more information on GoAnimate, visit: goanimate.com From: GoogleDevelopers Views: 33 0 ratings Time: 02:17 More in Science & Technology

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  • How do I find a proprietary driver for the Intel graphics card I have?

    - by user69798
    I have an Intel corporation core processor integrated graphics controller (rev 18), and I am trying to get a proprietary driver for my graphics card so I can play Amnesia from the Humble Bundle. I am a female that can easily follow directions but doesn't know much about Linux yet. If you give me precise directions, I will follow them so you can help me fix the problem. I would really appreciate it! My laptop is a Dell n7010. Additional info: I believe that it is the graphics card that is causing Amnesia to crash, but I am unsure. I have tried running it on the lowest possible settings, and it crashes after the first loading screen. :( Also, I installed via the Ubuntu Software Center after purchasing the Humble Bundle. I have not tried the other games yet.

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  • Bumblebee stopped working after the today's update

    - by renatov
    I've followed this guide to put Bumblebee to work. Everything was working perfect and I was happy playing my Steam games using primusrun to run them. But after today's update, which updated something related to NVIDIA, Bumblebee is not working anymore: $ primusrun glxgears 2014/06/01 02:36:36 socat[4154] E connect(3, AF=1 "/var/run/bumblebee.socket", 27): No such file or directory primus: fatal: failed to connect to Bumblebee daemon: No such file or directory I'm using Ubuntu 14.04, I have an optimus notebook with a dedicated Nvidia GeForce 730M and an integrated Intel card. Could someone help me, please?

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  • How to give parallax backgrounds more depth

    - by user28015
    I have 3 tiled images of some sort of galaxy/space in the background of a 2D Game: The first one has an alpha of 100%, the second an alpha of 80% and the last one has an alpha of 60%. I scroll the the one in the background slower than the other ones of course. classic parallax. In the foreground I have some particles flying towards the player to simulate some dust / stars flying by. (I know that stars don't fly by, but I think we all have seen this in a lot of games). But I can't quite achieve the depth effect I am looking for. I want it to look "deeper". I did read something about using blending modes for the backgrounds, but that would require to render them as objects right? So the question is: What is a good technique to do a scrolling parallax background in GameMaker?

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  • Web Development Company - Helping Online Business to Flourish

    In the present times, the internet provides tremendous advantage to the online business owners. The vast reach on global scale has made internet a popular marketing media. It offers a cheap and reliable platform to launch an online venture. From the comforts of the office or home, people can easily manage their online business, irrespective of their location or time zones.

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  • What to use to make voice chat (and some more) on a web?

    - by Tunococ
    I am trying to make available on my website a voice chat for a small group of people that allows some other means to interact such as text messaging, photo sharing, file sharing, simple drawing and silly games. In other words, something similar to older MSN Messenger, but on the web. Any ideas on what to use? To clarify, I am looking for suggestions on languages and libraries to use. I want to be able to fully customize it as much as possible because I might want to add other (somewhat interesting) functions later. Low-level programming is fine if required, but platform dependency isn't that much preferred.

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  • How do I optimize SEO in a multiblog WordPress install?

    - by user35585
    We are about to launch two product pages plus a corporate website. The goal is to keep a blog in all of the sites, but here it comes the question about how to do it in a way we get everything unified but do not mess with Google's web crawlers. We considered the following options: Putting a blog from which we retrieve two categories with custom CSS, so we have a blog that sub splits two category-dependent blogs; this way we can get the feeds and will point to it Putting two product blogs of which we retrieve their posts into a bigger, corporate blog Putting three independent blogs Despite I was for the first option, so we only have to address our content from the product pages, I would sincerely like to hear your opinion. We are afraid duplicate content or strange link games may make us lose PageRank. How would you do it?

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  • 6 Steam Troubleshooting Tips

    - by Chris Hoffman
    Steam is generally pretty stable, but every now and then you’ll run into a problem. This guide gives solutions to common problems you’ll encounter in Steam, from games crashing or not working properly to Steam failing to launch. If none of these solutions helps, try Googling the problem – you may have run into a game-specific problem with a game-specific solution or just a more obscure Steam bug. HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • Game Asset Storage: Archive vs Individual files

    - by David Colson
    As I am in the process of creating a 3D c++ game and I was wondering what would be more beneficial when dealing with game assets with regards to storage. I have seen some games have a single asset file compressed with everything in it and other with lots of little compressed files. If I had lots of individual files I would not need to load a large file at once and use up memory but the code would have to go about file seeking when the level loads to find all the correct files needed. There is no file seeking needed when dealing with one large file, but again, what about all the assets not currently needed that would get loaded with the one file? I could also have an asset file for each level, but then how do I deal with shared assets This has been bothering me for a while so tell me what other advantages and disadvantages are there to either way of doing things.

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  • CloudPlug Wall Wart Backs Up Linux

    <b>Linux Planet:</b> "Tiny wall wart computers are everywhere, providing useful services, ease of use, and using little power. Paul Ferrill reviews the CloudPlug, a cross-platform, expandable backup server for both local and offsite storage"

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  • Can there be an Environment that Reacts to Weather changes in-game?

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. I had some recent thoughts about the possibility of creating an environment in a game that interacts with weather (Rain, Snow, Storms) Is it possible to make an environment that can simulate weather changes in a game? I wrote notes on this for weeks now. I was thinking that an increase on environments occlusion maps was necessary for creating the effect of rain on windows, as well as making a flowing liquid surface on windows that is only visible in rain. I was also considering the idea of additive bump-maps on meshes for snow, to simulate accumulation. Are these elements dynamic in Unreal 4? Can I implement them?

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  • Kraft 0.40 for KDE 4 Released

    <b>openSUSE Lizards:</b> "I am very happy to announce the new stable version 0.40 of the KDE office software Kraft. After eleven month of porting work, Kraft 0.40 is the first version which is based on the KDE 4 software platform."

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  • In a 2D tile-based game, how should NPCs and tiles reference each other?

    - by lezebulon
    I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles. Now I want to put for instance NPCs that can move on the map. What do you think is best: 1) each tile has a pointer to the NPC that is on its tile, or a NULL pointer 2) having a list of NPCs, and they have the coordinates of the tile they are on. 3) something else? 1) is faster for collision detection but it would use much more memory space and it is slower to find all NPCs in a map. 2) is the opposite. thanks

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  • Will my game engine be compatible with physics engines?

    - by Bane
    My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the position, the shape and the picture of an object. The picture property has width, height, rotation and a draw method. All game objects are supposed to inherit from this Drawable class, and are added to the Scene, along with a Map (collection of Tiles, that also inherit from Drawable), lights, and so on and so forth. The shape property of a Drawable is a Polygon, a collection of user defined vertices around the position of a Drawable (this is a relative coordinate system, so [0, 0] is the position of the Drawable. With this setup, will the users of my engine (probably only me) still be able to intergrate physics engines such as Box2DJS into their games?

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  • What is the major stabilization factor in Linux ecosystem?

    - by developer
    The number of components in Linux ecosystem is permanently growing up. There are about thousands libraries, thousands device drivers, tens of thousands applications and tens of millions lines of code in the kernel maintained by thousands of volunteers. What is the greatest invention in the Linux/OSS that simplifies, organizes and stabilizes the development and growth of the platform? What is the major stabilization factor?

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  • Windows Azure Cloud Supports SUSE Linux

    The enterprise level Linux distribution can now run in Windows Azure Virtual Machines. If you're interested in using Microsoft's cloud computing platform and run the open source operating system, Azure now supports OpenSUSE 12.1, CentOS 6.2, Ubunto 12.04 and SUSE Linux Enterprise Server 11 SP2. Windows Azure now provides what Microsoft characterizes as Infrastructure as a Service (IaaS) capabilities, not only for the Linux distributions named above, but for Windows Server 2008 R2 and the Windows Server 2012 Release Candidate. If you're a fan of automation, you'll appreciate the ability to use...

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  • Get Final output from UDK

    - by EmAdpres
    ( sorry for my bad english in advance :D ) I'm trying to get a .exe setup output, from my UDK !( with my own maps and scripts which I made within MyGame) I tried UnrealFrontEnd! But It made a setup , that after installation I can see my .udk maps, my packages and etc. But It's not a real output that I can show to my customers. I don't want, other can use my resources ! So... How can I get a binary-like output from UDK as a real Game-Output ? ( like what we see in all commercial games ) Is there any option in frontend that I missed ?

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  • HTML5 Game (Canvas) - UI Techniques?

    - by Jason L.
    Hi! I'm in the process of building a JavaScript / HTML5 game (using Canvas) for mobile (Android / iPhone/ WebOS) with PhoneGap. I'm currently trying to design out how the UI and playing board should be built and how they should interact but I'm not sure what the best solution is. Here's what I can think of - Build the UI right into the canvas using things like drawImage and fillText Build parts of the UI outside of the canvas using regular DOM objects and then float a div over the canvas when UI elements need to overlap the playing board canvas. Are there any other possible techniques I can use for building the game UI that I haven't thought of? Also, which of these would be considered the "standard" way (I know HTML5 games are not very popular so there probably isn't a "standard" way yet)? And finally, which way would YOU recommend / use? Many thanks in advance!

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  • Render graphics using Doubles in Graphics2D

    - by thedeadlybutter
    Currently, I have a JFrame for my game to render in, and I'm using Graphics2D for drawing (The games graphics are fairly simple 2D sprites). However, my delta variable is a double, and all of the Graphics 2D methods (And Grpahics) use int. I tried to type cast the delta to an int, but it just rounds down to 0. So my question is, how can I render graphics using Graphics2D in Java with coordinates that are doubles. Can I convert it to work with Graphics2D if there is no built in way? Or, is there a graphics library that can support doubles for coordinates?

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  • New Interoperability Solutions for SQL Server 2012

    - by The Official Microsoft IIS Site
    I am excited to share some great news about how we are opening up the SQL Server data platform even further with expanded interoperability support through new tools that allow customers to modernize their infrastructure while maximizing existing investments and extending virtually any data anywhere. The SQL Server team today introduced several tools that enable interoperability with SQL Server 2012. These tools help developers to build secure, highly available and high performance applications for...(read more)

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