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  • Shadowmap first phase and shaders

    - by KaiserJohaan
    I am using OpenGL 3.3 and am tryin to implement shadow mapping using cube maps. I have a framebuffer with a depth attachment and a cube map texture. My question is how to design the shaders for the first pass, when creating the shadowmap. This is my vertex shader: in vec3 position; uniform mat4 lightWVP; void main() { gl_Position = lightWVP * vec4(position, 1.0); } Now, do I even need a fragment shader in this shader pass? from what I understand after reading http://www.opengl.org/wiki/Fragment_Shader, by default gl_FragCoord.z is written to the currently attached depth component (to which my cubemap texture is bound to). Thus I shouldnt even need a fragment shader for this pass and from what I understand, there is no other work to do in the fragment shader other than writing this value. Is this correct?

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  • Uninstall Calibri font, installed from Windows' font directory

    - by donkeydown
    I use e PC with both Ubuntu and Windows-7 OSs. I tried to install the Calibri font for Ubuntu in this way: I did open the calibri.ttf file in the Windows/Fonts directory using Font Viewer and clicked on the Install button. Now I need to disintall that font but I can't. Font Viewer shows me "Calibri Regular" font is installed but does not allow me to disintall it. Font Manager does not show Calibri in the font list. Character Map does not show Calibri in the font list. Ubuntu Software Center and Synaptic don't find anything like "calibri". There is no calibri file in those directories: usr/share/fonts usr/local/share/fonts ~/.fonts The font is visible to LibreOffice, Chrome, Firefox.

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  • How much server bandwidth does an average RTS game require per month?

    - by Nat Weiss
    My friend and I are going to write a multiplayer, multiplatform RTS game and are currently analyzing the costs of going with a client-server architecture. The game will have a small map with mostly characters, not buildings (think of DotA or League of Legends). The authoritative game logic will run on the server and message packet sizes will be highly optimized. We'd like to know approximately how much server bandwidth our proposed RTS game would use on a monthly basis, considering these theoretical constants: 100 concurrent users maximum 8 players maximum per game 10 ticks per second Bonus: If you can tell us approximately how much server RAM this kind of game would use that would also help a great deal. Thanks in advance.

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  • Unable to access the server via SSH?

    - by Rishee
    when I am trying to access the server through ssh it says: ssh: connect to host xx.yyy.zzz.x port 22: Connection refused and on the server in auth.log it shows following log entry: Address xx.yyy.zzz.x maps to xx.yyy.zzz.x.static-pune-vsnl.net.in, but this does not map back to the address - POSSIBLE BREAK-IN ATTEMPT! I have created a user account for that user and it is also in enabled status. Requested info It is Ubuntu 11.10 It is configured as SSH Server using openssh-server I am trying to connect to this server using Putty from Windows 7 i.e. My Desktop I have also asked this in superuser as per the request of @zpletan and link to that question is given below. http://superuser.com/questions/408080/unable-to-access-the-server-via-ssh Thanks in advance.

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  • How can I inform search engines that the usefulness of some content on my site has a limited shelf life?

    - by Tim Post
    Let's say that I run a forum dedicated to computer hardware. Naturally, people are going to ask questions like: What is the best laptop for running [os] Or What is the best video card for under [amount] These may be perfectly fine discussions, but the content loses usefulness over time. An answer to either question asked in 2007 might still be relevant in 2008, but definitely not in 2012. Is there a way that I can tell search engines that certain pages might not give visitors what they're looking for after a certain date, and perhaps hint to a page on my site that would provide good information? Perhaps something I could set in HTTP response headers, meta tags or even a site map?

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  • Material, Pass, Technique and shaders

    - by Papi75
    I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture: class Material { void sendToShader() { program->sendUniform( nameInShader, valueInMaterialOrOther ); } private: Blend blendmode; ///< Alpha, Add, Multiply, … Color ambient; Color diffuse; Color specular; DrawingMode drawingMode; // Line Triangles, … Program* program; std::map<string, TexturePacket> textures; // List of textures with TexturePacket = { Texture*, vec2 offset, vec2 scale} }; How can I handle the link between the Shader and the Material? (sendToShader method) If the user want to send additionals informations to the shader (like time elapsed), how can I allow that? (User can't edit Material class) Thanks!

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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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  • Use PathModifier of MoveModifier for Tower of Defense Game

    - by Siddharth
    In my game I want to move enemy on the fixed path so that I have establish manual grid structure for that purpose not used tile map. Game contain multiple level and the path will be different for each level and also multiple fixed path exist for each level. So my question is, What I have to use MoveModifier or PathModifier for my game ? Also mention I have to use WayPoint or not. Further detail you all are free to ask. Please help me to decide what to do.

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  • What C++ libraries can be used in game development [closed]

    - by RedShft
    I'm currently in the planning stage for my next game, and since I've been away from C++ for a while I have some questions about helpful libraries. I plan on making a 2D game with SDL, constructing my own simple 2D engine. I plan on making this game for the PC. What libraries would you recommend to make this process easier? What about unittests? What about an enforce operator to throw exceptions? int a = 1; enforce(a == 2); //Throws an exception, Specifically, i'm looking for general purpose libraries, that implement that make my life easier (like boost). Also, a helpful library for physics/collision, AI, XML file parsing (specifically working with the Tiled map editor), and any others that you guys have used that are useful in a 2D game.

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  • Tor Vidalia Browser Problem

    - by SDW_1980
    So Vidalia is up and running fine but the browser has not installed properly, like it has before. Before I just clicked on the onion icon, it would say launching Tor..., You are now connected, the browser would start up and inform me I am connected to network with the browser page. Now, when I click Vidalia in the menu the onion icon appears at the top of my screen, which informs me I'm connected to the network. I can view a drop daown menu telling me about the network map and control panel but no browser to surf the tor network with. Is it because its a new version and using firefox normally is basically the same thing, because everything is now going through the tor network that way? Prob need to alter something or download the Browser seperatly don’t know. Thanks

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • how difficult to add vibration/feedback to a open source driving game

    - by Jonathan Day
    Hi, I'm looking to use SuperTuxKart as a basis for a PhD research project. A key requirement for the game is to provide vibration feedback through the controller (obviously dependant on the controller itself). I don't believe that the game currently includes this feature and I'm trying to get a feel for how big a challenge it would be to add. My background is as a J2EE and PHP developer/architect, so I don't know C++ as such, but am prepared to give it a crack if there are resources and guides to assist, and it's not a herculean task. Alternatively, if you know of any open source games that do include vibration feedback, please feel free to let me know! Preferably the game would be of the style that the player had to navigate a character (or character's vehicle) over a repeatable course/map. TIA, JD

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  • Collision detection in multiplayer games

    - by Bane
    This a followup to my previous question: How to implement physics and AoE spells in an MMO game?. There, we concluded that all physics have to be done on the server, and that I should use cylinders for calculations. Now, how can I check for collision detection on a ground-to-player basis on the server? It's fairly easy if the ground is a flat space, I just check if the player's z coordinate is lower than some value and voila, but, what if the map/ground itself is a model? How do I know where hills are on the server-side? How do I know when object collisions happen? I'm using node.js and socket.io.

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  • Any way to set up a grid for a board game in cocos 2d?

    - by Scott
    My first idea was to create a 2d array for my columns and rows, but it seems like there should be a better, or possibly cleaner, way to achieve this. Each square on the grid is going to have a background image, probably a .png although I might just draw the images with a draw method. Basically, I want to be able to drag and drop images onto the individual grid squares. I've been searching for a solution and the closest thing I can find is the tiled map solution. That just seems like a little overkill for what I'm trying to accomplish. Also, I don't know if this helps but i need my grid to be 12 by 12 and take up the entire width of the iphone screen.

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  • Common mistakes made by new programmers without CS backgrounds [on hold]

    - by mblinn
    I've noticed that there seems to be a class of mistakes that new programmers without CS backgrounds tend to make, that programmers with CS backgrounds tend not to. I'm not talking about not understanding source control, or how to design large programs, or a whole host of other things that both freshly minted CS graduates and non-CS graduates tend to not understand, I'm talking about basic mistakes that having a CS background will prevent a programmer from making. One obvious and well trod example is that folks who don't have a basic understanding of formal languages will often try to parse arbitrary HTML or XML using regular expressions, and possibly summon Cthulu in the process. Another fairly common one that I've seen is using common data structures in suboptimal ways like using a vector and a search function as if it were a hash map. What sorts of other things along these lines would you look out for when on-boarding a batch of newly minted, non-CS programmers.

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  • How do I clear xmodmap settings?

    - by Wayne Werner
    Exactly what the title asks. How do I clear xmodmap settings? I have an IBM model M, and somehow xkeycaps got it into its head that my "End" key was not any key at all. xev reports keypresses when I use it, so I know the event is being generated by the keyboard. Also, xkeycaps thinks that my arrow keys are all wonky, and apparently the scrollbar is broken so it only scrolls down - so I can't scroll up to find an IBM keyboard that just maybe is close to my map so I can fix my keys. So I'm trying to reset my keyboard to the default settings, but the xmodmap manpage is woefully devoid of "reset all" or "clear all" or anything of that nature (that I was able to find). Help would be greatly appreciated!

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  • How to to let Google know about dynamic content?

    - by Yaniv
    Im looking for the best practice to let Google know about a vast number of dynamically created content. Let's say (I mean - dream) that I'm Facebook, and I want to let Google to index all the users' posts. Sitemap.xml may be the answer for this but they are limited to 50,000 URLs in each site map. I know that I can create 500 sitemaps and create a sitemap for sitemaps, but they are also limited, 25,000,000 URLS sounds quite enough at the moment, but could cause problems in the future. I.E - stackoverflow already has 3 Million posts, probably sitemap is not the solution for them. Creating a page with paging, and links to all the dynamic data. i guess this is what stackoverflow did by creating this page here: http://stackoverflow.com/questions So I think that Option 2 is the answer, but it seems to me that sitemaps might have some added value. So what should i do?

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  • Isometric smooth fog

    - by marcg11
    I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you se I have some king of fog which is acomplished by having a fog matrix which is true (clear terrain) or false (obscure terran). But the result is very chunky. The fog moves as the player moves by tiles but not by pixels. Basically I check for every tile if there is fog, if so I just change the color of that tile: if(scene->fog[i+mapx][j+mapy] == FOG_NONE) { tile_color = 0x666666FF; } I also would like the fog to be smoother, for that I followed this "tutorial" but I haven't managed to work it it out. http://www.appsizematters.com/2010/07/how-to-implement-a-fog-of-war-part-2-smooth/

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  • Static HTML to Wordpress Migration SEO Implications?

    - by Kayle
    Recently, I migrated a client's site to a new server and a new home within wordpress so they could more easily edit their website and start a blog section. The static site was 10 years old a was showing up at place #3 for it's primary keyword, consistently, according to my client, and has dropped to rank #6-8 following the migration. At launch, we made sure the urls were identical (save the removal of ".htm" which we used 301 redirects to compensate for) and we generated a new XML map and pinged google with the new site. We keep a 404 log to make sure we're not losing any incoming links. We also have Google Webmaster Tools on this site and have zero errors/suggestions, everything seems ok. I was told by numerous sources that Google would not penalize us for the use of 301s, but it's the only thing I can think of right now that is different about the site, other than the platform. Any ideas about what we could be getting docked for?

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  • How to avoid or minimise use of check/conditional statement in my scenario?

    - by Muneeb Nasir
    I have scenario, where I got stream and I need to check for some value. If I got any new value I have to store it in any of data structure. It seems very easy, I can place conditional statement if-else or can use contain method of set/map to check either received is new or not. But the problem is checking will effect my application performance, in stream I will receive hundreds for value in second, if I start checking each and every value I received then for sure it effect performance. Anybody can suggest me any mechanism or algorithm to solve my issue, either by bypassing checks or at least minimize them?

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  • How can I use WebGL to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • How to shift development culture from tech fetish to focusing on simplicity and getting things done?

    - by Serge
    Looking for ways to switch team/individual culture from chasing latest fads, patterns, and all kinds of best practices to focusing on finding quickest and simplest solutions and shipping features. My definition of "tech fetish": Chasing latest fads, applying new technologies and best practices without considering product/project impact, focusing on micro optimization, creating platforms and frameworks instead of finding simple and quick ways to ship product features. Few examples of culture differences: From "Spent a day on trying to map database query with five complex joins in NHibernate" to "Wrote a SQL query and used DataReader to pull data in" From "Wrote super-fast JSON parser in C++" to "Used Python to parse JSON response and call C++ code" From "Let's use WCF because it supports all possible communication standards" to "REST is simple text-based format, let's stick with it and use simple HTTP handlers"

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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  • Monitor displays "No VGA signal" "Check DVI cable" after installing motherboard drivers

    - by user1604220
    I bought computer with all of the needed parts, got everything sorted out, installed windows 7 but my CD-ROM doesn't fit my motherboard. So I had to download the driver manually and install it using USB disc. My motherboard: ECS elitegroup H61H2-M2, I downloaded it's drivers, installed the BIOS map or something, and then the computer forced a reboot after it was complete, after the reboot my monitor just stopped working and displayed No VGA signal, No DVI cable I think I've just installed the wrong driver, well but how can I sort it out? This is the driver I installed. On the book, it tells me to install the drivers, without the driver it won't see the Internet connection cable. I'm 100% sure there is nothing wrong with the monitor or it's cables. it stopped working exactly after the reboot after the installation.

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  • Elérheto és letöltheto az Oracle Database 12c

    - by user645740
    Megjelent az Oracle Database ÚJ verziója, az Oracle Database 12c, számos innovációval, újdonsággal, új funkcióval. Az egyik legfontosabb a Multitenant funkció, ami a container database és pluggable database architektúrára épül, ami elsodlegesen az adatbázis konszolidációt és az adatbázis cloud megvalósításokat támogatja. Az Automatic Data Optimization a Heat Map segítségével az adatok automatikus tömörítését és osztályozott elhelyezését teszi lehetové (tiering). Emellett a biztonság, rendelkezésre állás és számos más területen vannak újdonságok. Az új verzió letöltheto: Linux x86-64, Solaris Sparc64, Solaris (x86-64) Oracle Technology Network. Lehet regisztrálni a launch webcastra: here.

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