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  • ASP.NET AJAX Release History : Q1 2010 SP2 (version 2010.1.519)

    Common for all controls What's Fixed Fixed: Problem with RegisterWithScriptManager=false (MVC) and browsers without gzip support Fixed: $telerik.getLocation implementation, in case the element is a child of an element with position:fixed Visual Studio Extensions What's New Improved: Visual Studio 2010 support for upgrade notifications What's Fixed Fixed: Code language selection in WebSite does not work. RadAjax What's Fixed Fixed: RadAjax controls break on AJAX callback with ToolkitScriptManager...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 is the practical use of IBOs / degenerate vertex in OpenGL?

    - by 0xFAIL
    Vertices in 3D models CAN get cut in the process of optimizing 3D geometry, (degenerate vertices) by 3D graphics software (Blender, ...) when exporting because they aren't needed when reusing a vertex for multiple triangles. (In the current case 3D data is exported from Blender as .ply and read by a simple application that displays the 3D model) Every vertex has a few attributes like position, color, normal, tangent,... But the data for each vertex that is cut through the vertex sharing is lost and is missing in the vertex shader. Modern shader techniques like Bump or Normal mapping require normals/tangents per vertex which are also cut. To use complex shader techniques IBOs must not be used? Or is there a way to use IBOs and retain the data per vertex that was origionally lost?

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  • Applying prerecorded animations to models with the same skeleton

    - by Jeremias Pflaumbaum
    well my question sounds a bit like, how do I apply mo-cap animations to my model, but thats not really it I guess. Animations and model share the same skeleton, but the models vary in size and proportion, but I still want to be able to apply any animation to any model. I think this should be possible since the models got the same skeleton bone structure and the bones are always in the same area only their position varies from model to model. In particular Im trying to apply this to 2D characters that got 2arm, 2legs, a head and a body, but if you got anything related to that topic even if its 3D related or keywords, articles, books whatever Im gratefull for everything cause Im a bit stuck at the moment. cheers Jery

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  • The Ubuntu Advantage Service right for my non-profit?

    - by Robert
    My small 5 computer office currently runs on Ubuntu. 2 of the desktops run Windows7 in Sun Virtualbox software, and are used for Quickbooks. I am going off to college, and I am looking for a paid tech support solution to replace my IT position. I have an approx $300/mth budget, and I am wiling to discuss higher rates. Everyone in the office is currently comfortable with regular desktop usage, but I am handling all of the software installation and updates. I was hoping to get a total support package for all of their tech related questions, but I cannot find any services which will support linux. Is the Ubuntu Advantage Service something which can take my place? They would mostly need network help, printer help, and an occasional software compatibly troubleshooting session. If this is not a solution, does anyone know of a tech support forum/hotline which would cover all of this? Thank you for reading.

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  • Tips and Tools for creating Spritesheet animations

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • 2D Car Simulation with Throttle Linear Physics

    - by James
    I'm trying to make a simulation game for an automatic cruise control system. The system simulates a car on varying inclinations and throttle speeds. I've coded up to the car physics but these do note make sense. The dynamics of the simulation are specified as follows: a = V' - V T = (k1)V + ?(k2) + ma V' = (1 - (k1 / m) V) + T - ( k2 / m) * ? Where T = throttle position k1 = viscous friction V = speed V' = next speed ? = angle of incline k2 = m g sin ? a = acceleration m = mass Notice that the angle of incline in the equation is not chopped up by sin or cos. Even the equation for acceleration isn't right. Can anyone correct them or am I misinterpreting the physics?

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  • samplerCubeShadow and texture offset

    - by Irbis
    I use sampler2DShadow when accessing a single shadow map. I create PCF in this way: result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,-1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(1,1)); result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(1,-1)); result = result * 0.25; For a cube map I use samplerCubeShadow: result = texture(ShadowCubeSampler, vec4(normalize(position), depth)); How to adopt above PCF when accessing a cube map ?

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  • Interpolating between two networked states?

    - by Vaughan Hilts
    I have many entities on the client side that are simulated (their velocities are added to their positions on a per frame basis) and I let them dead reckon themselves. They send updates about where they were last seen and their velocity changes. This works great and other players see this work find. However, after a while these players begin to desync after some time. This is because of latency. I'd like to know how I can interpolate between states so they appear to be in the correct position. I know where the player was LAST seen and their current velocity but interpolating to the last seen state causes the player to actually move -backwards-. I could not use velocity at all for other clients and simply 'lerp' them towards the appropriate direction but I feel this would cause jaggy movement. What are the alternatives?

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  • Tiny Wings - Placing items

    - by Federico
    I'm currently developing a Flash game like 'Tiny Wings'. I have a lot of work done, but i'm currently working on placing the items ( coins and obstacles ) on the terrain. My player it is moving on a auto-generated terrain (based on Emanuele Feronato's tutorials) so every time the player's x position is greater than (screenWidth + x) another hill is generated and so on. I'm currently having problems placing the items in a correct angle and put 5 or more items together on a hill. Could you please help me with this? Thanks, Regards. PS: This is the URL to the Emanuele Feronato post and the code to make the hills http://www.emanueleferonato.com/2011/10/04/create-a-terrain-like-the-one-in-tiny-wings-with-flash-and-box2d-%E2%80%93-adding-more-bumps/

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  • Box2d world width and height ratio with screen width and height

    - by Sujith
    I have view, for example GameView which extends SurfaceView . I have integrated Box2D physics in GameView. I have two widths , GameView width, height and Box2D physics world width ,height. I need to get the position of box2d world with the GameView co-ordinates. For example, Total width of screen = 240 Total height of screen = 320 Screen points needed to be mapped onto box2d co-ordinates (x,y) = 127, 139 For this i need to get the max width and height of the Box2d physics world. Is there is any way to get the max width and height of Box2d world. or Can i limit the width and height of box2d world within the screen resolution.

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  • My rhythm game runs choppy even with high frame rate

    - by felipedrl
    I'm coding a rhythm game and the game runs smoothly with uncapped fps. But when I try to cap it around 60 the game updates in little chunks, like hiccups, as if it was skipping frames or at a very low frame rate. The reason I need to cap frame rate is because in some computers I tested, the fps varies a lot (from ~80 - ~250 fps) and those drops are noticeable and degrade response time. Since this is a rhythm game this is very important. This issue is driving me crazy. I've spent a few weeks already on it and still can't figure out the problem. I hope someone more experienced than me could shed some light on it. I'll try to put here all the hints I've tried along with two pseudo codes for game loops I tried, so I apologize if this post gets too lengthy. 1st GameLoop: const uint UPDATE_SKIP = 1000 / 60; uint nextGameTick = SDL_GetTicks(); while(isNotDone) { // only false when a QUIT event is generated! if (processEvents()) { if (SDL_GetTicks() > nextGameTick) { update(UPDATE_SKIP); render(); nextGameTick += UPDATE_SKIP; } } } 2nd Game Loop: const uint UPDATE_SKIP = 1000 / 60; while (isNotDone) { LARGE_INTEGER startTime; QueryPerformanceCounter(&startTime); // process events will return false in case of a QUIT event processed if (processEvents()) { update(frameTime); render(); } LARGE_INTEGER endTime; do { QueryPerformanceCounter(&endTime); frameTime = static_cast<uint>((endTime.QuadPart - startTime.QuadPart) * 1000.0 / frequency.QuadPart); } while (frameTime < UPDATE_SKIP); } [1] At first I thought it was a timer resolution problem. I was using SDL_GetTicks, but even when I switched to QueryPerformanceCounter, supposedly less granular, I saw no difference. [2] Then I thought it could be due to a rounding error in my position computation and since game updates are smaller in high FPS that would be less noticeable. Indeed there is an small error, but from my tests I realized that it is not enough to produce the position jumps I'm getting. Also, another intriguing factor is that if I enable vsync I'll get smooth updates @60fps regardless frame cap code. So why not rely on vsync? Because some computers can force a disable on gfx card config. [3] I started printing the maximum and minimum frame time measured in 1sec span, in the hope that every a few frames one would take a long time but still not enough to drop my fps computation. It turns out that, with frame cap code I always get frame times in the range of [16, 18]ms, and still, the game "does not moves like jagger". [4] My process' priority is set to HIGH (Windows doesn't allow me to set REALTIME for some reason). As far as I know there is only one thread running along with the game (a sound callback, which I really don't have access to it). I'm using AudiereLib. I then disabled Audiere by removing it from the project and still got the issue. Maybe there are some others threads running and one of them is taking too long to come back right in between when I measured frame times, I don't know. Is there a way to know which threads are attached to my process? [5] There are some dynamic data being created during game run. But It is a little bit hard to remove it to test. Maybe I'll have to try harder this one. Well, as I told you I really don't know what to try next. Anything, I mean, anything would be of great help. What bugs me more is why at 60fps & vsync enabled I get an smooth update and at 60fps & no vsync I don't. Is there a way to implement software vsync? I mean, query display sync info? Thanks in advance. I appreciate the ones that got this far and yet again I apologize for the long post. Best Regards from a fellow coder.

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  • Best strategy (tried and tested) for using Box2D in a real-time multiplayer game?

    - by Simon Grey
    I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should I send position, velocity etc to every client on every tick? Should I send it every few ticks? Maybe there is another way that I am missing? How has this problem been solved using Box2D before? Anyone with some ideas would be greatly appreciated!

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  • Windows 8 et Windows Phone 8 ouvrent la voie à une fusion des OS, selon Bill Gates

    Windows 8 et Windows Phone 8 ouvrent la voie à la fusion des OS selon Bill Gates Cette période est cruciale pour Microsoft. L'éditeur va dévoiler tour à tour ses systèmes d'exploitation Windows 8 le 26 octobre et Windows Phone 8 trois jours après. Ces nouveaux OS représentent les armes de la société pour la conquête du marché des smartphones et des tablettes, et pour consolider sa position dans le secteur des PC. À l'approche de ces dates fatidiques, l'éditeur doit déployer les moyens de communication pour attirer l'attention des consommateurs. Pour l'occasion, la firme a fait appel à l'homme à l'origine de la construction de cet Empire infor...

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  • How to Get Along With a Colleague You Hate

    - by CatherineRussell
    1. Resist sending back scathing looks or words. There is no good to be gained by lowering yourself to their position. 2. Never, ever respond negatively in writing. 3. Should or should we not approch HR with these type of problems? 4. This is my favorite tip - Kill 'em with kindness To read more, go to: http://www.ehow.com/how_4729640_along-colleague-hate.html Technorati Tags: tutorials

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  • how can i get rotation vector from matrix4x4 in xna?

    - by mr.Smyle
    i want to get rotation vector from matrix to realize some parent-children system for models. Matrix bonePos = link.Bone.Transform * World; Matrix m = Matrix.CreateTranslation(link.Offset) * Matrix.CreateScale(link.gameObj.Scale.X, link.gameObj.Scale.Y, link.gameObj.Scale.Z) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(link.gameObj.Rotation.Y), MathHelper.ToRadians(link.gameObj.Rotation.X), MathHelper.ToRadians(link.gameObj.Rotation.Z)) //need rotation vector from bone matrix here (now it's global model rotation vector) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(Rotation.Y), MathHelper.ToRadians(Rotation.X), MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(bonePos.Translation); link.gameObj.World = m; where : link - struct with children model settings, like position, rotation etc. And link.Bone - Parent Bone

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  • Subdomain redirects to different server, maintaining original URL

    - by Jason Baker
    I just took over the webmaster position in my organization, and I'm trying to set up a development environment separate from the production environment. The two environments are hosted with different companies, both on shared hosting plans. Right now, production is at domain.com and development is at domain2.com What I want is to direct my development team to dev.domain.com More importantly, I don't want the URL to change from dev.domain.com back to domain2.com, but I also be responsive to page changes. For example, if my dev team navigates from dev.domain.com to a page (called "page"), I'd like the URL to show as dev.domain.com/page Is this possible, or am I just dreaming?

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  • What Is The Relationship Between Software Architect and Team Member

    - by Steve Peng
    I work for a small company which has less than 100 persons. Several months ago, this company offered me position of SA and I accepted. There are three teams in this company, and I work for one of them. This is the first time I work as a SA. During the past months, I find I don't have any power of management, I even can't let the team member do things (coding-related) in the way which is correct and more efficient. The team members argue with me on very very basic technical questions and I have to explain to them again and again. Though some members did take my advice, other members stubbornly program in their way which frequently proved wrong finally. Recently I feel a little tired and confused. I wonder what is correct relationship between a Software Architect and team members including the team leader? Besides, is software architect also leaded by the Team Leader?

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  • Best sites to find good .NET Developers

    - by Mag20
    I am looking for good sites to post a position for a .NET developer. I already tried: Craig's list got about 10 resumes, but most couldn't answer our technical questions StackOverflow Careers no responses What sites did you have success with finding good developers? UPDATE 1: Wanted to provide some more information: My company is in NJ. We are a small startup. Less then 10 people. Monster, Dice, CareerBuilder all charge like $500 a month per posting. Seems a bit much. Also only Dice is specifically targeting technical positions. With monster and career builder I am a bit worried about having to go through hundreds of resumes that don't apply.

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  • How to modify VBO data

    - by Romeo
    I am learning LWJGL so i can start working on my game. In order to learn LWJGL I got the idea to implement the map builder so I can get comfortable with graphics programming. Now, for the map creation tool I need to draw new elements or draw the old one's with different coordinates. Let me explain this: My game will be a 2D scroller. The map will be consisting of multiple rectangles ( 2 strip triangles). When I click my left-mouse button i want to start the rectangle and when I release it I want to stop the rectangle bottom-right at that position. As I want to use VBOs I want to know how to modify data inside the VBO based on user input. Should i have a copy of a vertex array and then add the whole array to the VBO at each user input? How is usually implemented the VBO update?

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  • Unity3D problem. Bullets fall down instead of flying like they should

    - by user2342080
    I used this tutorial as a reference. http://www.youtube.com/watch?v=3L8eaoyZ0Go My problem is that whenever I play the game, EVERYTHING works but the bullets. It just falls down instead of flying forward. This is the flash version of the game: http://v1k.me/swf/ Can some one help me out? Should I upload the project? This is my "Shoot.js": public var bulletPrefab : Transform; public var bulletSpeed : float = 20; function Update() { if(Input.GetMouseButton(0)) { if(bulletPrefab || bulletSpeed) { var bulletCreate = Instantiate(bulletPrefab, GameObject.Find("SpawnPoint").transform.position, Quaternion.identity); bulletCreate.rigidbody.AddForce(transform.forward * bulletSpeed); } } }

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  • Which game logic should run when doing prediction for PNP state updates

    - by spaceOwl
    We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) clients is processed as such: Figure out when the message was sent. Create a diff between NOW and that time. Run game specific logic to bring the received state to "current" time. I am wondering which sort of logic should execute as part of step #3 ? Our game is composed of a physical update (position, speed, acceleration, etc) and many other components that can update an object's state and occur regularly (locally). There's a trade off here - Getting the new state quickly or remaining "faithful" to the true state representation and executing the whole thing to predict the "true" state when receiving state updates from remote clients. Which one is recommended to be used? and why?

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  • is it possible to change from software developer job to business analyst job

    - by user72406
    I am working as a software developer (.net programmer) for an mnc for the past two years. From the initial days itself I know I am not a good programer at all, but I tried learning and managed the development for these two years. I am looking to do mba in future and move to business side. But to start mba I need an year more. I don't want to continue programing in this year. I am looking for a change in position which will help me doing my mba too. Please suggest.

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  • Can someone explain how this IOS Pan Gesture Recognition works? [on hold]

    - by user79894
    It is ios app using Pan Gesture Recognizer It works great, but I didn't get it. I wanna do some changes if the dragged UIView reaches a specific position it would call another method. Any comments are appreciated. - (IBAction)handlePan1:(UIPanGestureRecognizer *)recognizer { CGPoint translation = [recognizer translationInView:self.view]; recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x, recognizer.view.center.y + translation.y); [recognizer setTranslation:CGPointMake(0, 0) inView:self.view]; /* [x1 setText:[NSString stringWithFormat: @"%.2f", recognizer.view.center.x]]; [y1 setText:[NSString stringWithFormat: @"%.2f", recognizer.view.center.y]]; [x2 setText:[NSString stringWithFormat: @"%.2f", translation.x]]; [y2 setText:[NSString stringWithFormat: @"%.2f", translation.y]];*/ }

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  • How to promote travel blog? [closed]

    - by Tschareck
    Possible Duplicate: What are the best ways to increase your site's position in Google? How can I increase the traffic to my site? I know this question might seem a little off topic, but blogging may become important part of travel. Nowadays, in time of Facebook, Twitter and similar services, keeping a travel blog may seem a little archaic. It's not 2005 anymore. But a lot of my travel colleagues update their blogs and have significant number of readers. I also tried to keep my blog when I travel. However it seems that the only reader is my mum ;) What is your advice on promoting a travel blog?

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  • F# &ndash; It&rsquo;s time to grow up baby.

    - by MarkPearl
    In the last few months since I started learning F# I have begin to notice an increase in the number of people blogging about the language. Sure, it could just be that I am noticing it more because I am actively looking out for questions and blog posts, but even in my day to day reading of Code Project Daily News and Stack Overflow questions there seems to be increased activity around the language. So what sparked this post? Well, today today I logged in and saw that the latest podcast by DNR was on F# and then immediately afterwards I received an email from CodeProject with a great article comparing F# and Scala. Currently, as of this blog posting (21 May 2010) F# is ranked on the tiobe site at position 43, but I am willing to put money on it that in the next few tiobe ratings this ranking will continue to rise till F# will be a top 20.

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