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  • Interconnect nodes in a Java distributed infrastructure for tweet processing

    - by David Moreno García
    I'm working in a new version of an old project that I used to download and process user statuses from Twitter. The main problem of that project was its infrastructure. I used multiple instances of a java application (trackers) to download from Twitter given an specific task (basically terms to search for), connected with a central node (a web application) that had to process all tweets once per day and generate a new task for each trackers once each 15 minutes. The central node also had to monitor all trackers and enable/disable them under user petition. This, as I said, was too slow because I had multiple bottlenecks, so in this new version I want to improve the infrastructure and isolate all functionalities in specific nodes. I also need a good notification system to receive notifications for any node. So, in the next diagram I show the components that I'll need in this new version: As you can see, there are more nodes. Here are some notes about them: Dashboard: Controls trackers statuses and send a single task to each of them (under user request). The trackers will use this task until replaced with a new one (if done, not each 15 minutes like before). Search engine: I need to store all the tweets. They are firstly stored in a local database for each tracker but after that I'm thinking on using something like Elasticsearch to be able to do fast searches. Tweet processor: Just and isolated component with its own database (maybe something like the search engine to have fast access to info generated by the module). In the future more could be added. Application UI: A web application with a shared database with the Dashboard (mainly to store users information and preferences). Indeed, both could be merged into a single web. The main difference with the previous version of the project is that now they will be isolated and they will only show information and send requests. I will not do any heavy task in them (like process tweets as I did before). So, having this components, my main headache is how to structure all to not have to rewrite a lot of code every time I need to access any new data. Another headache is how can I interconnect nodes. I could use sockets but that is a pain in the ass. Maybe a REST layer? And finally, if all the nodes are isolated, how could I generate notifications for each user which info is only in the database used by the Application UI? I'm programming this using Java and Spring (at least I used them in the last version) but I have no problems with changing the language if I can take advantage of a tool/library/engine to make my life easier and have a better platform. Any comment will be appreciated.

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  • Exadata X3, 11.2.3.2 and Oracle Platinum Services

    - by Rene Kundersma
    Oracle recently announced an Exadata Hardware Update. The overall architecture will remain the same, however some interesting hardware refreshes are done especially for the storage server (X3-2L). Each cell will now have 1600GB of flash, this means an X3-2 full rack will have 20.3 TB of total flash ! For all the details I would like to refer to the Oracle Exadata product page: www.oracle.com/exadata Together with the announcement of the X3 generation. A new Exadata release, 11.2.3.2 is made available. New Exadata systems will be shipped with this release and existing installations can be updated to that release. As always there is a storage cell patch and a patch for the compute node, which again needs to be applied using YUM. Instructions and requirements for patching existing Exadata compute nodes to 11.2.3.2 using YUM can be found in the patch README. Depending on the release you have installed on your compute nodes the README will direct you to a particular section in MOS note 1473002.1. MOS 1473002.1 should only be followed with the instructions from the 11.2.3.2 patch README. Like with 11.2.3.1.0 and 11.2.3.1.1 instructions are added to prepare your systems to use YUM for the first time in case you are still on release 11.2.2.4.2 and earlier. You will also find these One Time Setup instructions in MOS note 1473002.1 By default compute nodes that will be updated to 11.2.3.2.0 will have the UEK kernel. Before 11.2.3.2.0 the 'compatible kernel' was used for the compute nodes. For 11.2.3.2.0 customer will have the choice to replace the UEK kernel with the Exadata standard 'compatible kernel' which is also in the ULN 11.2.3.2 channel. Recommended is to use the kernel that is installed by default. One of the other great new things 11.2.3.2 brings is Writeback Flashcache (wbfc). By default wbfc is disabled after the upgrade to 11.2.3.2. Enable wbfc after patching on the storage servers of your test environment and see the improvements this brings for your applications. Writeback FlashCache can be enabled  by dropping the existing FlashCache, stopping the cellsrv process and changing the FlashCacheMode attribute of the cell. Of course stopping cellsrv can only be done in a controlled manner. Steps: drop flashcache alter cell shutdown services cellsrv again, cellsrv can only be stopped in a controlled manner alter cell flashCacheMode = WriteBack alter cell startup services cellsrv create flashcache all Going back to WriteThrough FlashCache is also possible, but only after flushing the FlashCache: alter cell flashcache all flush Last item I like to highlight in particular is already from a while ago, but a great thing to emphasis: Oracle Platinum Services. On top of the remote fault monitoring with faster response times Oracle has included update and patch deployment services.These services are delivered by Oracle Advanced Customer Support at no additional costs for qualified Oracle Premier Support customers. References: 11.2.3.2.0 README Exadata YUM Repository Population, One-Time Setup Configuration and YUM upgrades  1473002.1 Oracle Platinum Services

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  • Does google contribute ranking from cdn.example.com to example.com?

    - by DesignerGuy
    Background From my understanding, http://mywebsite.com/image.jpg, can help the ranking of http://mywebsite.com in a search engine, such as Google (obviously the search engine of primary concern). So, SEO-wise, moving an image to http://whatever-cdn.com/my-account/image.jpg is bad. A popular solution is to use a CNAME record, such as http://cdn.mywebsite.com, so that image.jpg can be accessed at http://cdn.mywebsite.com/image.jpg. The question Does http://cdn.mywebsite.com/image.jpg rank as effectively as http://mywebsite.com/image.jpg ? Does it help boost the main http://mywebsite.com ? Or, does it rank independently because it is a subdomain? Is there another option (a way to use a CDN without sacrificing ranking)?

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  • Speed up lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

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  • How to spawn a character at certain point and walk to a set point

    - by Robert H.
    I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location (like a stand or cart that sells stuff), after they get to location I want them to interact with the cart. However, if another customer is already in a sale interaction then the others get in line in order of arrival. After the transaction the customers walk off screen. Any information on how I can do this and what game engine would be needed? Any one have any idea where I should go for this. I already have my game done up through Eclipse/Java without any game engine.

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  • Things to install on a new machine revisited

    as I prepare to get a new dev machine at work, I write the things I am going to install on it, before writing the first line of code on that machine: Control Freak Tools: Everything Search Engine a free and amazingly fast search engine for files all over your machine. (just file names, not inside files). This is so fast I use it almost as a replacement for my start menu, but its also great for finding those files that get hidden and tucked away in dark places on my system. Ever had a situation...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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  • Can you shade a specific section of a sprite? If so, how?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • 3D game editor with C++ support and Bullet Physics

    - by Raghav Bali
    I am very new to game development and hence the question. Is there any open-source game editor that uses Bullet Physics engine with C++ code edit support.I have read about blender but it allows python based editing(if I am not wrong here). I need an editor to quickly draw the needed objects and concentrate more on the logic on their interactions(mostly magnetism based). This(my project) is part of an already existing legacy code in C++ which is forcing the dependency. Also, is there any physics engine which provides support for magnetism? Any help will surely be great. Thanks

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  • Dynamic body implementation

    - by ArturoVM
    I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to grow and shrink (as in actually growing, not just scaling), and it has to have collision detection (even if it's basic). Because of this requirements, it obviously can't be based on a sprite, so direct rendering of the shape should be the logical thing to do. I assume this is no easy task, but I just couldn't find a good physics engine that covers these requirements (or at least no tutorial on how to do it; I particularly searched for Box2D tutorials). Is there a way of doing this with Box2D, SDL, or any other physics or game engine out there? If not, what's a good place to start? I am really clueless as far as soft-body physics are concerned.

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  • using heightmap to simulate 3d in an isometric 2d game

    - by VaTTeRGeR
    I saw a video of an 2.5d engine that used heightmaps to do zbuffering. Is this hard to do? I have more or less no idea of Opengl(lwjgl) and that stuff. I could imagine, that you compare each pixel and its depthmap to the depthmap of the already drawn background to determine if it gets drawn or not. Are there any tutorials on how to do this, is this a common problem? It would already be awesome if somebody knows the names of the Opengl commands so that i can go through some general tutorials on that. greets! Great 2.5d engine with the needed effect, pls go to the last 30 seconds Edit, just realised, that my question wasn't quite clear expressed: How can i tell Opengl to compare the existing depthbuffer with an grayscale texure, to determine if a pixel should get drawn or not?

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  • AndEngine Sprite position

    - by Kirill Kulakov
    I had noticed the AndEngine a few days ago, and I tried to create basic game with a few Sprites.Sure, the engine makes the development process much more easier.However I found the sprite lacking a major functionally: Whenever there is a need to refer to the position of an Sprite the engine manipulates the position based on the top-left corner of sprite,this is not the best thing because there is a need to subtract/add the width/height to its position in order to refer to its center.However when we refer to he scale of the Sprite it scaled according to its center point (which is great) I find it very confusing to refer to its position each time differently.I solved that by extending the Sprite class and implementing my methods of setCenter and getCenter, I guess that not the best way to do so. Do you have any suggestion?

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  • Who knows the value of global variables in the qt qtscript script to access the global variable to change the global variable value; [closed]

    - by dawntrees
    Who knows the value of global variables in the qt qtscript script to access the global variable to change the global variable value; forexample int gVar=0; int main(int argc, char *argv[]) { QScriptEngine engine; QScriptValue varValue = m_engine-newVariant(gVar); engine.globalObject().setProperty("gVar", varValue); QScriptValue result = m_engine->evaluate("gVar=100;"); qDebug()<<"gVar================"<<gVar; return 0; } Why gVar = 0 and not equal to 100; how can we make gVar equal to 100(gVar=100) Who can help group I appreciate it, thanks!

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  • Choice of Input / music / graphics libraries for an indie game - what factors should I consider?

    - by RusselMeMan
    I was wondering which tools (grapics-sound-input libraries, game engine libraries) that the following indie games used: Braid Superbrothers: S&S Super Meat Boy Limbo Fez (I know this one is XNA) Also, what is in common use in production games? My guess for game development in C++ is: -DirectX is most common for  Windows games -SDL or SDL+OpenGL is most common for  Linux games -OpenGL + Apple APIs are most common for OSX development What do most indie game projects use? If I wanted to casually build my own game for fun in C++ with the idea of possibly releasing it to Steam or something someday, is there anything I should be concerned about if I make it with DirectX for music/sound/input and build my own game engine? Thanks!

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  • Grub Rescue Unknown Filesystem Error. Grub Corrupted or Filesystem?

    - by nightcrawler
    Now it has happened twice & have been pulling my hairs now... I have installed xubuntu on my external hardisk & have been using it for about 3 months. It has three partitions, one of 500 mb mounted at /boot, 2nd one of 48gb mounted at / & the rest (out of 160gb) is ntfs partition....used as normal external storage. The last storage supposedly acts as a buffer b/w Linux distributions & Win platform, buffer in the sense that it provides a universal channel for data transfers. I have constantly used this external hardisk for data transfers b/w win7 laptop & xubuntu (on this external hd) without any hassle. However, on of my desktops where I have ubuntu I (for the first time) attached this external drive which let me do data transfers where all three partitions properly mounted....but then nasty thing occurred the same that occurred before. I (as usual) tried booting via this external hd (one having xubuntu, one having being formerly used under Ubuntu) I got error Now I am totally devastated because similar thing happened ~6months before when I had fedora 17 in my external hd (instead of xubuntu) & after it was used under ubuntu the same happened...i didn't reported it because I already had planned towards debian instead of rpm! The mystery is that as long as I don't attach this external hd under ubuntu the data never** corrupts whereas under win xp/7 I can use it as a normal usb storage of coarse linux partitions aren’t available under win platforms... **From corrupts I mean hd fails to boot with the error mentioned however cant say whether data within remains untouched? It seems that my grub & or MBR is corrupted. Please sir guide me to solve this issue also why I cant attach & use linux external hds under linux platform Disk /dev/sdc: 160.0 GB, 160041884672 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581806 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0004e7d0 Device Boot Start End Blocks Id System /dev/sdc1 * 2048 976895 487424 83 Linux /dev/sdc2 978942 96874495 47947777 5 Extended /dev/sdc3 96874496 312575999 107850752 7 HPFS/NTFS/exFAT /dev/sdc5 978944 94726143 46873600 83 Linux /dev/sdc6 94728192 96874495 1073152 82 Linux swap / Solaris I can recall for sure that have seen a thread here when a similar problem occurred & in response someone gave solution of how to mount (now invisible) partitions & recover important data in them. I have misplaced that URL so if any can guide me thither because my important documents resides in / partition What I already have done: Without success I have tried this & related solutions What I plan to do: I believe that filesystem has corrupted & would you recommend solution like this provided I cant recall whether my /boot (500mb) partition was ext4 or ext2 though I am sure that my / (48gb) partition was ext4 UPDATE 1 Attached my external hd under Ubuntu ran followinf command as root grub-install /dev/sdc where /dev/sdc was my external hd containing corrupted xubuntu....it reported all done! I re-ran fdisk -l but to my disappointment it reported Disk /dev/sdc: 160.0 GB, 160041884672 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581806 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x1b6b9167 Disk /dev/sdc doesn't contain a valid partition table ...& now I can't even access its ntfs partition (former /dev/sdc3) please help? UPDATE 2 TestDisk (by cgsecurity) failed at founding any partition table :( TestDisk 6.13, Data Recovery Utility, November 2011 Christophe GRENIER <[email protected]> http://www.cgsecurity.org Disk /dev/sdc - 160 GB / 149 GiB - CHS 19457 255 63 Partition Start End Size in sectors

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  • What are cons of usage only non-member functions and POD?

    - by Miro
    I'm creating my own game engine. I've read these articles and this question about DOD and there was written to not use member functions and classes. I also heard some criticism to this idea. I can write it using member functions or non-member functions it would be similar. So what are benefits/cons of that approach or when project grows, does any of these approaches give clearer and better manageable code? With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation. POD - plain old data DOD - data oriented design

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Which can I use to make GTK themes?

    - by tutuca
    I'm trying to make a new gtk theme using the murrine engine, using Humanity (default in ubuntu 9.10) as a template. You can grab the code in http://github.com/tutuca/themes However, I found cumbersome the process of creating a new theme with it. There is no central starting point. The documentation of both, the engine options (gtkrc's and stuff), and general theming practices (the format of the index.theme files, folders, bla bla) is scarce, How to's and tutorials are often old or subject to lots of opinionated debate and results confusing (to me, having a web developer background, at least :-). So... I wanted to ask to the fellows gtk themers and artist out there: Which tools you use to create a new theme, and how does your average workflow looks like?

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  • Head in the Clouds

    - by Tony Davis
    We're just past the second anniversary of the launch of Windows Azure. A couple of years' experience with Azure in the industry has provided some obvious success stories, but has deflated some of the initial marketing hyperbole. As a general principle, Azure seems to work well in providing a Service-Oriented Architecture for services in enterprises that suffer wide fluctuations in demand. Instead of being obliged to provide hardware sufficient for the occasional peaks in demand, one can hire capacity only when it is needed, and the cost of hosting an application is no longer a capital cost. It enables companies to avoid having to scale out hardware for peak periods only to see it underused for the rest of the time. A customer-facing application such as a concert ticketing system, which suffers high demand in short, predictable bursts of activity, is a great example of an application that would work well in Azure. However, moving existing applications to Azure isn't something to be done on impulse. Unless your application is .NET-based, and consists of 'stateless' components that communicate via queues, you are probably in for a lot of redevelopment work. It makes most sense for IT departments who are already deep in this .NET mindset, and who also want 'grown-up' methods of staging, testing, and deployment. Azure fits well with this culture and offers, as a bonus, good Visual Studio integration. The most-commonly stated barrier to porting these applications to Azure is the problem of reconciling the use of the cloud with legislation for data privacy and security. Putting databases in the cloud is a sticky issue for many and impossible for some due to compliance and security issues, the need for direct control over data, and so on. In the face of feedback from the early adopters of Azure, Microsoft has broadened the architectural choices to cater for a wide range of requirements. As well as SQL Azure Database (SAD) and Azure storage, the unstructured 'BLOB and Entity-Attribute-Value' NoSQL storage alternative (which equates more closely with folders and files than a database), Windows Azure offers a wide range of storage options including use of services such as oData: developers who are programming for Windows Azure can simply choose the one most appropriate for their needs. Secondly, and crucially, the Windows Azure architecture allows you the freedom to produce hybrid applications, where only those parts that need cloud-based hosting are deployed to Azure, whereas those parts that must unavoidably be hosted in a corporate datacenter can stay there. By using a hybrid architecture, it will seldom, if ever, be necessary to move an entire application to the cloud, along with personal and financial data. For example that we could port to Azure only put those parts of our ticketing application that capture and process tickets orders. Once an order is captured, the financial side can be processed in our own data center. In short, Windows Azure seems to be a very effective way of providing services that are subject to wide but predictable fluctuations in demand. Have you come to the same conclusions, or do you think I've got it wrong? If you've had experience with Azure, would you recommend it? It would be great to hear from you. Cheers, Tony.

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  • My blog which gets 300+ daily impressions has stopped appearing on the 1st page of Google

    - by Sangram
    I have a blog regarding Placement papers from December 2010. My monthly impressions are around 4000. For the last 2 days, my blog has disappeared from Google search engine result pages. Impressions have reduced drastically. Please check Stat reports: My blog is still on the search engine because when I search site: mydomain.com on Google, I can see my all pages indexed over there… But my pages which used to appear on the first or second pages of Google do not appear any more. Example: If I search with query GE round 2 code writing test on bing.com or Yahoo search, the first link on the result page is my blog. But if you do same on Google, my URLs do not appear even on the 1st 3 result pages. I used to get lots of visitors by these search query earlier.

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  • How do I implement Unreal-like object serialization?

    - by MrWiggels
    Recently, I've been working on the core of my engine, and as I'm moving forward I find myself developing throwaway code to read files and simple data into the engine. This got me thinking about how I should implement a file management system. After a bit of googleing I came across the Unreal Package format, and boy does it look like the perfect one. I think it's good because the way how it allows you to separate different assets into different packages and allow something like a level to reference the different packages. I was just wondering, is this possible with C#? Because the built-in serialization API in .NET does not seem to support any form of this, only reading and writing to a single file.

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  • How can I achieve a 3D-like effect with spritebatch's rotation and scale parameters

    - by Alic44
    I'm working on a 2d game with a top-down perspective similar to Secret of Mana and the 2D Final Fantasy games, with one big difference being that it's an action rpg using a 3-dimensional physics engine. I'm trying to draw an aimer graphic (basically an arrow) at my characters' feet when they're aiming a ranged weapon. At first I just converted the character's aim vector to radians and passed that into spritebatch, but there was a problem. The position of every object in my world is scaled for perspective when it's drawn to the screen. So if the physics engine coordinates are (1, 0, 1), the screen coords are actually (1, .707) -- the Y and Z axis are scaled by a perspective factor of .707 and then added together to get the screen coordinates. This meant that the direction the aimer graphic pointed (thanks to its rotation value passed into spritebatch) didn't match up with the direction the projectile actually traveled over time. Things looked fine when the characters fired left, right, up, or down, but if you fired on a diagonal the perspective of the physics engine didn't match with the simplistic way I was converting the character's aim direction to a screen rotation. Ok, fast forward to now: I've got the aimer's rotation matched up with the path the projectile will actually take, which I'm doing by decomposing a transform matrix which I build from two rotation matrices (one to represent the aimer's rotation, and one to represent the camera's 45 degree rotation on the x axis). My question is, is there a way to get not just rotation from a series of matrix transformations, but to also get a Vector2 scale which would give the aimer the appearance of being a 3d object, being warped by perspective? Orthographic perspective is what I'm going for, I think. So, the aimer arrow would get longer when facing sideways, and shorter when facing north and south because of the perspective. At the same time, it would get wider when facing north and south, and less wide when facing right or left. I'd like to avoid actually drawing the aimer texture in 3d because I'm still using spritebatch's layerdepth parameter at this point in my project, and I don't want to have to figure out how to draw a 3d object within the depth sorting system I already have. I can provide code and more details if this is too vague as a question... This is my first post on stack exchange. Thanks a lot for reading! Note: (I think) I realize it can't be a technically correct 3D perspective, because the spritebatch's vector2 scaling argument doesn't allow for an object to be skewed the way it actually should be. What I'm really interested in is, is there a good way to fake the effect, or should I just drop it and not scale at all? Edit to clarify without the help of a picture (apparently I can't post them yet): I want the aimer arrow to look like it has been painted on the ground at the character's feet, so it should appear to be drawn on the ground plane (in my case the XZ plane) which should be tilted at a 45 degree angle (around the X axis) from the viewing perspective. Alex

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  • Lightning whip particle effects

    - by Fibericon
    I'm currently using Mercury Particle Engine for the particle effects in my game, and I'm trying to create a sort of lightning whip - basically a lightning effect bound to a line that curves when the player moves. I know how to use the editor, and I have particle effects working in game. However, I'm completely lost as to where I should start for this specific particle effect. Perhaps if I could find the code for it in a different particle engine, I could convert it, but I can't seem to find that either. What I did find was a lot of tutorials for creating the lines associated with lightning programmatically, which doesn't help in this case because I don't want it to be rigid. Perhaps it would be more like some sort of laser beam with crackling effects around it? I'm running into a wall as far as even beginning to implement this goes.

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  • Security Access Control With Solaris Virtualization

    - by Thierry Manfe-Oracle
    Numerous Solaris customers consolidate multiple applications or servers on a single platform. The resulting configuration consists of many environments hosted on a single infrastructure and security constraints sometimes exist between these environments. Recently, a customer consolidated many virtual machines belonging to both their Intranet and Extranet on a pair of SPARC Solaris servers interconnected through Infiniband. Virtual Machines were mapped to Solaris Zones and one security constraint was to prevent SSH connections between the Intranet and the Extranet. This case study gives us the opportunity to understand how the Oracle Solaris Network Virtualization Technology —a.k.a. Project Crossbow— can be used to control outbound traffic from Solaris Zones. Solaris Zones from both the Intranet and Extranet use an Infiniband network to access a ZFS Storage Appliance that exports NFS shares. Solaris global zones on both SPARC servers mount iSCSI LU exported by the Storage Appliance.  Non-global zones are installed on these iSCSI LU. With no security hardening, if an Extranet zone gets compromised, the attacker could try to use the Storage Appliance as a gateway to the Intranet zones, or even worse, to the global zones as all the zones are reachable from this node. One solution consists in using Solaris Network Virtualization Technology to stop outbound SSH traffic from the Solaris Zones. The virtualized network stack provides per-network link flows. A flow classifies network traffic on a specific link. As an example, on the network link used by a Solaris Zone to connect to the Infiniband, a flow can be created for TCP traffic on port 22, thereby a flow for the ssh traffic. A bandwidth can be specified for that flow and, if set to zero, the traffic is blocked. Last but not least, flows are created from the global zone, which means that even with root privileges in a Solaris zone an attacker cannot disable or delete a flow. With the flow approach, the outbound traffic of a Solaris zone is controlled from outside the zone. Schema 1 describes the new network setting once the security has been put in place. Here are the instructions to create a Crossbow flow as used in Schema 1 : (GZ)# zoneadm -z zonename halt ...halts the Solaris Zone. (GZ)# flowadm add-flow -l iblink -a transport=TCP,remote_port=22 -p maxbw=0 sshFilter  ...creates a flow on the IB partition "iblink" used by the zone to connect to the Infiniband.  This IB partition can be identified by intersecting the output of the commands 'zonecfg -z zonename info net' and 'dladm show-part'.  The flow is created on port 22, for the TCP traffic with a zero maximum bandwidth.  The name given to the flow is "sshFilter". (GZ)# zoneadm -z zonename boot  ...restarts the Solaris zone now that the flow is in place.Solaris Zones and Solaris Network Virtualization enable SSH access control on Infiniband (and on Ethernet) without the extra cost of a firewall. With this approach, no change is required on the Infiniband switch. All the security enforcements are put in place at the Solaris level, minimizing the impact on the overall infrastructure. The Crossbow flows come in addition to many other security controls available with Oracle Solaris such as IPFilter and Role Based Access Control, and that can be used to tackle security challenges.

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