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  • What suggestions for a 3d game engine to support a huge terrain?

    - by codist
    There are a lot of 3d game engines around, does anyone with experience with them have advice on which one would likely be able to handle these (arbitrary) requirements? opengl mac/pc 1000x1000km terrain 1000 towns varying in size from 10 to 1000 buildings 128 people in any one location MMO type networking (no solo play) physics engine including airfoil c++ with optional scripting

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  • Campus Tour iPhone App

    - by itska
    I am I want to develop a Campus Map application on iPhone. I am searching for a way to figure out how to sync Current Location from Maps with my campus map. Or is there any other approach for building this app ? Suggest some good websites/ blogs/ groups working on something similar so that I can get information.

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  • Apache modules installed but don't seem to load in Ubuntu

    - by SODA
    I am pretty new to Linux. Got a VPS set up yesterday, installed Apache2, PHP5 and MySQL. When I do apache2 -l I get this: Compiled in modules: core.c mod_log_config.c mod_logio.c prefork.c http_core.c mod_so.c When I do sudo a2enmod rewrite I get this: Module rewrite already enabled And rewrite.load is in /etc/apache2/mods-enabled. Can anyone tell what's wrong?

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  • How do I create a right click context menu in Java Swing?

    - by Wayne
    I'm working on a school project and we want to implement a right click pop-up menu in the gui. Currently we are doing something like creating a JMenu on right click and setting its location to that of the mouse's position... This seems really ugly and is very buggy, is there any better way of doing this? I'm sure there must be.

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  • jquery drag and drop animation

    - by Cameron
    I have some UI functionality for drag and drop, but when an element is dropped, the animation makes it flit about all over the place for a split second before it appears in the newly dropped location. Can anyone advise how to tackle this, so that the draggable element moves more cleanly into place on success? ... success : function() { $(ui.draggable) .parent().droppable("option", "disabled", false) .end() .appendTo(droppable) .droppable("option", "disabled", true); }, ...

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  • Multi-threaded random_r is slower than single threaded version.

    - by Nixuz
    The following program is essentially the same the one described here. When I run and compile the program using two threads (NTHREADS == 2), I get the following run times: real 0m14.120s user 0m25.570s sys 0m0.050s When it is run with just one thread (NTHREADS == 1), I get run times significantly better even though it is only using one core. real 0m4.705s user 0m4.660s sys 0m0.010s My system is dual core, and I know random_r is thread safe and I am pretty sure it is non-blocking. When the same program is run without random_r and a calculation of cosines and sines is used as a replacement, the dual-threaded version runs in about 1/2 the time as expected. #include <pthread.h> #include <stdlib.h> #include <stdio.h> #define NTHREADS 2 #define PRNG_BUFSZ 8 #define ITERATIONS 1000000000 void* thread_run(void* arg) { int r1, i, totalIterations = ITERATIONS / NTHREADS; for (i = 0; i < totalIterations; i++){ random_r((struct random_data*)arg, &r1); } printf("%i\n", r1); } int main(int argc, char** argv) { struct random_data* rand_states = (struct random_data*)calloc(NTHREADS, sizeof(struct random_data)); char* rand_statebufs = (char*)calloc(NTHREADS, PRNG_BUFSZ); pthread_t* thread_ids; int t = 0; thread_ids = (pthread_t*)calloc(NTHREADS, sizeof(pthread_t)); /* create threads */ for (t = 0; t < NTHREADS; t++) { initstate_r(random(), &rand_statebufs[t], PRNG_BUFSZ, &rand_states[t]); pthread_create(&thread_ids[t], NULL, &thread_run, &rand_states[t]); } for (t = 0; t < NTHREADS; t++) { pthread_join(thread_ids[t], NULL); } free(thread_ids); free(rand_states); free(rand_statebufs); } I am confused why when generating random numbers the two threaded version performs much worse than the single threaded version, considering random_r is meant to be used in multi-threaded applications.

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  • fullCalendar and dialog problem

    - by Guy Asinovsky
    Hi, i've download the fullCalendar package and included the jquery.js file and the calender works. but, when i try to open jquery dialog, it wont open ! i've download the jquery package from jquery.com and included the js from there insted... now the dialog works but not the calendaer ! what am i doing wrong ?? all the jquery files are at the same location. thanks for the help

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  • Can't select anything for build definition process tab

    - by Alexandru-Dan Maftei
    I am trying to create a build definition, specified the build definition name inside the General tab, specified the trigger, the workspace, the build controller that I want to use, the drop folder as a network shared location, the retention policy but when I go to the Process tab I can't select anything. Does anyone knows why I can't select anything inside the Process tab, it looks like it is not enabled, can't press Show details because is not enabled. Thanks!

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  • How to use menu bars with different patterns?

    - by vahini
    I'm using Visual studio 2005, ASP.NET and C#. I want to use menu bars which have an active look to them when their respective target page is the one currently showing. Imagine a user clicks a menu item, navigation to the target page occurs and the menu item they selected is now differing, in say, color to that of the other items in the menu as a means to indicate this is the currently active location. How might one achieve this?

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  • Displaying Longitude and Latitude values stored in a SQLite db as a Route on a MapView in Android (N

    - by LordSnoutimus
    I am currently in the process of creating an application that records current location of a mobile device in intervals, displaying the route as a coloured line on the device in real-time. At the same time the application is storing the longitude and latitude in a SQLite database as I want the user to be able to bring up that specific route again. The route has a primary key and each waypoint is linked to that route by a foreign key. What would be the easiest way to display the saved route on the map?.

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  • Amazon S3 components for Delphi 2010

    - by Mick
    Besides the Amazon Integrator from /n software, are there any other Amazon S3 components available that can be used with Delphi 2010? I would use the one from /n software, but it has some issues (e.g. GetObjectInfo doesn't work if the object is stored in a specific location) and limitations (e.g. copying objects doesn't let you define replacement meta-data). I don't have the time or resources to create such a component myself. Thanks!

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  • _NSAutoreleaseNoPool Breaking but No Helpful Stack Trace

    - by Matt Long
    I am getting the message: * _NSAutoreleaseNoPool(): Object 0x3f43660 of class UICFFont autoreleased with no pool in place - just leaking I have placed a break point using the symbol _NSAutoreleaseNoPool and the program does break, however, the stack trace does not show me any of my code only some UIView and Core Animation layer code. Is there a better way to get to the bottom of the issue? There is apparently a thread that does not have an auto release pool, but I can't figure out where. Thanks.

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  • Magentoo add slashes to file_name

    - by Kein
    I try extend an core class. But catch error: Warning: include( \\\\\\\\\\\\MyModule\Ajaxsearch\Model\Resource\Eav\Mysql4\Product\Collection \\\\\\\\\\.php) [function.include]: failed to open stream:... Why magento add slashes to addres? May be config error?

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  • Google Streetview Images API

    - by jsight
    Is there an API available for grabbing Google Streetview images at a particular location (and direction)? I see that its possible to get and position the Flash control, but I'd prefer something that just gave me a JPEG (or some other bitmap format).

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  • Where a developer can sell / donate his time?

    - by kyrisu
    Recently business isn't good and was wondering what are your favourite places where you can sell your time working on a projects (you get specification / idea - you crank code - you get paid :) ) (I don't mean selling your own apps, just working for someone else) or where you can donate your time (you get specification - you crank code - you feel good :D) (I've heard about cranking code on weekends for charities in US but I'm from Poland so I was thinking about something not location specific)

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  • loading an xml in web apps directory from a library dll

    - by Blankman
    my web application has an xml file here: /files/xml/test.xml I need to load a XDocument from within a class library project, how will I reference the xml? I don't want to pass any path parameters to this method. I want to assume the location is fixed at /files/xml/test.xml. How can I load a XDocument know this? I don't seem to have access to server.mappath either.

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  • Jenkins - Publish Over CIFS Plugin

    - by Juvil
    I am getting confused with this plug in. basically my target is to Deploy files from Server1 to Server2 now the buildoutput dir is in a specific location in Server1 example E:\BuildOutput\Apps\Application1\Bin\ I need to deploy them in Server2 C:\Program Files\Tools\Application1\Bin\ How do I set up this plugin to work to what i need? I am getting stressed in the amount of files that needs to be deployed to another server, i just wished a simple xcopy tool to another server could work.

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  • What version of mongodb was full $text query operator introduced?

    - by Marc Maxson
    Stupid question, right? But the official docs for 'text index' say: http://docs.mongodb.org/manual/core/index-text/ Text Indexes New in version 2.4. To perform queries that access the text index, use the $text query operator. Whereas if you click on the help for searching the index you created with the $text operator, it reads: http://docs.mongodb.org/manual/reference/operator/query/text/#op._S_text $text New in version 2.6. Seems to be 2.4 but still having problems wiht it.

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  • Atmospheric scattering OpenGL 3.3

    - by user1419305
    Im currently trying to convert a shader by Sean O'Neil to version 330 so i can try it out in a application im writing. Im having some issues with deprecated functions, so i replaced them, but im almost completely new to glsl, so i probably did a mistake somewhere. Original shaders can be found here: http://www.gamedev.net/topic/592043-solved-trying-to-use-atmospheric-scattering-oneill-2004-but-get-black-sphere/ My horrible attempt at converting them: Vertex Shader: #version 330 core layout(location = 0) in vec3 vertexPosition_modelspace; //layout(location = 1) in vec2 vertexUV; layout(location = 2) in vec3 vertexNormal_modelspace; uniform vec3 v3CameraPos; uniform vec3 v3LightPos; uniform vec3 v3InvWavelength; uniform float fCameraHeight; uniform float fCameraHeight2; uniform float fOuterRadius; uniform float fOuterRadius2; uniform float fInnerRadius; uniform float fInnerRadius2; uniform float fKrESun; uniform float fKmESun; uniform float fKr4PI; uniform float fKm4PI; uniform float fScale; uniform float fScaleDepth; uniform float fScaleOverScaleDepth; // passing in matrixes for transformations uniform mat4 MVP; uniform mat4 V; uniform mat4 M; const int nSamples = 4; const float fSamples = 4.0; out vec3 v3Direction; out vec4 gg_FrontColor; out vec4 gg_FrontSecondaryColor; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { vec3 v3Pos = vertexPosition_modelspace; vec3 v3Ray = v3Pos - v3CameraPos; float fFar = length(v3Ray); v3Ray /= fFar; vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight; float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle))); vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } gg_FrontSecondaryColor.rgb = v3FrontColor * fKmESun; gg_FrontColor.rgb = v3FrontColor * (v3InvWavelength * fKrESun); gl_Position = MVP * vec4(vertexPosition_modelspace,1); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: #version 330 core uniform vec3 v3LightPos; uniform float g; uniform float g2; in vec3 v3Direction; out vec4 FragColor; in vec4 gg_FrontColor; in vec4 gg_FrontSecondaryColor; void main (void) { float fCos = dot(v3LightPos, v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); FragColor = gg_FrontColor + fMiePhase * gg_FrontSecondaryColor; FragColor.a = FragColor.b; } I wrote a function to render a sphere, and im trying to render this shader onto a inverted version of it, the sphere works completely fine, with normals and all. My problem is that the sphere gets rendered all black, so the shader is not working. This is how i'm trying to render the atmosphere inside my main rendering loop. glUseProgram(programAtmosphere); glBindTexture(GL_TEXTURE_2D, 0); //###################### glUniform3f(v3CameraPos, getPlayerPos().x, getPlayerPos().y, getPlayerPos().z); glUniform3f(v3LightPos, lightPos.x / sqrt(lightPos.x * lightPos.x + lightPos.y * lightPos.y), lightPos.y / sqrt(lightPos.x * lightPos.x + lightPos.y * lightPos.y), 0); glUniform3f(v3InvWavelength, 1.0 / pow(0.650, 4.0), 1.0 / pow(0.570, 4.0), 1.0 / pow(0.475, 4.0)); glUniform1fARB(fCameraHeight, 1); glUniform1fARB(fCameraHeight2, 1); glUniform1fARB(fInnerRadius, 6350); glUniform1fARB(fInnerRadius2, 6350 * 6350); glUniform1fARB(fOuterRadius, 6450); glUniform1fARB(fOuterRadius2, 6450 * 6450); glUniform1fARB(fKrESun, 0.0025 * 20.0); glUniform1fARB(fKmESun, 0.0015 * 20.0); glUniform1fARB(fKr4PI, 0.0025 * 4.0 * 3.141592653); glUniform1fARB(fKm4PI, 0.0015 * 4.0 * 3.141592653); glUniform1fARB(fScale, 1.0 / (6450 - 6350)); glUniform1fARB(fScaleDepth, 0.25); glUniform1fARB(fScaleOverScaleDepth, 4.0 / (6450 - 6350)); glUniform1fARB(g, -0.85); glUniform1f(g2, -0.85 * -0.85); // vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer[1]); glVertexAttribPointer( 0, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // normals glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, normalbuffer[1]); glVertexAttribPointer( 2, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer[1]); glUniformMatrix4fv(ModelMatrixAT, 1, GL_FALSE, &ModelMatrix[0][0]); glUniformMatrix4fv(ViewMatrixAT, 1, GL_FALSE, &ViewMatrix[0][0]); glUniformMatrix4fv(ModelViewPAT, 1, GL_FALSE, &MVP[0][0]); // Draw the triangles glDrawElements( GL_TRIANGLES, // mode cubeIndices[1], // count GL_UNSIGNED_SHORT, // type (void*)0 // element array buffer offset ); Any ideas?

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