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  • Learning to code first game, few questions on basic game development and 3D

    - by ProgrammerByDay
    I've been programming for a while, and I'm concurrently learning how to make a basic game and slimdx, and wanted to talk to someone to hopefully get a few pointers. I've read that Tetris is the "Hello, world" of game programming, which made sense to me, so I decided to give it a shot. I've been able to code up a basic version in a few hours, which I'm quite happy with, but I had a few questions about 3D programming. Right now I'm using Direct3D to do display the blocks without any textures (just colored squares). I have a data structure (2d array of bytes, where each byte denotes the presence of a block and its color) which is the "game board," and on every render() call I create a new vertex buffer of the existing squares in the game board, and draw those primitives. This feels very inefficient, and I wondering what would be the idiomatic way of doing this in a 3D world, with matrix/rotations/translation operations. I know 3D is overkill for such a project, but I want to learn any 3d concepts that I can while I'm doing it. I understand that what you'd usually want to do is keep the same vertices/vertex buffers but manipulate them with matrices to achieve rotations/translations, etc. To do so, I assume what would happen is I'd have one vertex buffer for the "active" piece, since that'll be constantly rotated and moved, and have one vertex buffer for the frozen pieces on the bottom of the board, which is pretty much stationary, but will need to be changed/recreated when the active piece becomes frozen. Right now I'm just clearing and redrawing on every render call, which seems like the easiest way to do things, although I wonder if there's a more efficient way to deal with changes. Obviously there are a lot of questions I'm asking here, but if you can even just point me a step or two ahead in terms of how I should be thinking, it'd be great. Thanks

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  • 3D rotation matrices deform object while rotating

    - by Kevin
    I'm writing a small 3D renderer (using an orthographic projection right now). I've run into some trouble with my 3D rotation matrices. They seem to squeeze my 3D object (a box primitive) at certain angles. Here's a live demo (only tested in Google Chrome): http://dl.dropbox.com/u/109400107/3D/index.html The box is viewed from the top along the Y axis and is rotating around the X and Z axis. These are my 3 rotation matrices (Only rX and rZ are being used): var rX = new Matrix([ [1, 0, 0], [0, Math.cos(radiants), -Math.sin(radiants)], [0, Math.sin(radiants), Math.cos(radiants)] ]); var rY = new Matrix([ [Math.cos(radiants), 0, Math.sin(radiants)], [0, 1, 0], [-Math.sin(radiants), 0, Math.cos(radiants)] ]); var rZ = new Matrix([ [Math.cos(radiants), -Math.sin(radiants), 0], [Math.sin(radiants), Math.cos(radiants), 0], [0, 0, 1] ]); Before projecting the verticies I multiply them by rZ and rX like so: vert1.multiply(rZ); vert1.multiply(rX); vert2.multiply(rZ); vert2.multiply(rX); vert3.multiply(rZ); vert3.multiply(rX); The projection itself looks like this: bX = (pos.x + (vert1.x*scale)); bY = (pos.y + (vert1.z*scale)); Where "pos.x" and "pos.y" is an offset for centering the box on the screen. I just can't seem to find a solution to this and I'm still relativly new to working with Matricies. You can view the source-code of the demo page if you want to see the whole thing.

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  • Ways to dynamically render a real world 3d environment in Unity3D

    - by Jake M
    Using Unity3D and C# I am attempting to display a 3d version of a real world location. Inside my Unity3D app, the user will specify the GPS coordinates of a location, then my app will have to generate a 3d plane(anything doesn't have to be a plane) of that location. The plane will show a 500 metre by 500 metre 3d snapshot of that location. How would you suggest I achieve this in Unity3D? What methodology would you use to achieve this? NOTE: I understand that this is a very difficult endevour(to render real world locations dynamically in Unity3d) so I expect to perform many actions to achieve this. I just don't know of all the technologies out there and which would be best for my needs For example: Suggested methodology 1: Prompt user to specify GPS coords Use Google earth API and HTTP to programmatically obtain a .khm file describing that location(Not sure if google earth provides that capability does it?) Unzip the .khm so I have the .dae file Convert that file to a .3ds file using ??? third party converter(is there a converter that exists?) Import .3ds into Unity3D at runtime as a plane(is this possible)? Suggested methodology 2: Prompt user to specify GPS coords Use Google earth API and HTTP to programmatically obtain a .khm file describing that location(Not sure if google earth provides that capability does it?) Unzip the .khm so I have the .dae file Parse .dae file using my own C# parser I will write(do you think its possible to write a .dae parser that can parse the .dae into an array of Vector3 that describe the height map of that location?) Dynamically create a plane in Unity3D and populate it with my array/list of Vector3 points(is it possible to create a plane this way?) Maybe I am meant to create a mesh instead of a plane? Can you think of any other ways I could render a real world 3d environment in Unity3D?

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  • Low Graphics and laggy screen after update to 13.10 from 13.04

    - by Wh0RU
    After updating from 13.04 to 13.10 many of 3D unity stuff has stopped working, I am suing Samsung Series 3 (NP350V5X) Laptop which has Switchable Intel and AMD Radeon HD 7670M GFX. xserver-xorg-video-ati does works but NO 3D support and graphics are very low. [I am currently using this] fglrx & fglrx-updates shows blank screen after Login. Intel Graphic Install doesn't work either (dependency error) Output of $ sudo lshw -c video *-display description: VGA compatible controller product: Thames [Radeon HD 7500M/7600M Series] vendor: Advanced Micro Devices, Inc. [AMD/ATI] physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:45 memory:e0000000-efffffff memory:c0120000-c013ffff ioport:3000(size=256) memory:c0100000-c011ffff *-display description: VGA compatible controller product: 3rd Gen Core processor Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:bfc00000-bfffffff memory:d0000000-dfffffff ioport:4000(size=64) Similarly $ /usr/lib/nux/unity_support_test -p OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 3.3, 256 bits) OpenGL version string: 2.1 Mesa 9.2.1 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no Shows no 3D support. Can anyone please guide how to make things working again.

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  • Sharing data between graphics and physics engine in the game?

    - by PolGraphic
    I'm writing the game engine that consists of few modules. Two of them are the graphics engine and the physics engine. I wonder if it's a good solution to share data between them? Two ways (sharing or not) looks like that: Without sharing data GraphicsModel{ //some common for graphics and physics data like position //some only graphic data //like textures and detailed model's verticles that physics doesn't need }; PhysicsModel{ //some common for graphics and physics data like position //some only physics data //usually my physics data contains A LOT more informations than graphics data } engine3D->createModel3D(...); physicsEngine->createModel3D(...); //connect graphics and physics data //e.g. update graphics model's position when physics model's position will change I see two main problems: A lot of redundant data (like two positions for both physics and graphics data) Problem with updating data (I have to manually update graphics data when physics data changes) With sharing data Model{ //some common for graphics and physics data like position }; GraphicModel : public Model{ //some only graphics data //like textures and detailed model's verticles that physics doesn't need }; PhysicsModel : public Model{ //some only physics data //usually my physics data contains A LOT more informations than graphics data } model = engine3D->createModel3D(...); physicsEngine->assingModel3D(&model); //will cast to //PhysicsModel for it's purposes?? //when physics changes anything (like position) in model //(which it treats like PhysicsModel), the position for graphics data //will change as well (because it's the same model) Problems here: physicsEngine cannot create new objects, just "assing" existing ones from engine3D (somehow it looks more anti-independent for me) Casting data in assingModel3D function physicsEngine and graphicsEngine must be careful - they cannot delete data when they don't need them (because second one may need it). But it's rare situation. Moreover, they can just delete the pointer, not the object. Or we can assume that graphicsEngine will delete objects, physicsEngine just pointers to them. Which way is better? Which will produce more problems in the future? I like the second solution more, but I wonder why most graphics and physics engines prefer the first one (maybe because they normally make only graphics or only physics engine and somebody else connect them in the game?). Have they any more hidden pros & contras?

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  • 3D Character/Model Creator

    - by Click Ok
    I'm in a project to create a 3d game using XNA/C#, and the game will use a lot of 3d characters. Looking at the current 3d games, in some they create near to hundreds of characters, what lead me to think that there are some good 3d character/model creator. To narrow the sample, the game will have characters like the game "Grand Chase". There are some good (and easy) character model creator for to use in XNA development? Free is better, of course, but I will get payed versions too. EDIT: Another question is about the movements of the characters. The movements like walk, jump, sit, etc are "created" by the "character creator tool" or by the game?

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  • Generate 2D cross-section polygon from 3D mesh

    - by nornagon
    I'm writing a game which uses 3D models to draw a scene (top-down orthographic projection), but a 2D physics engine to calculate response to collisions, etc. I have a few 3D assets for which I'd like to be able to automatically generate a hitbox by 'slicing' the 3D mesh with the X-Y plane and creating a polygon from the resultant edges. Google is failing me on this one (and not much helpful material on SO either). Suggestions?

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  • How to test a 3D rendering engine?

    - by YoYo
    Me and some friends developing simple 3D rendering engine as practice for the university. We used Ogre 3d as prototype and now we are developing it from base The engine is wrapped up in simple game that asks the user to select shape (circle, triangle, square...), color and dimensions and renders the image to the screen. It also enables to move and rotate the shape on screen using mouse. We would like to test automate the view rendering. I could not find any test framework for this issue and I would like to know how 3D test is done in non manual matter

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  • 3D Printed Records Bring New Tunes to Iconic Fisher-Price Toy Player

    - by Jason Fitzpatrick
    Have an old toy Fisher-Price record player your kids aren’t exactly enamored with? Now, thanks to the miracle of 3D printing, you can create new records for it. Courtesy of Fred Murphy, this Instructables tutorial will guide you through the process of taking music and encoding it in a 3D printer file that will yield a tiny plastic record the Fisher-Prince record player can play. Check out the video above to see the finished product or hit up the link below to read the full tutorial. 3D Printing for the Fisher-Price Record Player [via Make] How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • Render 3d object to 2d surface (embedded system)

    - by Martin Berger
    i am working on an embedded system of a sort, and in some free time i would like to test its drawing capabilities. System in question is ARM Cortex M3 microcontroller attached to EasyMX Stellaris board. And i have a small 320x240 TFT screen :) Now, i have some free time each day and i want to create rotating cube. Micro C PRO for ARM doesnt have 3d drawing capabilities, which means it must be done in software. From the book Introduction to 3D Game Programming with DirectX 10 i know matrix algebra for transformations but that is cool when you have DirectX to set camera right. I gues i could make 2d object to rotate, but how would i go with 3d one? Any ideas and examples are welcome. Although i would prefer advices. I'd like to understand this.

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  • How to perform a detailed and quick 3D performance test

    - by gsedej
    I am wondering how to quickly test performance of my 3D graphics. Since glxgears is not benchmark what should I use. Also glxgears sometimes stuck at 60FPS, you cannot even compare before/after driver update (e.g. adding xorg-edgers PPA). Even glxgears doesn't really work out of box. One possibility is screensavers, but you can't see FPS. I am also not willing to install 600MB nexuiz, specially if I am running on Live-CD. Other 3D games are also very big... Unigine tests are too demanding for opensource drivers (problems with too low OpenGL and probably texture compression (S3TC...)). I would also like to test OpenGL 2.x extentions. How to quickly test your 3D performance?

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  • Drag camera/view in a 3D world

    - by Dono
    I'm trying to make a Draggable view in a 3D world. Currently, I've made it using mouse position on the screen, but, when I move the distance traveled by my mouse is not equal to the distance traveled in the 3D world. So, I've tried to do that : Compute a ray from mouse position to 3D world. Calculate intersection with the ground. Check intersection difference old position <- new position. Translate camera with the difference. I've got a problem with this method: The ray is computed with the current camera's position I move the camera I compute the new ray with new camera position. The difference between old ray and new ray is now invalid. So, graphically my camera don't stop to move to previous/new position everytime. How can I do a draggable camera with another solution ? Thanks!

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  • 3D game engines for XNA games

    - by Jenko
    Before I start development of an XNA game, I need to choose a 3D game engine to develop upon. Is this belief unfounded? Does XNA have basic object transformation, lighting and mesh/texture importing functionality by which you can develop a decent 3D side-scrolling game? Chances are I'm going to need a 3D engine such as Torque X to handle most of the special effects, animation and sound for me. What are the engines that you recommend building an XNA game with? What work reliably in your experience? Is XNA alone enough? do you have repositories of code that work directly with XNA to create effects and other game environments with sunlight, fog and rain?

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  • ASUS X53S Intel Graphics and Unity 3D

    - by Nordlöw
    I just bought a ASUS X53S. Everything works flawlessly except that I can't run Unity 3D on it because NVIDIA Linux drivers currently doesn't support Optimus. So I'm stuck with the other integrated Intel Graphics Adapter. I'm already installed BumbleBee but it doesn't help with Unity 3D thing. Will the Xorg driver ever support OpenGL and especially GLX_texture_from_pixmap so that Unity 3D will work with it? The Intel driver is really snappy with Unity 2D and seems to support most other X acceleration features such as smooth scrolling.

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  • I need advice on creating animal 3D walk cycles in XNA

    - by Zetar
    I want to purchase a number of 3D models from TurboSquid and animate them in an XNA game. I wrote a lot of games from 1985-1999 and have recently become involved with XNA. Now I would like to port one of my old games to the XBOX. I do have a background in 3D animation; but that was years ago. What is the current method for animating a walk cycle with a 3D model and using it inside XNA? Is there a book, software or a tutorial that you can recommend? Thanks in advance and sorry for such a broad and currently naive question.

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  • I need advice on creating 3D walk cycles in XNA

    - by Zetar
    I want to purchase a number of 3D models from TurboSquid and animate them in an XNA game. I wrote a lot of games from 1985-1999 and have recently become involved with XNA. Now I would like to port one of my old games to the XBOX. I do have a background in 3D animation; but that was years ago. What is the current method for animating a walk cycle with a 3D model and using it inside XNA? Is there a book, software or a tutorial that you can recommend? Thanks in advance and sorry for such a broad and currently naive question.

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  • No image from graphics card but image from onboard video

    - by ReAzem
    I have an HD 5970 running on a P8Z68-v LE motherboard and I have no image comming out of the graphic card. When I plug my screen on my motherboard, I see the bios and the OS. When I plug my screen on the graphic card, I don't see anything. I know that the graphic card works because I have tested it on another computer. I know the motherboard works because I tested it with another graphic card and it worked. I know that the graphic card works with the computer because I have another computer with a P8Z68-LE and an HD 5970. I know it is not an OS issue because I should atleast be able to see the bios. I have tried unplugging my HDDs so that the OS dont interfere with anything. Using a 1000W power supply Using another HD5970 on the computer works. So this is a problem with my HD5970, but why is the graphic card working on my other computer?

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  • Matlab 3d volume visualization and 3d overlay

    - by inf.ig.sh
    Hi, so the question ist pretty much the title. I have a 3d volume loaded as raw data [256, 256, 256] = size(A). It contains only values of zero's and ones, where the 1's represent the structure and 0's the "air". I want to visualize the structure in matlab and then run an algorithm on it and put an overlay on it, let's say in the color red. So to be more precise: How do i visualize the 3d volume. 0's transparent, 1's semitransparent? Plot a line in the 3 d vis as an overlay? I already read the mathworks tutorials and they didn't help. I tried using the set command, but it fails completly saying for every property i try "invalid root property". I hope someone can help.

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  • Problems with 3D Array for Voxel Data

    - by Sean M.
    I'm trying to implement a voxel engine in C++ using OpenGL, and I've been working on the rendering of the world. In order to render, I have a 3D array of uint16's that hold that id of the block at the point. I also have a 3D array of uint8's that I am using to store the visibility data for that point, where each bit represents if a face is visible. I have it so the blocks render and all of the proper faces are hidden if needed, but all of the blocks are offset by a power of 2 from where they are stored in the array. So the block at [0][0][0] is rendered at (0, 0, 0), and the block at 11 is rendered at (1, 1, 1), but the block at [2][2][2] is rendered at (4, 4, 4) and the block at [3][3][3] is rendered at (8, 8, 8), and so on and so forth. This is the result of drawing the above situation: I'm still a little new to the more advanced concepts of C++, like triple pointers, which I'm using for the 3D array, so I think the error is somewhere in there. This is the code for creating the arrays: uint16*** _blockData; //Contains a 3D array of uint16s that are the ids of the blocks in the region uint8*** _visibilityData; //Contains a 3D array of bytes that hold the visibility data for the faces //Allocate memory for the world data _blockData = new uint16**[REGION_DIM]; for (int i = 0; i < REGION_DIM; i++) { _blockData[i] = new uint16*[REGION_DIM]; for (int j = 0; j < REGION_DIM; j++) _blockData[i][j] = new uint16[REGION_DIM]; } //Allocate memory for the visibility _visibilityData = new uint8**[REGION_DIM]; for (int i = 0; i < REGION_DIM; i++) { _visibilityData[i] = new uint8*[REGION_DIM]; for (int j = 0; j < REGION_DIM; j++) _visibilityData[i][j] = new uint8[REGION_DIM]; } Here is the code used to create the block mesh for the region: //Check if the positive x face is visible, this happens for every face //Block::VERT_X_POS is just an array of non-transformed cube verts for one face //These checks are in a triple loop, which goes over every place in the array if (_visibilityData[x][y][z] & 0x01 > 0) { _vertexData->AddData(&(translateVertices(Block::VERT_X_POS, x, y, z)[0]), sizeof(Block::VERT_X_POS)); } //This is a seperate method, not in the loop glm::vec3* translateVertices(const glm::vec3 data[], uint16 x, uint16 y, uint16 z) { glm::vec3* copy = new glm::vec3[6]; memcpy(&copy, &data, sizeof(data)); for(int i = 0; i < 6; i++) copy[i] += glm::vec3(x, -y, z); //Make +y go down instead return copy; } I cannot see where the blocks may be getting offset by more than they should be, and certainly not why the offsets are a power of 2. Any help is greatly appreciated. Thanks.

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  • Laptop with Intel Graphics: external VGA monitor only gets signal on boot (no "hot plugging")

    - by iveand
    I am able to get an external VGA monitor (or projector) to work if I start my laptop with it connected. However, if I start the laptop with it disconnected there is no signal on the external. The Displays screen shows the external, and thinks that it is active, but there is no signal being sent to it. This has been a persistent problem since 10.04 (I am now on 12.04.... each upgrade hoping something is improved). I should note that even when it works (starting with display connected), Displays still says the monitor is "unknown" (but it sends the signal). For the correct resolution to display, I have had to add a few xrandr lines for my monitor to my .xprofile file... otherwise resolution is limited to default 1024x768. So, resolution issues can be worked around, but the main issue is that the external doesn't get a signal without starting the machine with it connected. I have tried: adding i915.modeset=1 to grub (also i965.modeset=1 since someone posted that this helped even though lshw shows i915) adding following ppa and doing a dist-upgrade: sudo add-apt-repository ppa:xorg-edgers/ppa Here are the details: Laptop: Toshiba Tecra M10 lspci listings for video: 00:02.0 VGA compatible controller [0300]: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller [8086:2a42] (rev 07) sudo lshw -C video listing: *-display:0 description: VGA compatible controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 07 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:ff400000-ff7fffff memory:e0000000-efffffff ioport:cff8(size=8) *-display:1 UNCLAIMED description: Display controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 07 width: 64 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:ffc00000-ffcfffff "System Info" shows my graphics as the following Mobile Intel® GM45 Express Chipset x86/MMX/SSE2

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  • Graphics performance of 945GME

    - by l0b0
    Edit: Since setting Appearance - Visual Effects up to a stunning "Normal", I now get ~35 FPS in glxgears right after login, with nothing else running :( I'm getting terrible graphics performance in NeverWinter Nights (native with SoU+HotU+CEP2) on my Eee PC 1005HAB. Even with all graphics settings (including the "advanced" ones) at minimum I get about 2-10 FPS, depending on the scene. Firefox is really sluggish as well - Changing tabs often takes a second, scrolling is laggy, and typing this I notice the delay between pressing keys and seeing the text on screen. The rest of the OS is running OK, although general performance seems to be even worse than my old Eee PC 900. glxgears gives about 60 FPS, which is apparently as it should be (synchronized with the monitor refresh rate). Bugs like Launchpad #252094 and the instructions for Reverting the Jaunty Xorg intel driver to 2.4 are old enough that I'm afraid following the instructions would render the system unusable. Are there any tips for improving graphics performance on this system that are still relevant for 10.10? $ uname -a Linux l0b0eee 2.6.35-28-generic #49-Ubuntu SMP Tue Mar 1 14:40:58 UTC 2011 i686 GNU/Linux $ lspci -nn | grep VGA 00:02.0 VGA compatible controller [0300]: Intel Corporation Mobile 945GME Express Integrated Graphics Controller [8086:27ae] (rev 03) $ glxinfo name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.4 ...

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  • Radeon HD 6850 VMware 3D Support?

    - by Matt
    I'm a new Ubuntu user (new to all of linux actually). I've installed Ubuntu 11.10 x64 and have been enjoying it, but I wanted to see how it would perform using VMware for small time gaming since I find dual booting too much of a nuisance to even bother using Ubuntu at all (sorry!). I have an Asus EAH6850 DirectCU Radeon HD 6850 graphics card and I've installed the additional ATI/AMD proprietary FGLRX graphics driver, but when I open a Windows XP 32bit machine I installed through VMware, I get this message: "The GPU driver currently installed on this host may cause issues with VMware products. If you notice any issues please disable the 3D support in the affected virtual machines." I still have 3D capabilities in the VM but they are very very choppy even running the DX tests (the spinning cube). I've seen people on youtube and other forums saying that since the new 3D acceleration in VMware 8 gaming is very possible through VMs (and I've seen them running the DX tests with the spinning cube very smoothly). I'm wondering if my graphics card isn't fully supported or if I have installed it wrong. Also when I check system info (on the host Ubuntu machine) it says "Graphics VESA:BARTS" Should my Radeon HD 6850 be showing up there? The rest of my basic system info i5 2500k 8GB 1600MHz memory Guest is running with access to all 4 cores of processor and 3gb memory assigned.

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  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

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  • Is it possible to install a discrete mobility card on a laptop without a graphics card already?

    - by JXPheonix
    To be specific: Can I: Install a discrete graphics card on a laptop that does not come with a discrete graphics card? Teach windows 8 to use the discrete card over the integrated graphics? To me this is the only downside of my laptop and I would not mind getting any graphics card as long as it is better than the integrated laptop card (an Intel 3000) The laptop if you need more information is an Asus U46E-BAL6.

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  • How to install 3d support?

    - by Gonzalo
    I'm trying Natty and after an upgrade I received this message: "Sorry, you don't have 3d support, install it for your graphic hardware to get Unity or please reboot and select 'Classic session' at startup." So I want to install 3D support but I don't know how to. My machine is a Sony Vaio VGN-SR29XN Laptop with Intel Graphics, but I would like to know the general instructions. P.S. : I've no problem with the CLI, I just don't know how to proceed in this particular case (what driver, or program...).

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