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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • Design for a plugin based application

    - by Varun Naik
    I am working on application, details of which I cannot discuss here. We have core framework and the rest is designed as plug in. In the core framework we have a domain object. This domain object is updated by the plugins. I have defined an interface in which I have function as DomainObject doProcessing(DomainObject object) My intention here is I pass the domain object, the plug in will update it and return it. This updated object is then passed again to different plugin to be updated. I am not sure if this is a good approach. I don't like passing the DomainObject to plugin. Is there a better way I can achieve this? Should I just request data from plugin and update the domain object myself?

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  • Arrays for a heightmap tile-based map

    - by JPiolho
    I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get borders structured. For the tiles, I have a [Map Width * Map Height] sized array. For corners I have [(Map Width + 1) * (Map Height + 1)] sized array. I've already made up the math needed to access corners from a tile, but I can't figure out how to store and access the borders from a single array. Tiles store the type (and other game logic variables) and via the array index I can get the X, Y. Via this tile position it is possible to get the array index of the corners (which store the Z index). The borders will store a game object and accessing corners from only border info would be also required. If someone even has a better way to store these for better memory and performance I would gladly accept that. EDIT: Using in C# and Javascript.

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  • Gracefully terminate a request based service on server

    - by Jatin
    In our web application, for each http-request there is a lot of computation that happens on back end. Output can vary from 10 sec - 1 Hour. In the mean time when it is computed, "Waiting.." is shown on the website for the respective user. But it so happens, that a user might cut down the service in between. So what all can be done on the back end so that the computation can be stopped in between to save resources? What different tactics can be applied here? And if better (instead of killing the thread directly), then a graceful termination policy should make wonders.

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  • GIS-based data visualization and maintenance tool

    - by Dave Jarvis
    Background Looking to leverage an existing GIS system for exploring organizational data. Architecture The following figure represents a high-level overview of the system's desired features: The most basic usage would be as follows: The user visits a web site. The system presents a map (having regions, cities, and buildings). The user drills-down on the map to a particular building. The system provides a basic CRUD interface. The user can view and modify information about personnel (e.g., their assigned teams), equipment (e.g., network appliances), applications, and the building itself (e.g., contact and phone numbers). Ideally, all the components should be open-source (or otherwise free). Problem This must be a small project that needs a quick (but functional) prototype, mostly to confirm whether or not such a system would be useful in the long term. Questions What software components would you use to quickly develop a working prototype? What open-source solutions already exist, if any? Ideas Here is what I am thinking: PostGIS - Define the regions, cities, and sites Google Maps - Display an interactive, clickable map geoJSON - Protocol between PostGIS and Google Maps Seam - CRUD interface Custom Development For example, this would entail: Installation and configuration Configure SSH for remote logins Subversion (or git) PostgreSQL PostGIS Java Tomcat Seam JasperReports Enter GIS information into PostGIS Aggregate data sources into PostgreSQL database Develop starting page for map interface Develop clickable Google Maps interface Develop summary reports Develop CRUD interface using Seam for data maintenance Surely something like this already exists? Thank you!

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  • Rendering an image from an embedded Web Browser (C# WPF application)

    - by The Official Microsoft IIS Site
    How is all started So this week I was working on an extension for WebMatrix , Luke Sampson of http://StudioStyle.es just integrate a cool piece of code from Matt MCElheny . The news is that the studiostyle.es website now supports converting the over 1,000 themes uploaded for Visual Studio 2010 into the WebMatrix format, and hence we automatically got a very large load of themes to choose from. Still we aspired for an even better experience, currently the WebMatrix user will have to install the ColorThemeEditor...(read more)

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  • Week in Geek: Microsoft has Bought Underlying Patents for Netscape Browser

    - by Asian Angel
    Our latest edition of WIG is filled with news link goodness covering topics such as ChromeOS has received a new desktop-style look, a roundup of tools to remove Flashback malware on Macs, Kubuntu has a new official sponsor, and more. Wedding clipart courtesy of CartoonClipArtWorld. How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

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  • Grid-Based 2D Lighting Problems

    - by Lemoncreme
    I am aware this question has been asked before, but unfortunately I am new to the language, so the complicated explanations I've found do not help me in the least. I need a lighting engine for my game, and I've tried some procedural lighting systems. This method works the best: if (light[xx - 1, yy] > light[xx, yy]) light[xx, yy] = light[xx - 1, yy] - lightPass; if (light[xx, yy - 1] > light[xx, yy]) light[xx, yy] = light[xx, yy - 1] - lightPass; if (light[xx + 1, yy] > light[xx, yy]) light[xx, yy] = light[xx + 1, yy] - lightPass; if (light[xx, yy + 1] > light[xx, yy]) light[xx, yy] = light[xx, yy + 1] - lightPass; (Subtracts adjacent values by 'lightPass' variable if they are more bright) (It's in a for() loop) This is all fine and dandy except for a an obvious reason: The system favors whatever comes first in the for() loop This is what the above code looks like applied to my game: If I could get some help on creating a new procedural or otherwise lighting system I would really appreciate it!

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  • Redirecting a CSS file based on .htaccess rules.

    - by Anthony Hiscox
    I'm trying to hack the css files on OSTicket by replacing them with my own custom ones when a specific URL is accessed. The URL that is accessed for this example is http://osticket.cts/helpdesk/scp/css/main.css and I would like it to use the css file at http://osticket.cts/test.css why won't this .htaccess file (in web root, not /helpdesk/scp/) work? Is there an easy way to debug these rules, some way to find out what apache did when the URL was accessed and where it's failing? error.log doesn't show anything useful. RewriteEngine On RewriteCond %{HTTP_HOST} ^osticket\.cts$ [NC] RewriteRule ^(.*)main\.css$ /test.css [NC, L]

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  • Gamification: designing cooperation in an RPG like game based on Scrum methodology

    - by Grzegorz Slawecki
    I have implemented with 3 friends a gamified system at my work (development company) which builds an fantasy rpg game over scrum project methodology. Generally, the tasks are the missions, each player is represented by a character. They earn XPs for completing tasks and they advance to the next levels which gives them badges, titles and (this is in planning phase) new privileges (e.g. priority in choosing tasks). Since the very beginning we try to do everything to avoid rivalisation between players because it would ruin the project if the players started to compete. There are no explicit leaderboards, we also plan to give bonuses for helping other players. I have a feeling that this is still not enough to really encourage cooperation. I would like to ask You for any ideas that come to Your mind that would help.

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  • SQL – Crossword Puzzle Based on Course Building Successful High Traffic Profitable Blog

    - by Pinal Dave
    Do you like Crossword Puzzles? I personally love it. Everytime I open the newspaper, I try to resolve at least one crossword or sudoku. It is just fun to tease a brain little and stretch its limits. Regular readers of the blogs are aware that I have recently published two courses on how to build successful high traffic profitable blog. Here are the links to watch both the courses: Course 1, Course 2. Do watch them in order as both the courses have unique content, which can help you build a better blog. On my birthday July 30th, there was an interesting blog post posted on Pluralsight blog. It was a crossword build from my two courses. I encourage you try to solve the crossword which I have built. Giveaway: There is a cool gift for the winner – it is melting clock. Do not confuse this as a dummy or not working clock. This looks like melting but it always shows accurate time and it is perfectly balanced to hang off of any flat surface. How to Participate: Well, it is very simple, you just have to complete the crossword and send it to me at pinal at sqlauthority.com with all valid answers. The deadline is that you must send it before Monday August 5, 2013 or before the valid answer keys are posted on Pluralsight blog. Hints: Though the crossword is very easy and intuitive, if you ever get stuck anywhere here are two hints: Hint 1, Hint 2. Login to Pluralsight courses and watch both the courses. Watching the course will not only help you to easily complete crossword but there are hidden gems and secrets to build a high traffic profitable blog. Here is the link to download the crossword: Download Crossword. Alternatively you can download the image displayed below and print it as well.   Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: About Me, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: Blogging

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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • Drawing shapes dynamically on an image through web browser

    - by Tom Beech
    We have a scenario where we create floor plans of locations when we visit. The floor plan is finally shown on the web. It's come to the point now where we want to show floor plans but have a key with various items on them, when an item on the key is clicked, the image should highlight all the areas of the floorplan that have that specific item. I guess we're looking for some sort of open standard javascript lib to deal with SVG (has to work pre IE9 so pure SVG wont cut it) and the floor plans have to be able to be created through a .net application to be deployed on the web. I'd rather stay away from flash if at all possible to be honest. Below are a few conceptual images of what we're trying to achieve.

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  • My grid based collision detection is slow

    - by Fibericon
    Something about my implementation of a basic 2x4 grid for collision detection is slow - so slow in fact, that it's actually faster to simply check every bullet from every enemy to see if the BoundingSphere intersects with that of my ship. It becomes noticeably slow when I have approximately 1000 bullets on the screen (36 enemies shooting 3 bullets every .5 seconds). By commenting it out bit by bit, I've determined that the code used to add them to the grid is what's slowest. Here's how I add them to the grid: for (int i = 0; i < enemy[x].gun.NumBullets; i++) { if (enemy[x].gun.bulletList[i].isActive) { enemy[x].gun.bulletList[i].Update(timeDelta); int bulletPosition = 0; if (enemy[x].gun.bulletList[i].position.Y < 0) { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450); } else { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450) + 4; } GridItem bulletItem = new GridItem(); bulletItem.index = i; bulletItem.type = 5; bulletItem.parentIndex = x; if (bulletPosition > -1 && bulletPosition < 8) { if (!grid[bulletPosition].Contains(bulletItem)) { for (int j = 0; j < grid.Length; j++) { grid[j].Remove(bulletItem); } grid[bulletPosition].Add(bulletItem); } } } } And here's how I check if it collides with the ship: if (ship.isActive && !ship.invincible) { BoundingSphere shipSphere = new BoundingSphere( ship.Position, ship.Model.Meshes[0].BoundingSphere.Radius * 9.0f); for (int i = 0; i < grid.Length; i++) { if (grid[i].Contains(shipItem)) { for (int j = 0; j < grid[i].Count; j++) { //Other collision types omitted else if (grid[i][j].type == 5) { if (enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive) { BoundingSphere bulletSphere = new BoundingSphere(enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].position, enemy[grid[i][j].parentIndex].gun.bulletModel.Meshes[0].BoundingSphere.Radius); if (shipSphere.Intersects(bulletSphere)) { ship.health -= enemy[grid[i][j].parentIndex].gun.damage; enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive = false; grid[i].RemoveAt(j); break; //no need to check other bullets } } else { grid[i].RemoveAt(j); } } What am I doing wrong here? I thought a grid implementation would be faster than checking each one.

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  • Windows 7 New Folder shortcut doesn't work, opens browser/Firefox

    - by slolife
    I was so excited to hear that Windows 7 Explorer now has a hotkey to create a new folder (ctrl+shift+N), but I tried it on my machine, and it doesn't work!! If I press ctrl+shift+N in a Windows Explorer window, it opens up my default web browser (Firefox) and tries to open the last downloaded file. How do I get Create New Folder functionality back? Notes: Windows 7, Firefox is default browser. Keyboard is MS Natural Ergonomic Keyboard 4000.

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  • Making organic 2D tilemaps for tile based games...

    - by Codejoy
    So I have always wondered how one makes a nice (not so squarish) 2d tile map, is it possible? all games now days I think use textured polygons...but my game engine (and engine) doesn't support that to my knowledge. But it does support nice TMX files generated by mapeditor.org's Tiled Map Editor. Though in my game I want nice twisting and turning caverns to traverse ... I was wondering some ideas on such a process... is it in the art style? The type of tile engine? both? So what are some common techniques?

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  • Silverlight: IronPython in the browser Part 2

    This article is an excerpt taken from IronPython in Action, by Michael J. Foord and Christian Muirhead and published by Manning Publications. In the article the authors discuss how to take advantage of the exciting Silverlight platform with IronPython.

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  • Google Chrome not rendering webpages correctly

    - by sumit_gt
    I am facing some serious web page rendering issues with Chrome. It is more prominent during javascript based animations and stuff on websites like youtube. I have tried removing chrome using (sudo apt-get purge google-chrome-stable) and then reinstalling it. But the problems still persist. The same webpages work correctly on firefox on ubuntu and chrome on windows. The problem only shows up when I use chrome on ubuntu. I think the issue has started after I updated to the latest version of Chrome. I have used Chrome previously on this machine without any problems. I have attached a image that demonstrates the issue. What could possibly be the problem? PS: here's the output of lshw -c video: *-display description: VGA compatible controller product: Madison [Radeon HD 5000M Series] vendor: Hynix Semiconductor (Hyundai Electronics) 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=fglrx_pci latency=0 resources: irq:46 memory:e0000000-efffffff memory:f0020000-f003ffff ioport:d000(size=256) memory:f0000000-f001ffff Here's the output of lspci -nn: output of lspci -nn

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  • GameState management hierarchical FSM vs stack based FSM

    - by user8363
    I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens. e.g. while the game is running I want to be able to pop-up an ingame menu and when that happens the main screen must stop updating (the game is paused) but must still be visible in the background. However when I open an inventory pop-up the main screen must be visible and continue updating etc. I'm a bit confused about the difference in implementation and functionality between hierarchical FSM's and FSM's that handle a stack of states instead. Are they basically the same? Or are there important differences?

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  • Subscription based eCommerce Site selling Physical Goods

    - by Kash
    I want to implement a system where customers can buy physical products as subscription with recurring billing. Customers will come to my site, visit product page and buy stuff. They need to register an account before purchasing. After registration they will be forwarded to payment processor for payment and after successful payment they will be returned back to my site. Requirement: I dont want to use Paypal as a payment processor. It will be recurring payment on monthly, quarterly, bi-annual or annual basis. Customers can login to my site in order to view their Order History, Profile Management and can edit their Billing and/or Shipping details. Customers can cancel their Subscription any time after login to their account on my site. Plan: Currently I am using wordpress with WooCommerce plugin for eCommerce functionality. I am planning to use Amazon as a payment processor. I have searched WooCommerce Extension Drectory and found WC Subscription extension that can be used for my site. But I just confirmed from the Support WC Subscription only support recurring payment with Paypal and Stripe, no other payment processor is supported at the moment. Questions: According to my need, what will be the best solution? I am open to switch the platform from Wordpress to something else that can fulfill my requirement.

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  • Turn-based tile game dynamic item/skill/command script files

    - by user1542
    I want to create a mechanism that could read text script, for example some kind of custom script such as ".skill" or ".item", which maybe contain some sort of simple script like .item Item.Name = "Strength Gauntlet"; Character.STR += 20; .. .skill Skill.Name = "Poison Attack"; Skill.Description = "Steal HP and inflict poison"; Player.HP += 200; Enemy.HP -= 200; Enemy.Status += Status.POISON; It may be different from this, but just want to give some idea of what I desire. However, I do not know how to dynamically parse these things and translate it into working script. For example, in battle scenerio, I should make my game read one of this ".skill" file and apply it to the current enemy, or the current player. How would I do this? Should I go for String parsing? It is like a script engine, but I prefer C# than creating new language, so how would I parse custom files into appropiate status commands? Another problem is, I have also created a command engine which would read String input and parse it into action such as "MOVE (1,2)" would move character to tile (1,2). Each command belong to separate class, and provide generic parsing method that should be implemented by hand. This is for the reason of custom number/type of arguments per each command. However, I think this is not well designed, because I desire it to automatically parse the parameters according to specify list of types. For example, MOVE command in "MOVE 1 2" would automatically parse the parameters into int, int and put it into X and Y. Now, this form can change, and we should be able to manually specify all type of formats. Any suggestion to this problem? Should I change from string parsing to some hardcode methods/classes?

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