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  • Google Custom Search Engine not giving the expected search result.

    - by iecut
    Hi, I have been trying to create a new google custom search engine, but when I try some query,the search engine it is not giving me the expected search result.On some queries it is working fine, but on other queries, it says"no result". I tried adding the URL of the website that I wanted to search for, but there are certain pages and keywords that are not coming up in the search result when I try to search for the keyword of that page. I tired adding both the main page URL and the URL of the sub page that I want to search for, but nothing is working. There are some sub pages to the main URL that are coming in the search result.

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  • How do I change the default format of log messages in python app engine?

    - by dazed-n-confused
    I would like to log the module and classname by default in log messages from my request handlers. The usual way to do this seems to be to set a custom format string by calling logging.basicConfig, but this can only be called once and has already been called by the time my code runs. Another method is to create a new log Handler which can be passed a new log Formatter, but this doesn't seem right as I want to use the existing log handler that App Engine has installed. What is the right way to have extra information added to all log messages in python App Engine, but otherwise use the existing log format and sink?

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  • How to get a physics engine like Nape working?

    - by Glacius
    Introduction: I think Nape is a relatively new engine so some of you may not know it. It's supposedly faster than box2d and I like that there is decent documentation. Here's the site: http://code.google.com/p/nape/ I'm relatively new to programming. I am decent at AS3's basic functionality, but every time I try to implement some kind of engine or framework I can't even seem to get it to work. With Nape I feel I got a little further than before but I still got stuck. My problem: I'm using Adobe CS5, I managed to import the SWC file like described here. Next I tried to copy the source of one of the demo's like this one and get it to work but I keep getting errors. I made a new class file, copied the demo source to it, and tried to add it to the stage. My stage code basically looks like this: import flash.Boot; // these 2 lines are as described in the tutorial new Boot(); var demo = new Main(); // these 2 are me guessing what I'm supposed to do addChild(demo); Well, it seems the source code is not even being recognized by flash as a valid class file. I tried editing it, but even if I get it recognized (give a package name and add curly brackets) but I still get a bunch of errors. Is it psuedo code or something? What is going on? My goal: I can imagine I'm going about this the wrong way. So let me explain what I'm trying to achieve. I basically want to learn how to use the engine by starting from a simple basic example that I can edit and mess around with. If I can't even get a working example then I'm unable to learn anything. Preferably I don't want to start using something like FlashDevelop (as I'd have to learn how to use the program) but if it can't be helped then I can give it a try. Thank you.

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  • Adding a subdomain to my google app engine project?

    - by user246114
    Hi, I created a google app engine project. I just successfully mapped it to a new domain. The name of my project is "grape". So by default, it is published at http://www.grape.appspot.com. I mapped it to http://www.grape.com, which is terrific. Now I'd like to create a new app engine project, and have it mapped to: http://api.grape.com how do I go about doing this? I think it is possible, I'm just not sure where I would do this mapping? Since I own grape.com, I am hoping I can map a new project to t. The basic idea was to have one project which is responsible for the UI stuff, then a second project responsible just for a public api, which would be great, Thanks

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  • Comments on this assumption about running on dev server vs a real instance in app engine (python)?

    - by Jacob Oscarson
    Hello app engineers! I'm on an app engine project where I'd like to put in a link to a Javascript test runner that I'd like to only exist when running the development server. I've made some experiments on a local shell with configuration loaded using the technique found in NoseGAE versus live on the 'App Engine Console' [1] and it looks to me like a distinction btw real instance and dev server is the presence of the module google.appengine.tools. Which lead me to this utility function: def is_dev(): """ Tells us if we're running under the development server or not. :return: ``True`` if the code is running under the development server. """ try: from google.appengine import tools return True except ImportError: return False The question (finally!) would be: is this a bad idea? And in that case, can anyone suggest a better approach? [1] http://con.appspot.com/console/ (try it! very handy indeed)

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  • Find most right and left point of a horizontal circle in 3d Vector environment

    - by Olivier de Jonge
    I'm drawing a 3D pie chart that is rendered with in 3D vectors, projected to 2D vectors and then drawn on a Graphics object. I want to calculate the most left and right point of the circle The method to create a vector, draw and project to a 2d vector are below. Anyone knows the answer? public class Vector3d { public var x:Number; public var y:Number; public var z:Number; //the angle that the 3D is viewed in tele or wide angle. public static var viewDist:Number = 700; function Vector3d(x:Number, y:Number, z:Number){ this.x = x; this.y = y; this.z = z; } public function project2DNew():Vector { var p:Number = getPerspective(); return new Vector(p * x, p * y); } public function getPerspective():Number{ return viewDist / (this.z + viewDist); } }

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  • How do I dynamically import a module in App Engine?

    - by Scott Ferguson
    I'm trying to dynamically load a class from a specific module (called 'commands') and the code runs totally cool on my local setup running from a local Django server. This bombs out though when I deploy to Google App Engine. I've tried adding the commands module's parent module to the import as well with no avail (on either setup in that case). Here's the code: mod = __import__('commands.%s' % command, globals(), locals(), [command]) return getattr(mod, command) App Engine just throws an ImportError whenever it hits this. And the clarify, it doesn't bomb out on the commands module. If I have a command like 'commands.cat' it can't find 'cat'.

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  • Google App Engine says "Must authenticate first." while trying to deploy any app

    - by Oleksandr Bolotov
    Google App Engine says "Must authenticate first." while trying to deploy any app: me@myhost /opt/google_appengine $ python appcfg.py update ~/sda2/workspace/lyapapam/ Application: lyapapam; version: 1. Server: appengine.google.com. Scanning files on local disk. Scanned 500 files. Scanned 1000 files. Initiating update. Email: <my_email_was_here>@gmail.com Password for <my_email_was_here>@gmail.com: Error 401: --- begin server output --- Must authenticate first. --- end server output --- We are getting this message with any appliation and under any developer account avialable to us That's what we have installed: App Engine SDK - 1.3.2 PIL - 1.1.7 Python - 2.5.5 pip - 0.6.3 ssl - 1.15 wsgiref - 0.1.2 How can I fix it? Is it well known problem?

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  • Google App Engine & Django Sandbox: Shell and Web seem to be using different datastores?

    - by tones
    I'm new to both Django and Google App Engine, and am using a sandbox in OSX10.6 with the GoogleAppEngineLauncher. I've got a basic "bookstore" application running from the tutorial in the OReilly "Programming Google App Engine" book. Here's the bug: If I add a new object to the datastore through the web interface, then it's readable through the web interface, but does not appear to exist if I query the datastore through the shell. Vice versa: If I add an object in the shell, then I can read it from the shell, but it doesn't appear in the web interface. Any thoughts or theories would be welcome. Thanks! =T=

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  • Leveraging Code in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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  • Leveraging Code Across Platforms in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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  • Matrices: Arrays or separate member variables?

    - by bjz
    I'm teaching myself 3D maths and in the process building my own rudimentary engine (of sorts). I was wondering what would be the best way to structure my matrix class. There are a few options: Separate member variables: struct Mat4 { float m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44; // methods } A multi-dimensional array: struct Mat4 { float[4][4] m; // methods } An array of vectors struct Mat4 { Vec4[4] m; // methods } I'm guessing there would be positives and negatives to each. From 3D Math Primer for Graphics and Game Development, 2nd Edition p.155: Matrices use 1-based indices, so the first row and column are numbered 1. For example, a12 (read “a one two,” not “a twelve”) is the element in the first row, second column. Notice that this is different from programming languages such as C++ and Java, which use 0-based array indices. A matrix does not have a column 0 or row 0. This difference in indexing can cause some confusion if matrices are stored using an actual array data type. For this reason, it’s common for classes that store small, fixed size matrices of the type used for geometric purposes to give each element its own named member variable, such as float a11, instead of using the language’s native array support with something like float elem[3][3]. So that's one vote for method one. Is this really the accepted way to do things? It seems rather unwieldy if the only benefit would be sticking with the conventional math notation.

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  • How to enable Chess 3D on Ubuntu 9.10?

    - by Jian Lin
    The 3D cannot be easily enabled. A thread that people refer to is http://ubuntuforums.org/showthread.php?t=416660 but I tried several suggestions on that thread and it doesn't work yet. The message is: No Python OpenGL support No Python GTKGLExt support

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  • Simulating the effects of wind

    - by jernej
    I am developing a mobile game for Android. It is a 3D jumping game (like ski jump) where wind plays a important role so i need to simulate it. How could I achieve this? The game uses libgdx for rendering and a port of Bullet physics engine for physics. To simulate the jump I have 2 spheres which are placed at the start and at the end of the player and gravity is applied to them (they role down the hill and jump at the end). I use them to calculate the angle and the position of the player. If a button is pressed some extra y speed is applied to them (to simulate the jump before the end of the jumping ramp). But now I have to add wind to it. How is this usually done? Which collision box/method should I use? The way I understand it I only have to apply some force with direction to the player while in mid air. How can I do this in Bullet?

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  • How to programatically retarget animations from one skeleton to another?

    - by Fraser
    I'm trying to write code to transfer animations that were designed for one skeleton to look correct on another skeleton. The source animations consist only of rotations except for translations on the root (they're the mocap animations from the CMU motion capture database). Many 3D applications (eg Maya) have this facility built-in, but I'm trying to write a (very simple) version of it for my game. I've done some work on bone mapping, and because the skeletons are hierarchically similar (bipeds), I can do 1:1 bone mapping for everything but the spine (can work on that later). The problem, however, is that the base skeleton/bind poses are different, and the bones are different scales (shorter/longer), so if I just copy the rotation straight over it looks very strange: I've tried multiplying by the original bone's absolute rotation, then by the inverse of the target, and vice-versa... kind of a shot in the dark, and indeed it didn't work. (Tried relative transformations too)... I'm not sure where to go from here, so if anyone has any resources on stuff like this (papers, source code, etc), that would be really helpful. Thanks!

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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  • 2D map/plane with nodes overlayed that supports panning, scaling and clicking on nodes

    - by garlicman
    I'm trying my hand at Android development and seem to be running into an invisible ceiling in trying to get what I want accomplished. Basically I'm trying to create an app that renders a 2D surface map that I can (pinch) zoom and pan. I'll have to place nodes on the surface of the map that will scale/zoom and pan in relation to the surface. I started out with a 2D ImageView approach and got as far as pinch zoom, pan and laying nodes as relative ImageViews, but all the methods I tried to get X,Y,W,H for the 2D surface were always off for some reason. Additionally, I was never able to scale the node ImageViews correctly, and as a result never got far enough to try and work out their X,Y scaled offset. So I decided to get back to 3D rendering. Conceptually pan/zoom is camera manipulation, so I don't have to mess with how to scale the 2D map or the nodes. But I need a starting point or sample to get me going that's close to what I'm trying to achieve. A sample on a translucent spinning cube isn't helping as much as I need it to. Any tips? Links, insults and sympathy are all welcome!

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  • Strange mesh import problem with Assimp and OpenGL

    - by Morgan
    Using the assimp library for importing 3D data into an OpenGL application. I get some strange problems regarding indexing of the vertices: If I use the following code for importing vertex indices: for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } I get the following result: Instead, if I use the following code: for(int k = 0; k < 2 ; k++) { for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } } I get the correct result: Hence adding the indices twice, renders the correct result? The OpenGL buffer is populated, like so: glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices->size() * sizeof(unsigned int), indices->data(), GL_STATIC_DRAW); And rendered as follows: glDrawElements(GL_TRIANGLES, vertexCount*3, GL_UNSIGNED_INT, indices->data());

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  • Unity's gone! How do I get it back?

    - by Kelley
    Earlier today my Unity desktop disappeared: I got a black screen with white text, but it disappeared too quickly for me to read. When the desktop reappeared, it was the Ubuntu Classic desktop. I used $ unity --reset but that did not do anything. I tried rebooting so I could choose unity from the list when I logged in, but although there was Ubuntu choice, there was no unity listed (but classic was listed). I was able to install Unity 2D and am using that, but really want to get 3D back. I had been using Ubuntu without problems for several weeks when this happened. My graphics card is onboard a Dell Latitude desktop - a couple years old - and is reported as an Intel G33/G31. I've looked at other requests for help here, and tried suggestions when they seemed to relate to similar problems, but nothing seems to work so far. Any ideas? Thanks! This is part of the output of my latest attempt to run unity --reset Window manager warning: 0x3e01c35 () appears to be one of the offending windows with a timestamp of 1309472834. Working around... Window manager warning: last_user_time (1309473695) is greater than comparison timestamp (1126160). This most likely represents a buggy client sending inaccurate timestamps in messages such as _NET_ACTIVE_WINDOW. Trying to work around... Window manager warning: 0x4c0046c (mdk@Habane) appears to be one of the offending windows with a timestamp of 1309473695. Working around... Window manager warning: Received a NET_CURRENT_DESKTOP message from a broken (outdated) client who sent a 0 timestamp Window manager warning: Buggy client sent a _NET_ACTIVE_WINDOW message with a timestamp of 0 for 0x4c0046c (mdk@Habane) Window manager warning: meta_window_activate called by a pager with a 0 timestamp; the pager needs to be fixed.

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  • how to move the camera behind a model with the same angle? in XNA

    - by Mehdi Bugnard
    I meet are having difficulty in moving my camera behind an object in a 3D world. I would create two view mode. 1: for fps (first person). 2nd: external view behind the character (second person). I searched the net some example but it does not work in my project. Here is my code used to change view if F2 is pressed //Camera double X1 = this.camera.PositionX; double X2 = this.player.Position.X; double Z1 = this.camera.PositionZ; double Z2 = this.player.Position.Z; //Verify that the user must not let the press F2 if (!this.camera.IsF2TurnedInBoucle) { // If the view mode is the second person if (this.camera.ViewCamera_type == CameraSimples.ChangeView.SecondPerson) { this.camera.ViewCamera_type = CameraSimples.ChangeView.firstPerson; //Calcul position - ?? Here my problem double direction = Math.Atan2(X2 - X1, Z2 - Z1) * 180.0 / 3.14159265; //Calcul angle - ?? Here my problem this.camera.position = .. this.camera.rotation = .. this.camera.MouseRadian_LeftrightRot = (float)direction; } //IF mode view is first person else { //....

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  • Regulating how much to draw based on how much was drawn last frame.

    - by Mike Howard
    I have a 3D game world on an iPhone (limited graphics speed), and I'm already regulating whether I draw each shape on the screen based on it's size and distance from the camera. Something like... if (how_big_it_looks_from_the_camera > constant) then draw What I want to do now is also take into account how many shapes are being drawn, so that in busier areas of the game world I can draw less than I otherwise would. I tried to do this by dividing how_big_it_looks by the number of shapes that were drawn last frame (well, the square root of this but I'm simplifying - the problem is the same). if (how_big_it_looks / shapes_drawn > constant2) then draw But the check happens at the level of objects which represent many drawn shapes, and if an object containing many shapes is switched on, it increases shapes_drawn lots and switches itself back off the next frame. It flickers on and off. I tried keeping a kind of weighted average of previous values, by each frame doing something like shapes_drawn_recently = 0.9 * shapes_drawn_recently + 0.1 * shapes_just_drawn, but of course it only slows the flickering down because of the nature of the feedback loop. Is there a good way of solving this? My project is in Objective-C, but a general algorithm or pseudo-code is good too. Thanks.

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