Search Results

Search found 60978 results on 2440 pages for 'web development'.

Page 781/2440 | < Previous Page | 777 778 779 780 781 782 783 784 785 786 787 788  | Next Page >

  • CodePlex Daily Summary for Sunday, June 16, 2013

    CodePlex Daily Summary for Sunday, June 16, 2013Popular ReleasesEmployee Info Starter Kit: v6.0 - ASP.NET MVC Edition: Release Home - Getting Started - Hands on Coding Walkthrough – Technology Stack - Design & Architecture EISK v6.0 – ASP.NET MVC edition bundles most of the greatest and successful platforms, frameworks and technologies together, to enable web developers to learn and build manageable and high performance web applications with rich user experience effectively and quickly. User End SpecificationsCreating a new employee record Read existing employee records Update an existing employee reco...OLAP PivotTable Extensions: Release 0.8.1: Use the 32-bit download for... Excel 2007 Excel 2010 32-bit (even Excel 2010 32-bit on a 64-bit operating system) Excel 2013 32-bit (even Excel 2013 32-bit on a 64-bit operating system) Use the 64-bit download for... Excel 2010 64-bit Excel 2013 64-bit Just download and run the EXE. There is no need to uninstall the previous release. If you have problems getting the add-in to work, see the Troubleshooting Installation wiki page. The new features in this release are: View #VALUE! Err...VidCoder: 1.4.22: New in 1.4.22 Added Xbox 360 preset, thanks to Relhak. Added Spanish translation, thanks to fantasmanegro. Added Basque translation, thanks to azpidatziak. Fixed behavior of custom anamorphic auto display width and max width/height. Fixed double-logging on local encodes. Fixed remote encoder not using libdvdnav even when enabled, which had caused some problems with multi-angle DVDs. New in 1.4 Updated HandBrake core to 0.9.9 Blu-ray subtitle (PGS) support Additional framerates: 30...WPF Application Framework (WAF): WPF Application Framework (WAF) 3.0.0.440: Version: 3.0.0.440 (Release Candidate): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Please build the whole solution before you start one of the sample applications. Requirements .NET Framework 4.5 (The package contains a solution file for Visual Studio 2012) Changelog Legend: [B] Breaking change; [O] Marked member as obsolete Samples: Use ValueConverters via StaticResource instead of x:Static. Other Downloads Downloads OverviewSFDL.NET: SFDL.NET v1.1.0.5: Changelog: Implemeted SFDL Container v4 (AES Encryption, Set Character Set) Added Stopwatch (download time) Many Bugfixes and ImprovementsBlackJumboDog: Ver5.9.1: 2013.06.13 Ver5.9.1 (1) Web??????SSI?#include???、CGI?????????????????????? (2) ???????????????????????????Lakana - WPF Framework: Lakana V2.1 RTM: - Dynamic text localization - A new application wide message busFree language translator and file converter: Free Language Translator 3.3: some bug fixes and a new link to video tutorials on Youtube.Pokemon Battle Online: ETV: ETV???2012?12??????,????,???????$/PBO/branches/PrivateBeta??。 ???????bug???????。 ???? Server??????,?????。 ?????????,?????????????,?????????。 ????????,????,?????????,???????????(??)??。 ???? ????????????。 ???????。 ???PP????,????????????????????PP????,??3。 ?????????????,??????????。 ???????? ??? ?? ???? ??? ???? ?? ?????????? ?? ??? ??? ??? ???????? ???? ???? ???????????????、???????????,??“???????”??。 ???bug ???Modern UI for WPF: Modern UI 1.0.4: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. Related downloads NuGet ModernUI for WPF is also available as NuGet package in the NuGet gallery, id: ModernUI.WPF Download Modern UI for WPF Templates A Visual Studio 2012 extension containing a collection of project and item templates for Modern UI for WPF. The extension includes the ModernUI.WPF NuGet package. DownloadToolbox for Dynamics CRM 2011: XrmToolBox (v1.2013.6.11): XrmToolbox improvement Add exception handling when loading plugins Updated information panel for displaying two lines of text Tools improvementMetadata Document Generator (v1.2013.6.10)New tool Web Resources Manager (v1.2013.6.11)Retrieve list of unused web resources Retrieve web resources from a solution All tools listAccess Checker (v1.2013.2.5) Attribute Bulk Updater (v1.2013.1.17) FetchXml Tester (v1.2013.3.4) Iconator (v1.2013.1.17) Metadata Document Generator (v1.2013.6.10) Privilege...Document.Editor: 2013.23: What's new for Document.Editor 2013.23: New Insert Emoticon support Improved Format support Minor Bug Fix's, improvements and speed upsChristoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.4 for VS2012: V2.4 - Release Date 6/10/2013 Items addressed in this 2.4 release Updated MSBuild Community Tasks reference to 1.4.0.61 Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesLayered Architecture Sample for .NET: Leave Sample - June 2013 (for .NET 4.5): Thank You for downloading Layered Architecture Sample. Please read the accompanying README.txt file for setup and installation instructions. This is the first set of a series of revised samples that will be released to illustrate the layered architecture design pattern. This version is only supported on Visual Studio 2012. This set contains 2 samples that illustrates the use of: ASP.NET Web Forms, ASP.NET Model Binding, Windows Communications Foundation (WCF), Windows Workflow Foundation (W...Papercut: Papercut 2013-6-10: Feature: Shows From, To, Date and Subject of Email. Feature: Async UI and loading spinner. Enhancement: Improved speed when loading large attachments. Enhancement: Decoupled SMTP server into secondary assembly. Enhancement: Upgraded to .NET v4. Fix: Messages lost when received very fast. Fix: Email encoding issues on display/Automatically detect message Encoding Installation Note:Installation is copy and paste. Incoming messages are written to the start-up directory of Papercut. If you do n...Supporting Guidance and Whitepapers: v1.BETA Unit test Generator Documentation: Welcome to the Unit Test Generator Once you’ve moved to Visual Studio 2012, what’s a dev to do without the Create Unit Tests feature? Based on the high demand on User Voice for this feature to be restored, the Visual Studio ALM Rangers have introduced the Unit Test Generator Visual Studio Extension. The extension adds the “create unit test” feature back, with a focus on automating project creation, adding references and generating stubs, extensibility, and targeting of multiple test framewor...MapWindow 4: MapWindow GIS v4.8.8 - Release Candidate - 32Bit: Download the release notes here: http://svn.mapwindow.org/svnroot/MapWindow4Dev/Bin/MapWindowNotes.rtfLINQ to Twitter: LINQ to Twitter v2.1.06: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.VR Player: VR Player 0.3.1 ALPHA: New plugin system with individual folders TrackIR support Maya and 3ds max formats support Dual screen support Mono layouts (left and right) Cylinder height parameter Barel effect factor parameter Razer hydra filter parameter VRPN bug fixes UI improvements Performances improvements Stabilization and logging with Log4Net New default values base on users feedback CTRL key to open menuSimCityPak: SimCityPak 0.1.0.8: SimCityPak 0.1.0.8 New features: Import BMP color palettes for vehicles Import RASTER file (uncompressed 8.8.8.8 DDS files) View different channels of RASTER files or preview of all layers combined Find text in javascripts TGA viewer Ground textures added to lot editor Many additional identified instances and propertiesNew ProjectsADJD-S311-CR99 Colour Sensor Arduino: Integrating the Avago ADJD-s311-CR999 with ArduinoBerkeley Algorithm: student project for DS course Berkeley Algorithm C#Code Kata - HarryPotter Win8: HarryPotter Series discount programming excerciseHad CMS: Had CMSjean0615mercurialmm: ddjet.version.Incrementor: It's a console tool parse AssemblyInfo.cs files in given directory and set AssemblyVersion and AssemblyFileVersion attribtes to given version. It can be easilyLogger - logging for your .NET project using file, mail, debug output: A light weight yet competent logger for .NET with configurable output modules, such as log file, e-mail and debug log. Easy to add your own output module if needed.MatUtils: Um projecto onde se incluem algumas ferramentas matemáticas.MoGo Mobile: The first makings of an open source Mobile Game!myFirstHTML5: Project was to create a mobile responsive websiteNeTools: This Tool Allows You To Know & Monitor Your Network Better. You'l Be Able To Hijack The Network's Traffic, Poison The Network, Kick Devices From It & Many More.Prism Photo Browser: This is a functioning photo browser written in C# for a WPF platform implementing the Model View View-Model (MVVM) design pattern and PrismQuesTime: This is a quiz projectSM130 Arduino Integration: A project to integrate an SM130 RFID module with Arduino.SQL Server Analysis Services Cube Status Web Part for SharePoint: The Cube Status project provides a SharePoint Web Part that connects to a SQL Server Analysis Services instance and shows the status of a specific cubeSQLite Sync for Windows Phone 8: Project Description This project is the Windows Phone 8 implementation of the Sync Framework Toolkit to enable synchronization with Windows Phone 8 and SQLite.Test Project: testTool To Recover or Restore Windows 7 Files: Impossible Is Nothing!: Get easy to use Windows 2007 Recovery software which is fully helpful application that can easily recover or restore Windows 2007 files with full of quality.Vitus Localization: An Orchard module containing a collection of features useful for localized or multilingual Orchard websites.Wedn.Net: Blog ????: ????? ??? ?????? ????? ???? ??? ????? ???? ??? ?? ??? ???????

    Read the article

  • What is Devops and Why You Should Care?

    - by Tanu Sood
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} According to Wikipedia, DevOps (a portmanteau of development and operations) is a software development method that stresses communication, collaboration and integration between software developers and information technology (IT) professionals. DevOps is a response to the interdependence of software development and IT operations. It aims to help an organization rapidly produce software products and services. That definition of DevOps is the – what. The “why” is even easier. Standardized development methodology, clear communication and documented processes supported by a standards-based, proven middleware platform improves application development and management cycles, brings agility and provides greater availability and security to your IT infrastructure. Clearly, DevOps is about connecting people, products and processes. Ultimately, DevOps is about connecting IT to business. If you haven’t already seen it, do check out Bob Rhubart’s feature on DevOps in the latest issue of Oracle Magazine. And for more information on how Oracle Fusion Middleware, the #1 application infrastructure foundation, visit us on oracle.com Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

    Read the article

  • CodePlex Daily Summary for Friday, October 19, 2012

    CodePlex Daily Summary for Friday, October 19, 2012Popular ReleasesOrchard Project: Orchard 1.6 RC: RELEASE NOTES This is the Release Candidate version of Orchard 1.6. You should use this version to prepare your current developments to the upcoming final release, and report problems. Please read our release notes for Orchard 1.6 RC: http://docs.orchardproject.net/Documentation/Orchard-1-6-Release-Notes Please do not post questions as reviews. Questions should be posted in the Discussions tab, where they will usually get promptly responded to. If you post a question as a review, you wil...Rawr: Rawr 5.0.1: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...TFS 2012 Server/service Setup for Demo: TfsDemo_1.0.0.2: Release 1.0.0.2 New Stuff Feature 1 - Now add team favorite queries using the Tfs demo setup application. Simply specify the name of the work item query in the demoConfig.xml file and let the application work its magic. Feature 2 - Exclude the sections you do not want to be run as part of the demo. Mark the sections you don't want to run during the demo with the attribute Run="false" in the demoConfig.xml. Bug Fix 1 - If the DemoConfig.xml contains users or email addresses in work item a...XamlImageConverter: Xaml Image Converter 3.2: VisualStudio Integration Installer is now a VSIX Extension.Yahoo! UI Library: YUI Compressor for .Net: Version 2.1.1.0 - Sartha (BugFix): - Revered back the embedding of the 2x assemblies.Visual Studio Team Foundation Server Branching and Merging Guide: v2.1 - Visual Studio 2012: Welcome to the Branching and Merging Guide What is new? The Version Control specific discussions have been moved from the Branching and Merging Guide to the new Advanced Version Control Guide. The Branching and Merging Guide and the Advanced Version Control Guide have been ported to the new document style. See http://blogs.msdn.com/b/willy-peter_schaub/archive/2012/10/17/alm-rangers-raising-the-quality-bar-for-documentation-part-2.aspx for more information. Quality-Bar Details Documentatio...D3 Loot Tracker: 1.5.5: Compatible with 1.05.Write Once, Play Everywhere: MonoGame 3.0 (BETA): This is a beta release of the up coming MonoGame 3.0. It contains an Installer which will install a binary release of MonoGame on windows boxes with the following platforms. Windows, Linux, Android and Windows 8. If you need to build for iOS or Mac you will need to get the source code at this time as the installers for those platforms are not available yet. The installer will also install a bunch of Project templates for Visual Studio 2010 , 2012 and MonoDevleop. For those of you wish...WPUtils: WPUtils 1.3: Blend SDK for Silverlight provides a HyperlinkAction which is missing in Blend SDK for Windows Phone. This release adds such an action which makes use of WebBrowserTask to show web page. You can also bind the hyperlink to your view model. NOTE: Windows Phone SDK 7.1 or higher is required.Windawesome: Windawesome v1.4.1 x64: Fixed switching of applications across monitors Changed window flashing API (fix your config files) Added NetworkMonitorWidget (thanks to weiwen) Any issues/recommendations/requests for future versions? This is the 64-bit version of the release. Be sure to use that if you are on a 64-bit Windows. Works with "Required DLLs v3".CODE Framework: 4.0.21017.0: See change log in the Documentation section for details.Global Stock Exchange (Hobby Project): Global Stock Exchange - Invst Banking (Hobby Proj): Initial VersionMagelia WebStore Open-source Ecommerce software: Magelia WebStore 2.1: Add support for .net 4.0 to Magelia.Webstore.Client and StarterSite version 2.1.254.3 Scheduler Import & Export feature (for Professional and Entreprise Editions) UTC datetime and timezone support .net 4.5 and Visual Studio 2012 migration client magelia global refactoring release of a nugget package to help developers speed up development http://nuget.org/packages/Magelia.Webstore.Client optimization of the data update mechanism (a.k.a. "burst") Performance improvment of the d...JayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.2.2: JayData is a unified data access library for JavaScript to CRUD + Query data from different sources like OData, MongoDB, WebSQL, SqLite, HTML5 localStorage, Facebook or YQL. The library can be integrated with Knockout.js or Sencha Touch 2 and can be used on Node.js as well. See it in action in this 6 minutes video Sencha Touch 2 example app using JayData: Netflix browser. What's new in JayData 1.2.2 For detailed release notes check the release notes. Revitalized IndexedDB providerNow you c...VFPX: FoxcodePlus: FoxcodePlus - Visual Studio like extensions to Visual FoxPro IntelliSense.Droid Explorer: Droid Explorer 0.8.8.8 Beta: fixed the icon for packages on the desktop fixed the install dialog closing right when it starts removed the link to "set up the sdk for me" as this is no longer supported. fixed bug where the device selection dialog would show, even if there was only one device connected. fixed toolbar from having "gap" between other toolbar removed main menu items that do not have any menus Fiskalizacija za developere: FiskalizacijaDev 1.0: Prva verzija ovog projekta, još je uvijek oznacena kao BETA - ovo znaci da su naša testiranja prošla uspješno :) No, kako mi ne proizvodimo neki software za blagajne, tako sve ovo nije niti isprobano u "realnim" uvjetima - svaka je sugestija, primjedba ili prijava bug-a je dobrodošla. Za sve ovo koristite, molimo, Discussions ili Issue Tracker. U ovom trenutku runtime binary je raspoloživ kao Any CPU za .NET verzije 2.0. Javite ukoliko trebaju i verzije buildane za 32-bit/64-bit kao i za .N...Squiggle - A free open source LAN Messenger: Squiggle 3.2 (Development): NOTE: This is development release and not recommended for production use. This release is mainly for enabling extensibility and interoperability with other platforms. Support for plugins Support for extensions Communication layer and protocol is platform independent (ZeroMQ, ProtocolBuffers) Bug fixes New /invite command Edit the sent message Disable update check NOTE: This is development release and not recommended for production use.NDatabase - C# Lightweight Object Database: NDatabase 2.0.1 Release: This release contains stable version of NDatabase C# Lightweight Object Database Content: binaries (dll + pdb) sources (sources, unit tests, samples) Changes: namespaces, dll name both are changed to NDatabase2 query API is changed. Now it is using generics in every possible place changing the way, how fields from class are stored - for now they are ordered by name which allows db on working well even if someone will change the order of fields in class definition (BREAKING CHANGE) A...AcDown????? - AcDown Downloader Framework: AcDown????? v4.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...New Projects7COM0207 DIY Wedding Cake: DIY Wedding Cake SiteAnt: AntCms.ArduUtilityLibrary for Arduino: ArduUtilityLibrary (AUL) is a library to assist the development of Arduino based programsbelloscoursework: Coursework to create a a web 2.0 website that support content creation.Code Jumper: Code-Jumper allows you to navigate your code by displaying a map of your declarations on the side panel of your editor. Dean's Web Scripting & Content Creation Project: Web Scripting & Content Creation Project for MSc Computer Science at Herts University.Distributed System for Medical Providers: This is a draft circulated for medical supplies providerDockPanel Suite VS2012 Look: Dock Panel Suite Control C# Visual Studio 2012 Design LookEntity Framework Json Serializer: Solve the Circular Reference problem when using Entity Framework with Asp.NET MVC JsonResult.ExpressGrid: A javascript gridFimClient: Our library - Predica.FimCommunication - for talking to FIM (Forefront Identity Manager) web servicesGetDev.NET - Mvc Talk: Sample code for local user group talk about ASP.NET MVCHelp Desk: Sistema para teste do mvc 3HospitalManagementSystem: Summary This system is for -handle channeling -handle lab reportsjQuery Filedrop: In this demo I will demonstrate using HTML5 compatible browsers to drag and drop files and save the content into a SQL2012 database. JS DNN Task Manager: This is a DNN tutorial to create a task manager projectKinect - Finger and gesture recognition: Find fingertips and pointing direction, record and recognize finger gestures. All this with the depth stream from the Kinect sensor.MarkusUtility: Utilities used in other projectsMASSIVE DATA TRANSFER OPTIMIZATIONS: This is project is used find an efficient way to transfer the massive data via TCP/IP. Minesweeper by S. Joshi: A user-created version of Minesweeper.NETFOX CATAN: very goodPrestazioni e affidabilità: Progetto di prestazioni ed affidabilità del corso di informatica, università Ca' Foscari di VeneziaProyecto Mammut: Este es un proyecto cuyo objetivo es georeferenciar la oferta commercial de la ciudad de Manta,Ecuador mediante puntos de referencias basados en T. Público.Razor Exercise 1: Just an exercise....Sannel Helpers: Varies extension methods I have created.Service Pipeline: A simple library for implementing a service pipeline with your existing service contracts.Set Last Access: Simple console client which can scans folder tree and set LastAccess time by times of newest item in folderSharePoint Web Part Replacement: A set of classes and sample feature receiver used to replace web parts on a SharePoint site collection (SPSite). Sitecore Image Placeholder: Sitecore Image Placeholder module helps Content Editors by displaying placeholders with correct image size when field of type Image is empty.SlidePuzzle: A slide puzzle.StackAttack: StackAttack is a .NET client for use with the Stack Exchange API v2.1.testASPsite: Nothing of interesttestdd18102012git01: dtestdd18102012tfs02: stestddgit10182012git03: tTransform Manager Task for creating assets in Windows Azure Media Services: Task for Transform Manager that creates assets in Windows Azure Media Services and requests a stream locator. Used to push assets into the cloud for streaming.Trie for C#: Implementing the Trie structer in C#/.Netwsccm11aah: My Project for Web Scripting and Content Creation module submitted to Steve Bennet and Mariana Lilleywuggi: Wuggi is a simple website that focuses on its users input to enrich its content. Discussions and feedback are always welcomed on Wuggi.YahtzeePC: A Yahtzee emulator for the PC.

    Read the article

  • Axis Aligned Billboard: how to make the object look at camera

    - by user19787
    I am trying to make an Axis Aligned Billboard with Pyglet. I have looked at several tutorials, but they only show me how to get the Up,Right,and Look vectors. So far this is what I have: target = cam.pos look = norm( target - billboard.pos ) right = norm( Vector3(0,1,0)*look ) up = look*right gluLookAt( look.x, look.y, look.z, self.pos.x, self.pos.y, self.pos.z, up.x, up.y, up.z ) This does nothing for me visibly. Any idea what I'm doing wrong?

    Read the article

  • Handling keyboard and mouse input (Win API)

    - by Deluxe
    There is a number of ways to catch mouse or keyboard under Windows. So I tried some of them, but every of them has some advantages and drawbacks. I want to ask you: Which method do use? I've tried these: WM_KEYDOWN/WM_KEYUP - Main disadvantage is that, I can't distinguish between left and right-handed keys like ALT, CONTROL or SHIFT. GetKeyboardState - This solves problem of first method, but there is new one. When I get that the Right-ALT key is pressed, I also get that the Left-Control key is down. This behaviour happens only when using localized keyboard layout (Czech - CS). WM_INPUT (Raw Input) - This method also doesn't distinguish left and right-handed keys (if I can remember) and for mouse movement sometimes generates message with zero delta values of mouse position.

    Read the article

  • Sphere entering in to the cube.unity

    - by Parthi
    I am trying Roll a Ball unity tutorial.Everything is fine,but when I roll the ball it is moving through the cube instead of picking it. my player class is using UnityEngine; using System.Collections; public class player : MonoBehaviour { public float speed; // Use this for initialization // Update is called once per frame void Update () { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 move = new Vector3(h,0,v); rigidbody.AddForce(move * speed * Time.deltaTime); } void OnTriggerEnter(Collider other) { if(other.gameObject.tag == "Pick up") { other.gameObject.SetActive(false); } } }

    Read the article

  • Two pass blur shader using libgdx tile map renderer

    - by Alexandre GUIDET
    I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but rendered with another camera with a different zoom applied. Here is a screen capture without effect: Using the OrthogonalTiledMapRenderer sprite batch like this: backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); I get the following render: Wich is ok for X blur pass. I then try using frame buffer object like in this example. But the effect seems to be too much zoomed: I may be messing up with the camera and the zoom factor. Here is the code: private ShaderProgram shaderBlurX; private ShaderProgram shaderBlurY; private int FBO_SIZE = 800; private FrameBuffer targetA; private FrameBuffer targetB; targetA = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetB = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetA.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.render(layerBackground); targetA.end(); targetB.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); targetB.end(); TextureRegion back = new TextureRegion(targetB.getColorBufferTexture()); back.flip(false, true); backgroundMapRenderer.getSpriteBatch() .setProjectionMatrix(backgroundCamera.combined); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurY); backgroundMapRenderer.getSpriteBatch().begin(); backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0); backgroundMapRenderer.getSpriteBatch().end(); I know I am making something the wrong way, but I can't find any resources about applying two passes shader using tile map renderer. Does someone know how to achieve this?

    Read the article

  • How to create sprites, programatically without using prefabs?

    - by DemonSOCKET
    I have different types of images for different sprites. and i am not certain that how much different sprites(images) i will have to show. So, i gotta create the sprites and apply textures programatically at runtime. Now, I defiantly can't use prefabs because it will restrict me with the number of different sprites i can use. and also, changing texture on one sprite prefab instance in game, will change all the sprites prefab, that's not acceptable in my case. Is there a way i can create sprites without having to create static prefab ? where ever i looked for the solution every time i got the same answer "create a prefab", which is what can not be done in my case.

    Read the article

  • XNA: Camera's Rotation and Translation matrices seem to interfere with each other

    - by Danjen
    I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed class Camera2D { public Vector2 Origin { get; set; } public Vector2 Position { get; set; } public float Scale { get; set; } public float Rotation { get; set; } } It might be easier to just show you a picture of my problem: http://i.imgur.com/H1l6LEx.png What I want to do is allow the camera to pivot around any given point. Right now, I have the rotations mapped to my shoulder buttons on a gamepad, and if I press them, it should rotate around the point the camera is currently looking at. Then, I use the left stick to move the camera around. The problem is that after it's been rotated, pressing "up" results in it being used relative to the rotation, creating the image above. I understand that matrices have to be applied in a certain order, and that I have to offset the thing to be rotated around the world origin and move it back, but it just won't work! public Matrix GetTransformationMatrix() { Matrix mRotate = Matrix.Identity * Matrix.CreateTranslation(-Origin.X, -Origin.Y, 0.00f) * // Move origin to world center Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)) * // Apply rotation Matrix.CreateTranslation(+Origin.X, +Origin.Y, 0.00f); // Undo the move operation Matrix mTranslate = Matrix.Identity * Matrix.CreateTranslation(-Position.X, Position.Y, 0.00f); // Apply the actual translation return mRotate * mTranslate; } So to recap, it seems I can have it rotate around an arbitrary point and lose the ability to have "up" move the camera straight up, or I can rotate it around the world origin and have the camera move properly, but not both.

    Read the article

  • Creating a top-down spaceship

    - by Ali
    I'm creating a top-down 2D space game in LIBGDX for android. When spaceship is going forward it will look like this: when it goes upward I want to change it's direction with a nice animation so it seems like a real spaceship. A between frame would be like this: I have rendered the spaceship in different Z axis degrees from ship0 to ship90. Calculating rotation on XY plane wouldn't be so hard, but I don't know how to calculate the rotation on Z axis so I can choose the right sprite to use.

    Read the article

  • creating a contact listener with sprites from different classes

    - by wilM
    I've been trying to set a contact listener that creates a joint on contact between two sprites which have their own individual classes. Both sprites are inheriting from NSObject and their are initialized in their parentlayer (init method of HelloWorldLayer.mm). It is quite straightforward when everything is in the same class, but in a case like this where sprites have their own classes how will it be done. Please Help, I've been at it for days.

    Read the article

  • Drawing a rectangular prism using opengl

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

    Read the article

  • SharpDX: Render to bitmap using Direct2D 1.1

    - by mwhouser
    I have a command line application that I am currently using SharpDX (Direct2D 1.0) to render to PNG files. This is a window-less application. It's currently creating a SharpDX.WIC.WicBitmap, a WicRenderTarget, then rendering to that. I then save the WicBitmap to the PNG file. For various reasons, I need to migrate to Direct2D 1.1 to take advantage of some of the effects available in 1.1. I'm trying to get a SharpDX.Direct2D1.Bitmap that I can save as PNG. I cannot use FromWicBitmap because that copies the bitmap, it does not share it. I see CreateSharedBitmap in the Direct2D1 API that takes a IWICBitmapLock. However, I do not see this implemented as a constructor of SharpDX.Direct2D.Bitmap. This is what I'm trying to do: // Bunch of setup var d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice); var d2dDeviceContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); using (var wicFactory = new SharpDX.WIC.ImagingFactory()) { using (SharpDX.WIC.Bitmap wicBitmap = new SharpDX.WIC.Bitmap(wicFactory, 500, 500, SharpDX.WIC.PixelFormat.Format32bppPBGRA, SharpDX.WIC.BitmapCreateCacheOption.CacheOnDemand)) { var wicLock = wicBitmap.Lock(SharpDX.WIC.BitmapLockFlags.Write); var props = new SharpDX.Direct2D1.BitmapProperties1(); props.BitmapOptions = SharpDX.Direct2D1.BitmapOptions.Target; var bitmap = new SharpDX.Direct2D1.Bitmap1(d2dDeviceContext, wicLock, props); // This is not available d2dDeviceContext.Target = bitmap; // Do the drawing // Save the PNG } } Is there a way to do what I'm trying to accomplish?

    Read the article

  • Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

    - by Heisenbug
    I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing hundreds of 3d buildings. Each building can be represented using a Mesh (or a SubMesh for each building, but I don't thing this will affect performances) Each building can be textured with several combinations of texture patterns(walls, windows,..). Textures are stored into an Atlas for optimizaztion (see Texture2d.PackTextures) Texture mapping and facade pattern generation is done in fragment shader. The shader can be the same (except for few values) for all buildings, so I'd like to use a sharedMaterial in order to optimize parameters passed to the GPU. The main problem is that, even if I use an Atlas, share the material, and declare the objects as static to use static batching, there are few parameters(very fews, it could be just even a float I guess) that should be different for every draw call. I don't know exactly how to manage this situation using Unity3D. I'm trying 2 different solutions, none of them completely implemented. Solution 1 Build a GameObject for each building building (I don't like very much the overhead of a GameObject, anyway..) Prepare each GameObject to be static batched with StaticBatchingUtility.Combine. Pack all texture into an atlas Assign the parent game object of combined batched objects the Material (basically the shader and the atlas) Change some properties in the material before drawing an Object The problem is the point 5. Let's say I have to assign a different id to an object before drawing it, how can I do this? If I use a different material for each object I can't benefit of static batching. If I use a sharedMaterial and I modify a material property, all GameObjects will reference the same modified variable Solution 2 Build a Mesh for every building (sounds better, no GameObject overhead) Pack all textures into an Atlas Draw each mesh manually using Graphics.DrawMesh Customize each DrawMesh call using a MaterialPropertyBlock This would solve the issue related to slightly modify material properties for each draw call, but the documentation isn't clear on the following point: Does several consecutive calls to Graphic.DrawMesh with a different MaterialPropertyBlock would cause a new material to be instanced? Or Unity can understand that I'm modifying just few parameters while using the same material and is able to optimize that (in such a way that the big atlas is passed just once to the GPU)?

    Read the article

  • DirectX11 CreateWICTextureFromMemory Using PNG

    - by seethru
    I've currently got textures loading using CreateWICTextureFromFile however I'd like a little more control over it, and I'd like to store images in their byte form in a resource loader. Below is just two sets of test code that return two separate results and I'm looking for any insight into a possible solution. ID3D11ShaderResourceView* srv; std::basic_ifstream<unsigned char> file("image.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); unsigned char* buffer = new unsigned char[length]; file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), &buffer[0], sizeof(buffer), nullptr, &srv, NULL); As a return for the above code I get Component not found. std::ifstream file; ID3D11ShaderResourceView* srv; file.open("../Assets/Textures/osg.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); std::vector<char> buffer(length); file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), (const uint8_t*)&buffer[0], sizeof(buffer), nullptr, &srv, NULL); The above code returns that the image format is unknown. I'm clearly doing something wrong here, any help is greatly appreciated. Tried finding anything even similar on stackoverflow, and google to no avail.

    Read the article

  • Hue, saturation, brightness, contrast effect in hlsl

    - by Vibhore Tanwer
    I am new to pixel shader, and I am trying to write a simple brightness, contrast, hue, saturation effect. I have written a shader for it but I doubt that my shader is not providing me correct result, Brightness, contrast, saturation is working fine, problem is with hue. if I apply hue between -1 to 1, it seems to be working fine, but to make things more sharp, I need to apply hue value between -180 and 180, like we can apply hue in Paint.NET. Here is my code. // Amount to shift the Hue, range 0 to 6 float Hue; float Brightness; float Contrast; float Saturation; float Alpha; sampler Samp : register(S0); // Converts the rgb value to hsv, where H's range is -1 to 5 float3 rgb_to_hsv(float3 RGB) { float r = RGB.x; float g = RGB.y; float b = RGB.z; float minChannel = min(r, min(g, b)); float maxChannel = max(r, max(g, b)); float h = 0; float s = 0; float v = maxChannel; float delta = maxChannel - minChannel; if (delta != 0) { s = delta / v; if (r == v) h = (g - b) / delta; else if (g == v) h = 2 + (b - r) / delta; else if (b == v) h = 4 + (r - g) / delta; } return float3(h, s, v); } float3 hsv_to_rgb(float3 HSV) { float3 RGB = HSV.z; float h = HSV.x; float s = HSV.y; float v = HSV.z; float i = floor(h); float f = h - i; float p = (1.0 - s); float q = (1.0 - s * f); float t = (1.0 - s * (1 - f)); if (i == 0) { RGB = float3(1, t, p); } else if (i == 1) { RGB = float3(q, 1, p); } else if (i == 2) { RGB = float3(p, 1, t); } else if (i == 3) { RGB = float3(p, q, 1); } else if (i == 4) { RGB = float3(t, p, 1); } else /* i == -1 */ { RGB = float3(1, p, q); } RGB *= v; return RGB; } float4 mainPS(float2 uv : TEXCOORD) : COLOR { float4 col = tex2D(Samp, uv); float3 hsv = rgb_to_hsv(col.xyz); hsv.x += Hue; // Put the hue back to the -1 to 5 range //if (hsv.x > 5) { hsv.x -= 6.0; } hsv = hsv_to_rgb(hsv); float4 newColor = float4(hsv,col.w); float4 colorWithBrightnessAndContrast = newColor; colorWithBrightnessAndContrast.rgb /= colorWithBrightnessAndContrast.a; colorWithBrightnessAndContrast.rgb = colorWithBrightnessAndContrast.rgb + Brightness; colorWithBrightnessAndContrast.rgb = ((colorWithBrightnessAndContrast.rgb - 0.5f) * max(Contrast + 1.0, 0)) + 0.5f; colorWithBrightnessAndContrast.rgb *= colorWithBrightnessAndContrast.a; float greyscale = dot(colorWithBrightnessAndContrast.rgb, float3(0.3, 0.59, 0.11)); colorWithBrightnessAndContrast.rgb = lerp(greyscale, colorWithBrightnessAndContrast.rgb, col.a * (Saturation + 1.0)); return colorWithBrightnessAndContrast; } technique TransformTexture { pass p0 { PixelShader = compile ps_2_0 mainPS(); } } Please If anyone can help me learning what am I doing wrong or any suggestions? Any help will be of great value. EDIT: Images of the effect at hue 180: On the left hand side, the effect I got with @teodron answer. On the right hand side, The effect Paint.NET gives and I'm trying to reproduce.

    Read the article

  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

    Read the article

  • collsion issues with quadtree [on hold]

    - by QuantumGamer
    So i implemented a Quad tree in Java for my 2D game and everything works fine except for when i run my collision detection algorithm, which checks if a object has hit another object and which side it hit.My problem is 80% of the time the collision algorithm works but sometimes the objects just go through each other. Here is my method: private void checkBulletCollision(ArrayList object) { quad.clear(); // quad is the quadtree object for(int i=0; i < object.size();i++){ if(object.get(i).getId() == ObjectId.Bullet) // inserts the object into quadtree quad.insert((Bullet)object.get(i)); } ArrayList<GameObject> returnObjects = new ArrayList<>(); // Uses Quadtree to determine to calculate how many // other bullets it can collide with for(int i=0; i < object.size(); i++){ returnObjects.clear(); if(object.get(i).getId() == ObjectId.Bullet){ quad.retrieve(returnObjects, object.get(i).getBoundsAll()); for(int k=0; k < returnObjects.size(); k++){ Bullet bullet = (Bullet) returnObjects.get(k); if(getBoundsTop().intersects(bullet.getBoundsBottom())){ vy = speed; bullet.vy = -speed; } if(getBoundsBottom().intersects(bullet.getBoundsTop())){ vy = -speed; bullet.vy = speed; } if(getBoundsLeft().intersects(bullet.getBoundsRight())){ vx =speed; bullet.vx = -speed; } if(getBoundsRight().intersects(bullet.getBoundsLeft())){ vx = -speed; bullet.vx = speed; } } } } } Any help would be appreciated. Thanks in advance.

    Read the article

  • Updating resources in SharpDX - why can I not map a dynamic texture?

    - by sebf
    I am trying to map a Texture2D resource in DirectX11 via SharpDX. The resource is declared as a ShaderResource, with Default usage and the 'Write' CPU flag specified. My call however fails with a generic exception from SharpDX: _Parent.Context.MapSubresource(_Resource, 0, SharpDX.Direct3D11.MapMode.Write, SharpDX.Direct3D11.MapFlags.None, out stream); I see from this question that it is supported. The MSDN docs and this other question hint that instead of using Context.MapSubresource() I should be using Texture2D.Map(), however, the DirectX11 Texture2D class does not define Map() (though it does for the DX10 equivalent). If I call the above with MapMode.WriteDiscard, the call succeeds but in this case the previous content of the texture is lost, which is no good when I only want to update a section of it. Has the Map() method been removed in DirectX11 or am I looking in the wrong place? Is the MapSubresource() method unsuitable or am I using it wrong?

    Read the article

  • Cutting objects and applying texture to cut. Unity3d/C#

    - by Timothy Williams
    Basically what I'm trying to do is figure out how to calculate realtime cutting of objects, and apply a texture to the cut. I found some good scripts, but most of them have been abandoned and aren't really fully working yet. Applying textures: http://forum.unity3d.com/threads/75949-Mesh-Real-Cutting?highlight=mesh+real+cutting Cutting: http://forum.unity3d.com/threads/78594-Object-Cutter Another (Free) Cutter (Also, I'm not entirely sure how this one will handle cutting complex meshes): http://forum.unity3d.com/threads/69992-fake-slicer?p=449114&viewfull=1#post449114 My plan as of right now is to combine links 1 & 2 or 1 & 3 programming wise. What I'm asking here for is any advice on how to advance (links to asset store packages, or other codes to show how to accomplish something complex like this.)

    Read the article

  • Working for Bluetooth MultiPlayer game in Unity for windows Phone 8

    - by Seven 007
    I created a small racing game and i try to implement bluetooth multiplayer in to the game, By using multiplayer plugins for Android I completed for Android Platform. I don't even find any plugins for windows phone 8. So, I tried to do it on myself. msdn Example: Bluetooth App to App Communication But, that's not much useful. If anyone did the bluetooth multiplayer game for windows phone. Just guide me to achive the target. or else give some brief explanation/ links to do the bluetooth multiplayer games for windows phone 8 that may be helpful. Thanks, Seven 007

    Read the article

  • OpenGL or OpenGL ES

    - by zxspectrum
    What should I learn? OpenGL 4.1 or OpenGL ES 2.0? I will be developing desktop applications using Qt but I may start developing mobile applications in a few months, too. I don't know anything about 3D, 3D math, etc and I'd rather spend 100 bucks in a good book than 1 week digging websites and going through trial and error. One problem I see with OpenGL 4.1 is as far as I know there is no book yet (the most recent ones are for OpenGL 3.3 or 4.0), while there are books on OpenGL ES 2.0. On the other hand, from my naive point of view, OpenGL 4.1 seems like OpenGL ES 2.0 + additions, so it looks like it would be easier/better to first learn OpenGL ES 2.0, then go for the shader language, etc Please, don't tell me to use NeHe (it's generally agreed it's full of bad/old practices), the Durian tutorial, etc. Thanks

    Read the article

  • SFML: Generate a background image

    - by BlackMamba
    I want to generate a background, which is used in the game, on every instance of the game based on certain conditions. To do so, I'm using a sf::RenderTexture and a sf::Texture like this: sf::RenderTexture image; std::vector<sf::Texture> textures; sf::Texture texture; // instantiating the vector of textures and the image not shown here for (int i = 0; i < certainSize; ++i) { if(certainContition) { texture.setTexture("file"); texture.setPosition(pos1, pos2); } else { ... } image.draw(texture); } The point here is that I draw single textures on a sf::RenderTexture, but because textures always are on the graphic cards memory, I can't exceed a certain map size which I have to. I also considered using an sf::Image, but I can't find a way to draw an image (i.e. a texture) to it. The third way I found was using an sf::VertexArray, but this seems to be a bit too low-level for my rather simple purposes. So is there a common way to dynamically generate a background image based on other existing images?

    Read the article

  • How do I make an on-screen HUD in libgdx?

    - by Devin Carless
    I'm new to libgdx, and I am finding I am getting stumped by the simplest of things. It seems to want me to do things a specific way, but the documentation won't tell me what that is. I want to make a very simple 2d game in which the player controls a spaceship. The mouse wheel will zoom in and out, and information and controls are displayed on the screen. But I can't seem to make the mouse wheel NOT zoom the UI. I've tried futzing with the projection matrices in between Here's my (current) code: public class PlayStage extends Stage { ... public void draw() { // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. spriteBatch.setProjectionMatrix(camera.combined); spriteBatch.begin(); aButton.draw(spriteBatch, 1F); playerShip.draw(spriteBatch, 1F); spriteBatch.end(); } } camera.zoom is set by scrolled(int amount). I've tried about a dozen variations on the theme of changing the camera's projection matrix after the button is drawn but before the ship is, but no matter what I do, the same things happen to both the button and the ship. So: What is the usual libgdx way of implementing an on-screen UI that isn't transformed by the camera's projection matrix/zoom?

    Read the article

  • Send regular keyboard samples OR keyboard state changes over network

    - by Ciaran
    Building a multi player asteroids game where ships compete with each other. Using UDP. Wanted to minimize traffic sent to server. Which would you do: Send periodic keyboard state samples every from client every to match server physics update rate e.g. 50 times per second. Highly resilient to packet loss and other reliabilty problems. Out of date packets disacarded by server. Generates a lot of unnuecessary traffic. Only send keyboard state when it changes (key up, key down). Radically less traffic sent from client to server. However, UDP can lose packets without you being informed. So the latter method could result in the vital packet never being resent unless I detect and resend this in a timely manner.

    Read the article

< Previous Page | 777 778 779 780 781 782 783 784 785 786 787 788  | Next Page >