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  • Can't adjust backlight on an Nvidia 335m GT

    - by Vladimir
    I have a laptop mySN QMG6 / Chiligreen Mobilitas NW which is Quanta TW9 barebone with intel i3 and nvidia 335m GT onboard. On ubuntu distros 10.04, 10.10, 11.04 and 11.10 i had problem with changing screen backlight with nouveau and nvidia drivers. FN+F4/F5 buttons did not change my brightness. I tried to edit xorg.conf, adding Option “RegistryDwords” “EnableBrightnessControl=1? Also tried to add some lines to grub acpi_osi="Linux" acpi_backlight=vendor Neither worked for me. Today I installed Ubuntu 12.04 beta2 and... With nouveau driver my FN key works, and changes the brightness (is it a new 3.0.22 linux kernel, or patched nouveau driver, i don't know). This is a big step forward. But, when installing proprietary nvidia driver (295.33) FN button stops working and i can't change brightness. I also tried workaround with xorg and grub with no result. Tried to install acpi from apt - no result. Is there anything left to try? I really need that nvidia driver working with FN keys, as i would like to have a working 3D acceleration. P.S. Does the nouveau driver has 3d acceleration like nvidia drivers??? If there is need to provide some log data, please write what should i print, as i'm a bit new to Ubuntu. P.P.S. Same problems i had with other Linux distros (Mint, Fedora and others) P.P.P.S. Other FN buttons work with both drivers (Mute, VOL UP/DOWN, WiFi on/off, Bluetooth, Sleep, Start/Pause, Stop, Next/Prev song) Some new thoughts... CONFIG_BACKLIGHT_GENERIC=m could this be an issue? Made this by grep BACKLIGHT /boot/config-3.2.0-22-generic-pae Full grep output can be viewed here: http://pastebin.com/sMRd2Z4k

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  • Copy wrongs and Copyright

    - by Tony Davis
    Recently, a Chinese blog website copied, wholesale and without permission, a Simple-Talk article on troubleshooting locking and blocking. Our initial reaction was exasperation and anger, tempered slightly by the fact that there was, at the top, a clear link to the original, and the book from which it was extracted. On the day the copy was posted, our original article saw a 30K spike in visits, so the site clearly has a substantial following! This made us pause for thought. Indeed, we wondered whether it might not be more profitable, and certainly more enjoyable, to notify the offender of similar content and serve a "put up" notice, rather than the usual DMCA "take down" . The DMCA request, issued to protect our and our authors' assets, is a necessary but tiresome, chore. So often, simple communication and negotiation could have averted the need for it. We are, after all, in the business of presenting knowledge, information and help to the SQL Server Community. If only they had asked! Of course, one's attitude changes according to the motivation behind the copying of content. One of the motivations seems to be pure vanity; they do it to try to enhance their CV, or their company's expertise, by pretending to expertise they don't possess. There is a class of plagiariser, however, that is doing it purely for money, getting advertising revenue by attracting hapless readers to their site. Not content with stealing content, sites can invest in services that provide 'load-testing' for websites that is so realistic that even the search engines can be fooled. Stolen content, fake visitors, swindled advertisers. Zero-tolerance is really the only way of dealing with plagiarism, and action will only be completely effective once Bing, Google, and the other search engines strike out from their listings the rogue sites that refuse to take down plagiarised content. It is, after all in everyone else's interests. Cheers, Tony.

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  • TU Berlin wurde mit Oracle Spatial Excellence Award ausgezeichnet

    - by britta wolf
    An der TU Berlin befasst sich das Institut für Geodesie und Geoinformationstechnik von Prof. Thomas Kolbe seit Jahren mit der Verwaltung und Analyse von raumbezogenen Daten in Oracle Spatial. Im Rahmen der diesjährigen Oracle Spatial User Conference in Washington wurden er und sein Team für die herausragenden Ergebnisse der Forschungsarbeiten im Bereich der 3-dimensionalen Stadt- und Geländemodelle ausgezeichnet. Insbesondere die Entwicklung der 3D City Database (3DCityDB), die die Erstellung von virtuellen 3D Stadtmodellen auf Basis von Oracle ermöglicht, sowie das Engagement in der Verbreitung und Weiterentwicklung des CityGML Standards, wurden gewürdigt. Die 3DCityDB mit ihrem Datenbankschema und den zugehörigen Tools steht als Open Source zur Verfügung und wird bereits international in zahlreichen Projekten eingesetzt. Interessiert? Zum Thema Oracle Spatial findet unter dem Titel "Wie kommen die Daten auf die Karte? Anwendungsbeispiele zur Integration von Geodaten" am 11. September um 11:00h ein einführender Webcast statt. Nähere Details dazu gibt es hier.  (Danke an unseren Kollegen Hans Viehmann (aus dem hohen Norden) für diesen Beitrag!)

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  • Writing the correct value in the depth buffer when using ray-casting

    - by hidayat
    I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the vertices with the modelviewmatrix to get the correct position. Vertex shader world_coordinate_ = gl_Vertex; Fragment shader vec3 direction = (world_coordinate_.xyz - cameraPosition_); direction = normalize(direction); for (float k = 0.0; k < steps; k += 1.0) { .... pos += direction*delta_step; float thisLum = texture3D(texture3_, pos).r; if(thisLum > surface_) ... } Everything works as expected, what I now want is to sample the correct value to the depth buffer. The value that is now written to the depth buffer is the cube coordinate. But I want the value of pos in the 3d texture to be written. So lets say the cube is placed 10 away from origin in -z and the size is 10*10*10. My solution that does not work correctly is this: pos *= 10; pos.z += 10; pos.z *= -1; vec4 depth_vec = gl_ProjectionMatrix * vec4(pos.xyz, 1.0); float depth = ((depth_vec.z / depth_vec.w) + 1.0) * 0.5; gl_FragDepth = depth;

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  • high performance with xen, vmware or virtualbox

    - by Marchosius
    I was wondering which is the best method to go about if I want to play win based games. I do not want to go with the dual boot method as this will cost me time to restart, login and run a os to do my work or pass the time, and some of my apps rely on win and my graphics to run. for example Daz3d, Photoshop, Flash etc. Now I read about HVM(hardware virtual machines) and then I know about the 3D virtualisation of VMware and VirtualBox. How ever the 2 later virtualise the 3D not using the full power of the GPU. So this option wont perform perfect for latest games like D3. I was wondering if anyone have experience in HVM(like xen if i am not mistaken) and tried something similar to access the full power of the GPU and successfully run newer games and other products relying on the GPU? Will be the first time setting up a HVM, no experience in this so don't know what to expect. This will help a lot as I do not want to revert back to win or as mentioned do dual boot.

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  • Hex Dump using LINQ (in 7 lines of code)

    - by Fabrice Marguerie
    Eric White has posted an interesting LINQ query on his blog that shows how to create a Hex Dump in something like 7 lines of code.Of course, this is not production grade code, but it's another good example that demonstrates the expressiveness of LINQ.Here is the code:byte[] ba = File.ReadAllBytes("test.xml");int bytesPerLine = 16;string hexDump = ba.Select((c, i) => new { Char = c, Chunk = i / bytesPerLine })    .GroupBy(c => c.Chunk)    .Select(g => g.Select(c => String.Format("{0:X2} ", c.Char))        .Aggregate((s, i) => s + i))    .Select((s, i) => String.Format("{0:d6}: {1}", i * bytesPerLine, s))    .Aggregate("", (s, i) => s + i + Environment.NewLine);Console.WriteLine(hexDump); Here is a sample output:000000: FF FE 3C 00 3F 00 78 00 6D 00 6C 00 20 00 76 00000016: 65 00 72 00 73 00 69 00 6F 00 6E 00 3D 00 22 00000032: 31 00 2E 00 30 00 22 00 20 00 65 00 6E 00 63 00000048: 6F 00 64 00 69 00 6E 00 67 00 3D 00 22 00 75 00000064: 3E 00Eric White reports that he typically notices that declarative code is only 20% as long as imperative code. Cross-posted from http://linqinaction.net

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  • BlitzMax - generating 2D neon glowing line effect to png file

    - by zanlok
    Originally asked on StackOverflow, but it became tumbleweed. I'm looking to create a glowing line effect in BlitzMax, something like a Star Wars lightsaber or laserbeam. Doesn't have to be realtime, but just to TImage objects and then maybe saved to PNG for later use in animation. I'm happy to use 3D features, but it will be for use in a 2D game. Since it will be on black/space background, my strategy is to draw a series of white blurred lines with color and high transparency, then eventually central lines less blurred and more white. What I want to draw is actually bezier curved lines. Drawing curved lines is easy enough, but I can't use the technique above to create a good laser/neon effect because it comes out looking very segmented. So, I think it may be better to use a blur effect/shader on what does render well, which is a 1-pixel bezier curve. The problems I've been having are: Applying a shader to just a certain area of the screen where lines are drawn. If there's a way to do draw lines to a texture and then blur that texture and save the png, that would be great to hear about. There's got to be a way to do this, but I just haven't gotten the right elements working together yet. Any help from someone familiar with this stuff would be greatly appreciated. Using just 2D calls could be advantageous, simpler to understand and re-use. It would be very nice to know how to save a PNG that preserves the transparency/alpha stuff. p.s. I've reviewed this post (and many many others on the Blitz site), have samples working, and even developed my own 5x5 frag shaders. But, it's 3D and a scene-wide thing that doesn't seem to convert to 2D or just a certain area very well. I'd rather understand how to apply shading to a 2D scene, especially using the specifics of BlitzMax.

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  • Blogger still visible after moving to WP; Google Indexing issues after moving from Blogger to WP

    - by Erin
    I recently migrated from Blogger to Wordpress and am having two major transition issues that are really hurting. Despite literally hours of searching and experimenting, I cannot resolve the following: ISSUE ONE: I fixed all of my old blogger links to 301 redirect successfully to my WP links (the 2 structures are different and I realized too late), but my old blogger blog is still sometimes visible! (the 2 designs are completely different) I had 31 hits on my blogger site just yesterday. I have updated my privacy settings to hide my blogger blog from search engines and not be visible on blogger. I also removed my custom domain from blogger already as well. HELP! Not sure how to stop this. ISSUE two: Despite submitting a new site map and reindexing my pages for my WP blog, I am not visible in search engines, although I was very visible previously. In fact, some of my OLD links are showing up. Am I being penalized?? Any thoughts on how to fix. THANK YOU! Erin my site: www.thelawstudentswife.com

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  • C# XNA: Effecient mesh building algorithm for voxel based terrain ("top" outside layer only, non-destructible)

    - by Tim Hatch
    To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad faces per scene with ease? If generated meshes per chunk is the way to go, what kind of algorithm might I want to use based on only EVER needing the outer layer rendered? I'm using 3D Perlin Noise for terrain generation (for overhangs/caves/etc). The layout is fantastic, but even for around 20k visible faces, it's quite slow using instancing (whether it's one big draw call or multiple smaller chunks). I've simplified it to the point of removing non-visible cubes and only having the top faces of my cube-like terrain be rendered, but with 20k quad instances, it's still pretty sluggish (30fps on my machine). My goal is for the world to be made using quite small cubes. Where multiple games (IE: Minecraft) have the player 1x1 cube in width/length and 2 high, I'm shooting for 6x6 width/length and 9 high. With a lot of advantages as far as gameplay goes, it also means I could quite easily have a single scene with millions of truly visible quads. So, I have been trying to look into changing my method from instancing to mesh generation on a chunk by chunk basis. Do video cards handle this type of processing better than separate quads/cubes through instancing? What kind of existing algorithms should I be looking into? I've seen references to marching cubes a few times now, but I haven't spent much time investigating it since I don't know if it's the better route for my situation or not. I'm also starting to doubt my need of using 3D Perlin noise for terrain generation since I won't want the kind of depth it would seem best at. I just like the idea of overhangs and occasional cave-like structures, but could find no better 'surface only' algorithms to cover that. If anyone has any better suggestions there, feel free to throw them at me too. Thanks, Mythics

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  • Project Corndog: Viva el caliente perro!

    - by Matt Christian
    During one of my last semesters in college we were required to take a class call Computer Graphics which tried (quite unsuccessfully) to teach us a combination of mathematics, OpenGL, and 3D rendering techniques.  The class itself was horrible, but one little gem of an idea came out of it.  See, the final project in the class was to team up and create some kind of demo or game using techniques we learned in class.  My friend Paul and I teamed up and developed a top down shooter that, given the stringent timeline, was much less of a game and much more of 3D objects floating around a screen. The idea itself however I found clever and unique and decided it was time to spend some time developing a proper version of our idea.  Project Corndog as it is tentatively named, pits you as a freshly fried corndog who broke free from the shackles of fair food slavery in a quest to escape the state fair you were born in.  Obviously it's quite a serious game with undertones of racial prejudice, immoral practices, and cheap food sold at high prices. The game itself is a top down shooter in the style of 1942 (NES).  As a delicious corndog you will have to fight through numerous enemies including hungry babies, carnies, and the corndog serial-killer himself the corndog eating champion!  Other more engaging and frighteningly realistic enemies await as the only thing between you and freedom. Project Corndog is being developed in Visual Studio 2008 with XNA Game Studio 3.1.  It is currently being hosted on Google code and will be made available as an open source engine in the coming months.

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  • Programming as a minor

    - by Tomas Cokis
    Hello Everyone! I've never asked a question here at programmers, and for reasons which will become obvious later I've never answered one here, but I do poke around in short bursts. Anyway, I'm 15 right now, and I've been programming in C++ for 4 years, just working on my own projects that are aim so high as to never be finished. I've been working on a single project for the last year, and every 3 months, I add a new system into it. It might be a value tabling directory enabled log system, or a render system, or a class to load up xml files, whatever it is, I don't mind too much that the overall project (a 3d engine) isn't ever going to get finished, I just get some satisfaction from getting what I have done building and running. I don't know what I want to do when I grow up, although I suspect I'll go into some form of engineering, but I was interested in knowing if I do choose to go into a career as a developer, what kind of material I could look at to push myself up and get myself experience that might help my career later. I'm not talking about books in particular, I'm more interested in subjects areas that will get me access to good job opportunities, or that will give me a hand-up if I do computer science and software related courses at uni. One of the things I was thinking of doing was designing some of the logic gate components of a small computer - which I started briefly over the holidays, working out integer addition, subtraction and multiplication. That kind of stuff interests me, but is it really useful - or more useful then just more programming? But anyway, Any advice? Should I continue on my perpetual 3d engine? Are there any other projects or particular accomplishments that would help my education? Perhaps I should mention that I live in Perth, Australia, so local software companies are likely to be more scarce then usual.

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  • Duplicating someone's content legitimately & writing HTML to support that

    - by Codecraft
    I want to add content from other blogs to my own (with the authors permission) to help build additional relevant content and support articles I've found useful that others have written. I'm looking into how to do this responsibly - ie, by giving the original content author a boost and not competing against them for search traffic which should go to their site. In order to keep my duplicate content out of search, and to hint to the search engines where the original content is to be found i've implemented: <head> <meta name='robots' content='noindex, follow'> <link rel='canonical' href='http://www.originalblog.com/original-post.html' /> </head> Additionally, to boost the original article and to let readers know where it came from i'll be adding something like this: <div> Article originally written by <a href='http://www.authorswebsite.com'>Authors Name</a> and reproduced with permission.<br/> <a href='http://www.originalblog.com/original-post.html' target='new'> Read the original article here. </a> </div> All that remains is a way to 'officially' credit the original author in the HTML for the search spiders to see. Can anyone tell me a way to do this possibly using rel="author" (as far as I can see thats only good for my own original content), or perhaps it doesn't matter given that the reproduced pages will be kept out of search engines? Also, have I overlooked anything in the approach?

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  • images within noscript

    - by Guilherme Nascimento
    Note: My question is not about javascript Note: My question is how to make the HTML accessible to search engines. Note: My question is not about hiding texts, is on block loading of images in order to use LazyLoad. I tested various techniques of blocking the loading of images to use effect LazyLoad (I'm developing in javascript), was the only efficient <NOSCRIPT>: The HTML structure that would, with LazyLoad loading of images is achieved via the viewport (visible area of the website in browser). <p>Lorem ipsum dolor sit amet, <span class="lazyload"> <noscript><img src="foto-m0101.jpg" alt="image description"></noscript> </span> consectetur adipiscing elit. </p> <p>Lorem ipsum dolor sit amet, <span class="lazyload"> <noscript><img src="foto-m0201.jpg" alt="image description"></noscript> </span> consectetur adipiscing elit. </p> <p>Lorem ipsum dolor sit amet, <span class="lazyload"> <noscript><img src="foto-m0301.jpg" alt="image description"></noscript> </span> consectetur adipiscing elit. </p> This is a bad practice for search engines? If it is a bad practice, you could put an example of good practice? If there is any other issue with noscript talking pictures, forgive me. Note: I did not find any doubts about noscript with images.

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  • Is this form of cloaking likely to be penalised?

    - by Flo
    I'm looking to create a website which is considerably javascript heavy, built with backbone.js and most content being passed as JSON and loaded via backbone. I just needed some advice or opinions on likely hood of my website being penalised using the method of serving plain HTML (text, images, everything) to search engine bots and an js front-end version to normal users. This is my basic plan for my site: I plan on having the first request to any page being html which will only give about 1/4 of the page and there after load the last 3/4 with backbone js. Therefore non javascript users get a 'bit' of the experience. Once that new user has visited and detected to have js will have a cookie saved on their machine and requests from there after will be AJAX only. Example If (AJAX || HasJSCookie) { // Pass JSON } Search Engine server content: That entire experience of loading via AJAX will be stripped if a google bot for example is detected, the same content will be servered but all html. I thought about just allowing search engines to index the first 1/4 of content but as I'm considered about inner links and picking up every bit of content I thought it would be better to give search engines the entire content. I plan to do this by just detected a list of user agents and knowing if it's a bot or not. If (Bot) { //server plain html } In addition I plan to make clean URLs for the entire website despite full AJAX, therefore providing AJAX content to www.example.com/#/page and normal html to www.example.com/page is kind of our of the question. Would rather avoid the practice of using # when there are technology such as HTML 5 push state is around. So my question is really just asking the opinion of the masses on if it's likely that my website will be penalised? And do you suggest an alternative which avoids 'noscript' method

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  • Preview Chitika Premium Ads On Your Website Quickly

    - by Gopinath
    Google AdSense is an excellent option for publishers like us to monetize traffic. As Google AdSense allow only 3 ad units per page, we have good amount of space left empty on the blog. Why not we use this empty space to earn some revenue(make sure that you are not annoying your visitors with too many ads)? On Tech Dreams today we started experimenting with Chitika Premium Ads to displays advertisements for visitors landing on us through search engines. Chitika Premium Ads are displayed only to US visitors who finds our pages through search engines. Visitors from outside USA does not see these ads anywhere on our site. We being in India, how to preview the Chitika ads on our site? To preview Chitika ads add #chitikatest at the end of the url. For example to preview the ads on Tech Dreams I use the url http://techdreams.org/#chitikatest The above url displays default list of ads Chitika displays. But if you want to see preview of ads for a specific keyword you can append it at the end of the url. Here is another example http://www.techdreams.org/#chitikatest=ipad   Do You Know What The Word “Chitika” Means? What does Chitika mean? When Chitika co-founders, Venkat Kolluri and Alden DoRosario left Lycos in 2003 to start their own company, they sought a name that would suggest the speed with which its customers would be able to put up ads on their Web sites. Chitika, which means “snap of the fingers” in Telugu (a South Indian language), captured this sentiment and Chitika Inc. was born (via) This article titled,Preview Chitika Premium Ads On Your Website Quickly, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Octree implementation for fustrum culling

    - by Manvis
    I'm learning modern (=3.1) OpenGL by coding a 3D turn based strategy game, using C++. The maps are composed of 100x90 3D hexagon tiles that range from 50 to 600 tris (20 different types) + any player units on those tiles. My current rendering technique involves sorting meshes by shaders they use (minimizing state changes) and then calling glDrawElementsInstanced() for drawing. Still get solid 16.6 ms/frame on my GTX 560Ti machine but the game struggles (45.45 ms/frame) on an old 8600GT card. I'm certain that using an octree and fustrum culling will help me here, but I have a few questions before I start implementing it: Is it OK for an octree node to have multiple meshes in it (e.g. can a soldier and the hex tile he's standing on end up in the same octree node)? How is one supposed to treat changes in object postion (e.g. several units are moving 3 hexes down)? I can't seem to find good a explanation on how to do it. As I've noticed, soting meshes by shaders is a really good way to save GPU. If I put node contents into, let's say, std::list and sort it before rendering, do you think I would gain any performance, or would it just create overhead on CPU's end? I know that this sounds like early optimization and implementing + testing would be the best way to find out, but perhaps someone knows from experience?

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  • Need a PCIe desktop graphics card for dual-monitor

    - by Graham
    I have a mid-2008 workstation with two HD monitors supporting HDMI and DVI inputs. Since Ubuntu 11.10, I have experienced no end of trouble with my NVidia Quadro NVS 290 in TwinView dual-monitor output. Others have similar desktop TwinView woes. I want a new graphics card. Previously I asked for a graphics card recommendation and response was Nvidia Geforce GTS 450... but really I'm looking for someone who has actually got a working dual-monitor desktop to tell me what card they use so I can get something that is known to work. So please, people who have no-issues with their 64-bit Ubuntu 12.04 Unity 3D desktop spread across two HD-resolution external monitors (either DVI or HDMI connector), and who also run Google Chrome (which throws a spanner due to its own GPU compositing)... please let me know what graphics card you have so I can buy one. Gathering Options These seem to be the Nvidia cards featuring dual DVI. But they all seem to be gaming cards - what has dual-DVI, good support, but is not a massive gaming card? Nvidia GTS 450 (previously recommended) - 2x DVI Nvidia GTX 550 Ti (used by System76) - 2x DVI Nvidia GT 430 (used by System76) - 1xDVI, 1xHDMI Nvidia GT 640 (found on NVidia site) - 1xDVI, 1xHDMI (also GT 620, GT 630) Has anyone had a good desktop dual-monitor Unity 3D experience with ATI cards?

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  • Highly SEO optimised forum posts

    - by Tom Gullen
    Given the following forum post: Basics of how internals of Construct work I've used GameMaker in the past. And I know some C++ and have used a few 3d engines with it. I have also looked at Unity, though I didn't get too much into it. So I know my way around programming etc... My question is, how does construct work internally? I know it allows python scripting, which itself is "technically" interpreted, though python is pretty fast as far as being interpreted goes. But what about the rest? Is the executable that gets cre... The forum software will take the first 150 chars of the first post as the page meta description, and the title will be the thread title. All ok. So in Google it will appear as: Basics of how internals of Construct work I've used GameMaker in the past. And I know some C++ and have used a few 3d engines with it. I have also looked at Unity, though I didn't get too much... http://www.domain.com/forum/basics-of-how-internals-of-construct-work.html Now the problem is (not so much with this thread, but other ones) is the first 150 chars don't always create the best meta description. Is it worth my time to cherry pick threads and manually set their description/title tags so they read like: Internal workings of Construct 2 Events aren't converted to any other language. The runtime is a standalone compiled EXE application, which is optimised and actually very fast. Your events... http://www.domain.com/forum/basics-of-how-internals-of-construct-work.html The H1 on the page is still the original title, but we have overridden the title and description to look more friendly on search results. Is this advantageous forgetting the obvious time cost?

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  • Performance issues with visibility detection and object transparency

    - by maul
    I'm working on a 3d game that has a view similar to classic isometric games (diablo, etc.). One of the things I'm trying to implement is the effect of turning walls transparent when the player walks behind them. By itself this is not a huge issue, but I'm having trouble determining which walls should be transparent exactly. I can't use a circle or square mask. There are a lot of cases where the wall piece at the same (relative) position has different visibility depending on the surrounding area. With the help of a friend I came up with this algorithm: Create a grid around the player that contains a lot of "visibility points" (my game is semi tile-based so I create one point for every tile on the grid) - the size of the square's side is close to the radius where I make objects transparent. I found 6x6 to be a good value, so that's 36 visibility points total. For every visibility point on the grid, check if that point is in the player's line of sight. For every visibility point that is in the LOS, cast a ray from the camera to that point and mark all objects the ray hits as transparent. This algorithm works - not perfectly, but only requires some tuning - however this is very slow. As you can see, it requries 36 ray casts minimum, but most of the time 60-70 depending on the position. That's simply too much for the CPU. Is there a better way to do this? I'm using Unity 3D but I'm not looking for an engine-specific solution.

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  • Partial upgrade on 12.04, how to stop nagging after locking to a working NVIDIA & xorg

    - by alsk
    How to stop the upgrade manager from offering updates and upgrades that potentially would harm my working 2D and 3D graphics? Finally, I got 12.04 working as it should: with nvidia-173 drivers by downgrading xorg and locking the version: On my 32-bit system on Athlon64, with (Albatron) NVIDIA GeForce FX5700XT, locked (/pinned) to xorg 1:7.6-7ubuntu7, xserver-xorg-core 2:11.1-0obuntu10.07, nvidia-173 173.14.35-0ubuntu0.2? An annoying thing left is that every time the updates are checked, I get warning of partial updates, and ambiguous options of "partial update" and "close". Ambiguous in that sense that if I click close, I will get option to update a few packages, which has been OK, while "partial update" would like to update my kernel to 3.2, alter xorg, remove nvidia-173 etc., and update mesa etc. This is not what I call appropriate, after locking XORG and NVIDIA drivers to working ones. One may say according to package management logic it may be correct, but to me as an user it makes little sense. Last Ubuntu that worked without big mess for me was 10.10, hence I will not put 12.10 to my "production" system, until I can be sure it will not trash the system again. P.S. Is there a recommended way to keep NVIDIA GeForce FX working with 3D on Ubuntu... in future?

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  • XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

    - by cubrman
    I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass horizontally but it did not helped - the data was messed up in a different way. So my question is how can I influence the order of the data I get from the 2d atlas and how can I properly pass it into my 3d atlas? Update: I know that I can GetData from a specific Rectangular area and put it into several arrays, but the result is still the same. This is what I tried: Color[] data2D = new Color[0]; for (int i = 0; i < 32; i++) { Color[] data = new Color[32 * 32]; GraphicsDevice.SetRenderTarget(null); ColorAtlas.GetData(0, new Rectangle(0, i*32, 32, 32), data, 0, data.Length); int oldLength = data2D.Length; Array.Resize<Color>(ref data2D, oldLength + data.Length); Array.Copy(data, 0, data2D, oldLength, data.Length); } ColorAtlas3D.SetData(data2D);

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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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  • general questions about link spam

    - by hen3ry
    Hello, A CMS-based site I manage is suffering from a small but ominously growing number of almost certainly bot-emplaced, invisible spam links placed in registered-user-only shoutboxes and user forums. "Link Spam", yes? Until recently, I've kept my eyes on narrow tech issues, and I'm having trouble understanding what's going on. I understand that we need to tighten up our registration procedures, but more generally... Do I understand correctly that our primary interest in combatting link spam on our site is that major search engines reduce or zero the search visibility of sites that contain link spam? Although we're non-commercial, we don't want to be at the bottom of the rankings, or eliminated altogether. Are the linked-to sites the direct beneficiaries of the spam links, or is there some kind of indirection? What is the likely relationship between the link-spammers and the owners of the (directly or indirectly) linked-to sites? Are the owners of the linked-to sites paying the link-spammers for higher visibility? Are the owners aware that this method is being used? It is my impression that major search engines are capable these days of detecting that given sites are being promoted by link spam, and that these sites may consequently be reduced in search rank or dropped altogether. Do these sanctions occur frequently? Is there any potential value in sending notifications to the owners of the linked-to sites that their visibility is at risk? TIA, hen3ry

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  • All chromium extensions throw errors since update to 13.10

    - by hugo der hungrige
    Since updating to 13.10 all chromium extensions generate errors: chrome.extension is not available: 'extension' is not allowed for specified context type content script, extension page, web page, etc.). [VM] binding (56):427 Uncaught TypeError: Cannot call method 'sendRequest' of undefined include.preload.js:105 Uncaught TypeError: Cannot read property 'onRequest' of undefined include.postload.js:473 GET http://edge.quantserve.com/quant.js superuser.com/:2047 GET http://www.google-analytics.com/__utm.gif?utmwv=5.4.5&utms=2&utmn=590704726…n%3D(organic)%7Cutmcmd%3Dorganic%7Cutmctr%3D(not%2520provided)%3B&utmu=qQ~ ga.js:61 chrome.extension is not available: 'extension' is not allowed for specified context type content script, extension page, web page, etc.). [VM] binding (56):427 Uncaught TypeError: Cannot read property 'onRequest' of undefined content.js:233 chrome.extension is not available: 'extension' is not allowed for specified context type content script, extension page, web page, etc.). [VM] binding (56):427 Uncaught TypeError: Cannot read property 'onRequest' of undefined injected.js:169 chrome.extension is not available: 'extension' is not allowed for specified context type content script, extension page, web page, etc.). [VM] binding (56):427 Uncaught TypeError: Cannot call method 'getURL' of undefined content_js_min.js:5 GET http://engine.adzerk.net/z/8476/adzerk2_2_17_47 superuser.com/:1719 Uncaught TypeError: Cannot call method 'sendRequest' of undefined How to fix this?

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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