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  • What benefits does a game design degree have for a hobby game programmer?

    - by sm4
    I am interested in studying game design, not because I want a job in the games industry, but because I am interested in the subject itself. I read the following questions, but they mostly deal with the effects on your career in game industry. Should I consider a graduate degree in game development? Game Development Degree vs Computer Science Degree First I thought a game development degree could be beneficial. But from the websites of colleges that offer such degrees, I feel like its more about basic programming with examples from games. This college offers game design degrees, for example. My question is, can I benefit from such a degree when I already have a degree in Computer Science, I already know programming, I'm already developing a game and finally, I have this site to help me when I get stuck?

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  • How to make Box2D bodies automatically return to a initial rotation

    - by sm4
    I have two long Box2D bodies, that can collide while moving one of them around with MouseJoint. I want them to try to hold their position and rotation. Blue body is moved using MouseJoint (yellow) towards the Red body. Red body has another MouseJoint - Blue can push Red, but Red will try to return to the start point thanks to the MouseJoint - this works just fine. Both bodies correctly rotate along the middle. This is still as I want. I change the MouseJoint to move the Blue away. What I need is both bodies return to their initial rotation (green arrows) Desired positions and rotations Is there anything in Box2D that could do this automatically? The MouseJoint does that nicely for position. I need it in AndEngine (Java, Android) port, but any Box2D solution is fine. EDIT: By automatically I mean having something I can add to the object "Paddle" without the need to change game loop. I want to encapsulate this functionality to the object itself. I already have an object Paddle that has its own UpdateHandler which is being called from the game loop. What would be much nicer is to attach some kind of "spring" joint to both left and right sides of the paddle that would automatically level the paddle. I will be exploring this option soon.

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  • Optimal file system type and mount options for an rsnapshot dedicated drive

    - by Nimmy Lebby
    We have an external USB 2 drive that we are using as a backup drive for our configuration. We use rsnapshot for the backups. It uses a few standard commands for managing snapshots: rm -rf: deletes expired snapshots mv: moves older snapshots down a slot cp -al: duplicates last snapshot to new slot rsync -a --delete --numeric-ids --relative: synchronizes new snapshot As you could see by the log below, the majority of the time is spent on the rm -rf and the cp -al steps: [25/Dec/2010:14:00:02] rsnapshot hourly: started [25/Dec/2010:14:00:02] echo 21012 > /var/run/rsnapshot.pid [25/Dec/2010:14:00:02] rm -rf /mnt/extdrive/snapshots/hourly.5/ [25/Dec/2010:14:15:48] mv /mnt/extdrive/snapshots/hourly.4/ /mnt/extdrive/snapshots/hourly.5/ [25/Dec/2010:14:15:48] mv /mnt/extdrive/snapshots/hourly.3/ /mnt/extdrive/snapshots/hourly.4/ [25/Dec/2010:14:15:48] mv /mnt/extdrive/snapshots/hourly.2/ /mnt/extdrive/snapshots/hourly.3/ [25/Dec/2010:14:15:48] mv /mnt/extdrive/snapshots/hourly.1/ /mnt/extdrive/snapshots/hourly.2/ [25/Dec/2010:14:15:48] cp -al /mnt/extdrive/snapshots/hourly.0 /mnt/extdrive/snapshots/hourly.1 [25/Dec/2010:14:23:32] rsync -a --delete --numeric-ids --relative /etc /mnt/extdrive/snapshots/hourly.0/sm4/ [25/Dec/2010:14:23:52] touch /mnt/extdrive/snapshots/hourly.0/ [25/Dec/2010:14:23:52] rm -f /var/run/rsnapshot.pid [25/Dec/2010:14:23:52] rsnapshot hourly: completed successfully My questions: I'm currently using ext4 for the filesystem. Maybe this is not the best choice from those available in Red Hat. Anyone have any recommendations that would speed up the process? The partition's mount options are sync,dirsync 1 2. Is there a way to optimize this since it's solely used for rsnapshot? Of course, reasoning would be greatly appreciated.

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  • Comparing 128MB GeForce 8600GT and 512MB Radeon X1650

    - by Synetech inc.
    Hi, I'm trying to determine which is the better of these two video cards: 128MB Nvidia GeForce 8600GT card while the other has a 512MB ATI Radeon X1650 card. Both cards are the upper-level mid-range versions of their respective series. On the one hand, the ATI has substantially more VRAM, but the Nvidia supports D3D 10 and SM4.0 as opposed to D3D 9.0c/SM3.0 that the ATI supports. Also, I have always heard better things about Nvidia cards compared to ATI cards. I'm trying to find some advice on which one is better, but I can't find any actual comparisons or anything for these specific cards (the comparisons I can find are only similar ones like the X1650 Pro or 8600GT PCI-E), so I figure that what I need to know is whether the extra VRAM is that important. Looking at the ATI table and the Nvidia table seems to indicate that the Nvidia is better, but then again, the Nvidia table also says that the GeForce 8600GT is a PCI-E card with at least 256MB even though the card in question is an AGP with 128MB. (:-?) (It looks like the ATI card is not supported in Windows 7 while the Nvidia card is, which I suppose is also a factor, though not quite as immediately relevant as performance.) Any ideas? Thanks a lot.

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