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  • Dynamic vs Statically typed languages for websites

    - by Bradford
    Wanted to hear what others thought about this statement: I’ll contrast that with building a website. When rendering web pages, often you have very many components interacting on a web page. You have buttons over here and little widgets over there and there are dozens of them on a webpage, as well as possibly dozens or hundreds of web pages on your website that are all dynamic. With a system with a really large surface area like that, using a statically typed language is actually quite inflexible. I would find it painful probably to program in Scala and render a web page with it, when I want to interactively push around buttons and what-not. If the whole system has to be coherent, like the whole system has to type check just to be able to move a button around, I think that can be really inflexible. Source: http://www.infoq.com/interviews/kallen-scala-twitter

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  • Mesh with quads to triangle mesh

    - by scape
    I want to use Blender for making models yet realize some of the polygons are not triangles but contain quads or more (example: cylinder top and bottom). I could export the the mesh as a basic mesh file and import it in to an openGL application and workout rendering the quads as tris, but anything with more than 4 vert indices is beyond me. Is it typical to convert the mesh to a triangle-based mesh inside blender before exporting it? I actually tried this through the quads_convert_to_tris method within a blender py script and the top of the cylinder does not look symmetrical. What is typically done to render a loaded mesh as a tri?

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  • Virtuelle Tour durch das Oracle Universum

    - by A&C Redaktion
    Die neue „Oracle Hardware Virtual Tour“ fürs iPhone und iPad ist eine animierte Entdeckungsreise zu verschiedenen Oracle Produkten: Man öffnet Gehäuse, findet diverse Komponenten, kann diese anschauen, drehen und herausfinden, wozu sie gut sind. Zu sehen und erfahren gibt es unter anderem Oracle Exadata, SPARC Systeme, Sun x86 Systeme, Sun Blade und Sun Netra Systeme. Sie alle treten mit dem Anspruch an, Rekorde in Sachen Performance zu brechen, einfach in der Handhabung zu sein, mit hoher Verfügbarkeit zu punkten und Kosten zu sparen. Ein verspieltes Feature – aber eines, das Partner im Kundenkontakt gewinnbringend einsetzen können. Die 3D-Apps laufen auf dem iPhone 3GS, dem iPad 2 oder neueren Geräten.

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  • Virtuelle Tour durch das Oracle Universum

    - by A&C Redaktion
    Die neue „Oracle Hardware Virtual Tour“ fürs iPhone und iPad ist eine animierte Entdeckungsreise zu verschiedenen Oracle Produkten: Man öffnet Gehäuse, findet diverse Komponenten, kann diese anschauen, drehen und herausfinden, wozu sie gut sind. Zu sehen und erfahren gibt es unter anderem Oracle Exadata, SPARC Systeme, Sun x86 Systeme, Sun Blade und Sun Netra Systeme. Sie alle treten mit dem Anspruch an, Rekorde in Sachen Performance zu brechen, einfach in der Handhabung zu sein, mit hoher Verfügbarkeit zu punkten und Kosten zu sparen. Ein verspieltes Feature – aber eines, das Partner im Kundenkontakt gewinnbringend einsetzen können. Die 3D-Apps laufen auf dem iPhone 3GS, dem iPad 2 oder neueren Geräten.

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  • Weekend Project: Make Your Own Ferromagnetic Fluid

    - by Jason Fitzpatrick
    Experiments this simple and fun give you no reason to leave all science-based goofing off to the professionals: whip up a beaker of ferromagnetic fluid to capture magnetic waves in motion. The premise is simple: by combing a viscous liquid (in this case vegetable oil) with a magnetic powder (in this case MICR copy toner) and introducing a strong magnetic source (such as neodymium rare earth magnets), you can actually see the magnetic waves in physical space. It’s like the old magnetic filings on the table top trick, but in 3D. Check out the video above to see how you can mix up a batch of your own. How to Make Magnetic Fluid [YouTube] What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • How to Play Classic Arcade Games On Your PC

    - by Jason Fitzpatrick
    New games with their fancy textures, 3D modeling, and immersive environments have their charm, sure, but what if you crave some old-school arcade gaming? Read on to see how you can turn your computer into an virtual arcade cabinet. Vintage games ran on hardware significantly less powerful than that found in modern desktop computers. With the right software, a joystick or two (if you want to make experience feel more authentic), and a little digging online to find your favorite games, it’s easy to play the arcade hits of your childhood. How to Play Classic Arcade Games On Your PC How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8

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  • Microsoft`s FUSE Labs Unveils Spindex Social Networking Tool

    Microsoft s FUSE Labs has been busy lately with researching and creating new products. One such product was introduced this week at San Francisco s Web 2. Expo. The product is Spindex a social networking tool that allows users to simplify their social networking lives. At the moment Spindex is in its infancy with its preview being limited to those attending the Web 2. Expo. What has been released so far however is promising and should give social networking fans something to look forward to.... Transportation Design - AutoCAD Civil 3D Design Road Projects 75% Faster with Automatic Documentation Updates!

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  • MonoGame; reliable enough to be accepted on iOS, Win 8 and Android stores?

    - by Serguei Fedorov
    I love XNA; it simplifies rendering code to where I don't have to deal with it, it runs on C# and has very fairly large community and documentation. I would love to be able to use it for games across many platforms. However, I am a little bit concerned about how well it will be met by platform owners; Apple has very tight rules about code base but Android does not. Microsoft's new Windows 8 platforms seems to be pretty lenient but I am not sure oh how they would respond to an XNA project being pushed to the app store (given they suddenly decided to dump it and force developers to use C++/Direct3D). So the bottom line is; is it safe to invest time and energy into a project that runs on MonoGame? In the end, is is possible to see my game on multiple platforms and not be shot down with a useless product?

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  • Game World Design [on hold]

    - by GameDev
    I have one doubt about world game developing. I want to do a kind of platform game mixed with RPG (Side Scroll). What's the best to draw the world, - Draw everything than use the camera to move around the world - Draw just what you see as the player moves draw the new stuff. I'm new at this and didn't had any course for it. So if anyone can help me thanks :) PS: Any recommendation to learning game concept, like drawing world theory, play etc.. (not code and i want to 2D and i only see books for 3D stuff)

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • How to have a maintainable and manageable Javascript code base

    - by dade
    I am starting a new job soon as a frontend developer. The App I would be working on is 100% Javascript on the client side. all the server returns is an index page that loads all the Javascript files needed by the app. Now here is the problem: The whole of the application is built around having functions wrapped to different namespaces. And from what I see, a simple function like rendering the HTML of a page can be accomplished by having a call to 2 or more functions across different namespace... My initial thought was "this does not feel like the perfect solution" and I can just envisage a lot of issues with maintaining the code and extending it down the line. Now I would soon start working on taking the project forward and would like to have suggestions on good case practices when it comes to writing and managing a relatively large amount of javascript code.

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  • Ubuntu studio/xubuntu 12.04 instead of Ubuntu 12.04/12.10 for CAD/ arhcitectural workflow. Worth it?

    - by gabriel
    I am currently using Ubuntu 12.10. So, as described in the title I am planning to install Ubuntu studio. The programs i use are Blender, Maya 2013, NukeX, Bricscad, Sketchup (with wine) and also i am planning to install revit architecture through VirtualBox. Well, I am using a quad-core CPU and i want to have all the power of my system for rendering/modelling. So, i decided to try a more lightweight desktop than unity. Also, what made me to decide this, is that when i tried to install Bricscad v12 the program does not work. So, i thought that if i want something more professional for my work i should have only LTS versions of lightweight Ubuntu. So, my 2 questions are :1) Worth it? 2) Can i have global menu(close,minimize,maximize buttons, menu) like ubuntu/unity? Thanks

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  • Day 1 - Finding Like Minds

    - by dapostolov
    So, is being a Game Developer any different from being an IT Developer? I picture a poorly lit environment where I get to purchase my own desk lamp; I'm thinking one of those huge lava lamps that pump out so much heat you could fry an egg on it. To my right: a "great wall" of empty coke cans dwarf me. Eating my last slice of pizza I look across my desk to see a fellow developer with a smug look on his face;  he's just coded his latest module for the game and it looks like he's in nirvana. My duty, of course, is to remind him to keep focused on the job at hand. So, picking up my trusty elastic and aerodynamically crafted paper bullet I begin a 10 minute war of welts and laughter which is promptly abrupted by our Project Manager demanding more details from our morning Scrum meeting. After providing about 5 minutes of geek speak and several words of comfort to make his eyes glaze over...it hits me, the idea for the module...beckoning my developer friend over, we quickly shoo the Project Manager away and begin our brainstorming frenzy ... now, where'd I put that full can of coke? OK. OK. This isn't probably the most ideal game developer environment, but it definitely sounds fun to me...and from what I gather is nothing like most game development companies. But I'm not doing this blog series to "go pro"; like I stated in my first post I want to make a 2D game from an idea my best friend and I drummed up long, long ago. I'm in this for the passion AND I want to see how easy it is for us .Net Developers to create a game. So where do I start? Where can I find like minded individuals? What technologies are there? What do I need to make a video game? The questions are endless....AND...since I already have an idea ... lets start with ... Technology (yes, I'm a geek, live with it...) Technology OK. Predominantly, games are still made in C++ or even C. I'm not sure how much assembly code is floating around lately, however, that is not my concern. I do know C / C++ from my past, enough to even get me by, but I'm mainly interested in a recent, not-so-new, technology called XNA. What is XNA? XNA allows us .Net Developers to make 2D / 3D games for windows, Xbox*, and Windows Mobile 7*. * = for a nominal fee *cough* The following link is your one stop shop to XNA game development: http://creators.xna.com/en-US/education/gettingstarted The above site hosts information such as: - getting started - a sample/instructional shooter game in 2D / 3D with code (if I'm taking too long for you in this blog series) - downloads - starter kits... http://creators.xna.com/en-US/education/starterkits/ And of course...forums. You can also subscribe and pay for their premium membership which gets you some pretty awesome tutorials, resources, downloads, and premium community support. Some general Wiki information about XNA: http://en.wikipedia.org/wiki/XNA_%28Microsoft%29 Community Support OK. Let's move on to industry and community support. Apart from XNA, there are some really cool sites out there, I just haven't found all of them yet. However, I found a really cool Game Development website called Gamastura. You can click on the following link to get you there: http://www.gamasutra.com/ The site is 100% dedicated to "The Art & Business of Making Games". Armed with blogs, twitter, jobs/resumes and most importantly industry news; one could subscribe to the feed and got lost in the wealth of information it provides. On a side note: I remember Gamasutra being around when my best friend and I wanted to make a video game...meaning, they've been around for a while now. I think the most beneficial aspect of this site is to understand the industry you want to get into. Otherwise, it's just a cool site to keep up to date with the industry in general. Another Community Support option is LinkedIn. Amongst the land of extremely bloated achievements and responsibilities lay 3 groups (that I have found) that deal with game development.: http://www.linkedin.com/groups?gid=59205 - Game Developers http://www.linkedin.com/groups?gid=824817 - DirectX Game Developer Network http://www.linkedin.com/groups?gid=756587 - DirectX Developers The Game Developers group in LinkedIn is by far the most active of the three and could possibly provide a wealth of support. What I've done thus far: - I lightly researched the XNA technology - I looked around for some community sites to assist me - I downloaded the XNA Game Studio 3.1 on my PC and installed it on my IDE - I even tried both tutorials! http://creators.xna.com/en-US/education/gettingstarted/bgintro/chapter1   Best Regards D.

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  • Should I always be checking every neighbor when building voxel meshes?

    - by Raven Dreamer
    I've been playing around with Unity3d, seeing if I can make a voxel-based engine out of it (a la Castle Story, or Minecraft). I've dynamically built a mesh from a volume of cubes, and now I'm looking into reducing the number of vertices built into each mesh, as right now, I'm "rendering" vertices and triangles for cubes that are fully hidden within the larger voxel volume. The simple solution is to check each of the 6 directions for each cube, and only add the face to the mesh if the neighboring voxel in that direction is "empty". Parsing a voxel volume is BigO(N^3), and checking the 6 neighbors keeps it BigO(7*N^3)-BigO(N^3). The one thing this results in is a lot of redundant calls, as the same voxel will be polled up to 7 times, just to build the mesh. My question, then, is: Is there a way to parse a cubic volume (and find which faces have neighbors) with fewer redundant calls? And perhaps more importantly, does it matter (as BigO complexity is the same in both cases)?

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  • Asciifi Is a Lightening Fast Web-Based ASCII Converter

    - by Jason Fitzpatrick
    If you have a hankering from some old-school ASCII artwork, Asciifi is a free and lightening fast HTML5 ASCII converter. Despite the simplicity of ASCII images (pictures created not out of a grid of colored pixels like a standard digital photograph but out of a grid of text characters) many ASCII converters are rather slow. Asciifi speeds up the process by rendering your images on the fly with a snappy HTML5-based converter. Visit the site, drag and drop your image, and almost instantaneously you’ll see the results. The output can be further tweaked by adjusting the line width and the character set used. Hit up the link below to take it for a test drive. Asciifi [via Digital Inspiration] HTG Explains: Understanding Routers, Switches, and Network Hardware How to Use Offline Files in Windows to Cache Your Networked Files Offline How to See What Web Sites Your Computer is Secretly Connecting To

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  • kubuntu - what's the best smplayer configuration for best quality in hd movies (mkv)

    - by Frank
    I have ubuntu x64 13.04 with kde 4.11 and smplayer v0.8.6 and the last mplayer version from ppa. I have ATI video card HD6870 MSI with fglrx driver v13.4. My kde settings are: Composition mode: Opengl 3.1 graphic system qt: Raster scaling mode: precise Vsync: auto So what's the best configuration for quality over performace in smplayer according to my system specs? For example what do I have to set for the following options? enable postprocessing by default and postprocessing quality output driver Deinterlacing method software equalizer direct rendering double buffering draw video using slices threads for decoding (MPEG-1/2 and H.264 only loop filter use CoreAVC Thanks

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  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

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  • Pixel alignment algorithm

    - by user42325
    I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember the problem is caused by accuracy of pixels. I remember there's a specific topic related to this kind of problem in 2D image rendering. But I don't remember what exactly it is, and how to solve it. Look at this screenshot. Each block should have a fixed width margin. But in the image, the vertical white line have different width.Though, the horizontal lines looks fine.

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  • Browser-based MMOs (WebGL, WebSocket)

    - by Alon
    Do you think it is techniclly possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games generally) will wrriten with WebGL? Does today's JavaScript performance allow this? Let's say your development team was you as a developer, and another model creator (artist). Would you use a library like SceneJS for the game, or write straight WebGL? If you would use a library, but not SceneJS, please specify which. Thanks!

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  • How do I get Poulsbo (GMA500) drivers to work?

    - by slayerman
    I'm trying to get working the Poulbo driver under Ubuntu 9.10. I've installed poulsbo-driver-2d poulsbo-driver-3d poulsbo-config packages from sudo add-apt-repository ppa:gma500/ppa. The packages installation is working. After I have to put in xorg.conf driver "psb". Then I reboot and I have no more display. I have to switch back to vesa in order to display back. Can someone give me some kind of solution?

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  • I removed nvidia driver and lshw -c video still shows nvidia

    - by sinekonata
    Today I tried to activate the newer experimental drivers and both 304 and 310 failed to even install. So I tried the regular nvidia driver 295.40 for the 20th time today (I had lag issues and was testing Nouveau vs Nvidia with dual monitor and Unity2D-3D) Within my tty1 I tried to remove nvidia: sudo apt-get remove nvidia-settings nvidia-current and purge too reboot, nothing. So when lshw -c video displayed nvidia as my driver I tried sudo rm /etc/X11/xorg.conf since I read ubuntu would "reset" the GUI conf but reboot, nothing. So next I tried sudo jockey-text --disable=xorg:nvidia_current And nothing has worked...

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  • Unity Frustum Culling Issue

    - by N0xus
    I'm creating a game that utilizes off center projection. I've got my game set up in a CAVE being rendered in a cluster, over 8 PC's with 4 of these PC's being used for each eye (this creates a stereoscopic effect). To help with alignment in the CAVE I've implemented an off center projection class. This class simply tells the camera what its top left, bottom left & bottom right corners are. From here, it creates a new projection matrix showing the the player the left and right of their world. However, inside Unity's editor, the camera is still facing forwards and, as a result the culling inside Unity isn't rendering half of the image that appears on the left and right screens. Does anyone know of a way to to either turn off the culling in Unity, or find a way to fix the projection matrix issue?

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  • Best Game Engine/Framework and Language for 2D actor/sprite intensive game

    - by Grungetastic
    I'm new to the game dev world. I have a rather large project in mind (I learn by setting myself challenges :P ) and I'm wondering what the best engine/framework/language is for a 2D game with thousands of sprites/actors on screen at a time. Bare metal type stuff. I need to still be able to zoom in and out with that many actors at once. This game will have no 3D elements. Any thoughts? Suggestions?

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  • HP Pavilion g6 1190sm laptop has overheat/hibernation/graphics issues

    - by Jan
    Every time I reboot or shutdown my laptop, while the laptop is booting again I get a screen (before loading the OS) that HP discovered overheating and system went into hibernation. But the point is that the laptop is not overheating nor going into hibernation by itself. Also, because of the hybrid graphics card I cannot install additional drivers. Desktop resolution and all works perfectly but I cannot use Unity 3D. Also, OpenGL doesn't work as it should (with Cairo Dock). As I've read some posts, people say that vgaswitcheroo doesn't work on 12.04 so I haven't tried it.

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  • The practical cost of swapping effects

    - by sebf
    I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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