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  • Of what significance is the solution to the game of checkers in AI research?

    - by cobie
    I have been doing some research into artificial intelligence and I came across a 2007 paper titled "Checkers is Solved" on the game of checkers being solved by AI techniques after more than 16 years of trial. A solution to the game is defined by the team as "determining the final result in a game with no mistakes made by either player". The search for a solution started back in 1989 and it was finally found in 2007. Of what importance is this to the field of AI?

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  • Will 3D games run in a VirtualBox4-hosted Windows system under Ubuntu with Intel GMA X4500HD card?

    - by Ivan
    I've just got a laptop with Intel GMA X4500HD card (which is said to be DirectX10-compliant, while my previous laptop had Intel 82852/855GM and no chance to play modern 3D games at all). It would be nice if I could play some games (like HalfLife 2, StarCraft 2, Fallout 3) from time to time (while I am ok using lo-fi settings and having low performance) but as I strongly prefer Ubuntu environment and don't need Windows usually I'd like to install Windows inside VirtualBox instead of using a dedicated partition and dual-boot. So the question is if VirtualBox can use 3D acceleration of Intel GMA X4500HD if run on Ubuntu.

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  • Issue with transparent texture on 3D primitive, XNA 4.0

    - by Bevin
    I need to draw a large set of cubes, all with (possibly) unique textures on each side. Some of the textures also have parts of transparency. The cubes that are behind ones with transparent textures should show through the transparent texture. However, it seems that the order in which I draw the cubes decides if the transparency works or not, which is something I want to avoid. Look here: cubeEffect.CurrentTechnique = cubeEffect.Techniques["Textured"]; Block[] cubes = new Block[4]; cubes[0] = new Block(BlockType.leaves, new Vector3(0, 0, 3)); cubes[1] = new Block(BlockType.dirt, new Vector3(0, 1, 3)); cubes[2] = new Block(BlockType.log, new Vector3(0, 0, 4)); cubes[3] = new Block(BlockType.gold, new Vector3(0, 1, 4)); foreach(Block b in cubes) { b.shape.RenderShape(GraphicsDevice, cubeEffect); } This is the code in the Draw method. It produces this result: As you can see, the textures behind the leaf cube are not visible on the other side. When i reverse index 3 and 0 on in the array, I get this: It is clear that the order of drawing is affecting the cubes. I suspect it may have to do with the blend mode, but I have no idea where to start with that.

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  • Trying to launch old game using wine

    - by rhon
    I'm using wine 1.5.11 on Archlinux, and I try to launch this old game : http://www.cnetfrance.fr/telecharger/waterboy-11006056s.htm?download=1 The problem is that I always get a "Run-time error '13' : Type mismatch" when I try to launch it. I've tried to switch oleaut.dll and ole32.dll to "native", and switch to "Windows 98" mode using winecfg, and then I had this error : err:module:import_dll Library ole32.dll (which is needed by L"Z:\\games\\WaterBoy\\MSVBVM50.DLL") not found err:module:import_dll Library OLEAUT32.dll (which is needed by L"Z:\\games\\WaterBoy\\MSVBVM50.DLL") not found err:module:import_dll Library MSVBVM50.DLL (which is needed by L"Z:\\games\\WaterBoy\\WaterBoy.exe") not found err:module:LdrInitializeThunk Main exe initialization for L"Z:\\games\\WaterBoy\\WaterBoy.exe" failed, status c0000135 I've installed vb5runtime using winetricks, but it didn't help. Am I doing something wrong ?

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  • C++ String tokenisation from 3D .obj files

    - by Ben
    I'm pretty new to C++ and was looking for a good way to pull the data out of this line. A sample line that I might need to tokenise is f 11/65/11 16/70/16 17/69/17 I have a tokenisation method that splits strings into a vector as delimited by a string which may be useful static void Tokenise(const string& str, vector<string>& tokens, const string& delimiters = " ") The only way I can think of doing it is to tokenise with " " as a delimiter, remove the first item from the resulting vector, then tokenise each part by itself. Is there a good way to do this all in one?

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  • Retaining objects in game iphone

    - by Brodie4598
    Hello - I am trying to create a game and have run into what is probably a pretty easy problem to solve. As the player goes through the game, many objects (Vehicle) will be added and removed. The Vehicles get added to an array called currentVehiclesMutableArray. My problem is I cant figure out how to retain a Vehicle so that it remains in the array until I am finished with it.

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  • WebGL 1.0, spécification finalisée pour la bibliothèques d'accélération 3D libre soutenue par Chrome, Firefox, Opera et Safari

    La spécification de WebGL 1.0 est finalisée Pour la bibliothèques d'accélération 3D libre soutenue par Chrome, Firefox, Opera et Safari Ces dernier temps, vous avez entendu parler de la mise en place de WebGL dans les nouvelles versions des différents navigateurs web. Comme vous devez déjà le savoir, Firefox 4, Google Chrome 9 (rendez-vous à l'adresse "about:flags" pour activer WebGL supportent la nouvelle technologie (également soutenue par Apple pour Safari et par Opera). Khronos, un consortium de constructeurs de cartes graphiques (NVidia, AMD, Imagination Technologies, ...) et de différents grand acteurs dans le monde de la 3D (Activision, Epic Games, ...) annonce dur...

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  • Doing "text mode 'splash' game" during boot.

    - by Vi
    Sometimes I want to do something (for example, playing a simple text-mode game) while the system is booting up. This is especially useful when lengthy reiserfs transaction replays are happening. Current hacky way of doing it is: Put the program on initramfs. Before running /sbin/init, "openvt 2 /my/program". Turn off messages from kernel (sysrq 0) Override /dev/console with /dev/null (to prevent boot messages). The problems are: There are STILL some messages interfering with program output. I can't see boot messages by switching to that virtual terminal back. After finishing the boot sequence, /dev/tty2 ends up being attached both to getty and my program. How to do it properly without of running graphical splashes? The system is Linux Debian Squeeze, no dependency based sysv scripts.

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  • Ball Bouncing effect in Unity 3d

    - by Mythili
    hii How to bring a ball bouncing effect on different surfaces like wood, water,mud sand, and metal. In unity, i tried it by using bouncy material.In all surfaces the ball bouncing effect is same. I dont know how to differentiate the surfaces

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  • Jagged Array in C (3D)

    - by Daniel
    How could I do the following? double layer1[][3] = { {0.1,0.1,0.8}, {0.1,0.1,0.8}, {0.1,0.1,0.8}, {0.1,0.1,0.8} }; double layer2[][5] = { {0.1,0.1,0.1,0.1,0.8} }; double *upper[] = {layer1, layer2}; I read the following after trying different ideas; to no avail. jagged array in c I understand (I hope) that double **upper[] = {layer1, layer2}; Is similar to what I'd like, but would not work because the layers are not arrays of pointers. I am using C intentionally. I am trying to abstain from doing this (which works). double l10[] = {0.1,0.1,0.8}; //l11 etc double *l1[] = {l10,l11,l12,l13}; double l20[] = {0.1,0.1,0.1,0.1,0.8}; double *l2[] = {l20}; double **both[] = {l1, l2};

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  • Kinect Fusion bientôt accessible au public, le système de numérisation 3D temps réel sera intégré au prochain SDK Kinect pour Windows

    Kinect Fusion bientôt accessible aux développeurs le système de numérisation 3D temps réel sera intégré dans le prochain SDK Kinect pour Windows La prochaine mise à jour du SDK de Kinect pour Windows intégrera Kinect Fusion. Kinect Fusion utilise un capteur Kinect mobile qui permet de capter des données de profondeur et de créer des modèles 3D de haute qualité, comme par exemple la modélisation d'une pièce et de son contenu. L'implémentation s'appuie sur le GPU pour le suivi de la caméra. Quant à la reconstruction de surfaces, elle fonctionne en interactif et en temps réel pour permettre la mise en oeuvre d'applications en réalité augmentée ou l'interaction homme-machine. K...

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  • C# Create "wireframe"/3D "map"

    - by Qrew
    How can I produce a similar output in C# window forms in the easiest way? Each individual points should be "editable" by pressing some keys to increment or decrement and navigate trough it with arrow keys. Is there a good library for this purpose?

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  • Google s'intéresse de près au bureau en 3D en rachetant une start-up canadienne : bientôt dans Chrom

    Google s'intéresse de près au bureau en 3D En rachetant une start-up canadienne : bientôt dans Chrome et Android ? BumpTop vient d'être rachetée par Google. Cette start-up canadienne a mis au point une interface 3D destinée à remplacer le bureau de Windows ou de Mac OS. Visiblement très intéressé par ce produit - et très satisfait de son état d'avancement - Google a décidé de faire l'acquisition de la société pour un montant resté confidentiel. Un des atouts de BumpTop est de supporter le multi-touch. Une fonctionnalité qui en fait un client idéal pour intégrer Android, l'OS de Google pour les smartphones (ou les terminaux tels que les télévisions), voire pou...

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  • java timer for game

    - by user261002
    I have created a game in java and now I just need to add a timer that allow the user to play under 60s. I have searched on internet and found the timer for swing and util packages. could you please just give me a method to be able to use it in my game???

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  • Cluster for game servers [closed]

    - by Boby
    We want to make a cluster for game servers, but we don't know which cluster system to choose. We need load balancing cluster. Now we have 2 server for test (First - 2 x Xeon E5320, 8 GB RAM and second i5 2500, 16 GB RAM), this servers will work as nodes. After we will add more. We use Linux. We need some help with cluster. We don't know which cluster system to use for this reason. And maybe some help (instructions). And please don't say that we need to forget it. Thank you for answers!

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  • ????JavaFX??Java???????·?????????????????Java Developer Workshop #2?????|WebLogic Channel|??????

    - by ???02
    WebLogic Server?????????Java???????????????????WebLogic Channel?????????JavaOne 2011??Java/Java EE????????!――???????????????!!?????????????????????JavaOne 2011????????????????????????????????????JavaFX?????2011?12?1?????????????Java?????????????Java Developer Workshop #2????JavaOne 2011?JavaFX???????????????Oracle Corporation?JavaFX??????Nandini Ramani?(Client Java Group???????????)??????JavaFX 2.0-Next generation Java client solution????????????????????JavaFX?????????????????????(???)?Pure Java???????UI??????JavaFX 2.0??JavaOne 2011??Java/Java EE????????!???????????API????Java????????????1?????????Ramani?????????JavaFX????????JavaFX 2.0?????????????????????? ???JavaFX 2.0?????????????????????????????????JavaFX Script??????????????????Java?????????????·???????????????????????Java????????????????????????????? ??????????????PC????????????·??????????????????????????????????????API???????????????????·?????????????????????????????????????????????900????????????Java???????????JavaFX??????????????????????????????·???????(UI)????????????????????(Ramani?) Ramani??????JavaFX 2.0??????/???????????100% Java API?Swing????FXML???UI????????WebKit???Web???????????????????????????? ??????FXML(FX Markup Language)???JavaFX?UI????????XML????????????????Ramani????????????????????????????????·?????????????UI????????????????????????JavaScript?Groovy?Scala???JVM???????????????????????? ???JavaFX 2.0????????(JavaFX Runtime)???????????????????????AWT????????????????OS???????????????Glass Windowing Toolkit??2D/3D????????·???????GPU???????????Prism???????????????? ?????Prism????????????????·??????????3D?????????????????????????????????????????????·????????60fps??HD??????????VP6?MP3?????????????????????????????????????·?????????????? ?????????????????????????JavaFX 2.0???????Ramani???????????????????·????????????·???????????????????????????????JavaFX 2.0?????????????·?????????????????????????????????????Prism???????????????????????????????????????????????????????????????????????JavaFX??????????·??????????????????????????????????????????????/???????????(?????????)???????????????????? ??????????????????NetBeans IDE 7.0?????Eclipse?JDeveloper???????IDE?????????????????????????????&??????????????UI???????JavaFX Scene Builder???????? ?????JavaFX 2.0???????????·???????????????3D????????????·????????????????????????????????????Ramani????JavaFX Labs????????????JavaFX 2.0????????????????????????????3D???????????????????????????????UI?????????????????????????????????????3D???·????????????????? ???JavaFX 2.0?????????????3D?????????·??????·??????????????????????·?????·?????Kinect?????????????????????·?????????????????????·?????·????Kinect????3D?????????????????????????????? ????JavaFX????????????????????????JavaFX????????·?????????Linux?????????PC?iPad???????????????????? ?????????2???????????JavaFX??Java??????????????????GUI?????????????????????????????JavaFX??????????????????????Ramani??????????? ?JavaFX???????????????????????????????·??????????????????Swing?AWT???????????????·????????????????????????????????????? ???JavaFX???????????·???????OpenJFX?????OpenJDK????????????????????????????UI??????????????????Ramani??????????????????????????????????????????????Java???????????????????JavaFX???????????????????????????????????????????:?Java Developer Workshop #2?????Nandini Ramani?????????????????????

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  • Acceptable sound quality: stereo needed for an Android game?

    - by Thomas Calc
    I have various simple short sound effects (damage sound, dying sound, thunderbolt, fanfare, breaking) for a game that is developed for Android currently. I use OGG files: 96kbps VBR, 44.1KHz, 2 channels (that means stereo, right?). I read the other stackexchange topics about "acceptable sound quality", but they're too general, address too many things. My experience is that even with 80kbps, my effects sound OK. But I tested it on a limited number of Android devices (including a Sony Ericsson Xperia Neo and a HTC Desire HD). My questions: For mobile phones and tablets, generally, what parameters are recommended? Won't my 80kbps sounds be bad on a newer device (such as a modern tablet)? I don't hear any difference between stereo and mono (2 channels vs. 1 channel, right?), is there any noticeable difference at all for mobile phones / tablets? (in terms of the player experience) May it worth it at all? I assume that stereo sounds take much more in memory (when they're decoded to PCM), despite of the fact that the compressed OGG size is practically the same. Reacting to Roy T.'s great comment: Actually, I couldn't measure the PCM size (Android decodes OGG internally), but I thought that stereo will take more space than mono when uncompressed After throwing out one of the WAV channels in Audacity, and re-exporting it: The new WAV file size is half than before The OGG file size is practically the same as before The sound effects and game music was recorded by my friend who is an experienced hobby musician/composer, but he knows little about computers & software so he just gave me some high-quality WAV files generated via his hardware.These were stereo, but if I check them in Audacity, both channels appear to be exactly the same.Can I consider them the same (= moving to mono), or might there be some unnoticeable differences to the human eye?

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  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

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  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

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  • any online service and/or application to develop a story line for an adventure game?

    - by Gajet
    I with a bunch of friend were talking about an adventure game. there will be too many possibilities in the game and the player can pick from wide varity of choices at each stage to do somthing. there will be consequences for each decision and they may or may not end the story. the result would be somthing like (picture from flashforward series S01E17)or if any of you watched hereos season 1 there is also similar time lines represented as strings in isaac mandez workshop. sorry for bad quality examples but right now I can't think of any better one. do you know any website or application which we can use to create the timeline? these features the least required ones: the ability to represent events as boxes. the ability to connect distant events to each other. the ability to move events on a scene freely the ability to expand the scene easily there should be some color options for the lines representing connections between events easily shareing the idea with one another it's much more better to have a WYSIWYG editor easily explore in the large scene of events in the end if you know any application which could let me create a board just like the one in my sample picture and share it whith other freinds it could help us a lot.

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  • The Correct Usage of DLLs with a DirectX Game?

    - by smoth190
    I'm using DirectX 10 (in C++) to make a game engine, and a test driver program on top of it. Now that I've written many messy rough drafts of an engine, I want to make the final (or sorta final) clean version. I choose to follow how I've seen other engines do it, and that's to have all the core nasty messy crap in a DLL, and then you can create games with just a few functions (well, not really :D). However, I'm unsure of what nasty messy crap to put in that DLL. I don't know about speed restrictions with DLLs. What I've done is put my winproc in the DLL, and have a class that takes the messages, and sends them through to the program using the DLL. Then that program does what it needs to do, and calls a rendering functions back in the DLL that renders everything. Only problem is it gets very low FPS (2, to be exact...). I've looked through everything, and I don't know if the way I'm using DLLs in causing this, or its something different. Whether it's the DLLs or not, I still want to know how to use a DLL correctly with a game engine. I like being neat, I hate having to see all those long names of DirectX classes. I use typedef a lot.

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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