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  • IBM présente cinq innovations IT qui pourraient changer la vie dans les cinq ans à venir

    IBM présente cinq innovations IT qui pourraient changer la vie Dans les cinq années à venir IBM vient de dévoiler, lors de la cinquième édition de son événement « Next Five in Five », cinq innovations technologiques qui pourraient changer la façon de travailler, de vivre et de jouer au cours des cinq prochaines années. IBM a observé les tendances actuelles, les nouvelles technologies développées et fait le point sur les recherches en cours dans ses laboratoire à travers le monde. S'appuyant sur ces observations, IBM pense pouvoir, dans cinq ans, nous offrir la possibilité d'interagir avec nos amis en 3D, alimenter nos batteries d'ordinateurs, portables et autres avec l'air que nous respir...

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  • MVC? patterns for game development? [closed]

    - by davivid
    Possible Duplicate: MVC-like compartmentalization in games? I am thinking of the best way to structure my project and was thought a MVC style pattern would be appropriate. Would be correct having the model handle the majority and basically being the game engine? Are there any standardised patterns recommended for simple game development? Model / Game Engine Data: Level Design, Chat feeds, etc Game Status: Player status, Enemy status, World Status etc etc. Engine: Physics, Collisions, AI View 3D: Gameplay, Camera, Rendering... 2D: UI etc Controller: Player Input UI Input

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  • XNA VertexBuffer.SetData performance suggestions

    - by CodeSpeaker
    I have a 3d world in a grid layout where each grid cell contains its separate vertex and index buffer for the mesh/terrain of that cell. When the player moves outside the boundaries of his cell, i dynamically load more cells in his walking direction based on his viewing distance. This triggers x number of vertex and indexbuffer initializations depending on how many cells that needs to be generated and causes the framerate to drop annoyingly during this time. The generation of terrain data is handled in a separate thread and runs smoothly. The vertex and index buffers are added during the update cycle of the game loop. I´ve tried batching the number of cells to be processed to avoid sending too much data at once into the buffers, which worked ok at a shorter viewing distance (about 9 cells to process), but not as well at greater distances with around 30 cells to process. Any idea how i can optimize this?

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  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

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  • PowerXpress error with Driver Catalyst. How can I fix it?

    - by J03Bukowski
    I have install Ubuntu 11.10 64bit on my Hp Dv6-3150el. My Notebook has two graphics cards: lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 02) 01:00.0 VGA compatible controller: ATI Technologies Inc Madison [AMD Radeon HD 5000M Series] I tried to install the proprietary graphics drivers ''fglrx'' available in "Additional Drivers", which does not give me 3D graphics acceleration (and I can't install those post-release). Then I can try to download and install from the website (I tried the version that Catalyst 11.8 11.12). The installation goes perfectly (I followed this guide and others), except that when I configure Xorg.conf file: sudo aticonfig --initial PowerXpress error: Cannot stat '/usr/lib64/fglrx': No such file or directory Failed to initialize libglx for discrete GPU

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  • Windows 7 Climbing the Charts, Fights for Market Share

    Microsoft has to fight with competitors in various industries for market share whether it be in computing video games or portable media devices just to name a few. The story is no different within the cell phone industry either. Within this particular mobile arena the main enemies for Microsoft are RIM Apple and Google Android. Microsoft is lagging a bit among the competition as things currently stand but they hope that will change in the near future.... Transportation Design - AutoCAD Civil 3D Design Road Projects 75% Faster with Automatic Documentation Updates!

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  • Autodesk Maya et Qt : la version 2011 est la première à se baser sur Qt, uniquement pour le meilleur

    Autodesk vient de lancer une nouvelle version d'un de ses produits phare, Maya 2011. Cette version est un peu spéciale : elle est sortie en 2010, certes, mais c'est aussi la toute première version de Maya à se baser sur Qt ! Dans tous les derniers films d'animation, jeux vidéo, et tout ce qui se fait en trois dimensions, il est plus que très probable que des parties ont été créées à l'aide d'Autodesk Maya, un des logiciels de modélisation 3D les plus répandus et les plus avancés depuis une dizaine d'années. Ce logiciel, compatible avec les trois plateformes principales, Windows, Linux et Mac OS X, est à même d'animer les rêves les plus fous de n'importe quel studio d'animation. Si, auparavant, quelques plug-ins étaient réalisés avec Qt afin d'être compatible...

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  • Many ui panels needs interaction with same object

    - by user877329
    I am developing a tool for simulating systems like the Gray-Scott model (That is systems where spatial distribution depends on time). The actual model is loaded from a DLL or shared object and the simulation is performed by a Simulation object. There are at least two situations when the simulation needs to be destroyed: The user loads a new model The user changes the size of the domain To make sure nothing goes wrong, the current Model, Simulation, and rendering Thread are all managed by an ApplicationState object. But the two cases above are initiated from two different UI objects. Is it then ok to distribute a reference to the ApplicationState object to all panels that need to access at least one method on the ApplicationState object? Another solution would be to use aggregation so that the panel from which the user chooses model knows the simulation parameter panel. Also, the ApplicationState class seems somewhat clumsy, so I would like to have something else

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  • game is playing but broken graphics

    - by mewanttux
    I installed Steam on Lubuntu and wanted to play dota2 (it has source engine) and it sayed i need a 3dts driver or something but i installed it alredy. I can start dota now, but when i start a game it is not... displaying correctly. For example when i pick a hero the 3d modell is covered in some kind of a lasershow and the map...... i looked around a bit think it is because of the drivers and i should have mesa 9. Steam can show the system specs and it says that i have nouveau Gallium 0.4 on NVAA as driver and 3.0 Mesa 10.0.0-devel (git-1100093 saucy-oibaf-ppa) as driverversion and OpenGL 3.0 i am a noob on linux and need step by step guides please

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  • How to achieve excellence in iOS Development? [on hold]

    - by Ashish Pisey
    I have been developing iOS apps for six months now and every day i find something new and exciting to learn. i feel blessed with apple docs and 3rd party APIs.I have four apps on the App Store.i have tried almost all the basic core features of iOS except core-data. MY recent interests are dynamic UI,physics(sprite kit) and social apps.As i feel lost in vast pool of knowledge,i would like to know from you expert iOS developers, what particular features should i concentrate on for the future? should i try opengl-es for 3d gaming for 64 bit processors or stick to basic 2d physics gaming for some time or the evergreen social apps category ? appreciate your help, thanx

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  • Can't control connection bit rate using iwconfig with Atheros TL-WN821N (AR7010)

    - by Paul H
    I'm trying to reduce the connection bit rate on my Atheros TP-Link TL-WN821N v3 usb wifi adapter due to frequent instability issues (reported connection speed goes down to 1Mb/s and I have to physically reconnect the adapter to regain a connection). I know this is a common problem with this device, and I have tried everything I can think of to fix it, including using drivers from linux-backports; compiling and installing a custom firmware (following instructions on https://wiki.debian.org/ath9k_htc#fw-free) and (as a last resort) using ndiswrapper. When using ndiswrapper, the wifi adapter is stable and operates in g mode at 54Mb/s (whilst when using the default ath9k_htc module, the adapter connects in n mode and the bit rate fluctuates constantly). Unfortunately, with this setup I have to run my processor using only one core, since using SMP with ndiswrapper causes a kernel oops on my system. So I want to lock my bit rate to 54Mb/s (or less, if need be) for connection stability, using the ath9k_htc module. I've tried 'sudo iwconfig wlan0 rate 54M'; the command runs with no error but when I check the bit rate with 'sudo iwlist wlan0 bitrate' the command returns: wlan0 unknown bit-rate information. Current Bit Rate:78 Mb/s Any ideas? Here's some info (hopefully relevant) on my setup: Xubuntu (12.04.3) 64bit (kernel 3.2.0-55.85-generic) using Network Manager. My Router is from Virgin Media, the VMDG480. lshw -C network : *-network description: Wireless interface physical id: 1 bus info: usb@1:4 logical name: wlan0 serial: 74:ea:3a:8f:16:b6 capabilities: ethernet physical wireless configuration: broadcast=yes driver=ath9k_htc driverversion=3.2.0-55 firmware=1.3 ip=192.168.0.9 link=yes multicast=yes wireless=IEEE 802.11bgn lsusb -v: Bus 001 Device 003: ID 0cf3:7015 Atheros Communications, Inc. TP-Link TL-WN821N v3 802.11n [Atheros AR7010+AR9287] Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 2.00 bDeviceClass 255 Vendor Specific Class bDeviceSubClass 255 Vendor Specific Subclass bDeviceProtocol 255 Vendor Specific Protocol bMaxPacketSize0 64 idVendor 0x0cf3 Atheros Communications, Inc. idProduct 0x7015 TP-Link TL-WN821N v3 802.11n [Atheros AR7010+AR9287] bcdDevice 2.02 iManufacturer 16 ATHEROS iProduct 32 UB95 iSerial 48 12345 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 60 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0x80 (Bus Powered) MaxPower 500mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 6 bInterfaceClass 255 Vendor Specific Class bInterfaceSubClass 0 bInterfaceProtocol 0 iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x01 EP 1 OUT bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0200 1x 512 bytes bInterval 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x82 EP 2 IN bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0200 1x 512 bytes bInterval 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x83 EP 3 IN bmAttributes 3 Transfer Type Interrupt Synch Type None Usage Type Data wMaxPacketSize 0x0040 1x 64 bytes bInterval 1 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x04 EP 4 OUT bmAttributes 3 Transfer Type Interrupt Synch Type None Usage Type Data wMaxPacketSize 0x0040 1x 64 bytes bInterval 1 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x05 EP 5 OUT bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0200 1x 512 bytes bInterval 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x06 EP 6 OUT bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0200 1x 512 bytes bInterval 0 Device Qualifier (for other device speed): bLength 10 bDescriptorType 6 bcdUSB 2.00 bDeviceClass 255 Vendor Specific Class bDeviceSubClass 255 Vendor Specific Subclass bDeviceProtocol 255 Vendor Specific Protocol bMaxPacketSize0 64 bNumConfigurations 1 Device Status: 0x0000 (Bus Powered) iwlist wlan0 scanning: wlan0 Scan completed : Cell 01 - Address: C4:3D:C7:3A:1F:5D Channel:1 Frequency:2.412 GHz (Channel 1) Quality=37/70 Signal level=-73 dBm Encryption key:on ESSID:"my essid" Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 18 Mb/s 24 Mb/s; 36 Mb/s; 54 Mb/s Bit Rates:6 Mb/s; 9 Mb/s; 12 Mb/s; 48 Mb/s Mode:Master Extra:tsf=00000070cca77186 Extra: Last beacon: 5588ms ago IE: Unknown: 0007756E69636F726E IE: Unknown: 010882848B962430486C IE: Unknown: 030101 IE: Unknown: 2A0100 IE: Unknown: 2F0100 IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : CCMP TKIP Authentication Suites (1) : PSK IE: Unknown: 32040C121860 IE: Unknown: 2D1AFC181BFFFF000000000000000000000000000000000000000000 IE: Unknown: 3D1601080400000000000000000000000000000000000000 IE: Unknown: DD7E0050F204104A0001101044000102103B00010310470010F99C335D7BAC57FB00137DFA79600220102100074E657467656172102300074E6574676561721024000631323334353610420007303030303030311054000800060050F20400011011000743473331303144100800022008103C0001011049000600372A000120 IE: Unknown: DD090010180203F02C0000 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : CCMP TKIP Authentication Suites (1) : PSK IE: Unknown: DD180050F2020101800003A4000027A4000042435E0062322F00 iwconfig: lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"my essid" Mode:Managed Frequency:2.412 GHz Access Point: C4:3D:C7:3A:1F:5D Bit Rate=78 Mb/s Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=36/70 Signal level=-74 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:0 Missed beacon:0,

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  • Aspose.Words 9.0.0 Released! A word processing component for .NET applications

    What is new in this release?  The long awaited version of Aspose.Words for .NET 9.0.0 has been released. This new release of Aspose.Words includes plenty of new and remarkable features like updated/rebuilt a table of contents, handling embedded OLE objects, ISO 29500 Transitional support,  Footnotes rendering, EPUB embedding and many more.   The list of new and improved features in this release are listed below - Table of Contents (TOC) fields are now updated/rebuilt....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Game Development Resources? [closed]

    - by stas
    I want to make an iPhone game and I was wondering if somebody could point me to some resources. Before you rage and close this, I am not looking for just a tutorial on programming, I could just google that. I need to find a tutorial on how to actually make a game, as in how to organize your code, what type of methods to run in separate threads, how to manage these threads in a game, etc. I already know everything I need; I can write a physics engine from scratch, I can write a 3D graphics pipeline from scratch, and so on. What I cannot figure out is how to combine all of this knowledge into correctly and efficiently making a game. Obviously for this one would probably go to college, but seeing as I am still in high school, that is not an option. If anyone would know some tutorials or resources, any pointers would be appreciated.

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  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

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  • Le futur du jeu vidéo occupera-t-il tout votre salon ? Oui, d'après Microsoft qui a déposé un brevet très intéressant

    La 2D, puis la 3D, des graphismes quasiment photoréalistes, la reconnaissance de mouvements, tout cela tend dans une même direction : rendre le jeu vidéo encore plus immersif. Une demande de brevet déposée par Microsoft montre que l'entreprise a décidé d'aller encore plus loin. Selon le site Patentbolt, qui suit et piste les brevets ayant trait à la high-tech, Microsoft vient de se voir accorder un brevet pour « un environnement d'affichage immersif qui est proposé à l'utilisateur humain par projection d'une image périphérique sur les surfaces de son environnement. Les images périphériques servent d'extension aux images affichées sur l'écran principal. ...

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  • Why does Windows 7 overall performance is better than Ubuntu 11.10?

    - by user37805
    I have a i7 2600 processor, 8Gb DDR3 ram, nVidia GTX570, and Ubuntu takes 45-50 seconds to boot and 32-35 seconds to power off, while windows 7 boots in 20-25 seconds and shuts down in 10 seconds. Both OS with autologin enabled, and in dual boot. Ubuntu is slow with preload too, and doesn't show any boot splash after installing drivers and didn't recognize my nVidia graphics card on jockey GTK, I had to add x swat repository and that didn't worked. I installed proprietary drivers through terminal (nvidia-common, nvidia-settings) in order to have 3d acceleration. But it doesn't make any difference on the speed. I also have a Pentium 4 PC and ubuntu 11.10 is way faster than windows 7 or XP. Also with nvidia graphics card and preload. http://paste.ubuntu.com/924890/ there is my boot script, sorry but some words are in Spanish because my ubuntu is in Spanish. Not using WUBI, Ubuntu has its own partition, 64-bits, and Matlab 2011 has very low performance compared to windows version.

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  • debian (stable), google chrome, sencha and tranparency [closed]

    - by Kim Alders
    I am a bit unsure where to post this, but i guess it should be here, as it has to do with rendering in a browser. We have a sencha touch 1.1 application running in Google Chrome. On mij own computer (ubuntu) there are no problems. On the touch screen attached to a computer running debian-OS, transparency is shown as semi-transparent. It happens on sliders. Sliders have a button on them. This button is rendered bij sencha with CSS. It is NOT an image. Anyone has any idea how to get it 'nice' on debian too

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  • Which game library/engine to choose?

    - by AllTheThingsSheSaid
    I'm not a programming beginner at all. I've tried 2 libraries/engines so far, allegro and Unity. For allegro. i think its not good if i wanna make a career in gaming industry since its not powerful enough. I don't feel comfortable with unity. Its more like a software like photoshop or flash. You can do almost everything with pre-defined functions, tools and with less coding. I need something which offers less tools and pre defined functions and more coding work. It would be awesome if its free and c/c++ based. I need both 2D/3D. and please, don't tell me to make my own library, i am not "that" advance. Any other information about gaming industry would be greatly appreciated.

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  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

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  • Compiz ( or even compositing in general) is not starting up when I login. Solution?

    - by ender.cc
    Whenever I log into a desktop environment, it doesn't seem that compositing is starting. Unity 2D works fine, but when I go to Unity 3D Compiz doesn't start up. I have to type compiz --replace & in terminal every time I login. Another example is when I log into a Cinnamon session, theming support is suddenly gone (although this may be a separate issue). If it helps im using the latest (295.40) NVIDIA drivers. EDIT: I am having exactly the same issue in both cases, upgrading from 11.10 and with a clean installation, in 32 and 64 bits. Related post.

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  • Can anyone list some real examples of 'HTML5' being used in the wild?

    - by betamax
    I am using HTML5 in the same way everyone seems to be using it these days, meaning: HTML5 tags, Canvas / 3D / javascript and CSS3. I am struggling to find examples of sites that are using these technologies practically and that are not just a demo of something cool someone has managed to do using Canvas or CSS3 transforms or shapes. I am looking for sites that have a nice visual look but also take advantage of things like animation, scrolling and offset à la Silverback or the Canvas to create an interactive and I guess 'Flash-looking' site. These are some examples that I have found: Scrolling http://nikebetterworld.com/index http://benthebodyguard.com/ Animation http://www.elladesign.com/contact.html Other http://www.pirateslovedaisies.com/ I am using HTML5 loosely and I hate to be using it. I would be happy if you listed a really visually appealing Javascript-based site but it didn't have the HTML5 doctype.

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  • XNA stopped compiling my model x files

    - by HuseyinUslu
    So I've a 3d game project I'm working on and I'm using 2 model files (SkyBlock.x and AimedBlock.x). So until now everything was all good and my models files were compiled all okay and I was able to use them within my game. With the latest changes (which I don't know what caused it really) - XNA stopped compiling my model files and instead only outputs files; AimedBlockxnb - 1kb SkyDome.xnb - 1kb SkyDomeTexture.xnb - 1389 kb SkyDomeTexture_0.xnb - 419 kb So I created a test XNA game project and moved all my asset's to new solution content project's and tried compiling them and saw that they're all good. AimedBlockxnb - 2kb SkyDome.xnb - 13kb SkyDomeTexture.xnb - 4097 kb SkyDomeTexture_0.xnb - 683 kb So I guess my main project sucks there but I couldn't came with a solution. I even tried overwriting my game's content project with new game's content project (which was all okay) but it didn't work. Anybody had similar issues?

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  • Depth Map resolution shifting

    - by user3669538
    the problem is with shadow mapping as you can see, actually it works fine but in a certain condition that the Depth Map size must be equal to the size of rendering buffer, I use an infinite directional light so if the window is 800x600 the depth map must be 800x600, and when i change the size of the shadow map to be 900x600 it starts to be shifted and when it's size be 1024x1024 it also shifts till it disappears the GLSL shadow function float calcShadow(sampler2D Dmap, vec4 coor){ vec4 sh = vec4((coor.xyz/coor.w),1); sh.z *= 0.9; return step(sh.z,texture2D(Dmap,sh.xy).r); } here's the result when it's the same size as the window Colored result & Depth Map and here's the shifted result, as you can notice the depth map is exactly as the previous one with the addition of white space to the right. Colored result http://goo.gl/5lYIFV Depth Map http://goo.gl/7320Dd

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  • How to implement custom texture formats in Android?

    - by random1337
    What I know: Android can load PNG, BMP, WEBP,... via BitmapFactory. What I want to achive: Load my own 2D file format (e.g. 1-bit texture with a 1-bit alpha channel) and output a RGBA8888 texture. Question: Is there any interface to achieve this?(or any other way) The resulting image is used as a texture for a 3D model. Why would you do that? Saving phone memory and download bandwidth while expanding the texture at runtime to RAM seems reasonable for very simple textures.

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  • Common light map practices

    - by M. Utku ALTINKAYA
    My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures. 1) Of course, I want to create an atlas, but how do you split atlases to pages, I mean do you group the lm's of objects that are close to each other, and load light maps on the fly if scene is expected to be big. 2) the 3d authoring software provides automatic uv coordinates for each mesh in the scene, but there are empty areas in the texel space, so if I scale the texture polygons the texel density of each face wil not match other meshes, if I create atlas like that there will be varying lm resolution, how do you solve this, just leave it as it is, or ignore resolution ? Actually these questions also applies to other non tiled maps.

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