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  • 3D collision detection with meshes using only raycasting?

    - by Nick
    I'm building a game using WebGL and Three.js, and so far I have a terrain with a guy walking on it. I simply cast a ray downwards to know the terrain height. How can I do this for other 3D objects, like the inside of a house? Is this possible by casting many rays in every direction of the player? If not, I would like to know how I can achieve the simplest collision detection possible for other meshes. Do you have to cast a ray to every triangle in every mesh nearby?

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  • Seperating entities from their actions or behaviours

    - by Jamie Dixon
    Hi everyone, I'm having a go at creating a very simple text based game and am wondering what the standard design patterns are when it comes to entities (characters, sentient scenery) and the actions those entities can perform. As an example, I have entity that is a 'person' with various properties such as age, gender, height, etc. This 'person' can also perform some actions such as speaking, walking, jumping, flying, etc etc. How would you seperate out the entity from the actions it can perform and what are some common design patterns that solve this kind of problem?

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  • Farseer Physics Engine and the Ms-PL License

    - by Stephen Tierney
    Am I able to produce code for a game which uses the Farseer engine and release my code under an open source license other than the Ms-PL? My concern is with the following section from the license: If you distribute any portion of the software in source code form, you may do so only under this license by including a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object code form, you may only do so under a license that complies with this license. If I do not include Farseer in my source code distribution does this give me an exemption from this clause as I am not distributing the software? My code merely uses its functions. No where in the license does it force you to provide source code for derivative works or linking works, it simply gives you the option of "if you distribute".

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  • assigning values to shader parameters in the XNA content pipeline

    - by Nick
    I have tried creating a simple content processor that assigns the custom effect I created to models instead of the default BasicEffect. [ContentProcessor(DisplayName = "Shadow Mapping Model")] public class ShadowMappingModelProcessor : ModelProcessor { protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { EffectMaterialContent shadowMappingMaterial = new EffectMaterialContent(); shadowMappingMaterial.Effect = new ExternalReference<EffectContent>("Effects/MultipassShadowMapping.fx"); return context.Convert<MaterialContent, MaterialContent>(shadowMappingMaterial, typeof(MaterialProcessor).Name); } } This works, but when I go to draw a model in a game, the effect has no material properties assigned. How would I go about assigning, say, my DiffuseColor or SpecularColor shader parameter to white or (better) can I assign it to some value specified by the artist in the model? (I think this may have something to do with the OpaqueDataDictionary but I am confused on how to use it--the content pipeline has always been a black box to me.)

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  • Drawing territories border in 2d map

    - by Gabriel A. Zorrilla
    I'm programming a little web strategy game. In the country map I pretend to display each country with a national color. The issue is how to render the borders in a simple and efficient way. Right now I'm planning to set a field to each tile called "border" with values from 0 to 8. The algorithm would check for EVERY tile is its adjacent has a different "owner". If the tile is inside the territory, the border value would be 0, because would not have adjacent any tile with different owner, if not, would vary between 1 (north) clockwise to 9 (north-west) and then draw the border. I find this simple but too processor-intensive. Are there any other "pro" choices to render territories borders?

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  • jMonkey Quest Database

    - by theJollySin
    I am building a game in jMonkey (Java) and I have so far only used default quest text. But now I need to start populating a lot of quests with text. My design requires A LOT of quests texts. What is the best way to build a database of quest texts in jMonkey? I don't have a lot of real experience with databases. Is there a database that integrates well with jMonkey? Here are the ideal properties I want in my database, in order of priority: Reasonably light learning curve Easy portability (in Java) to Windows, Linux, and Mac OSX Good interface with Java Good interface with jMonkey The ability to add properties to the quests: ID, level, gender, quest chain ID, etc. Or am I wrong in thinking I need to use some giant monster like SQL? I haven't been able to find much information on this, so are people using some non-database methods for storing things like quest text in jMonkey?

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  • Browser-based MMOs (WebGL, WebSocket)

    - by Alon Gubkin
    Do you think it is technically 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. UPDATE (September 2012): RuneScape, which is a very popular 3D browser-based MMORPG that used Java Applets so far has announced that it will use HTML5 for their client (source). Java (left) and HTML5 (right)

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  • What is wrong with my Dot Product?

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • Collision Detection and Resolution in Three.js

    - by androidmaster
    So at the moment am making a simple game using three.js and three.firstpersonControls.js but with the current Three.js r66, they apparently removed checkWallCollision and then in the r67 firstpersonControls removed support for that collision. SO my question is how would i go about checking collision in 3D using three.js and then resolution to that collision. (Pushing player out of the block) Note I used a 2D array to generate the world so it's only cubes that I have to check collision with.... if this is a bad question or am lacking something please tell me before you -rep me, am just not sure how to do this and google doesn't want to help

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  • Ogre3D, OGRE_NEW gives editor errors

    - by automaticoo
    Hello Game Developers, I am trying to get more experienced with OGRE3D and I am following the basic tutorials on the website. All the code samples compile just fine. The first time I encountered a "error" was in Basic Tutorurial 3. The code line where visual studio says something is not right is : mTerrainGroup = OGRE_NEW Ogre::TerrainGroup(mSceneMgr, Ogre::Terrain::ALIGN_X_Z, 513, 12000.0f); Visual studio compiles this line but it shows a ugly red line beneath it and on mouse hover it says "#define OGRE_NEW new (FILE, LINE, FUNCTION) Error: no instance of overloaded 'operator new' matches the argument list" or if I mouse hover over Ogre::TerrainGlobalOptions() it says "Error: expected a type specifier". I searched on google but couldn't find my answer. I got about a year c++ experience but that was mainly with the WinSock libarys. Thanks in advance.

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  • Improved Performance on PeopleSoft Combined Benchmark using SPARC T4-4

    - by Brian
    Oracle's SPARC T4-4 server running Oracle's PeopleSoft HCM 9.1 combined online and batch benchmark achieved a world record 18,000 concurrent users experiencing subsecond response time while executing a PeopleSoft Payroll batch job of 500,000 employees in 32.4 minutes. This result was obtained with a SPARC T4-4 server running Oracle Database 11g Release 2, a SPARC T4-4 server running PeopleSoft HCM 9.1 application server and a SPARC T4-2 server running Oracle WebLogic Server in the web tier. The SPARC T4-4 server running the application tier used Oracle Solaris Zones which provide a flexible, scalable and manageable virtualization environment. The average CPU utilization on the SPARC T4-2 server in the web tier was 17%, on the SPARC T4-4 server in the application tier it was 59%, and on the SPARC T4-4 server in the database tier was 47% (online and batch) leaving significant headroom for additional processing across the three tiers. The SPARC T4-4 server used for the database tier hosted Oracle Database 11g Release 2 using Oracle Automatic Storage Management (ASM) for database files management with I/O performance equivalent to raw devices. Performance Landscape Results are presented for the PeopleSoft HRMS Self-Service and Payroll combined benchmark. The new result with 128 streams shows significant improvement in the payroll batch processing time with little impact on the self-service component response time. PeopleSoft HRMS Self-Service and Payroll Benchmark Systems Users Ave Response Search (sec) Ave Response Save (sec) Batch Time (min) Streams SPARC T4-2 (web) SPARC T4-4 (app) SPARC T4-4 (db) 18,000 0.988 0.539 32.4 128 SPARC T4-2 (web) SPARC T4-4 (app) SPARC T4-4 (db) 18,000 0.944 0.503 43.3 64 The following results are for the PeopleSoft HRMS Self-Service benchmark that was previous run. The results are not directly comparable with the combined results because they do not include the payroll component. PeopleSoft HRMS Self-Service 9.1 Benchmark Systems Users Ave Response Search (sec) Ave Response Save (sec) Batch Time (min) Streams SPARC T4-2 (web) SPARC T4-4 (app) 2x SPARC T4-2 (db) 18,000 1.048 0.742 N/A N/A The following results are for the PeopleSoft Payroll benchmark that was previous run. The results are not directly comparable with the combined results because they do not include the self-service component. PeopleSoft Payroll (N.A.) 9.1 - 500K Employees (7 Million SQL PayCalc, Unicode) Systems Users Ave Response Search (sec) Ave Response Save (sec) Batch Time (min) Streams SPARC T4-4 (db) N/A N/A N/A 30.84 96 Configuration Summary Application Configuration: 1 x SPARC T4-4 server with 4 x SPARC T4 processors, 3.0 GHz 512 GB memory Oracle Solaris 11 11/11 PeopleTools 8.52 PeopleSoft HCM 9.1 Oracle Tuxedo, Version 10.3.0.0, 64-bit, Patch Level 031 Java Platform, Standard Edition Development Kit 6 Update 32 Database Configuration: 1 x SPARC T4-4 server with 4 x SPARC T4 processors, 3.0 GHz 256 GB memory Oracle Solaris 11 11/11 Oracle Database 11g Release 2 PeopleTools 8.52 Oracle Tuxedo, Version 10.3.0.0, 64-bit, Patch Level 031 Micro Focus Server Express (COBOL v 5.1.00) Web Tier Configuration: 1 x SPARC T4-2 server with 2 x SPARC T4 processors, 2.85 GHz 256 GB memory Oracle Solaris 11 11/11 PeopleTools 8.52 Oracle WebLogic Server 10.3.4 Java Platform, Standard Edition Development Kit 6 Update 32 Storage Configuration: 1 x Sun Server X2-4 as a COMSTAR head for data 4 x Intel Xeon X7550, 2.0 GHz 128 GB memory 1 x Sun Storage F5100 Flash Array (80 flash modules) 1 x Sun Storage F5100 Flash Array (40 flash modules) 1 x Sun Fire X4275 as a COMSTAR head for redo logs 12 x 2 TB SAS disks with Niwot Raid controller Benchmark Description This benchmark combines PeopleSoft HCM 9.1 HR Self Service online and PeopleSoft Payroll batch workloads to run on a unified database deployed on Oracle Database 11g Release 2. The PeopleSoft HRSS benchmark kit is a Oracle standard benchmark kit run by all platform vendors to measure the performance. It's an OLTP benchmark where DB SQLs are moderately complex. The results are certified by Oracle and a white paper is published. PeopleSoft HR SS defines a business transaction as a series of HTML pages that guide a user through a particular scenario. Users are defined as corporate Employees, Managers and HR administrators. The benchmark consist of 14 scenarios which emulate users performing typical HCM transactions such as viewing paycheck, promoting and hiring employees, updating employee profile and other typical HCM application transactions. All these transactions are well-defined in the PeopleSoft HR Self-Service 9.1 benchmark kit. This benchmark metric is the weighted average response search/save time for all the transactions. The PeopleSoft 9.1 Payroll (North America) benchmark demonstrates system performance for a range of processing volumes in a specific configuration. This workload represents large batch runs typical of a ERP environment during a mass update. The benchmark measures five application business process run times for a database representing large organization. They are Paysheet Creation, Payroll Calculation, Payroll Confirmation, Print Advice forms, and Create Direct Deposit File. The benchmark metric is the cumulative elapsed time taken to complete the Paysheet Creation, Payroll Calculation and Payroll Confirmation business application processes. The benchmark metrics are taken for each respective benchmark while running simultaneously on the same database back-end. Specifically, the payroll batch processes are started when the online workload reaches steady state (the maximum number of online users) and overlap with online transactions for the duration of the steady state. Key Points and Best Practices Two PeopleSoft Domain sets with 200 application servers each on a SPARC T4-4 server were hosted in 2 separate Oracle Solaris Zones to demonstrate consolidation of multiple application servers, ease of administration and performance tuning. Each Oracle Solaris Zone was bound to a separate processor set, each containing 15 cores (total 120 threads). The default set (1 core from first and third processor socket, total 16 threads) was used for network and disk interrupt handling. This was done to improve performance by reducing memory access latency by using the physical memory closest to the processors and offload I/O interrupt handling to default set threads, freeing up cpu resources for Application Servers threads and balancing application workload across 240 threads. A total of 128 PeopleSoft streams server processes where used on the database node to complete payroll batch job of 500,000 employees in 32.4 minutes. See Also Oracle PeopleSoft Benchmark White Papers oracle.com SPARC T4-2 Server oracle.com OTN SPARC T4-4 Server oracle.com OTN PeopleSoft Enterprise Human Capital Managementoracle.com OTN PeopleSoft Enterprise Human Capital Management (Payroll) oracle.com OTN Oracle Solaris oracle.com OTN Oracle Database 11g Release 2 oracle.com OTN Disclosure Statement Copyright 2012, Oracle and/or its affiliates. All rights reserved. Oracle and Java are registered trademarks of Oracle and/or its affiliates. Other names may be trademarks of their respective owners. Results as of 8 November 2012.

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  • Alternative to pyGame ?

    - by stighy
    Hi, i'm learning something about game programming from a book about "pyGame". pyGame is simple, but... python is a little complex and different from my previous knoweledge about programming. I know "classical" language: C# (also C/C++), Java ... I know a lot of people love Python but for me is a little harder to learn! So i'm looking something like "pyGame" but for java or for c# ... A library with which i can do almost the same thing i can do with pygame (so .. do more with less code ... and headhace). Thank you Ps: excuse my "poor" english!

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  • Exporting the frames in a Flash CS5.5 animation and possibly creating the spritesheet

    - by Adam Smith
    Some time ago, I asked a question here to know what would be the best way to create animations when making an Android game and I got great answers. I did what people told me there by exporting each frame from a Flash animation manually and creating the spritesheet also manually and it was very tedious. Now, I changed project and this one is going to contain a lot more animations and I feel like there has to be a better way to to export each frame individually and possibly create my spritesheets in an automated manner. My designer is using Flash CS5.5 and I was wondering if all of this was possible, as I can't find an option or code examples on how to save each frame individually. If this is not possible using Flash, please recommend me another program that can be used to create animations without having to create each frame on its own. I'd rather keep Flash as my designer knows how to use it and it's giving great results.

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  • farseer physics xbox samples not working

    - by Hugh
    I have downloaded a few of the sample projects from the official farseer physics website and i just cant get them to run on my xbox. -My connection to the xbox is fine, other xbox projects debug fine on my xbox -I have tried running both the xbox versions of the samples (for example the farseer hello world sample project) and the windows version by right-clicking the project and making a copy for xbox. I get a bunch of errors but what i always get is "unreachable code detected" referring to code in the farseer library, it seems to be a problem to do with referencing/linking the farseer library to the main game project. Help please!

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  • Slick and Timers?

    - by user3491043
    I'm making a game where I need events to happen in a precise amount of time. Explanation : I want that event A happens at 12000ms, and event B happens every 10000ms. So "if"s should looks like this. //event A if(Ticks == 12000) //do things //even B if(Ticks % 10000 == 0) //do stuff But now how can I have this "Ticks" value ? I tried to declare an int and then increasing it in the update method, I tried 2 ways of increasing it : Ticks++; It doesn't works because the update method is not always called every microseconds. Ticks += delta; It's kinda good but the delta is not always equals to 1, so I can miss the precise values I need in the if statements So if you know how can I do events in a precise amount of time please tell me how can I do this

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  • Procedural landscape generation but not just fractals

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • How to render 2D particles as fluid?

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? This is for a 2D game, where the perspective is from the side, like this. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The simplest way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water.

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  • genetic algorithm for leveling/build test

    - by Renan Malke Stigliani
    I'm starting o build a online PVP (duel like, one-to-one) game, where there is leveling, skill points, special attacks and all the common stuff. Since I never did anything like that, I'm still thinking about the maths behind the level/skill/special balances. So I thought good way of testing the best/combo builds would implement a Genetic Algorith. It'd be like that: Generate a big portion of random characters Make them fight, level them up accordingly to the victories(more XP)/losses(less XP) Mate the winners, crossing their builds, to try to make even best characters Add some more random chars, emulating new players Repeat the process for some time, or util find some chars who can beat everyone butts So I could play with the math and try to find the balance where the top x% chars would be a mix of various build types. So, is it a good idea, or there are some other easier method to do the balance? PS: I like this also, because it sounds funny

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  • Best approach for unit enemy "awareness" in RTS?

    - by Phil
    I'm using Unity3d to develop an RTS/TD hybrid prototype game. What is the best approach to have "awareness" between units and their enemies? Is it sane to have every unit check the distance to every enemy and engage if within range? The approach I'm going for right now is to have a trigger sphere on every unit. If an enemy enters the trigger, the unit becomes aware of the enemy and starts distance checking. I'm imagining that this would save some unnecessary checks? What's the best practice here (if there's such a thing)? Thanks for reading.

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  • 2d libgdx: runtime level generation

    - by lxknvlk
    I have encountered a problem during my first game development: I thought of a Array<Ground> groundArray that does groundArray.add when a new ground will appear on the screen, and removes oldest ground when it will no longer be seen, if player only moves to the right, like in flappy bird. The perfect structure would be a queue for such a mechanic, but libgdx doesnt have one. Using libgdx's Array is not intuitive too - i have to reverse the order of elements. It has a method pop() that removes the last element, but no such method to use on the first element. What are my options here? extend Array class and add something? writing my own queue-like class?

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  • Is there a way to use scala with html5?

    - by Maik Klein
    I want to create a very simple 2d multiplayer browsergame in html5. Something like Scalatron I mainly want to do this to improve my scala skills, the problem is I would have to code the clientside code in javascript and the serverside code in scala. This would result in duplicated code. Another option would be to ignore the html5 part and write it in opengl. But I would still prefer to have a html5 game. I could do this is in javascript, but then it would destroy the whole purpose of learning scala. Is there a way to use scala with html5? Or what would you recommend me to do?

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  • Derive a algorithm to match best position

    - by Farooq Arshed
    I have pieces in my game which have stats and cost assigned to them and they can only be placed at a certain location. Lets say I have 50 pieces. e.g. Piece1 = 100 stats, 10 cost, Position A. Piece2 = 120 stats, 5 cost, Position B. Piece3 = 500 stats, 50 cost, Position C. Piece4 = 200 stats, 25 cost, Position A. and so on.. I have a board on which 12 pieces have to be allocated and have to remain inside the board cost. e.g. A board has A,B,C ... J,K,L positions and X Cost assigned to it. I have to figure out a way to place best possible piece in the correct position and should remain within the cost specified by the board. Any help would be appreciated.

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  • Rendering skybox in first person shooter

    - by brainydexter
    I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. However, I can't wrap my head around the camera transformations that I need to apply to get it right. My render loop looks something like this: mp_Camera-ApplyTransform() :: Takes the current player transformation and inverts it and pushes that on the modelview stack. Draw GameObjects Draw Skybox DrawSkybox does the following: glEnable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_FALSE); // draw the cube here with extents glDisable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_TRUE); Do I need to translate the skybox by the translation of the camera ? (btw, that didn't help either) EDIT: I forgot to mention: It looks like a small cube with unit extents. Also, I can strafe in/out of the cube. Screenshot:

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  • Random Map Generation in Java

    - by Thomas Owers
    I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path tiles, the problem I have is that I have no idea where to start on generating a map randomly. It would need to have terrain sections (Like a part of it will be sand, part dirt etc) Similar to how Minecraft is where you have different biomes and they seamlessly transform into each other. Lastly I would also need to add random paths into this as well going in different directions all over the map. I'm not asking anyone to write me all the code or anything, just piont me into the right direction please. tl;dr - Generate a tile map with biomes, paths and make sure the biomes seamlessly go into each other. Any help would be much appreciated! :) Thank you.

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  • Thread-safety in Cocos2d-iPhone?

    - by Malax
    After tinkering a bit with cocos2d, I discovered that there is no classic game loop and everything is more-or-less event driven. I guess I can wrap my head around that, no problem. But I cannot find anything about thread safety. Say, I schedule something to occur every two seconds, which Thread will run the code? Given that I cannot find anything about that, I guess there is just one Cocos2d Thread and everything will be fine. Nevertheless, this implicit assumption does not give me a good feeling. Knowing is better than guessing. ;-) Can anyone shed some light onto that topic?

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