Search Results

Search found 13565 results on 543 pages for '3d game'.

Page 377/543 | < Previous Page | 373 374 375 376 377 378 379 380 381 382 383 384  | Next Page >

  • Python - network buffer handling question...

    - by Patrick Moriarty
    Hi, I want to design a game server in python. The game will mostly just be passing small packets filled with ints, strings, and bytes stuffed into one message. As I'm using a different language to write the game, a normal packet would be sent like so: Writebyte(buffer, 5); // Delimit type of message Writestring(buffer, "Hello"); Sendmessage(buffer, socket); As you can see, it writes the bytes to the buffer, and sends the buffer. Is there any way to read something like this in python? I am aware of the struct module, and I've used it to pack things, but I've never used it to actually read something with mixed types stuck into one message. Thanks for the help.

    Read the article

  • How does one search/poll all modal info in a frame automatically?

    - by user310631
    As you'll no-doubt be able to tell momentarily, I have little knowledge of the programming world. That being said, here goes.... In this scenario, there's a Java-based game that has a map of the game world oriented in an X, Y coordinate tile system. Some of the grid tiles are player cities, some are non-player locations. The game runs inside a frame in the browser, the X, Y coordinate map feature is one optional view, and the entire map is not available to view at any one time. Each grid tile has an "Onclick" event and an "Onmouseover" event. The mouseover event is a tooltip, the click event is something called a "modal" that has information specific to that tile. What I'd like to find out is: How can I poll all the grid tiles' "modal" information using some kind of script or other auto-running polling feature?

    Read the article

  • Maven archetype from project - how to preserve package names ?

    - by lisak
    Hey, I'm trying to grab my project and generate an Archetype from it via : archetype:create-from-project The thing is, that my project has src/main/java package structure com.sample.app, but the archetype must have it as I want (org.example.game) ... Ideally as user want when generating the project from archetype, but that is impossible I suppose. It would have to grab groupId and artifactId and generate archetype-resources/src/main/java based on this input. Anyway, that's why there is this argument I suppose : packageName mvn archetype:create-from-project -DpackageName=org.example.game But it doesn't work and there is still archetype-resources/src/main/java/org/sample/game ..

    Read the article

  • rails howto compare datetime ?

    - by fenec
    hello, i have games in my sqLite DB with the attribute starting_date( t.date :starting_date). i would like to know all the games that have alreday started so i am using this lines of code: Game.find :all,:conditions=>"starting_date <= #{Date.today}" Game.find_by_sql("SELECT * FROM "games" WHERE (created_at < 2010-05-13)") the result is nill,even though i know that i have games that have already started like this one : #<Game id: 1, team_1_id: 2, team_2_id: 1, status: 2, team_1_points: nil, team_2_points: nil, starting_date: "2010-05-05", winner: 1, sport: "football", country: nil, league: "calcio", created_at: "2010-04-07 00:09:21", updated_at: "2010-05-13 00:57:19"> what am i doing wrong here?

    Read the article

  • Teacher confused about MVC?

    - by Gideon
    I have an assignment to create a game in java using MVC as a pattern. The thing is that stuff I read about MVC aren't really what the teacher is telling me. What I read is that the Model are the information objects, they are manipulated by the controllers. So in a game the controller mutates the placement of the objects and check if there is any collision etc. What my teacher told me is that I should put everything that is universal to the platform in the models and the controllers should only tell the model which input is given. That means the game loop will be in a model class, but also collision checks etc. So what I get from his story is that the View is the screen, the Controller is the unput handeler, and the Model is the rest. Can someone point me in the right direction?

    Read the article

  • AIR app still running when the iphone is blocked?

    - by nmarti
    I just made a simple game with flash professional 6.0 and adobe AIR sdk 3.4 for iPhone. The problem is this: when I lock the iphone pressing the power button, the screen switches off as usual, but the music of the game still sounds. If I exit the game pressing the home button it exits fine. Is only when locking the phone with the app opened. Also, I opted-out of multitasking for my app, so if I close my app with the home button and I reload it, it loads the main menu. Anyone knows how can I solve this?

    Read the article

  • Show a SplashScreenScene before to GameScene?

    - by lisovaccaro
    I want to add a splash screen to my game. I created a SplashScene.sks and a SplashScene.swift file. I'm trying to load my SplashScene before GameScene but I cannot manage to do it. How should I do this? This is what I'm trying now: class GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let skView = self.view as SKView skView.ignoresSiblingOrder = true /* Set the scale mode to scale to fit the window */ var scene = SplashScreenScene() // Present SplashScreenScene first scene.scaleMode = .AspectFill skView.presentScene(scene) } Then on my SplashScreenScene: class SplashScreenScene: SKScene { override func didMoveToView(view: SKView) { self.size = view.bounds.size self.anchorPoint = CGPointMake(0.5, 0.5) var background = SKSpriteNode(imageNamed:"LaunchImage") self.addChild(background) // Start timer to load next scene NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("changeScene"), userInfo: nil, repeats: false) } func changeScene() { let scene = GameScene() view.presentScene(scene) } } This is very close to the solution, however for some reason when I do this my game becomes laggy (if I present GameScene directly the game runs fine).

    Read the article

  • Segmentation fault problem (C)

    - by user228938
    I have a struct named Game with an array of levels, defined like this: typedef struct { Level levels[x]; } Game; When I compile the code, if x is 1, 2 or 3, the program runs normally. If it's any other value (4, for instance), I get a segmentation fault. I'm not accessing the array anywhere. Main is something like this at the moment (commented everything except the initialization): int main (...) { Game g; return 0; } Any clue of what this might be? Thanks in advance.

    Read the article

  • C#.NET Reload configuration settings from an external config file during run-time.

    - by user569850
    I'm writing a game server in C#.Net and would like to reload or refresh settings from a config file while the server is running. Ideally I would like to save the settings in an XML file, have the ability to edit the file while the game server is running and then send the server the command to reload the settings from the file. I know I can use a database to do this as well, but the game server is fairly small and I think it would be more practical to just save settings in a flat-file. I will have file-level access to the machine the server will run on. What should I use?

    Read the article

  • How would I go about implementing a stopwatch with different speeds?

    - by James
    Ideally I would like to have something similar to the Stopwatch class but with an extra property called Speed which would determine how quickly the timer changes minutes. I am not quite sure how I would go about implementing this. Edit Since people don't quite seem to understand why I want to do this. Consider playing a soccer game, or any sport game. The halfs are measured in minutes, but the time-frame in which the game is played is significantly lower i.e. a 45 minute half is played in about 2.5 minutes.

    Read the article

  • Codeigniter - selecting children and parents from db

    - by Tomek Buszewski
    I want to pull from my database records corresponding to parent_id, like this: function getChildren($id, $parent_id) { $q = $this->db->select('id, name, slug, plat'); $q = $this->db->from('games'); $q = $this->db->where('parent_id',$id); $q = $this->db->or_where('id',$parent_id); $q = $this->db->get(); return $q->result_array(); } It - if it's a children game - get parent_id and search for a game with such id and for other games that has parent_id same as this one. If it's the parent game, it only looks for games with parent_id same as it's id. The problem is... it's not always working. I have four games in db: id | parent_id | title 15 | 0 | Abe 19 | 15 | Abe 20 | 0 | RE2 21 | 20 | RE2 DS First two works, last two - only children (id = 21) shows parent.

    Read the article

  • Collision detection, visual C++

    - by hidden
    Hi, i am trying to do collision detection in visual C++ for a racing game. I found this site http://www.gamedev.net/reference/articles/article735.asp which seems like the thing i need. However i have no idea how to implement this in my code. The idea is that the players race around the course trying to find a tent with a red flag on it. When the collide witht this tent the game displays "player 1 wins" or whoever wins and then quits the game after 3 seconds. If you can help me please let me know as i am running out of time to get this to work. If you need me to send you the code then let me know that as well.

    Read the article

  • Take input through Buttons in java

    - by stash211
    I understand that the title might not be descriptive enough, but I'm making a magic square game in Java and basically, I'm trying to replicate user input as found in the sudoku game here: http://www.websudoku.com/. What I have is a n x n grid of Buttons (not JButton) as the board and what I want the user to be able to do is when the user clicks on one of the buttons, similar to the game above, it allows the user to type in his guess in the button itself instead of popping up a dialog box with an input field of some sort. I don't know where to start, I am a beginner in Java (not very beginner, but my knowledge with the various Java APIs is very limited), so I'm trying to find out if this would be possible and if it is, how would I go about doing it? Thanks for any help.

    Read the article

  • What are the advantages of combination WPF + XNA?

    - by MartyIX
    Hi, I'm porting my application from Winforms+XNA to WPF (+ XNA?) and I would like to know if the combination WPF + XNA makes sense or not. If it brings some advantages or if it is rather a bad choice. A few points about my game: It's a desk game with simple 2D animations (movement) Main window contains panels like available games/players etc. + console. I would like to add some fancy scenes to my program (at end of game, ...) http://www.codeproject.com/KB/WPF/XnaInWPF.aspx is the code I would like my program base on. So the appearance is quite similar to a chess program. Thank you for suggestions!

    Read the article

  • What things can I teach a group of children about programming in one day?

    - by Rich Bradshaw
    I'm running a day for 30 kids aged 11-18 about computer game programming. They have all opted to do it, but they have no experience at all of programming. My main aim is for them to learn a few things: programming is hard/challenging programming is something they can learn to do being a computer games programmer != playing games all day a little more insight into how games actually work I'd thought of splitting them into two groups, of younger/less experience and older/more experience, then doing slightly different things. I'd considered showing them Scratch, Game Maker, before showing them the basics of Python and getting them to write a simple text based game (perhaps something like, computer picks a random number, you have to guess it in as few guesses as possible, computer says higher/lower for each guess). Does anyone have any ideas of things to do/show them/ways to teach them?

    Read the article

  • JAVA: How do I accept input during a certain period of time only

    - by sebrock
    Im trying to do a simple game where I continually need input from players. This needs to happen during a certain time period only. Everything that is sent after that will be discarded. After the time period a new game starts. So: Start game Wait for input from all players during 10 seconds 10 secs no more input Calculate the winner and do some stuff Goto 1. I was thinking using a timer and timertask to keep track of time and maybe use a boolean variable that changes from "open" to "closed" after 10 seconds? Please give me some advise on this.

    Read the article

  • C#/XNA Giant Memory Leak

    - by user1440926
    this is my first post here. I'm making a game in Visual Studio 2010 using XNA, and i've hit a giant memory leak. My game starts out using 17k ram and then after ten minutes it's upto 65k. I ran some memory profilers, and they all say that new instances of the String object are being created, but they aren't live. The amount of live instances of String hasn't changed at all. It's also creating instances of Char[] (which i'd expect from it), Object[], and StringBuilder. My game is pretty new but there's too much code to post here. I have no idea how to get rid of instances that aren't live, please help!

    Read the article

  • App delegate doesn't work after starting using Storyboards -iOS

    - by user968173
    I have a small problem with my game.. I wanna stop my game whenever it's interrupted. My stopGame method was working when I called it in applicationWillResignActive when I was using xib files. When I changed it to storyboards, it stopped working.. applicationWillResignActive still works with storyboards and my stopGame method is called, but for some reason, my game does not stop.. Has someone faced a problem like this? And possible solutions please.. Thanks in advance..

    Read the article

  • How to know when the user touches the OK button of the last StoreKit alert "Thank you. Your purchase

    - by Walchy
    I have integrated "In App Purchase" in a game to let the user unlock more levels. Everything works fine, but I have a little problem with the last alert "Thank You. Your purchase was successful. [OK]". My program gets informed that the transaction was successfully completed before this last alert pops up and so my game starts running again - then the alert comes up, annoying the user. I would like to wait with my game running until the user touches the "OK" button, but since it is an alert from StoreKit I have no idea when this happens or how I could catch it. I don't want to create another dialog (this time my own, therefor under my control) below the alert, just asking for touching "OK" again - would be a bad user experience. Anybody have any ideas?

    Read the article

  • AudioOutputUnitStart takes time

    - by tokentoken
    Hello, I'm making an iPhone game application using Core Audio, Extended Audio File Services. It works OK, but when I first call AudioOutputUnitStart, it takes about 1-2 seconds. After the second call, no problem. For a game application, 1-2 seconds is very noticeable. (I tested this on iPhone simulator, and iPhone 3GS) Also, if I leave the game for about 10 seconds, first call of AudioOutputUnitStart also takes time. Maybe I have to call AudioOutputUnitStart beginning of the application to prevent the start-up time?

    Read the article

  • port an iOS (iPhone) app to mac?

    - by William Jockusch
    Is there a preferred way to go about this? The app in question is not too large . . . single-player game that I wrote over the course of a couple of months. EDIT: I should add that I have no experience with mac development . . . outside of what comes naturally with being an iOS developer. EDIT: Classes heavily used in the game: subclasses of NSObject, UIView, and UIViewController. I don't know much about NSView, but I'm pretty sure all the UIView stuff will work in that class. Also some use of UITableViewController. I do also have Game Center, but I can leave that part out for now. There is no multi-touch.

    Read the article

  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

    Read the article

  • LEGO Lord of the Rings Cut Scenes Spliced into a Full Length Movie [Video]

    - by Jason Fitzpatrick
    If you take all the cut scenes from the LEGO Lord of the Rings video game and splice them end-to-end, the result is an hour and a half LEGO Lord of the Rings movie. Check out the full video here. Courtesy of SpaceTopGames, this mega splice includes every cut scene from the video game, weighs in at one hour and thirty one minutes, and actually works really well as a movie when strung all together. LEGO Lord of the Rings – All Cutscenes [via Freeware Genius] HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

    Read the article

  • XNA Notes 006

    - by George Clingerman
    If you used to think the XNA community was small and inactive, hopefully these XNA Notes are opening your eyes. And I honestly feel like I’m still only catching the tail end of everything that’s going on. It’s a large and active community and you can be so mired down in one part of it you miss all sorts of cool stuff another part is doing. XNA is many things to a lot of people and that makes for a lot of really awesome things going on. So here’s what I saw going on this last week! Time Critical XNA New: XNA Team - Peer Review now closes for XNA 3.1 games http://blogs.msdn.com/b/xna/archive/2011/02/08/peer-review-pipeline-closed-for-new-xna-gs-3-1-games-or-updates-on-app-hub.aspx http://twitter.com/XNACommunity/statuses/34649816529256448 The XNA Team posts about a meet up with Microsoft for Creator’s going to be at GDC, March 3rd at the Lobby Bar http://on.fb.me/fZungJ XNA Team: @mklucher is busying playing the the bubblegum on WP7 made by a member of the XNA team (although reportedly made in Silverlight? Crazy! ;) ) http://twitter.com/mklucher/statuses/34645662737895426 http://bubblegum.me Shawn Hargreaves posts multiple posts (is this a sign that something new is coming from the XNA team? Usually when Shawn has time to post, something has just wrapped up…) Random Shuffle http://blogs.msdn.com/b/shawnhar/archive/2011/02/09/random-shuffle.aspx Doing the right thing: resume, rewind or skip ahead http://blogs.msdn.com/b/shawnhar/archive/2011/02/10/doing-the-right-thing-resume-rewind-or-skip-ahead.aspx XNA Developers: Andrew Russel was on .NET Rocks recently talking with Carl and Richard about developing games for Xbox, iPhone and Android http://www.dotnetrocks.com/default.aspx?ShowNum=635 Eric W. releases the Fishing Girl source code into the wild http://ericw.ca/blog/posts/fishing-girl-now-open-source/ http://forums.create.msdn.com/forums/p/74642/454512.aspx#454512 BinaryTweedDeej reminds that XNA community that Indie City wants you involved http://twitter.com/BinaryTweedDeej/statuses/34596114028044288 http://www.indiecity.com Mike McLaughlin (@mikebmcl) releases his first two XNA articles on the TechNet wiki http://social.technet.microsoft.com/wiki/contents/articles/xna-framework-overview.aspx http://social.technet.microsoft.com/wiki/contents/articles/content-pipeline-overview.aspx John Watte plays around with the Content Pipeline and Music Visualization exploring just what can be done. http://www.enchantedage.com/xna-content-pipeline-fft-song-analysis http://www.enchantedage.com/fft-in-xna-content-pipeline-for-beat-detection-for-the-win Simon Stevens writes up his talk on Vector Collision Physics http://www.simonpstevens.com/News/VectorCollisionPhysics @domipheus puts together an XNA Task Manager http://www.flickr.com/photos/domipheus/5405603197/ MadNinjaSkillz releases his fork of Nick's Easy Storage component on CodePlex http://twitter.com/MadNinjaSkillz/statuses/34739039068229634 http://ezstorage.codeplex.com @ActiveNick was interviewed by Rob Cameron and discusses Windows Phone 7, Bing Maps and XNA http://twitter.com/ActiveNick/statuses/35348548526546944 http://msdn.microsoft.com/en-us/cc537546 Radiangames (Luke Schneider) posts about converting his games from XNA to Unity http://radiangames.com/?p=592 UberMonkey (@ElementCy) posts about a new project in the works, CubeTest a Minecraft style terrain http://www.ubergamermonkey.com/personal-projects/new-project-in-the-works/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Ubergamermonkey+%28UberGamerMonkey%29 Xbox LIVE Indie Games (XBLIG): VideoGamer Rob review Bonded Realities http://videogamerrob.wordpress.com/2011/02/05/xblig-review-bonded-realities/ XBLIG Round Up on Gamergeddon http://www.gamergeddon.com/2011/02/06/xbox-indie-game-round-up-february-6th/ Are gamers still rating Indie Games after the Xbox Dashboard update? http://www.gamemarx.com/news/2011/02/06/are-gamers-still-rating-indie-games-after-the-xbox-dashboard-update.aspx Joystiq - Xbox Live Indie Gems: Corrupted http://www.joystiq.com/2011/02/04/xbox-live-indie-gems-corrupted/ Raymond Matthews of DarkStarMatryx reviews (Almost) Total Mayhem and Aban Hawkins & the 1000 Spikes http://www.darkstarmatryx.com/?p=225 http://www.darkstarmatryx.com/?p=229 8 Bit Horse reviews Aban Hawkins & the 1000 spikes http://8bithorse.blogspot.com/2011/01/aban-hawkins-1000-spikes-xbl-indie.html 2010 wrap-up for FunInfused Games http://www.krissteele.net/blogdetails.aspx?id=245 NeoGaf roundup of January's XBLIGs http://www.neogaf.com/forum/showthread.php?t=420528 Armless Ocotopus interviews Michael Ventnor creator of Bonded Realities http://www.armlessoctopus.com/2011/02/07/interview-michael-ventnor-of-red-crest-studios/ @recharge_media posts about the new city music for Woodvale in Sin Rising http://rechargemedia.com/2011/02/08/new-city-theme-woodvale/ @DrMisty posts some footage of YoYoYo in action http://www.mstargames.co.uk/mistryblogmain/54-yoyoyoblogs/184-video-update.html Xona Games - Decimation X3 on Reviews on the Run http://video.citytv.com/video/detail/782443063001.000000/reviews-on-the-run--february-8-2011/g4/ @benkane gives an early peek at his action RPG coming to XBLIG http://www.youtube.com/watch?v=bDF_PrvtwU8 Rock, Paper Shotgun talks to Zeboyd games about bringing Cthulhu Saves the World to PC http://www.rockpapershotgun.com/2011/02/11/summoning-cthulhu-natter-with-zeboyd/ Xbox LIVE Indieverse interviews the creator of Bonded Realities http://xbl-indieverse.blogspot.com/2011/02/xbl-indieverse-interview-red-crest.html XNA Game Development: Dream-In-Code posts about an upcoming XNA Challenge/Coding contest http://www.dreamincode.net/forums/blog/1385/entry-3192-xna-challengecontest/ Sgt.Conker covers Fishing Girl and IndieFreaks Game Framework release http://www.sgtconker.com/2011/02/fishing-girl-did-not-sell-a-single-copy/ http://www.sgtconker.com/2011/02/indiefreaks-game-framework-v0-2-0-0/ @slyprid releases Transmute v0.40a with lots of new features and fixes http://twitter.com/slyprid/statuses/34125423067533312 http://twitter.com/slyprid/statuses/35326876243337216 http://forgottenstarstudios.com/ Jeff Brown writes an XNA 4.0 tutorial on Saving/Loading on the Xbox 360 http://www.robotfootgames.com/xna-tutorials/92-xna-tutorial-savingloading-on-xbox-360-40 XNA for Silverlight Developers: Part 3- Animation http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-3-Animation-transforms.aspx?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+xna-connection-twitter-specific-stream+%28XNA+Connection%27s+Twitter+specific+stream%29 The news from Nokia is definitely something XNA developers will want to keep their eye on http://blogs.forum.nokia.com/blog/nokia-developer-news/2011/02/11/letter-to-developers?sf1066337=1

    Read the article

  • Tulsa SharePoint Interest Group – SharePoint 2010 Mini-Launch Event

    - by dmccollough
    Tulsa SharePoint Interest Group Presents a SharePoint 2010 Mini-Launch Event featuring Special guest speaker Eric Shupps, The SharePoint Cowboy A GREAT big Thank You to our sponsors for making this happen. Please take a minute and visit their websites.   Note: We have limited seating available for this event so please sign up now by clicking here. When: Thursday May 13th 2010 Where: Dave & Busters 6812 S. 105th East Ave Tulsa, Oklahoma 74133 Click here for directions Time: 6:00 PM Prizes, Prizes, Prizes We will be giving away some great prizes at this event, including: Studio for SharePoint (Enterprise license) valued at $6,500.00 Telerik Premium Collection valued at $1,299.00 Infragistics NetAdvantage for .NET Platform valued at $1,195.00 64 Bit Windows 7 Ultimate DevExpress CodeRush and Refactor! Pro valued at $250.00 JetBrains ReSharper valued at $199.00 Microsoft Arc Mouse Xbox 360 Game – Halo 3 ODST Xbox 360 Game – Forza Motorsport 3 Note: We have limited seating available for this event so please sign up now by clicking here.  

    Read the article

< Previous Page | 373 374 375 376 377 378 379 380 381 382 383 384  | Next Page >