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  • Create Adventure Game Scene/Room/Backdrop from Real Photo

    - by Lyuben
    Is there a suitable software or a good tutorial for creating 2D rooms/scenery for adventure games from real photos? Is it possible to achieve good results by using photos, or the hand-drawn style will always be the best choice? Thank you! --- EDIT --- I want to clarify that I'm particularly interested in the art creation process, not on the environment in which to build games. I'm writing the game in Java for Android, but I don't think it matters. Also, I'm not trying to decide if the game will have photo realistic rooms or not - I want to achieve 2d pixelated, old-school style background scenes and I wonder if this can be made from photos, because I cannot draw them myself. For example, can I shoot a scene with my camera and then make it look something like the image in the following link: PIXEL ART FOREST I know that I cannot get the same quality as an absolutely hand-drawn pixel, but I'm looking for some decent technology/tutorial/software to make them somewhat similar.

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  • Steps to rebuild gspca_kinect driver module?

    - by Bobby Ray
    I recently purchased a Kinect for Windows and quickly discovered that the camera drivers included in linux kernel 3.0+ aren't compatible with the Kinect for Windows hardware revision. After looking at the source code it seems like a tiny modification is all that is required for compatibility, so I've been trying to recompile the driver - to no avail. I've been referring to this article and this one as well, though they are a bit outdated. When I try to compile the module, I get an error because the header file "gspca.h" can't be found in the include path. I located the missing header in my filesystem, but the file itself is empty. I've also tried downloading the kernel source (3.2.0-24-generic), which allowed me to compile the module, but when I load the module I get an error. -1 Unknown symbol in module Is there a standard way to go about this without first building the kernel? Will building the kernel ensure that I can build the module? Thanks

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  • Converting MOD files to quicktime or mpeg for adobe premiere pro

    Ive been Editing lots of videos lately. My company got a video camera: Canon Legria FS200. It saves the movies in a digital format as MOD files. Unfortunately, Adobe Premiere doesnt work with these files. I needed software to convert MOD files to QuickTime or mpeg files. I found a good free one : Its called Mpeg StreamClip:  It works well. and its pretty fast. And its Free. Whats not to like? ...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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  • How can I get my wireless webcam to work?

    - by hellocatfood
    I recently bought this wireless webcam. I'm having trouble getting it to work on Ubuntu 11.04. I ran lsusb and got the folowing information about the device Bus 006 Device 003: ID 0416:a91a Winbond Electronics Corp. I did a Google serach for teh device ID and this website informs me that it matches the LogiLink Wireless Webcam (so Maplin probably just rebranded this!). What this website states is that this device should work, which it doesn't. The problem I'm facing is that I don't get any actual video being streamed or shown. The built in microphone works and, when running Cheese, when I press the camera button on the webcam itself the software recognises that the button is pressed. On that note, when running cheese from the terminal with this webcam attached I get the following error libv4l2: error getting pixformat: Invalid argument libv4l2: error setting pixformat: Input/output error Any help is appreciated

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  • What are the semantics of glRotate and glTranslate's parameters?

    - by Zarkopafilis
    I have been trying to play with OpenGL after watching some tutorials and I don't understand how the glTranslatef and glRotatef functions work. I believe a simple picture would help me. I understand that glTranslatef changes the position of the "camera" (but does it change the position in wich the shapes are getting drawn)? However, I don't understand the rotation concept at all. If I do glRotatef(1,0,0,1) it makes my quad spin around. If I just do glRotatef(1,0,0,0) it makes the quad smaller (further away) but if I try to rotate around the X or Y axis, I get a black screen. I don't understand the angle either. Help would be appreciated.

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  • La fabrication de l'iPad 2 a déjà commencée, il serait plus fin et plus léger que le modèle précédent, d'après le Wall Street Journal

    La fabrication de l'iPad 2 serait déjà en cours d'après le Wall Street Journal Les rumeurs vont bon train sur le net depuis quelques mois concernant la prochaine tablette d'Apple. Le Wall Street Journal dans un article vient confirmer quelque une de ces rumeurs. Le journal, des sources proches du projet a annoncé qu'Apple aurait déjà commencé avec la production de l'iPad 2. La nouvelle tablette d'Apple sera beaucoup plus fine et plus légère que la précédente. Elle comprendra un processeur plus rapide, une plus grande mémoire, une caméra intégrée pour la vidéoconférence et un écran analogue au modèle actuel (Les rumeurs faisaient état d'un nouvel écran Retina). Le...

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  • Somes importants shorcuts of Blender does not work on Ubuntu

    - by Linko
    In Ubuntu (and Mint) some important shortcuts for Blender does not work. Alt + right click to select an edge loop (heavily used on all 3D softwares) doesn't work, a useless menu of Ubuntu pop up to ask if the application must be closed or minimize. Ctrl + Alt + 0 to define the current view as the view of the camera minimize the application. This shortcut of Ubuntu is useless, it's faster to click on the minimize icon. Ctrl + number to apply a subdivision surface level do nothing on Blender, it's one of the most used shortcut of Blender. For the moment I stay on Windows 7 just to use these 3 shortcuts.

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  • How can I change resolution of "my video" in Skype?

    - by koushik
    I have a logitech Quickcam Pro 9000 connected to my ubuntu desktop and it works fine with Skype. However, Skype inputs and sends my video at the native (for the webcam I think) resolution of 1600 x 1200. I can confirm that the camera supports a wide variety of resolutions starting from 160 x 120 upto 1600 x 1200 (including e.g., 320 x 240, 352 x 288) using cheese. I can select these resolutions and see the output is appropriately scaled. Also, I don't see any improvements in smoothness of motion in the captured video so I suspect the original 1600 x 1200 is scaled down in the path somewhere. Is it possible to somehow to enable this scaling capability towards Skype?

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  • RIM met à jour son SDK pour BlackBerry pour mettre fin à l'exode des développeurs vers Android : suf

    Mise à jour du 07/04/10 RIM met à jour ses outils pour BlackBerry Et tente de mettre fin à l'exode des développeurs vers Android et iPhone OS Research in Motion, la société qui gère l'OS et les outils de développement pour les BlackBerry, vient de sortir un nouveau plug-in BlackBerry Java pour Eclipse ? le 1.1, qui permet de simuler le fonctionnement d'une appli sur les différents types de modèles de marque, la version 2.0 du BlackBerry Web plug-in (pour Eclipse et Visual Studio) et un nouveau SDK (BlackBerry Java software development kit) ? qui inclue pas moins de 20.000 APIs (calendrier, contacts, caméra, etc.). Le but est claire, rendre la...

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  • Isometric tile range aquisition

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bot left and bot right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? I've linked a picture of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • Kinect pour PC bientôt disponible ? Microsoft prépare une variante de son capteur pour ordinateur

    Kinect pour PC bientôt disponible ? Microsoft prépare une variante de son capteur pour ordinateur Microsoft va développer une variante de son capteur de mouvement Kinect, spécifiquement pour les PC. Cette version s'appuie sur le dispositif Kinect pour la Xbox 360 avec des optimisations de certains composants matériels, et des ajustements du firmware pour une prise en charge des PC. Le dispositif offrira les caractéristiques et fonctionnalités sur Windows du capteur dont les développeurs et les consommateurs ont besoin. La caméra de profondeur sera capable de voir des objets d'aussi près de 50 centimètres sans perte de précision, et soutiendra un mode « proche » pour les applicatio...

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  • C# XNA render an entire frame to a texture2d

    - by redcodefinal
    I asked a question here: C# XNA Make rendered screen a texture2d But, I ended up not getting the exact result I was looking for since I didn't ask the question right. In a game I am writing, I render an extremely large city out of objects, this can cause lag when moving the camera to view things that are off screen. I need a way to render then ENTIRE city, even the stuff that is off screen, and make it into a Texture2D. The answer I chose for the last one didn't work entirely right because it only gets what is on screen, not what is off.

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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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 Octree with batching

    - by Alex
    I'm integrating batching in my engine. However I'm using an octree which is auto generated around my scene. Now batching renders a hole group at ones while an octree sorts out which objects that should be rendered within the camera frustum, therefore dividing the group. Batching and octree doesn't go along very well, right? Problem: The way I see it I have two options, either create batch groups based on objects who are close to one another within the octree or I can rebuild the batching matrixbuffer for the instances visible each frame. Which approach should I go with or does there exist another solution?

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  • UBUNTU 11.10 will not boot after succesfully installed on 8GB usb 3.0 pendrive

    - by Oldrifle
    UBUNTU 11.10 on 8GB USB 3.0 pendrive. Drive Partitioned using gparted. 4GB BASE 3GB Home 600MB swap Installation Ok. Restart blinking cursor. Installed another distro on another USB 3.0 stick. It boots OK. --------------- DEBUG -------------------------------------- Boot Other distro and check: I compare boot file with another linux. grub of ubuntu is 1.4mb contend is different. Taken photo with mobile camera but can not add here. Files has note(music) sign on it. Downloaded 11.10 desktop and Installed. Same result. Will download 12.x when ready and try. Ready to try any suggestion.

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  • What techniques can I use to render very large numbers of objects more efficiently in OpenGL?

    - by Luke
    You can think of my application as drawing a very large ball-and-stick diagram (or graph). At times, this graph can get very large, where the number of elements even outnumbers the pixels on the screen. Currently I am simply passing all of my textures (as GL_POINTS) and lines to the graphics card using VBO's. When the number of elements outnumbers the number of pixels, is this the most efficient way to do this? Or should I do some calculations on the CPU side before handing everything over to the GPU? If it matters, I do use GL_DEPTH_TEST and GL_ALPHA_TEST. I do some alpha blending, but probably not enough to make a huge performance difference. My scene can be static at times, but the user has control over a typical arc-ball camera and can pan, rotate, or zoom. It is during these operations that performance degradation is noticeable.

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  • How can I stop pixel seams appearing in adjacent mesh boundaries due to floating point imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • Do I lose/gain performance for discarding pixels even if I don't use depth testing?

    - by Gajoo
    When I first searched for discard instruction, I've found experts saying using discard will result in performance drain. They said discarding pixels will break GPU's ability to use zBuffer properly because GPU have to first run Fragment shader for both objects to check if the one nearer to camera is discarded or not. For a 2D game I'm currently working on, I've disabled both depth-test and depth-write. I'm drawing all objects sorted by their depth and that's all, no need for GPU to do fancy things. now I'm wondering is it still bad if I discard pixels in my fragment shader?

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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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  • How to patch libgphoto2 for preview pictures in Shotwell while importing?

    - by Erraticus
    Under some circumstances, Shotwell shows no photo thumbnails while importing. I was trying to download some pictures from my camera (Canon EOS 400D) with Shotwell and the program didn't show any preview for the pictures before downloading them (it just shows a "forbidden" snapshot). After importing them everything seems fine. I've found this bug report but no solution is given for now. It seems there could be a solution for EOS cameras, according to the last comment. This guy links to a patch, but it's not downloadable. Any ideas of where to obtain a deb package of this patch or of any other solution?

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  • UBUNTU 11.10 will not boot after suggesfully installed on 8GB usb 3.0 pendrive

    - by Oldrifle
    UBUNTU 11.10 on 8GB USB 3.0 pendrive. Drive Partitioned using gparted. 4GB BASE 3GB Home 600MB swap Installation Ok. Restart blinking cursor. Installed another distro on another USB 3.0 stick. It boots OK. --------------- DEBUG -------------------------------------- Boot Other distro and check: I compare boot file with another linux. grub of ubuntu is 1.4mb contend is different. Taken photo with mobile camera but can not add here. Files has note(music) sign on it. Downloaded 11.10 desktop and Installed. Same result. Will download 12.x when ready and try. Ready to try any suggstion. Orhan

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  • Install Ubuntu on iMac 21.5" (mid 2011)

    - by Mystic Mark le Maverick
    I has a dual boot system with MacOSX 10.8.2 and Microsoft Windows 7 Home Premium x64. I would like to install Ubuntu alongside the two existing operating systems for cross platform development purposes. My System specs are listed below. iMac 21.5-inch (mid 2011) Intel Core i7 @2.80GHz AMD Radeon HD 6770M Facetime HD Internet Camera Thunderbolt port Wireless Airport adapter card Apple 8x Superdrive Apple Magic Mouse and wired keyboard with numeric keypad Will rEFIt install properly on my machine too? Thanks you very much for the help.

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  • How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

    Read the article

  • La fabrication de l'iPad 2 plus fin et léger que le modèle précédent serait déjà en cours, d'après le Wall Street Journal

    La fabrication de l'iPad 2 serait déjà en cours d'après le Wall Street Journal Les rumeurs vont bon train sur le net depuis quelques mois concernant la prochaine tablette d'Apple. Le Wall Street Journal dans un article vient confirmer quelque une de ces rumeurs. Le journal, des sources proches du projet a annoncé qu'Apple aurait déjà commencé avec la production de l'iPad 2. La nouvelle tablette d'Apple sera beaucoup plus fine et plus légère que la précédente. Elle comprendra un processeur plus rapide, une plus grande mémoire, une caméra intégrée pour la vidéoconférence et un écran analogue au modèle actuel (Les rumeurs faisaient état d'un nouvel écran Retina). Le...

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