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  • Isometric - precise screen coordinates to isometric

    - by Rawrz
    I'm trying to translate mouse coords to precise isometric coords (I can already find the tile the mouse is over, but I want it to be more precise). I've tried several different methods but I seem to keep falling short. For drawing I use: batch.draw( texture, (y * tileWidth / 2) + (x * tileWidth / 2), (x * tileHeight / 2) - (y * tileHeight / 2)) This is what I currently use for figuring out a tile position: float xt = x + camPosition.x - (ScreenWidth/2) ; float yt = (ScreenHeight) - y + camPosition.y - (ScreenHeight/2); int tileY = Math.round((((xt) / tileWidth) - ((yt) / tileHeight))); int tileX = Math.round((((xt) / tileWidth) + ((yt) / tileHeight))- 1); I'm just wondering how I could update these to allow for more precise coordinates, instead of tile only. EDIT: Following what ccxvii said below, and removing the -1 from tileX, the object follows my mouse just like I had wanted. Just going to re-examine the math and figure out if that change will result in other messes =o

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  • GDC 2012: Best practices in developing a web game

    GDC 2012: Best practices in developing a web game (Pre-recorded GDC content) There's a new wave of console/pc/mobile game developers moving to the web looking to take advantage of the massive user base, along side of the powerful social graphs available there. The web as a platform is a very different technology stack than consoles / mobile, and as such, requires different development processes. This talk is targeted towards game developers who are looking to understand more about the development processes for web development including where to host your assets, proper techniques in caching to the persistant file store; dealing with sessions, storing user state, user login, game state storage, social graph integration, localization, audio, rendering, hardware detection and testing / distribution. If you're interested in developing a web game, you need to attend this talk! Speaker: Colt McAnlis From: GoogleDevelopers Views: 5149 131 ratings Time: 01:03:52 More in Science & Technology

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  • LibGDX tutorial help Scene2D

    - by BluFire
    I'm having trouble understanding this tutorial. It defines the importance of classes, but it doesn't show an outline of the project file so far. From what I got from that tutorial was that there is a stage and actors. Stage would be the static parts of the game, while the actors are the ones moving. After that I got confused with the drawing method. I tried modifying it so I can draw a shape, but it wouldn't work. How, if possible, would I create sprites using LibGDX's scene2d?

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  • Exit link tracking with timestamped logs on 3rd party content

    - by dandv
    I want to track clicks on exit links, that are placed in 3rd party content, for example on Twitter. I also need the timestamps of the clicks. Google Analytics can't be embedded in 3rd party content. Another solution is to use a URL shortener like bit.ly. However, bit.ly or goo.gl don't log the time of the click with any better granularity than a full day. su.pr shows the time for the past day in its analytics graph. The analytics download only includes the day, not the time. cli.gs was touted as having the most detailed analytics, yet it doesn't show the time either, and forces the user through a preview page. Any ideas?

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  • Keeping crosshairs & GUI onscreen - SFML

    - by nihohit
    I read this question, but didn't understand the implementation suggestions with SFML on c#. For example, right now I'm just trying to make sure that the mouse crosshairs stay onscreen constatnly. I tried using this code: View lastView = this._mainWindow.GetView(); this._mainWindow.SetView(this._mainWindow.DefaultView); this._mainWindow.Draw(crosshair); this._mainWindow.SetView(lastView); after drawing all other sprites and before call this._mainWindow.display(), when beforehand I set crosshair.Position based on its position relative to the window, not the view. This just keeps the screen locked and prevents screen scrolling. Any suggestions?

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  • Determine web page draw time via a program

    - by Kevin Burke
    Google Chrome has a nice tool to determine the time the page begins drawing, in the Network tab in Developer Tools. Similarly sites like webpagetest.org can tell you the draw time and give you the whole waterfall of page loads for a given web page. I was wondering if I could automate the process of finding the time it took to the first page draw, for all of the pages on my site, so I can share this data within my company. Obviously the page draw time will depend on the latency and throughput of your connection, but I'm more concerned with the relative data about pages on our site. Can I get this data from Selenium or another tool? Thanks, Kevin

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  • Disabling depth write trashes the frame buffer on some GPUs

    - by EboMike
    I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the alpha rendering of a frame. That works perfectly fine on some GPUs (like the Motorola Droid's PowerVR), but on the HTC EVO with the Adreno GPU for example, I end up with the frame buffer being complete garbage (I see traces of the meshes I rendered somewhere, but the entire screen is mostly trashed). If I force glDepthMask to be true the entire time, everything works fine. I need glDepthMask to be off during parts of the alpha rendering. What can cause the framebuffer to get destroyed by turning the depth writing off? I do clear the depth buffer initially, and the majority of the screen has pixels rendered with depth writing turned on first before I do additional drawing with it turned off.

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  • Shadow-mapping xna

    - by Kurt Ricci
    I've been trying to implement shadows in my game and I've been following quite a few tutorials online, mainly Riemers, but I'm always getting the same 2 errors when I'm drawing my models and setting the parameters from the effect file. The errors are: This method does not accept null for this parameter. Parameter name: value and Object reference not set to an instance of an object. So I've then downloaded a sample and just replaced my model with the one found in the sample and the same errors occur. I this find very strange as it works with his model. I'm wondering if the problem is with my models (I made them myself). Here's the code where the errors occur (they start to occur after the second foreach loop). Any help would be greatly appreciated, thanks.

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  • How to grant write permissions in Samba?

    - by Eric Fossum
    I'm having trouble with read/write permissions on my Samba server, how do I fix my smb.conf and file permissions to have a more unified access? smb.conf [global] workgroup = workgroup netbios name = LnxNAS server string = %h wins support = no dns proxy = no security = user encrypt passwords = yes panic action = /usr/share/samba/panic-action %d [homes] comment = Home Directories [Video] path = /data/eric/Videos [Music] path = /data/eric/Music [Pictures] path = /data/eric/Pictures [data] path = /data my ls -l of /data/eric/Pictures drwxrwxrwx 2 ericfoss root 4096 2011-03-13 22:09 Android Projs drwxrwxrwx 3 ericfoss root 4096 2011-03-13 22:09 Automotive -rwxrwxrwx 1 ericfoss root 2439 2010-12-17 17:03 BDD reduction.png -rwxrwxrwx 1 ericfoss root 2722 2010-12-17 16:55 BDD Tree.png -rwxrwxrwx 1 ericfoss root 7341 2010-12-17 16:46 BDD Tree.xcf -rwxrwxrwx 1 ericfoss root 72421 2007-11-22 22:59 Bum Ninja.jpg -rwxrwxrwx 1 ericfoss root 32152 2010-12-17 21:25 cell transition.png -rwxrwxrwx 1 ericfoss root 40212 2010-12-17 17:55 control graph.png drwxrwxrwx 2 ericfoss root 4096 2011-03-13 22:09 Crap -rwxrwxrwx 1 ericfoss root 82 2010-09-20 17:18 desktop.ini ericfoss@SERVER:~$ If I try to delete \Server\Pictures\Crap it says permission denied, but \Server\data\eric\Pictures\crap can be deleted... I thought security = user took care of this?

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  • Google I/O 2012 - Turning the Web Up to 11

    Google I/O 2012 - Turning the Web Up to 11 Chris Wilson This session will cover the web audio capabilities for games and music. We'll walk through the audio element and the Web Audio API, and dive deep into using the Web Audio API for game audio and building music applications. We'll also cover how to use the Node graph structure to build audio processing chains, and how to use analysis to do interesting tricks. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 626 13 ratings Time: 01:00:36 More in Science & Technology

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  • OpenGL and atlas

    - by user30088
    I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute vec4 aPosition; attribute vec4 aColor; attribute vec2 aTextCoord; uniform vec2 offset; uniform vec2 scale; varying lowp vec4 vColor; varying lowp vec2 vUV; void main() { vUV = offset + aTextCoord * scale; gl_Position = (uCamera * uModel) * aPosition; vColor = aColor; } For each elements to draw I send his offset and scale to the shader. The problem with this method: I can't rotate the element but it's not a problem for now. I would like to know, what is better for performance: Send uniforms like that for each element on every frames Update quad geometry (uvs) for each element Thanks!

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  • Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

    - by user22241
    I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the rendering to be skipped if game updates and rendering do not fit into my fixed time-slice (16.667ms). This allows my game to run at identically perceived speeds on different devices. And this works great, things do run at the same speed. However, when the gameloop skips a render call for even one frame, the sprite glitches. And thinking about it, why wouldn't it? You're seeing a sprite move say, an average of 10 pixels every 1.6 seconds, then suddenly, there is a pause of 3.2ms, and the sprite then appears to jump 20 pixels. When this happens 3 or 4 times in close succession, the result is very ugly and not something I want in my game. Therfore, my question is how does one deal with these 'pauses' and 'jumps' - I've read every article on game loops I can find (see below) and my loops are even based off of code from these articles. The articles specifically mention frame skipping but they don't make any reference to how to deal with visual glitches that result from it. I've attempted various game-loops. My loop must have a mechanism in-place to allow rendering to be skipped to keep game-speed constant across multiple devices (or alternative, if one exists) I've tried interpolation but this doesn't eliminate this specific problem (although it looks like it may mitigate the issue slightly as when it eventually draws the sprite it 'moves it back' between the old and current positions so the 'jump' isn't so big. I've also tried a form of extrapolation which does seem to keep things smooth considerably, but I find it to be next to completely useless because it plays havoc with my collision detection (even when drawing with a 'display only' coordinate - see extrapolation-breaks-collision-detection) I've tried a loop that uses Thread.sleep when drawing / updating completes with time left over, no frame skipping in this one, again fairly smooth, but runs differently on different devices so no good. And I've tried spawning my own, third thread for logic updates, but this, was extremely messy to deal with and the performance really wasn't good. (upon reading tons of forums, most people seem to agree a 2 thread loops ( so UI and GL threads) is safer / easier). Now if I remove frame skipping, then all seems to run nice and smooth, with or without inter/extrapolation. However, this isn't an option because the game then runs at different speeds on different devices as it falls behind from not being able to render fast enough. I'm running logic at 60 Ticks per second and rendering as fast as I can. I've read, as far as I can see every article out there, I've tried the loops from My Secret Garden and Fix your timestep. I've also read: Against the grain deWITTERS Game Loop Plus various other articles on Game-loops. A lot of the others are derived from the above articles or just copied word for word. These are all great, but they don't touch on the issues I'm experiencing. I really have tried everything I can think of over the course of a year to eliminate these glitches to no avail, so any and all help would be appreciated. A couple of examples of my game loops (Code follows): From My Secret Room public void onDrawFrame(GL10 gl) { //Rre-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } And from Fix your timestep double t = 0.0; double dt2 = 0.01; double currentTime = System.currentTimeMillis()*0.001; double accumulator = 0.0; double newTime; double frameTime; @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*5)) //Allow 5 'skips' frameTime = (dt*5); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(interpolation); }

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  • Xoom Giveaway Courtesy of the Complete Android Guide [Giveaway]

    - by Jason Fitzpatrick
    If you’re an Android fan and looking to score an Android 3.0 tablet, you can enter to win a Xoom tablet courtesy of the Complete Android Guide. What do you need to do? Per their official rules: Contribute content to the site. To do so: Sign up (via the Register link in the top-right corner). Email android ‘at’ completeguides ‘dot’ net and request contributor access to this site. Write a killer tutorial, reference or chapter for the book.  Buy the book, in paperback or ebook form.  The deadline is March 31, the winner will be drawn in in April. Note: The link to the officials rules appears defunct, we’ll update shortly when the URL is fixed. Xoom Drawing @ Complete Android Guide [Complete Guides] How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • Code Trivia #6

    - by João Angelo
    It’s time for yet another code trivia and it’s business as usual. What will the following program output to the console? using System; using System.Drawing; using System.Threading; class Program { [ThreadStatic] static Point Mark = new Point(1, 1); static void Main() { Thread.CurrentThread.Name = "A"; MoveMarkUp(); var helperThread = new Thread(MoveMarkUp) { Name = "B" }; helperThread.Start(); helperThread.Join(); } static void MoveMarkUp() { Mark.Y++; Console.WriteLine("{0}:{1}", Thread.CurrentThread.Name, Mark); } }

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  • OS Analytics with Oracle Enterprise Manager (by Eran Steiner)

    - by Zeynep Koch
    Oracle Enterprise Manager Ops Center provides a feature called "OS Analytics". This feature allows you to get a better understanding of how the Operating System is being utilized. You can research the historical usage as well as real time data. This post will show how you can benefit from OS Analytics and how it works behind the scenes. The recording of our call to discuss this blog is available here: https://oracleconferencing.webex.com/oracleconferencing/ldr.php?AT=pb&SP=MC&rID=71517797&rKey=4ec9d4a3508564b3Download the presentation here See also: Blog about Alert Monitoring and Problem Notification Blog about Using Operational Profiles to Install Packages and other content Here is quick summary of what you can do with OS Analytics in Ops Center: View historical charts and real time value of CPU, memory, network and disk utilization Find the top CPU and Memory processes in real time or at a certain historical day Determine proper monitoring thresholds based on historical data Drill down into a process details Where to start To start with OS Analytics, choose the OS asset in the tree and click the Analytics tab. You can see the CPU utilization, Memory utilization and Network utilization, along with the current real time top 5 processes in each category (click the image to see a larger version):  In the above screen, you can click each of the top 5 processes to see a more detailed view of that process. Here is an example of one of the processes: One of the cool things is that you can see the process tree for this process along with some port binding and open file descriptors. Next, click the "Processes" tab to see real time information of all the processes on the machine: An interesting column is the "Target" column. If you configured Ops Center to work with Enterprise Manager Cloud Control, then the two products will talk to each other and Ops Center will display the correlated target from Cloud Control in this table. If you are only using Ops Center - this column will remain empty. The "Threshold" tab is particularly helpful - you can view historical trends of different monitored values and based on the graph - determine what the monitoring values should be: You can ask Ops Center to suggest monitoring levels based on the historical values or you can set your own. The different colors in the graph represent the current set levels: Red for critical, Yellow for warning and Blue for Information, allowing you to quickly see how they're positioned against real data. It's important to note that when looking at longer periods, Ops Center smooths out the data and uses averages. So when looking at values such as CPU Usage, try shorter time frames which are more detailed, such as one hour or one day. Applying new monitoring values When first applying new values to monitored attributes - a popup will come up asking if it's OK to get you out of the current Monitoring Policy. This is OK if you want to either have custom monitoring for a specific machine, or if you want to use this current machine as a "Gold image" and extract a Monitoring Policy from it. You can later apply the new Monitoring Policy to other machines and also set it as a default Monitoring Profile. Once you're done with applying the different monitoring values, you can review and change them in the "Monitoring" tab. You can also click the "Extract a Monitoring Policy" in the actions pane on the right to save all the new values to a new Monitoring Policy, which can then be found under "Plan Management" -> "Monitoring Policies". Visiting the past Under the "History" tab you can "go back in time". This is very helpful when you know that a machine was busy a few hours ago (perhaps in the middle of the night?), but you were not around to take a look at it in real time. Here's a view into yesterday's data on one of the machines: You can see an interesting CPU spike happening at around 3:30 am along with some memory use. In the bottom table you can see the top 5 CPU and Memory consumers at the requested time. Very quickly you can see that this spike is related to the Solaris 11 IPS repository synchronization process using the "pkgrecv" command. The "time machine" doesn't stop here - you can also view historical data to determine which of the zones was the busiest at a given time: Under the hood The data collected is stored on each of the agents under /var/opt/sun/xvm/analytics/historical/ An "os.zip" file exists for the main OS. Inside you will find many small text files, named after the Epoch time stamp in which they were taken If you have any zones, there will be a file called "guests.zip" containing the same small files for all the zones, as well as a folder with the name of the zone along with "os.zip" in it If this is the Enterprise Controller or the Proxy Controller, you will have folders called "proxy" and "sat" in which you will find the "os.zip" for that controller The actual script collecting the data can be viewed for debugging purposes as well: On Linux, the location is: /opt/sun/xvmoc/private/os_analytics/collect If you would like to redirect all the standard error into a file for debugging, touch the following file and the output will go into it: # touch /tmp/.collect.stderr   The temporary data is collected under /var/opt/sun/xvm/analytics/.collectdb until it is zipped. If you would like to review the properties for the Analytics, you can view those per each agent in /opt/sun/n1gc/lib/XVM.properties. Find the section "Analytics configurable properties for OS and VSC" to view the Analytics specific values. I hope you find this helpful! Please post questions in the comments below. Eran Steiner

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  • Easy to use cross-platform 3D engines for C++ game development?

    - by davr
    I want to try my hand at writing a 3D game. However I don't want to start at such a low level of drawing individual triangles and writing my own 3D object loader and so on. I've heard of things like Irrlicht, Crystal Space 3D, and Cafu, but I don't have any experience with any of them. I'm looking for suggestions from people who have experience with these or other engines on which ones are well written, and are easy to get started using, without having to learn a ton of 3D math theory and how GPU's work internally.

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  • Lost transparency in SDL surfaces drawn manually

    - by Christian Ivicevic
    I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have transparent areas this works well, however I am not able to create a SDL_Surface with transparent pixels everywhere to be able to draw some tiles on specific parts which should be visible (I do NOT want the whole surface to appear with a specific opacity - I want to create overlaying tiles where one can look through). Currently I am creating my layers like this to draw with SDL_BlitSurface on them: SDL_Surface* layer = SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA, layerWidth, layerHeight, 32, 0, 0, 0, 0); If you have a look at this screenshot I have provided here you can see that the bottom layer with no transparent parts gets rendered correctly. However the overlay with the tree tile (which is transparent in the top left corner) is drawn own its own surface which is black and not transparent as expected. The expected result (concerning the transparency) can be seen here Can anyone explain me how to handle surfaces which are actually transparent rather than drawing all my overlay tiles separately?

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  • Is measuring software project metrics popular in todays industry?

    - by Russ K
    I encountered a developer who wanted some outside advice on their teams project. I found out they're developing a huge software suite for the companies executives, project manager and developers that can calculate metrics automatically and graph them per iteration. As a student from a computer science background I know very little on metrics and their importance, but my questions are: Do most companies have some way, doesn't have to be an elegant program, to measure meaningful metrics? Which metrics, single or combined, help you narrow down your projects scope and estimates? As a person who analyzes metrics, how often do you base decisions off of them? IE. Tests failed per week is increasing drastically? Do you feel that the introduction of studying metrics has helped you understand the project better? Not sure why but the developers project intrigued me and I must know more. If y

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  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

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  • How is technical debt best measured? What metric(s) are most useful?

    - by throp
    If I wanted to help a customer understand the degree of technical debt in his application, what would be the best metric to use? I've stumbled across Erik Doernenburg's code toxicity, and also Sonar's technical debt plugin, but was wondering what others exist. Ideally, I'd like to say "system A has a score of 100 whereas system B has a score of 50, so system A will most likely be more difficult to maintain than system B". Obviously, I understand that boiling down a complex concepts like "technical debt" or "maintainability" into a single number might be misleading or inaccurate (in some cases), however I need a simple way to convey the to a customer (who is not hands-on in the code) roughly how much technical debt is built into their system (relative to other systems), for the goal of building a case for refactoring/unit tests/etc. Again, I'm looking for one single number/graph/visualization, and not a comprehensive list of violations (e.g. CheckStyle, PMD, etc.).

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  • Flash intro or embedded video?

    - by Ray
    So a client of mine wants his homepage to start off something like this: http://www.roche-bobois.com/#/en-CA/home (It's basically a Flash intro that starts with a vector drawing of a furniture showroom that eventually transitions into the image of the actual showroom). Given that some of his users will be using an iPad to view his site, what are some of the alternatives that other developers here use? I'm thinking: Option 1: With PHP, detect if the user is using an iPad/iPhone by checking their user agent string. If they are using a mobile device, then forward to m.abccompany.com (mobile version of the site). Option 2: Convert the Flash video to MP4 or AVI and then embed that, which would allow all users to view his site. Any suggestions if either of these approaches are a good idea?

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  • AutoVue for Mobile Asset Management

    - by Warren Baird
    Our partner VentureForth is working with us on a solution to use AutoVue in their mobile asset management system. The idea is to allow workers in the field to easily be able to access visual information they might need while doing their work - and to annotate them.   For instance the worker can take a photo of something unexpected they found on-site, and indicate on the drawing what they found, so there's a record of it for the future.VentureForth's vMobile suite allows workers to take information for EBS eAM and PeopleSoft CAM, as well as multiple other systems) offline with them while working in the field, and with the AutoVue integration the workers can then view and annotate CAD drawings or photographs and have that information saved back into the asset management system.VentureForth has posted a video of this in action on YouTube:  http://youtu.be/X5Lv_X2v7uc - Check it out and let us know what your thoughts are!Learn more about VentureForth at http://ventureforth.com/

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  • No wireless and display issues on Dell Inspiron 1210 (Mini 12)

    - by Bryan M.
    I recently upgraded a friend's Dell Mini 12 (Inspiron 1210) from Ubuntu 8.10 to 10.04 netbook edition. After installing, and performing the available updates, I'm unable to detect any wireless networks (it knows it has a wireless card, but won't list any active networks). There also seems to be an issue with the display drivers: when scrolling, resizing, or drawing any windows there is a noticeable lag as I watch the screen redraw. As if there are no compatible display drivers installed. All these problems go away the moment I boot up a version of 8.10. But I'd like to keep 10.04 if possible. Are these common problems? Everything I've read suggest this is laptop should be compatible. Any suggestions? Thanks.

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  • How can I generate a 2d navigation mesh in a dynamic environment at runtime?

    - by Stephen
    So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid system is too slow for path-finding. I need to simplify my node graph by using a navigational mesh. I grasp the concept of "how" a mesh works (finding a path through nodes on the vertices and/or the centers of the edges of polygons). My game uses dynamic obstacles that are procedurally generated at run-time. I can't quite wrap my head around how to take a plane that has multiple obstacles in it and programatically divide the walkable area up into polygons for the navigation mesh, like the following image. Where do I start? How do I know when a segment of walk-able area is already defined, or worse, when I realize I need to subdivide a previously defined walk-able area as the algorithm "walks" through the map? I'm using javascript in nodejs, if it matters.

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  • What technologies are used for Game development now days?

    - by Monika Michael
    Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However looking at games like God of War 3, I find it hard to believe that these games could be developed using such low level techniques. The sheer awesomeness of such games defy any comprehensible(for me) programming methodology. Besides the gaming hardware is really a monster now days. So it stands to reason that the developers would work at a higher level of abstraction. What is the latest development methodology in the gaming industry? How is it that a team of 30-35 developers (of which most is management and marketing fluff) able to make such mind boggling games? If the question seems too general could you explain the architecture of God of War 3? Or how you would go about producing a clone? That I think should be objectively answerable.

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