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  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

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  • Corona SDK: Animation takes a long time to play after "prepare" step

    - by Michael Taufen
    First off, I'm using the current publicly available build, version 2011.704 I'm building a platformer, and have a character that runs along and jumps when the screen is tapped. While jumping, the animation code has him assume a svelte jumping pose, and upon the detection of a collision with the ground, he returns to running. All of this happens. The problem is that there is this strange gap of time, about 1/2 a second by the feel of it, where my character sits on the first frame of the run animation after landing, before it actually starts playing. This leads me to believe that the problem is somewhere between the "prepare" step of loading up a sprite set's animation sequence and the "play" step. Thanks in advance for any help :). My code for when my character lands is as follows: local function collisionHandler ( event ) if (event.object1.myName == "character") and (event.object2.type == "terrain") then inAir = false characterInstance:prepare( "run" ) -- TODO: time between prepare and play is curiously long... characterInstance:play() end end

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  • Problem using glm::lookat

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, 0.0f, 0.0f, 0.8f,-0.8f, 0.0f, 1.0f, 0.0f, }; Per frame transform glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), gCamera.up()); shaders->setUniform("camera", gCamera.matrix()); shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I move the camera left/right (spin the camera around the object's y axis), it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. If I use -gCamera.up() instead, it would track the camera side to side, but spin the opposite direction when I move the camera up/down. What am I doing wrong?

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  • Is NAN suitable for communicating that an invalid parameter was involved in a calculation?

    - by Arman
    I am currently working on a numerical processing system that will be deployed in a performance-critical environment. It takes inputs in the form of numerical arrays (these use the eigen library, but for the purpose of this question that's perhaps immaterial), and performs some range of numerical computations (matrix products, concatenations, etc.) to produce outputs. All arrays are allocated statically and their sizes are known at compile time. However, some of the inputs may be invalid. In these exceptional cases, we still want the code to be computed and we still want outputs not "polluted" by invalid values to be used. To give an example, let's take the following trivial example (this is pseudo-code): Matrix a = {1, 2, NAN, 4}; // this is the "input" matrix Scalar b = 2; Matrix output = b * a; // this results in {2, 4, NAN, 8} The idea here is that 2, 4 and 8 are usable values, but the NAN should signal to the receipient of the data that that entry was involved in an operation that involved an invalid value, and should be discarded (this will be detected via a std::isfinite(value) check before the value is used). Is this a sound way of communicating and propagating unusable values, given that performance is critical and heap allocation is not an option (and neither are other resource-consuming constructs such as boost::optional or pointers)? Are there better ways of doing this? At this point I'm quite happy with the current setup but I was hoping to get some fresh ideas or productive criticism of the current implementation.

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  • Looking for literature about graphics pipeline optimization

    - by zacharmarz
    I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better. I have found something in [Optimising the Graphics Pipeline, NVIDIA, Koji Ashida] - too old, [Real-time rendering, Akenine Moller], [OpenGL Bindless Extensions, NVIDIA, Jeff Bolz], [Efficient multifragment effects on graphics processing units, Louis Frederic Bavoil] and some internet discussions. But there is not too much information and I want to read more. It should contain something about application, driver, memory and shader units communication and data transfers. About vertices and attributes. Also pre and post T&L cache (if they still exist in nowadays architectures) etc. I don't need anything about textures, frame buffers and rasterization. It can also be about OpenGL (not about DirecX) and optimizing extensions (not old extensions like VBOs, but newer like vertex_buffer_unified_memory).

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  • Will unity stop being a plugin for Compiz?

    - by Murphy1138
    I ask this as with the Unity Desktop running , when I try any games with my Ubuntu 12.04.1 I get so much frame rate drop with Unity and Compiz. If I switch to Gnome-Classic which uses mutter, I get a vast boost in performance. My system is an 8 core AMD with a Nvidia 460 SE that can play anything I chuck at it in Windows and I'm using the latest Nvidia drivers, but even simple games like the humble bundle gets serious lag with Unity and the only cause of this can be compiz (what I can guess). When Steam come to Ubuntu, how will this performance loss be addressed?

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  • game performance

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • Game Clock Precision

    - by Philip
    I'm reading a fantastic article about game timer precision and here is a quote about 2/3 of the way into the article: If you start your game clock at about 4 billion (more precisely 2^32, or any large power of two) then your exponent, and hence your precision, will remain constant for the next ~4 billion seconds, or ~136 years. He doesn't give a concrete example of this though. Does this mean I would want to add 2^32 to the game clock value that I store at the beginning of each frame? Or is there a way to actually set the clock in Windows so that the numbers start at 2^32?

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  • Is there a way to add unique items to an array without doing a ton of comparisons?

    - by hydroparadise
    Please bare with me, I want this to be as language agnostic as possible becuase of the languages I am working with (One of which is a language called PowerOn). However, most languanges support for loops and arrays. Say I have the following list in an aray: 0x 0 Foo 1x 1 Bar 2x 0 Widget 3x 1 Whatsit 4x 0 Foo 5x 1 Bar Anything with a 1 should be uniqely added to another array with the following result: 0x 1 Bar 1x 1 Whatsit Keep in mind this is a very elementry example. In reality, I am dealing with 10's of thousands of elements on the old list. Here is what I have so far. Pseudo Code: For each element in oldlist For each element in newlist Compare If values oldlist.element equals newlist.element, break new list loop If reached end of newlist with with nothing equal from oldlist, add value from old list to new list End End Is there a better way of doing this? Algorithmicly, is there any room for improvement? And as a bonus qeustion, what is the O notation for this type of algorithm (if there is one)?

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  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

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  • How to change web browser's tab bar background color or image?

    - by Hanynowsky
    Running Precise. I am tweaking the ambiance theme to my taste. Yet I can't locate where I can modify the background color of the browser's tab bar (I suspect its value instruction to be somewhere in the gtk-widget or gtk-3 style files). See image: Thanks in advance. -------------------EDIT----------------------- Solution: Edited the following files: /usr/share/themes/MyTheme/gtk-2.0/apps/chromium.rc ( style "chrome-gtk-frame"{ ...}) gtk.css gtkrc (gtk-2.0 folder / first line of style dark - background - ) : style "dark" { color["bg_color_dark"] = "#303030" #original was 3c3b37 color["fg_color_dark"] = "#dfdbd2" color["selected_fg_color_dark"] = "#ffffff" fg[NORMAL] = @fg_color_dark fg[PRELIGHT] = shade (1.15, @fg_color_dark) fg[ACTIVE] = @fg_color_dark fg[SELECTED] = @selected_fg_color_dark fg[INSENSITIVE] = shade (0.5, @fg_color_dark) bg[NORMAL] = @bg_color_dark bg[ACTIVE] = shade (0.8, @bg_color_dark) bg[SELECTED] = @selected_bg_color bg[PRELIGHT] = shade (1.0, "#4D4C48") bg[INSENSITIVE] = shade (0.85, @bg_color_dark) text[NORMAL] = @fg_color_dark text[PRELIGHT] = shade (1.15, @fg_color_dark) text[SELECTED] = @selected_fg_color_dark text[ACTIVE] = @fg_color_dark text[INSENSITIVE] = mix (0.5, @bg_color, @bg_color_dark) } RESULT:

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  • Is '@' Error Suppression a Valid Technique for Testing for an Optional Array Key?

    - by MikeSchinkel
    Rarst and I were debating offline about the use of the '@' error suppression operator in PHP, specifically for use to test for existence of "optional" array keys, i.e. array keys that are being used as a switch here a their lack of existence in the array is functionally equivalent to the array having the key with a value equaling false. Here is pseudo-code for this scenario: function do_something( $args = array() ) { if ( @$args['switch'] ) { // Do something with this switch } // continue on... } vs. this approach: function do_something( $args = array() ) { if ( ! empty( $args['switch'] ) && $args['switch'] ) { // Do something with this switch } // continue on... } Of course in most use-cases, suppressing errors would not be A Good Thing(tm). However in this use-case where an array is passed with an optional element, it seems to me that it is actually a very good technique but I could be wrong and would like to hear other's opinions on the subject before I make up my mind. I do know that there are alleged performance hits for using the former approach but I'd like to know how they compare with the alternative and if they performance hits really matter in real world scenarios? P.S. I decided to post this because, after debating this offline with Rarst, he asked a more general question here on Programmers but didn't actually give a detailed example of the specific use-case we were debating. And since I'm pretty sure he'll want to use the out-of-context answers on that other question as justification for why the above is "bad" I decided I needed to get opinions on this specific use-case.

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  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

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  • Physics timestep questions

    - by SSL
    I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, -(float)9.81 / 60, 0); //called every frame projectilePosition += projectileVelocity; This seems to work fine but I've noticed in various projectile examples I've seen that the elapsedtime per update is taken into account. What's the difference between the two and how can I convert the above to take into account the elapsedtime? (I'm using XNA - do I use ElapsedTime.TotalSeconds or TotalMilliseconds)? Edit: Forgot to add my attempt at using elapsedtime, which seemed to break the physics: projectileVelocity.Y += -(float)((9.81 * gameTime.ElapsedGameTime.TotalSeconds * gameTime.ElapsedGameTime.TotalSeconds) * 0.5f); Thanks for the help

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  • ubuntu software center only opens for a few seconds, then crashes?

    - by Sarah Mae
    so i've been googling this question all day, and i've tried everything. i've tried uninstalling and reinstalling USC multiple times, i've tried basically all of the terminal commands that these forums/ask boards have recommended, to no avail. i'm at a loss. i'm using ubuntu 12.04 :O edit// i should probably be more specific about my problem! ahah. everytime i try to open USC, the frame and everything will show up & it'll load for about 5 seconds, then it'll turn gray & i'll have to force quit it :I

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Android - Rendering HUD View to SurfaceView

    - by Jon
    I have developed a relatively simple game in android, to get my head around it all, and on the back of it developed a crude game engine (in the loosest sense!). I use a SurfaceView and canvas (no OpenGL) - I'll cross that bridge another time! I have implemented a game HUD, title screens etc. by overlaying standard Android view widgets over my SurfaceView. This all works reasonably well maintaining an acceptable frame-rate, but it is a simple game with not a lot happening on or off screen. What I am wondering now is whether one could (and whether one would get any advantage by) drawing all my views to the one SurfaceView, all controlled by the main game thread. At the moment I have handlers flinging messages around and runOnUiThreads here, there and everywhere. Quite cumbersome. Any thoughts on this would be much appreciated (before I perhaps waste time trying to do it!)

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  • How to move Objects smoothly like swimming arround

    - by philipp
    I have a Box2D project that is about to create a view where the user looks from the Sky onto Water. Or perhaps on a bathtub filled with water or something like this. The Object which holds the fluid actually does not matter, what matters is the movement of the bodies, because they should move like drops of grease on a soup, or wood on water, I can even imagine the the fluid is mercurial, extreme heavy and "lazy". How can I manipulate the bodies (every frame or time by time) to make them move like this? I started with randomly manipulation their linear velocity, but I turned out that this not very smooth and looks quite hard. Is it a better idea to check their velocity and apply impulses? Is there any example? Greetings philipp

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  • ROracle support for TimesTen In-Memory Database

    - by Sam Drake
    Today's guest post comes from Jason Feldhaus, a Consulting Member of Technical Staff in the TimesTen Database organization at Oracle.  He shares with us a sample session using ROracle with the TimesTen In-Memory database.  Beginning in version 1.1-4, ROracle includes support for the Oracle Times Ten In-Memory Database, version 11.2.2. TimesTen is a relational database providing very fast and high throughput through its memory-centric architecture.  TimesTen is designed for low latency, high-volume data, and event and transaction management. A TimesTen database resides entirely in memory, so no disk I/O is required for transactions and query operations. TimesTen is used in applications requiring very fast and predictable response time, such as real-time financial services trading applications and large web applications. TimesTen can be used as the database of record or as a relational cache database to Oracle Database. ROracle provides an interface between R and the database, providing the rich functionality of the R statistical programming environment using the SQL query language. ROracle uses the OCI libraries to handle database connections, providing much better performance than standard ODBC.The latest ROracle enhancements include: Support for Oracle TimesTen In-Memory Database Support for Date-Time using R's POSIXct/POSIXlt data types RAW, BLOB and BFILE data type support Option to specify number of rows per fetch operation Option to prefetch LOB data Break support using Ctrl-C Statement caching support Times Ten 11.2.2 contains enhanced support for analytics workloads and complex queries: Analytic functions: AVG, SUM, COUNT, MAX, MIN, DENSE_RANK, RANK, ROW_NUMBER, FIRST_VALUE and LAST_VALUE Analytic clauses: OVER PARTITION BY and OVER ORDER BY Multidimensional grouping operators: Grouping clauses: GROUP BY CUBE, GROUP BY ROLLUP, GROUP BY GROUPING SETS Grouping functions: GROUP, GROUPING_ID, GROUP_ID WITH clause, which allows repeated references to a named subquery block Aggregate expressions over DISTINCT expressions General expressions that return a character string in the source or a pattern within the LIKE predicate Ability to order nulls first or last in a sort result (NULLS FIRST or NULLS LAST in the ORDER BY clause) Note: Some functionality is only available with Oracle Exalytics, refer to the TimesTen product licensing document for details. Connecting to TimesTen is easy with ROracle. Simply install and load the ROracle package and load the driver. > install.packages("ROracle") > library(ROracle) Loading required package: DBI > drv <- dbDriver("Oracle") Once the ROracle package is installed, create a database connection object and connect to a TimesTen direct driver DSN as the OS user. > conn <- dbConnect(drv, username ="", password="", dbname = "localhost/SampleDb_1122:timesten_direct") You have the option to report the server type - Oracle or TimesTen? > print (paste ("Server type =", dbGetInfo (conn)$serverType)) [1] "Server type = TimesTen IMDB" To create tables in the database using R data frame objects, use the function dbWriteTable. In the following example we write the built-in iris data frame to TimesTen. The iris data set is a small example data set containing 150 rows and 5 columns. We include it here not to highlight performance, but so users can easily run this example in their R session. > dbWriteTable (conn, "IRIS", iris, overwrite=TRUE, ora.number=FALSE) [1] TRUE Verify that the newly created IRIS table is available in the database. To list the available tables and table columns in the database, use dbListTables and dbListFields, respectively. > dbListTables (conn) [1] "IRIS" > dbListFields (conn, "IRIS") [1] "SEPAL.LENGTH" "SEPAL.WIDTH" "PETAL.LENGTH" "PETAL.WIDTH" "SPECIES" To retrieve a summary of the data from the database we need to save the results to a local object. The following call saves the results of the query as a local R object, iris.summary. The ROracle function dbGetQuery is used to execute an arbitrary SQL statement against the database. When connected to TimesTen, the SQL statement is processed completely within main memory for the fastest response time. > iris.summary <- dbGetQuery(conn, 'SELECT SPECIES, AVG ("SEPAL.LENGTH") AS AVG_SLENGTH, AVG ("SEPAL.WIDTH") AS AVG_SWIDTH, AVG ("PETAL.LENGTH") AS AVG_PLENGTH, AVG ("PETAL.WIDTH") AS AVG_PWIDTH FROM IRIS GROUP BY ROLLUP (SPECIES)') > iris.summary SPECIES AVG_SLENGTH AVG_SWIDTH AVG_PLENGTH AVG_PWIDTH 1 setosa 5.006000 3.428000 1.462 0.246000 2 versicolor 5.936000 2.770000 4.260 1.326000 3 virginica 6.588000 2.974000 5.552 2.026000 4 <NA> 5.843333 3.057333 3.758 1.199333 Finally, disconnect from the TimesTen Database. > dbCommit (conn) [1] TRUE > dbDisconnect (conn) [1] TRUE We encourage you download Oracle software for evaluation from the Oracle Technology Network. See these links for our software: Times Ten In-Memory Database,  ROracle.  As always, we welcome comments and questions on the TimesTen and  Oracle R technical forums.

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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  • convert orientation vec3 to a rotation matrix

    - by lapin
    I've got a normalized vec3 that represents an orientation. Each frame of animation, an object's orientation changes slightly, so I add a delta vector to the orientation vector and then normalize to find the new orientation. I'd like to convert the vec3 that represents an orientation into a rotation matrix that I can use to orient my object. If it helps, my object is a cone, and I'd like to rotate it about the pointy end, not from its center :) PS I know I should use quaternions because of the gimbal lock problem. If someone can explain quats too, that'd be great :)

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  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

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  • Distributed Transaction Framework across webservices

    - by John Petrak
    I am designing a new system that has one central web service and several site web services which are spread across the country and some overseas. It has some data that must be identical on all sites. So my plan is to maintain that data in the central web service and then "sync" the data to sites. This includes inserts, edits and deletes. I see a problem when deleting, if one site has used the record, then I need to undo the delete that has happened on the other servers. This lead me to idea that I need some sort of transaction system that can work across different web servers. Before I design one from scratch, I would like to know if anyone has come across this sort of problem and if there are any frame works or even design patterns that might aid me?

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  • Acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • How do I add text to an animated .gif in gimp?

    - by Carla
    I have just worked out how to create an animated.gif in gimp but I am having a problem adding text. When I create/add the text box and then save my.gif and view it, the text only flashes up over one frame/layer. How do I make the text last over the entire duration of the animated.gif? If you could explain in very simple terms, with the easiest solution, that would be wonderful as I am quite new to all this and very unsure of what I am doing! Thank you for any help you can give.

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