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  • OWB 11gR2 &ndash; OMB and File Editing

    - by David Allan
    Here we will see how we can use the IDE for editing OMB scripts. The 11gR2 release is based on the common Oracle platform IDE used also by JDeveloper. It comes with a bunch of standard behavior for editing and rendering code. One of the lesser known things is that if you drop a text file into OWB you can edit it. So you can drop your tcl scripts right into OWB and edit in-place, and don’t need another IDE like Eclipse just for this task. Cool, so you have the file here. There may be no line numbers, you can toggle line numbers on by right clicking in the gutter. If we edit the file within the OWB IDE, the save is a little different from normal. OWB doesn’t normally manipulate files so things like ctrl-s to save, saves the OWB objects, but if you edit a file the closing of the file will ask if you want to save it – check it out. Now we enter the realm of ‘he who dares’…. Note the IDE doesn’t know about tcl files out of the box, so you see above there is no syntax highlighting. The code is identified by the extension… .java is java, .html is HTML etc. With OWB, the OMB scripts are tcl, we usually have .tcl extension on these files. One of the things we can do to trick up the syntax highlighting is to simply rename the file to have a .java suffix, then all of a sudden we get syntax highlighting, see the illustration here where side by side we see a the file with a .java extension and a .tcl extension. Not ideal pretending to be .java but gets us a way to having something more useful than notepad. We can then change the syntax highlighting such that we get Eclipse like highlighting within the IDE from the Tools Preferences option; You then get the Eclipse like rendering albeit using a little tweak on the file names… Might be useful if you are doing any kind of heavy duty OMB script development and just want a single IDE. The OMBPlus panel is then at hand for executing and testing it out.

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  • What features does D3D have that OpenGL does not (and vice versa)?

    - by Tom
    Are there any feature comparisons on Direct3D 11 and the newest OpenGL versions? Well, simply put, Direct3D 11 introduced three main features (taken from Wikipedia): Tesselation Multithreaded rendering Compute shaders Increased texture cache Now I'm wondering, how does the newest versions of OpenGL cope with these features? And since I have this feeling that there are features that Direct3D lacks from OpenGL's side, what are those?

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  • XNA Moddable Game - Architecture Design and Reflection

    - by David K
    I've decided to embark on an XNA moddable game project of a simple rogue style. For all purposes of this question, I'm going to not be using a scripting engine, but rather allow modders to directly compile assemblies that are loaded by the game at run time. I know about the security problems this may raise. So in order to expose the moddable content, I have gone about creating a generic project in XNA called MyModel. This contains a number of interfaces that all inherit from IPlugin, such as IGameSystem, IRenderingSystem, IHud, IInputSystem etc. Then I've created another project called MyRogueModel. This references MyModel project, and holds interfaces such as IMonster, IPlayer, IDungeonGenerator, IInventorySystem. More rogue specific interfaces, but again, all interfaces in this project inherit from IPlugin. Then finally, I've created another project called MyRogueGame, that references both MyModel and MyRogueModel projects. This project will be the game that you run and play. Here I have put the actual implementation of the Monster, DungeonGenerator, InputSystem and RenderingSystem classes. This project will also scan the mods directory during run time and load any IPlugins it finds using reflection and override anything it finds from the default. For example if it finds a new implementation of the DungeonGenerator it will use that one instead. Now my question is, in order to get this far, I have effectively 2 projects that contain nothing but interfaces... which seems a little... strange ? For people to create mods for the game, I would give them both the MyModel and MyRogueModel assemblies in which they would reference. I'm not sure whether this is the right way to do it, but my reasoning goes as follows : If I write 1 input system, I can use it in any game I write. If I create 3 rogue like games, and a modder writes 1 rendering system, that modder could use the rendering system for all 3 games, because it all comes from the MyModel project. I come from a more web based C# role, so having empty interface projects doesn't seem wrong, its just something I haven't done before. Before I embark on something that might be crazy, I'd just like to know whether this is a foolish idea and whether there's a better (or established) design principle I should be following ?

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  • Object detection in bitmap JavaScript canvas

    - by fallenAngel
    I want to detect clicks on canvas elements which are drawn using paths. So far I have stored element paths in a JavaScript data structure and then check the coordinates of hits which match the element's coordinates. Rendering each element path and checking the hits would be inefficient when there are a lot of elements. I believe there must be an algorithm for this kind of coordinate search, can anyone help me with this?

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  • Best way to render card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then; 2) Render SVG to image of proper size at once. Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot?

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  • Is this masters course worth taking?

    - by dbomb101
    I've been spending the last couple of years developing 2D game in XNA but there are still alot of gaps in my knowledge especially in terms of 3D development and working in game development teams and I would like to eventually be able to develop more technically advanced games. I was thinking of taking the masters course linked below to help out with that. Do you think the course is worth it or should I simply continue self studying ? Course Details

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  • installing Ubuntu 32 bit and Lubuntu 64 bit with the same home directories

    - by rakesh
    Mine is a 64 bit machine and I had installed "32" bit Ubuntu to try it out and hence installed many apps and developed many things and configured it for many things. Now it seems that my laptop needs more resources as my development needs so much. My question is :to free up install Lubuntu "64" bit in other partition which uses the same home directory and apps and my development rendering my laptop to be faster than before. Is this possible ? Thanks in Advance.

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  • Does use of simple shaders improve performace/battery life?

    - by Miro
    I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things. Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking about implementing shaders in my game to simplify OpenGL pipeline if it can make better performance. Better performance = better battery life, unless fps is limited by software limit, not hardware power.

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  • Is the STL efficient enough for mobile devices?

    - by mx2
    When it comes to mobile game development on iOS and Android NDK, some developers write their own C++ containers, while others claim that STL is more than adequate for mobile game development (For example, the author of iPhone 3D Programming uses STL rather than Objective-C in his examples. His defense is that STL is no slower than Objective-C). Then there are also mobile developers who abandon C++ entirely and develop games entirely (or mostly) in the C language (C89/C90). What are the benefits and drawbacks of each approach?

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  • G-Summit

    - by user12652314
    Gamification picks up steam suddenly with meeting at Badgeville on Friday, gamification summit with Advanced UX in May, Erika's talk at G-Summit, Marta's presentation on mobile usability and gamifying enterprise communities at STC 2012. Nicole and I with a live 3D demo at Innovations in Online Learning, and the highlight launch of America's Cup for Java Kids Virtual Design Competition at the Immersive Education Summit in June with Oracle Academy and the Java team

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  • Fedora 13 "Goddard" beta emphasizes automation

    <b>Desktop Linux.com:</b> "The Fedora project released a beta version of Fedora 13 (codenamed "Goddard"). The updated community Linux distribution is touted for features including automatic print-driver installation, the Btrfs filesystem, enhanced 3D driver support, revamped Python bindings, and the Zarafa groupware package, says the project."

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  • GDL Presents: All the Web's a Stage

    GDL Presents: All the Web's a Stage All the Web's a Stage: Building a 3D Space in the Browser Thursday, October 11 - 10:30AM PDT Meet the designers and creative team behind a new sensory Chrome experiment, Movi.Kanti.Revo, in a live, design-focused Q&A. Learn how Cirque du Soleil and Subatomic Systems worked to translate the wonder of Cirque into an environment built entirely with markup and CSS. Host: Pete LePage, Developer Advocate Guests: Gillian Ferrabee, Cirque du Soleil | Nicole McDonald, Director/Creative Director, Subatomic Systems From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • Changing Ogre3D terrain lighting in real time

    - by lezebulon
    I'm looking at the Ogre 3D library and I'm browsing through some examples / tutorials. My question is about terrain. There are a few examples showing how great the terrain system is, but I think that the global illumination and shadows of the terrain have to be pre-computed, which kinda makes it impossible to integrate this with a day / night cycle. Is there a way to change the terrain light sources in real time? If so it is possible to do it and keep a decent FPS?

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • Filtres d'écran en 2D avec OpenGL dans le Blender Game Engine, une traduction de Guillaume Belz

    Bonjour à tous Blender est à l'origine un logiciel libre de dessin 3D, mais propose de plus en plus de fonctionnalités avancées d'animation. En particulier, Blender intègre un moteur de jeux appelé Blender Game Engine (BGE), qui permet aux utilisateurs d'écrire leurs propres shaders en utilisant les langages Python et OpenGL Shading Language (GLSL). Dans cet article, l'auteur présente les bases pour écrire ses propres shaders et les paramétrer dans Blender à partir d'un exemple simple : un filtre de flou. Filtres d'écran en 2D avec OpenGL dans le Blender Game Engine A...

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  • How are video card\graphics drivers written exactly? [closed]

    - by Bigyellow Bastion
    I was thinking, since I want an application layer for my operating system, how or what would be the best way to write, or better understand how to write, my own graphics device drivers or software to enable application layered software to request data through my graphics system (I.e. windows, icons, mouse pointers). I don't need every little detail, I'd just like some possible insight on the procedure one may accomplish this feat in, perhaps the best way to understand the interaction between the graphics GUI rendering software to the hardware interaction directly, and the application software requesting the graphics driver itself.

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  • Need to make animation whereby the character shatters into a bunch of pieces

    - by theprojectabot
    I would like to take a 3d character model, cut out a bunch of shapes (or a bunch of triangles in the shape of the pieces I want) and then have the pieces separate from each other at the beginning of the animation and fall apart with gravity so it looks like the model is falling apart in shattered pieces. Is there a way to run a script on a mesh, cut out these pieces, instantiate all of them as separate models and then run gravity on them during the simulation?

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  • Generating triangles from a square grid

    - by vivi
    I have a 2D square grid of values representing terrain elevations, and I want to generate triangles from that grid to make a 3D view of the terrain. My first thought was to split each square diagonally into 2 triangles, however the split diagonal can clearly be seen, especially from the top : [Sorry, as a new user I can't post images, please see here : imgur] Is there a recommended way to generate triangles to remove/reduce this effect ?

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  • ATI RS690m X1200 proprietary driver installation

    - by fan-dz
    I've installed Ubuntu 11.10 on my emachine e625 AMD64 (TF-20) with an ATI RS690m X1200 graphics card but I didn't have 3D acceleration. The open-source driver works, except for any video effects or acceleration… I've downloaded the driver from ATI and followed the installation instructions and here is the result: Error: ./default_policy.sh does not support version default:v2:x86_64:lib32::none:3.0.0-17-generic; make sure that the version is being correctly set by --iscurrentdistro What did I do wrong?

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  • My schoolmates are playing too much and talk loudly, what should I do ? report them ? [closed]

    - by jokoon
    I'm a in a private game programming school class (there are also 3D/art classes in the school), and at least half or two third of the 12 people in my class play at various games (Age of Empires, web games, online card games, etc). They are talking quite loudly on top of that, and I'm getting hard times trying to concentrate: it feels like I'm in a cybercafe full of teenagers. I don't know if I have Hyperacusis (http://en.wikipedia.org/wiki/Hyperacusis),

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  • Compiz with Intel video card not working after upgrade to 11.04

    - by fazi
    After upgrade to ubuntu 11.04 from 10.10 My compiz stop working I have no cube effects and preview files and other compiz stuff. I have intel x4500 (00:02.1 Display controller: Intel Corporation 4 Series Chipset Integrated Graphics Controller (rev 03) ) glxinfo name of display: :0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: Brian Paul server glx version string: 1.4 Mesa 7.11-devel I have removed compiz, gnome (witch --purge) and install again, nothing works :( Im using default ubuntu desktop (no unity) any idea how can I fix this?:

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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