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  • Alpha From PNGs Butchered

    - by ashes999
    I have a pretty vanilla Monogame game. I'm using PNG for all my sprites (made in Photoshop). I noticed that XNA is butchering the aliasing; no matter what I do, my graphics appear jaggedy. Below is a screenshot. The bottom half is what XNA shows me when I zoom in 2X using a Matrix on my GraphicsDevice (to make the effect more obvious). The top is when I pasted the same sprites from Photoshop and scaled them to 200%. Note that partially transparent pixels are turning whiteish. Is there a way to fix this? What am I doing wrong? Here's the relevant call to draw to the SpriteBatch: spriteBatch.Draw(this.texture, this.positionVector, null, Color.White, this.Angle, this.originVector, 1f, SpriteEffects.None, 0f); (this.positionVector can easily be Vector.Zero; Color.White as 100% alpha, I think; this.Angle can be a real angle (small > in the image) or zero (the orb itself).

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  • How do I tackle top down RPG movement?

    - by WarmWaffles
    I have a game that I am writing in Java. It is a top down RPG and I am trying to handle movement in the world. The world is largely procedural and I am having a difficult time tackling how to handle character movement around the world and render the changes to the screen. I have the world loaded in blocks which contains all the tiles. How do I tackle the character movement? I am stumped and can't figure out where I should go with it. EDIT: Well I was abstract with the issue at hand. Right now I can only think of rigidly sticking everything into a 2D array and saving the block ID and the player offset in the Block or I could just "float" everything and move about between tiles so to speak.

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  • Share links with <script src=""> SEO

    - by gansbrest
    Hi, I would like to create a share link to my website using javascript: script src="[url-to-my-script]" Basically the main idea behind this is to render HTML block with an image and link to the website. By using JavaScript approach I can control the look and feel of that link + potentially I could change the link html in the future without touching partner websites. The only potential problem I see with this approach is SEO. I'm not sure if google will be able to index that link to my website, since it's generated by javascript.

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  • Per-vertex animation with VBOs: Stream each frame or use index offset per frame?

    - by charstar
    Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will be at different poses/keyframes at the same time). Assume color and texture coordinate buffers are static. Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs). Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? Are there other methods that I am missing?

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  • Numerical stability in continuous physics simulation

    - by Panda Pajama
    Pretty much all of the game development I have been involved with runs afoul of simulating a physical world in discrete time steps. This is of course very simple, but hardly elegant (not to mention mathematically inaccurate). It also has severe disadvantages when large values are involved (either very large speeds, or very large time intervals). I'm trying to make a continuous physics simulation, just for learning, which goes like this: time = get_time() while true do new_time = get_time() update_world(new_time - time) render() time = new_time end And update_world() is a continuous physical simulation. Meaning that for example, for an accelerated object, instead of doing object.x = object.x + object.vx * timestep object.vx = object.vx + object.ax * timestep -- timestep is fixed I'm doing something like object.x = object.x + object.vx * deltatime + object.ax * ((deltatime ^ 2) / 2) object.vx = object.vx + object.ax * deltatime However, I'm having a hard time with the numerical stability of my solutions, especially for very large time intervals (think of simulating a physical world for hundreds of thousands of virtual years). Depending on the framerate, I get wildly different solutions. How can I improve the numerical stability of my continuous physical simulations?

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  • Automatically kill a process if it exceeds a given amount of RAM

    - by chrisamiller
    I work on large-scale datasets. When testing new software, a script will sometimes sneak up on me, quickly grab all available RAM, and render my desktop unusable. I'd like a way to set a RAM limit for a process so that if it exceeds that amount, it will be killed automatically. A language-specific solution probably won't work, as I use all sorts of different tools (R, Perl, Python, Bash, etc). So is there some sort of process-monitor that will let me set a threshold amount of RAM and automatically kill a process if it uses more?

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  • What is causing these visual artifacts on my OpenGL sprites?

    - by Amplify91
    What could be the cause of the defects in my characters sprite? I am using OpenGL ES 2.0. I draw my sprites in a sprite batch that uses UV coordinates from one large texture atlas. If you look around the character' edges, you'll see two noticeable problems: The invisible alpha background is not invisible, but shows a strange static-like background. There are unwanted streaks where the character nears the edge of the frame (but only in some frames of the animation, this happened to be one of them). Any idea what could be causing these? I will provide related code if asked for, but I'll try to avoid just dumping the entire project and expecting someone to look through it all. EDIT: Here's a bit of code: This is how I generate my UV coordinates: private float[] createFrameUV(int frameWidth, int frameHeight, int x, int y){ float[] uv = new float[4]; if(numberOfFrames>1){ float width = (float)frameWidth / (float)mBitmap.getWidth(); float height = (float)frameHeight / (float)mBitmap.getHeight(); float u = (float)x / (float)mBitmap.getWidth(); float v = (float)y / (float)mBitmap.getHeight(); uv[0] = u; uv[1] = v; uv[2] = u + width; uv[3] = v + height; }else{ uv[0] = 0f; uv[1] = 0f; uv[2] = 1f; uv[3] = 1f; } return uv; } These are some OpenGL settings: GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

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  • Structuring game world entities and their rendering objects

    - by keithjgrant
    I'm putting together a simple 2d tile-based game. I'm finding myself spinning circles on some design decisions, and I think I'm in danger of over-engineering. After all, the game is simple enough that I had a working prototype inside of four hours with fewer than ten classes, it just wasn't scalable or flexible enough for a polished game. My question is about how to structure flow of control between game entity objects and their rendering objects. Should each renderer have a reference to their entity or vice-versa? Or both? Should the entity be in control of calling the render() method, or be completely oblivious? I know there are several valid approaches here, but I'm kind of feeling decision paralysis. What are the pros and cons of each approach?

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  • What functionality should I use in OpenGL 2.0?

    - by Jeffrey
    Considering OpenGL 2.1, we all know that glBegin and glEnd are the devil. Should I use only VBO to render 3d primitives (I can't find VAO in that version, weren't there already?)? Should I still use the matrix stack (why not?)? Should I still use glFrustum? Can I take advantage of shaders in GLSL 1.20? Where can I find a tutorial for VBO in OpenGL 2.1 and the "correct" way of programming in it? Also how am I supposed to animate something. Like a cube moving around an object or a player moving in the scene (static vbo data + shader?)? Note: Take your time to answer this question, I'll accept an answer tomorrow.

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  • Recasting and Drawing in SDL

    - by user1078123
    I have some code that essentially draws a column on the screen of a wall in a raycasting-type 3d engine. I am trying to optimize it, as it takes about 10 milliseconds do draw a million pixels using this, and the vast majority of game time is spent in this loop. However, I don't quite understand what's occurring, particularly the recasting (I modified the "pixel manipulation" sample code from the SDL documentation). "canvas" is the surface I am drawing to, and "hello" is the surface containing the texture for the column. int c = (curcol)* canvas->format->BytesPerPixel; void *canvaspixels = canvas->pixels; Uint16 texpitch = hello->pitch; int lim = (drawheight +startdraw) * canvpitch +c + (int) canvaspixels; Uint8 *k = (Uint8 *)hello->pixels + (hit)* hello->format->BytesPerPixel; for (int j= (startdraw)*(canvpitch)+c + (int) canvaspixels; (j< lim); j+= canvpitch){ Uint8 *q = (Uint8 *) ((int(h))*(texpitch)+k); *(Uint32 *)j = *(Uint32 *)q; h += s; } We have void pointers (not sure how those are even represented), 8, 16, and 32 bit ints (h and s are floats), all being intermingled, and while it works, it is quite confusing.

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  • Can't run minecraft on ubuntu 12.04 lts [duplicate]

    - by user170011
    This question already has an answer here: How to correctly install and troubleshoot Minecraft (Client) 3 answers I was trying to run minecraft on my laptop with ubuntu 12.04 lts 64 bit. I have a lenovo ideapad p580 with 7.7 Gb and an Intel® Core™ i7-3520M CPU @ 2.90GHz × 4 processor. Under the graphics section of the system overview in ubuntu it says I have none installed. My computer comes with and nvidia geforce graphics card but it isnt recognized. When I start minecraft I get this crash report. ---- Minecraft Crash Report ---- // Shall we play a game? Time: 24/06/13 7:23 PM Description: Failed to start game org.lwjgl.LWJGLException: Could not init GLX at org.lwjgl.opengl.LinuxDisplayPeerInfo.initDefaultPeerInfo(Native Method) at org.lwjgl.opengl.LinuxDisplayPeerInfo.<init>(LinuxDisplayPeerInfo.java:52) at org.lwjgl.opengl.LinuxDisplay.createPeerInfo(LinuxDisplay.java:684) at org.lwjgl.opengl.Display.create(Display.java:854) at org.lwjgl.opengl.Display.create(Display.java:784) at org.lwjgl.opengl.Display.create(Display.java:765) at net.minecraft.client.Minecraft.a(SourceFile:235) at avv.a(SourceFile:56) at net.minecraft.client.Minecraft.run(SourceFile:507) at java.lang.Thread.run(Thread.java:679) A detailed walkthrough of the error, its code path and all known details is as follows: -- System Details -- Details: Minecraft Version: 1.5.2 Operating System: Linux (amd64) version 3.5.0-34-generic Java Version: 1.6.0_27, Sun Microsystems Inc. Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Sun Microsystems Inc. Memory: 406175448 bytes (387 MB) / 514523136 bytes (490 MB) up to 1908932608 bytes (1820 MB) JVM Flags: 2 total; -Xmx2048M -Xms512M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: No suspicious classes found. IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 LWJGL: 2.4.2 OpenGL: ~~ERROR~~ NullPointerException: null Is Modded: Probably not. Jar signature remains and client brand is untouched. Type: Client (map_client.txt) Texture Pack: Default Profiler Position: N/A (disabled) Vec3 Pool Size: ~~ERROR~~ NullPointerException: null I can run it on different versions of linux such as fedora.

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • My rhythm game runs choppy even with high frame rate

    - by felipedrl
    I'm coding a rhythm game and the game runs smoothly with uncapped fps. But when I try to cap it around 60 the game updates in little chunks, like hiccups, as if it was skipping frames or at a very low frame rate. The reason I need to cap frame rate is because in some computers I tested, the fps varies a lot (from ~80 - ~250 fps) and those drops are noticeable and degrade response time. Since this is a rhythm game this is very important. This issue is driving me crazy. I've spent a few weeks already on it and still can't figure out the problem. I hope someone more experienced than me could shed some light on it. I'll try to put here all the hints I've tried along with two pseudo codes for game loops I tried, so I apologize if this post gets too lengthy. 1st GameLoop: const uint UPDATE_SKIP = 1000 / 60; uint nextGameTick = SDL_GetTicks(); while(isNotDone) { // only false when a QUIT event is generated! if (processEvents()) { if (SDL_GetTicks() > nextGameTick) { update(UPDATE_SKIP); render(); nextGameTick += UPDATE_SKIP; } } } 2nd Game Loop: const uint UPDATE_SKIP = 1000 / 60; while (isNotDone) { LARGE_INTEGER startTime; QueryPerformanceCounter(&startTime); // process events will return false in case of a QUIT event processed if (processEvents()) { update(frameTime); render(); } LARGE_INTEGER endTime; do { QueryPerformanceCounter(&endTime); frameTime = static_cast<uint>((endTime.QuadPart - startTime.QuadPart) * 1000.0 / frequency.QuadPart); } while (frameTime < UPDATE_SKIP); } [1] At first I thought it was a timer resolution problem. I was using SDL_GetTicks, but even when I switched to QueryPerformanceCounter, supposedly less granular, I saw no difference. [2] Then I thought it could be due to a rounding error in my position computation and since game updates are smaller in high FPS that would be less noticeable. Indeed there is an small error, but from my tests I realized that it is not enough to produce the position jumps I'm getting. Also, another intriguing factor is that if I enable vsync I'll get smooth updates @60fps regardless frame cap code. So why not rely on vsync? Because some computers can force a disable on gfx card config. [3] I started printing the maximum and minimum frame time measured in 1sec span, in the hope that every a few frames one would take a long time but still not enough to drop my fps computation. It turns out that, with frame cap code I always get frame times in the range of [16, 18]ms, and still, the game "does not moves like jagger". [4] My process' priority is set to HIGH (Windows doesn't allow me to set REALTIME for some reason). As far as I know there is only one thread running along with the game (a sound callback, which I really don't have access to it). I'm using AudiereLib. I then disabled Audiere by removing it from the project and still got the issue. Maybe there are some others threads running and one of them is taking too long to come back right in between when I measured frame times, I don't know. Is there a way to know which threads are attached to my process? [5] There are some dynamic data being created during game run. But It is a little bit hard to remove it to test. Maybe I'll have to try harder this one. Well, as I told you I really don't know what to try next. Anything, I mean, anything would be of great help. What bugs me more is why at 60fps & vsync enabled I get an smooth update and at 60fps & no vsync I don't. Is there a way to implement software vsync? I mean, query display sync info? Thanks in advance. I appreciate the ones that got this far and yet again I apologize for the long post. Best Regards from a fellow coder.

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  • [JOGL] my program is too slow, ho can i profile with Eclipse?

    - by nkint
    hi juys my simple opengl program is really toooo slow and not fluid i'm rendering 30 sphere with simple illumination and simple material. the only hard(?) computing stuffs i do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) i have no thread only animator to move spheres how can i profile my jogl project? or mayebe (most probable..) i have some opengl instruction that i don't understand and make render particular accurate (or back face rendering that i don't need or whatever i don't know exctly i'm just entered in opengl world)

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  • Handling cameras in a large scale game engine

    - by Hannesh
    What is the correct, or most elegant, way to manage cameras in large game engines? Or should I ask, how does everybody else do it? The methods I can think of are: Binding cameras straight to the engine; if someone needs to render something, they bind their own camera to the graphics engine which is in use until another camera is bound. A camera stack; a small task can push its own camera onto the stack, and pop it off at the end to return to the "main" camera. Attaching a camera to a shader; Every shader has exactly one camera bound to it, and when the shader is used, that camera is set by the engine when the shader is in use. This allows me to implement a bunch of optimizations on the engine side. Are there other ways to do it?

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  • Resolution Independent 2D Rendering in XNA

    - by AttackingHobo
    I am trying to figure out the best way to render a 2d game at any resolution. I am currently rendering the game at 1920x1200. I am trying scale the game to any user selected resolution without changing the way I am rendering, or game logic. What is the best way to scale a game to any arbitrary resolution? Edit: I am trying to achieve this: http://www.david-amador.com/2010/03/xna-2d-independent-resolution-rendering/ but I think the code he has is for a different version of XNA because I cannot find that method overload he uses.

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  • XNA 4.0, Combining model draw calls

    - by MayContainNuts
    I have the following problem: The levels in my game are made up of a Large Quantity of small Models and because of that I am experiencing frame rate problems. I already did some research and came to the conclusion that the amount of draw calls I am making must be the root of my problems. I've looked around for a while now and couldn't quite find a satisfying solution. I can't cull any of those models, in a worst case scenario there could be 1000 of them visible at the same time. I also looked at Hardware geometry Instancing, but I don't think that's quite what I'm looking for, because the level consists of a lot of different parts. So, what I'd like to do is combining 100 or 200 of these Models into a single large one and draw it as a whole 'chunk'. The whole geometry is static so it wouldn't have to be changed after combining, but different parts of it would have to use different textures (I think I can accomplish that with a texture atlas). But I have no idea how to to that, so does anybody have any suggestions?

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  • relationship between the model and the renderer

    - by acrilige
    I tried to build a simple graphics engine, and faced with this problems: i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method DrawObject(Object* obj). Implementation of renderer depends on using graphics library (opengl/directx). 1st question: model should not know nothing about renderer implementation, but in this case where can i hold (cache) information that depends on renderer implementation? For example, if model have this definition: class Model { public: Model(); Vertex* GetVertices() const; private: Vertex* m_vertices; }; what is the best way to cache, for example, vertex buffer of this model for dx11? Hold it in renderer object? 2nd question: what is the best way for model to say renderer HOW it must be rendered (for example with texture, bump mapping, or may be just in one color). I thought it can be done with flags, like this: model-SetRenderOptions(RENDER_TEXTURE | RENDER_BUMPMAPPING | RENDER_LIGHTING); and in Renderer::DrawModel method check for each flag. But looks like it will become uncomfortable with the options count growth...

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  • Google I/O 2010 - Architecting for performance with GWT

    Google I/O 2010 - Architecting for performance with GWT Google I/O 2010 - Architecting for performance with GWT GWT 201 Joel Webber, Adam Schuck Modern web applications are quickly evolving to an architecture that has to account for the performance characteristics of the client, the server, and the global network connecting them. Should you render HTML on the server or build DOM structures with JS in the browser, or both? This session discusses this, as well as several other key architectural considerations to keep in mind when building your Next Big Thing. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 9 1 ratings Time: 01:01:09 More in Science & Technology

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  • andEngine dynamic sprites

    - by Blucreation
    Ive just started with andEngine the past week and i only started learning java/android 3 weeks. I can use a for loop to add multiple sprites to the screen but when i try to check collisions on them it only does it to one and not the rest. I want to be able to add a specific number for sprites made from the same texture to the scene, add collision detection to them and also make them slide across the screen (im making a game where you avoid the obstacles). My simple code: private void createobstacle(float pX, float pY) { obstacle = new AnimatedSprite(pX, pY, this.mObjTextureRegion.deepCopy(), getVertexBufferObjectManager()); obstacle.setScale(MathUtils.random(0.5f, 3f)); scene.attachChild(obstacle); } private void createobstacle(int num) { for(int i=0; i<=num; i++ ) { final float xPos = MathUtils.random(30.0f, (CAMERA_WIDTH - 30.0f)); final float yPos = MathUtils.random(30.0f, (CAMERA_HEIGHT - 30.0f)); createobstacle(xPos, yPos); } } Ive read about arrays but i cannot find any tutorials about anything im stuck with. Any help would be great!

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  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

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  • Alternatives to multiple sprite batches for achieving 2D particle system depth

    - by Ergwun
    In my 2D XNA game, I render all my sprites with a single sprite batch using SpriteSortMode.BackToFront and BlendState.AlphaBlend. I'm adding a particle system based on the App Hub particles sample. Since this uses SpriteSortMode.Deferred and BlendState.Additive, I will need to have two SpriteBatch.Begin / SpriteBatch.End pairs: one for 'regular' sprites, and one for particles. In my top-down shooter, If I want to have explosions appear under planes, but above the ground, then I believe I will have to have three Begin/End pairs, first to draw everything under the explosions, then to draw the explosions, then to draw everything above the explosions. If I want to have particle effects at multiple different depths, then I'm going to need even more Begin/Endpairs. This is all easy to code, but I'm wondering if there is an alternative way to handle this?

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  • T420 Triple Head with Optimus

    - by Rolo
    I see that this is possible on a T520 apparently (Triple-head on a Lenovo T520), but I can't see anyone claiming it's possible on a T420. I'm running 12.04 and have Bumbleebee installed and working fine but I can't get the display port monitor to display anything. The power light flicks on, but things only render on my VGA output monitor, and Ubuntu's display settings don't detect the third monitor. I'm not concerned with power management, ie, am happy to leave set on discrete graphics in the BIOS if that helps. Is this possible? Thanks.

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  • Ensure Future Browser Compatibility - SharePoint Branding

    - by KunaalKapoor
    HTML and Future Internet Explorer Compatibility with SharePointAs new versions of Internet Explorer are released, the way HTML is rendered by the browser could change over time. To address the possibility of changes, Microsoft uses the X-UA-Compatible META tag that targets HTML markup to a specific version of Internet Explorer. The default SharePoint 2010 master pages are set to force current and future versions of Internet Explorer to render HTML in Internet Explorer 8 mode like the following markup:<meta http-equiv="X-UA-Compatibile" content="IE=IE8" />The Adventure Works Travel HTML includes the META tag to help ensure future Internet Explorer versions will display the SharePoint HTML properly.For more information about the Internet Explorer Standards Mode, see META Tags and Locking in Future Compatibility.

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  • this.BoundingBox.Intersects(Wall[0].BoundingBox) not working properly

    - by Pieter
    I seem to be having this problem a lot, I'm still learning XNA / C# and well, trying to make a classic paddle and ball game. The problem I run into (and after debugging have no answer) is that everytime I run my game and press either of the movement keys, the Paddle won't move. Debugging shows that it never gets to the movement part, but I can't understand why not? Here's my code: // This is the If statement for checking Left movement. if (keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.A)) { if (!CheckCollision(walls[0])) { Location.X -= Velocity; } } //This is the CheckCollision(Wall wall) boolean public bool CheckCollision(Wall wall) { if (this.BoundingBox.Intersects(wall.BoundingBox)) { return true; } return false; } As far as I can tell there should be absolutely no problem with this, I initialize the bounding box in the constructor whenever a new instance of Walls and Paddle is created. this.BoundingBox = new Rectangle(0, 0, Sprite.Width, Sprite.Height); Any idea as to why this isn't working? I have previously succeeded with using the whole Location.X < Wall.Location.X + Wall.Texture.Width code... But to me that seems like too much coding if a simple boolean check could be done.

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