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  • Multi threaded game - updating, rendering, and how to split them

    - by CodeBunny
    From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of splitting updating and rendering into separate threads sounds like a very good idea. How should I do this? Single threaded game engines are (conceptually) very easy to make, you have a loop where you update - render - sleep - repeat. However, I can't think of a good way to break updating and rendering apart, especially if I change their update rates (say I go through the update loop 25x a second, and have 60fps for rendering) - what if I begin updating halfway through a render loop, or vice versa?

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  • How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?

    - by C0M37
    Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity). Do they bump forever with zero velocity resolution vectors or do they just stay locked together until an outside force interacts? In my home brewed engine, I realized that if I loaded a character into a tree and moved them, they would signal a collision and hop back to their original spot. I suppose I could fix this by implementing impulses in the event of a collision instead of just jumping back to the last spot I was in (my implementation kind of sucks). But while I make my engine more robust, I'm just curious on how most other physics engines handle this case. Do objects that start in the same spot with no movement speed just shoot out from each other in a random direction? Or do they sit there until something happens? Which option is generally the best approach?

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  • Where is a good spot to start when writing a LWJGL game engine?

    - by Alcionic
    I'm starting work on a huge game and somewhere along my train of thought I decided it would be a good idea to write my own engine for the game. I was originally going to use JMonkeyEngine but there were some things about it that just didn't work well with me. I wanted full control over every aspect of the entire process. Where would a good place to start be when writing your own engine? I have no experience with LWJGL but I learn quick. Either advice or some place where there is good advice would be nice. Thanks!

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  • Video player with good subtitle rendering

    - by Oxwivi
    Is there any way to improve the subtitle rendering capabilities of Totem? The subtitles positioning seems to be hard-coded in it and even though the style is user-customizable, it does not confirm to the formatting in subtitle data. In some scenes where writings appear, the subtitles are supposed to appear next to those along with what is being said at that moment. However, on those scenes the translations of text onscreen appears on the default subtitle area with nothing about the things being said. The correct rendering are according to the open-source Windows video player, Media Player Classic - Home Cinema. There are no Linux port as far as I'm aware. If VLC's subtitle support is the same as in Windows, it won't work for me, period. Please suggest anyway to improve subtitle rendering in Totem, other video players, or a way to port MPC-HC.

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  • Where should i organize my matrices in a 3D Game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine(and hopefully a game with it) within the next upcoming years. My first task was writing a camera class for the engine to use in order to add cameras to the scene, position and follow points in the scene. The problem i have is with using matrices for transformations in the class, should i keep matrices separate to each class? such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but i wanted to hear some input form a more professional standpoint.

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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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  • Google I/O 2011: Accelerated Android Rendering

    Google I/O 2011: Accelerated Android Rendering Romain Guy, Chet Haase Android 3.0 introduced a new hardware accelerated 2D rendering pipeline. In this talk, you will be introduced to the overall graphics architecture of the Android platform and get acquainted with the various rendering APIs at your disposal. You will learn how to choose the one that best fits your application. This talk will also deliver tips and tricks on how to use the new hardware accelerated pipeline to its full potential. From: GoogleDevelopers Views: 11086 62 ratings Time: 48:58 More in Science & Technology

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  • Why distance field text rendering have clear outline?

    - by jinhwan
    http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf All the process for doing distance rendering is clear, but 'how does it work' is not clear for me. It looks like that distance field pixels which are created around original pixel may affect 2d texture sampling interpolation process. But I can't understand the interpolation process. I've read that the distance field rendering is processed under nearest-neighbour interpolation. If it is true, shouldn't the distance field redering creates non interpolated result? In my thought, they should looks liked retro style pixel art. Where do i misunderstand in this process? So far, It is no difference with alpha test for me. Both of them throw away all pixcel which are not in. How does extra distance field pixel affect rendering under nearest-neighbour interpolation?

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  • KDE fonts not rendering bold in Ubuntu 12.04

    - by Doran
    I'm using Ubuntu 12.04 with some KDE programs: kate and yakuake. Neither of these programs will render bold font. Instead, the font appears as "Regular". How can I fix this? The image below shows an example of Kate rendering python with the stock python highlighting (the colors are inverted using CompizConfig Settings Manager's Negative option). The following words should have appeared bold: class def __init__ lambda + print Similarly Yakuake (or perhaps, the underlying Konsole) is not rendering bold. My LS_COLORS includes: di=01;34 (bold blue) Below is my gnome-terminal rendering bold fonts just fine.

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  • Will my game engine be compatible with physics engines?

    - by Bane
    My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the position, the shape and the picture of an object. The picture property has width, height, rotation and a draw method. All game objects are supposed to inherit from this Drawable class, and are added to the Scene, along with a Map (collection of Tiles, that also inherit from Drawable), lights, and so on and so forth. The shape property of a Drawable is a Polygon, a collection of user defined vertices around the position of a Drawable (this is a relative coordinate system, so [0, 0] is the position of the Drawable. With this setup, will the users of my engine (probably only me) still be able to intergrate physics engines such as Box2DJS into their games?

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  • How should I organize my matrices in a 3D game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points. The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

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  • Why You Should Do Search Engine Optimization

    If you do internet savvy then you need to take help of the services that are search engine optimization as you not have difficulty in your search. If you use search engine optimization then you don't need to hire any professional for your search. You can use search engine to promote your product and services. But for this you will have to take aid of search engine optimization assistance. The following are some reasons that will convey you to take benefit of the services that are provided by search engine optimization assistance:

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  • General purpose physics engine

    - by Lucas
    Is there any general purpose physics engine that allows huge simulations of rigid bodies? I'm using PhysX from Nvidia, but the focus of this engine is game development, soft bodies. I want to know if exists physics engine that runs on top of PS3 cell processors or CUDA cores allowing massive scientific physics simulations.

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  • Google App Engine on Google Apps Domain

    - by Bob Ralian
    I'm having trouble getting my domain pointed to my website hosted with google app engine. Here's the background... take care to separate the concepts of "google apps" (domain hosting, email, etc.) and "google app engine" (website framework). I have a domain that's using Google Apps for Your Domain, let's call it company.com. So my login for my google apps account is [email protected]. I have a different domain that is aliased back to my google apps account, let's call it mycompany.com. It's been successfully aliased and registered with my primary google apps account using the cname method, and has updated mx records. We have a ton of domains, and I only want to use one "google apps" account to maintain them all. Now I have a website I've built using google app engine, and the url is effectively mycompany.appspot.com. I want to get mycompany.com to point to my website that currently resides at mycompany.appspot.com. There's a spot in the google app engine dashboard under application settings where you can add a domain. So I click there and enter mycompany.com and I get an error message saying that domain is not using google apps. If I back up to the page I submitted, there's a note saying I need to register the domain with google apps. So I click the link to do that and enter mycompany.com and I get an error message saying the domain has been registered and is in the process of ownership verification. But that process is already finished. So... what do I do? Does google app engine not support a domain that is only aliased to a primary google apps account? Does mycompany.com need to have its own primary google apps account?

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  • google-app-engine-django: authentication without Google accounts?

    - by cv12
    google-app-engine-django/ claims to have an "App Engine compatible implementation of the Django authentication framework". Does this authentication work only with Google Accounts? Is it possible to register a user with a username/password and authenticate him/her with that username/password without that user having a Google account? I would appreciate any pointers to how this could be done with google-app-engine-django without Google Accounts authentication.

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  • Things one needs to know while writing a game engine

    - by Joe Barr
    I have been dabbling in game development as a hobby for a while now, and I cannot seam to quite get my games to sparkle at least a bit with some graphics. I have decided to write a simple test game engine that only focuses on the representation of graphics - shapes, textures and surfaces. While I have a few very simple game engines designed for my own games under my belt, I want to create a game engine that I can use to display and play with graphics. I'm going to do this in C++. Since this is my first time with a major engine, the engine in not going to focus on 3D graphics, it's going to be a mixture of isometric and 2D graphics. My previous engines have incorporated (been able to draw) or focused on simple flat (almost 2D) non impressive graphic designs and representations of: the player NPCs objects walls and surfaces textures Also, I had some basic AI and sometimes even sound. They also saved and loaded games. They didn't have a map editor or a level editor. Is this going to be a problem in the future? At this time I have to point out that some of my games didn't get finished because I was to lazy to write the few last levels. My question at this point would be: What are some things one should know if one wants write (develope) a better graphical game engine with all it's functions.

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  • Which knowledge base/rule-based inference engine to choose for real time Runway incursion prevention

    - by Piligrim
    Hello, we are designing a project that would listen to dialog between airport controllers and pilots to prevent runway incursions (eg. one airplane is taking off while other is crossing the runway). Our professor wants us to use Jena for knowledge base (or anything else but it should be some sort of rule-based engine). Inference is not the main thing in Jena and there's not much documentation and examples of this. So we need an engine that would get messages from pilots as input and output possible risks of incursion or any other error in message protocol. It should be easy to write rules, and should be easy to provide engine with real time data. I image it something like this: A pilot sends a message that he lands on some runway, the system remembers that the runway is busy and no one should cross it If someone is given an instruction to cross this runway, the engine should fire a rule that something is wrong When the pilot sends a message that he left the runway and goes to the gate, the system clears the runway and lets other planes to use it. So is Jena, or prolog or any other rules engine suitable for this? I mean it is suitable, but do we really need to use it? I asked the prof. if we could just keep state of the runway and use some simple checks based on messages we receive and he said that it is not scalable and we need the knowledge base. Can someone give me any advise on which approach to use for this system? If you recommend k.b., then which one should we use? The project is written in java. Thank you.

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  • ASP.NET MVC View Engine Resolution Sequence

    - by intangible02
    I created a simple ASP.NET MVC version 1.0 application. I have a ProductController which has one action Index. In the view, I created a corresponding Index.aspx under Product subfolder. Then I referenced the Spark dll and created Index.spark under the same Product view folder. The Application_Start looks like protected void Application_Start() { RegisterRoutes(RouteTable.Routes); ViewEngines.Engines.Clear(); ViewEngines.Engines.Add(new Spark.Web.Mvc.SparkViewFactory()); ViewEngines.Engines.Add(new WebFormViewEngine()); } My expectation is that since the Spark engine registers before default WebFormViewEngine, when browse the Index action in Product controller, the Spark engine should be used, and WebFormViewEngine should be used for all other urls. However, the test shows that the Index action for Product controller also uses the WebFormViewEngine. If I comment out the registration of WebFormViewEnginer (the last line in the code), I can see that the Index action is rendered by Spark engine and the rest urls generates an error (since the defualt engine is gone), it proves that all my Spark code is correct. Now my question is how the view engine is resolved? Why the registration sequence does not take effect?

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  • Google app engine for static files in joomla

    - by vipinsahu
    hi i want to use google app engine for the static data for my joomla website currently my site is http://webkul.com i want to put all the css and js files in the app engine please help i am using google app engine first time if there is any good tutorial please put it here thanks

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  • Does Google App Engine support ftp ?

    - by Frank
    Now I use my own Java FTP program to ftp objects from my PC to my ISP's website server. I want to use Google App Engine's servlet to get Paypal IPN messages, then store the messages into my own objects and ftp the objects to my ISP's website server, is this doable ? I heard Google App Engine doesn't support FTP. I don't expect Google to do it for me, but can I use my own Java FTP program in the web app that I upload onto the App Engine to do it ? Frank

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  • Installing Sphinx on App Engine - possible?

    - by Pekka
    Following up on my last year's question on documentation, I now want to get started and try out Python-based Sphinx for putting together the developer documentation for a PHP CMS I've been working on. Instead of setting up Python locally on my workstation, I would like to run it on a publicly accessible web server from the start. All the web hosting packages I have access to run on the LAMP stack, and I'm reluctant to buy Python-based hosting. I am very interested in the Google App Engine, the free quotas they provide will do for me a hundred times over, and even if not, their pricing looks very reasonable. Now I have zero knowledge of Python - getting Sphinx to work would be my first contact with it - and very little time. As far as I understand, the platform and python libraries the App Engine provides are very compatible to a standard Python library but not identical. So my question is: Can Sphinx run on App Engine at all? Is installing Sphinx on the App Engine as straightforward as if I would install it on top of a normal Python installation? Or will the App Engine's environment require tweaking of the source code that I can't perform in reasonable time with my current level of Python? Should I be installing Sphinx on a local server and a "normal" Python stack instead first? Does anybody know any helpful How-to's, tutorials or other resources for this?

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  • Meta Search Engine Architecture

    - by Loki
    The question wasn't clear enough, I think; here's an updated straight to the point question: What are the common architectures used in building a meta search engine and is there any libraries available to build that type of search engine? I'm looking at building an "enterprise" type of search engine where the indexed data could be coming from proprietary (like Autonomy or a Google Box) or public search engines (like Google Web or Yahoo Web).

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  • Is there any open source AI engine?

    - by Andrei Savu
    I am searching for an open source AI engine implemented in C/C++, ActionScript or Java with no success. Do you know any open source implementation? Update: Thanks for answers! I had no idea how vast the AI field is. I am working on a sample application. I want to add intelligent behavior over a physics engine. I need some sort ai engine designed for games.

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