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  • DVD not detected?

    - by Benjamin
    As i insert a DVD in my drive (on a laptop) using Kubuntu 12.04, the DVD is not detected. The drive takes the DVD, I can hear it munching on it for a while, and then nothing. Even ejecting the DVD becomes a hassle, I need to do that at boot time otherwise the OS won't allow me to eject. Kubuntu 12.04 used to read and mount the same DVDs just fine a week ago. Edit: since I am able to boot from CD, can I safely assume the issue is not a hardware issue? How can I fix this? wodim --devices returns: wodim: Overview of accessible drives (1 found) : ------------------------------------------------------------------------- 0 dev='/dev/sg1' rwrw-- : 'Optiarc' 'DVD+-RW AD-7640A' ------------------------------------------------------------------------- sudo lshw -class disk returns: *-cdrom description: DVD-RAM writer product: DVD+-RW AD-7640A vendor: Optiarc physical id: 0.0.0 bus info: scsi@3:0.0.0 logical name: /dev/cdrom2 logical name: /dev/cdrw2 logical name: /dev/dvd2 logical name: /dev/dvdrw2 logical name: /dev/sr0 version: JD06 capabilities: removable audio cd-r cd-rw dvd dvd-r dvd-ram configuration: ansiversion=5 status=open lspci returns: 00:00.0 Host bridge: Intel Corporation Mobile PM965/GM965/GL960 Memory Controller Hub (rev 0c) 00:02.0 VGA compatible controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (primary) (rev 0c) 00:02.1 Display controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (secondary) (rev 0c) 00:1a.0 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #5 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801H (ICH8 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801H (ICH8 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 1 (rev 03) 00:1c.1 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 2 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 4 (rev 03) 00:1c.4 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 5 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801H (ICH8 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev f3) 00:1f.0 ISA bridge: Intel Corporation 82801HM (ICH8M) LPC Interface Controller (rev 03) 00:1f.1 IDE interface: Intel Corporation 82801HM/HEM (ICH8M/ICH8M-E) IDE Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation 82801HM/HEM (ICH8M/ICH8M-E) SATA Controller [AHCI mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801H (ICH8 Family) SMBus Controller (rev 03) 06:00.0 Network controller: Broadcom Corporation BCM4312 802.11b/g LP-PHY (rev 01) 07:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 02) 08:05.0 FireWire (IEEE 1394): O2 Micro, Inc. Firewire (IEEE 1394) (rev 02) 08:05.2 SD Host controller: O2 Micro, Inc. Integrated MMC/SD Controller (rev 02) 08:05.3 Mass storage controller: O2 Micro, Inc. Integrated MS/xD Controller (rev 01) and lsusb: Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 003: ID 0c45:63e0 Microdia Sonix Integrated Webcam Bus 003 Device 002: ID 0483:2016 SGS Thomson Microelectronics Fingerprint Reader The /etc/modprobe.d/blacklist.conf contains: # This file lists those modules which we don't want to be loaded by # alias expansion, usually so some other driver will be loaded for the # device instead. # evbug is a debug tool that should be loaded explicitly blacklist evbug # these drivers are very simple, the HID drivers are usually preferred blacklist usbmouse blacklist usbkbd # replaced by e100 blacklist eepro100 # replaced by tulip blacklist de4x5 # causes no end of confusion by creating unexpected network interfaces blacklist eth1394 # snd_intel8x0m can interfere with snd_intel8x0, doesn't seem to support much # hardware on its own (Ubuntu bug #2011, #6810) blacklist snd_intel8x0m # Conflicts with dvb driver (which is better for handling this device) blacklist snd_aw2 # causes failure to suspend on HP compaq nc6000 (Ubuntu: #10306) blacklist i2c_i801 # replaced by p54pci blacklist prism54 # replaced by b43 and ssb. blacklist bcm43xx # most apps now use garmin usb driver directly (Ubuntu: #114565) blacklist garmin_gps # replaced by asus-laptop (Ubuntu: #184721) blacklist asus_acpi # low-quality, just noise when being used for sound playback, causes # hangs at desktop session start (Ubuntu: #246969) blacklist snd_pcsp # ugly and loud noise, getting on everyone's nerves; this should be done by a # nice pulseaudio bing (Ubuntu: #77010) blacklist pcspkr # EDAC driver for amd76x clashes with the agp driver preventing the aperture # from being initialised (Ubuntu: #297750). Blacklist so that the driver # continues to build and is installable for the few cases where its # really needed. blacklist amd76x_edac

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  • Enabling "AllowDualLinkModes" in xorg.conf

    - by Gausie
    I'm using a GeForce GT 620 (which is dual-link compatable) and a DVI-I dual-link splitter to try to have a desktop extended onto two monitors. At the moment when I plug in the monitors, only the monitor on the female VGA marked "1" gets a signal, and the other screen gets nothing and only one screen is detected by nvidia-settings. After reading around, I have realised that my graphics card probably comes with dual-link disabled by default, and I can enable it by adding an "AllowDualLinkModes" option to my xorg.conf. This is the current state of my xorg.conf Section "Device" Identifier "Default Device" Option "NoLogo" "True" EndSection Where do I put the line about AllowDualLinkModes? Do I create a new Section? Have I misunderstood? Cheers Gausie

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  • can't login to Unity always login to Unity 2D

    - by Goddard
    I select Ubuntu on login and it always loads Unity 2D. I ran /usr/lib/nux/unity_support_test -p And got this error X Error of failed request: BadWindow (invalid Window parameter) Major opcode of failed request: 137 (NV-GLX) Minor opcode of failed request: 4 () Resource id in failed request: 0x21f Serial number of failed request: 42 Current serial number in output stream: 42 I'm using 12.04 with all the latest updates. nvidia-installer --version nvidia-installer: version 295.53 ([email protected]) Sat May 12 00:34:26 PDT 2012 The NVIDIA Software Installer for Unix/Linux. This program is used to install, upgrade and uninstall The NVIDIA Accelerated Graphics Driver Set for Linux-x86_64. Copyright (C) 2003 - 2010 NVIDIA Corporation.

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  • Jupiter in Ubuntu 13.10 (Laptop Overheating)

    - by Daniel Pacheco
    I was wondering if Jupiter (Interface for display, power and device control) will work in Ubuntu 13.10, because my laptop (Toshiba Satellite C855D, AMD A6-4400M with Radeon HD Graphics running Ubuntu 13.04 x64) keeps overheating, I tried some other tools, like laptop-mode-tools or TLP, none of those work, not at all. Jupiter was the only option and it's supposedly discontinued, the version I'm using is being maintained by JoliCloud team, but they told me they're not sure if it will work with 13.10... If it doesn't work, I'm definitely not upgrading, since overheating is a major issue for me... Thanks in advance!

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  • Implementation of Race Game Tree

    - by Mert Toka
    I build a racing game right in OpenGL using Glut, and I'm a bit lost in all the details. First of all, any suggestions as a road map would be more than great. So far what I thought is this: Tree implementation for transformations. Simulated dynamics.(*) Octree implementation for collusion detection. Actual collusion detection.(*) Modelling in Maya and export them as .OBJs. Polishing the game with GLSL or something like that for graphics quality. (*): I am not sure the order of these two. So I started with the simulated dynamics without tree, and it turned out to be a huge chaos for me. Is there any way you can think of such that could help me to build such tree to use in racing game? I thought something like this but I have no idea how to implement it. Reds are static, yellows are dynamic nodes

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  • Is flash game development not considered 'proper' game development?

    - by humbleBee
    I've come across this a couple of times. That flash game development is not 'proper' game development when compared to XNA or even Unity. Mentioned here: Need guidelines for studying Game Development Also here in some comments : Where to start with game development? This judgement also befalls java, according to some. Is it because in flash its so easy to draw graphics and to import and add on to the stage any element we want and also because flash needs a 'container program' to run and others don't? But flash is by far way easier to 'distribute' than any other of those mentioned above. Maybe except for iphone or android games.

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  • Can't boot into ubuntu, black screen after grub menu

    - by wim
    Ubuntu is not booting properly for me anymore. The grub menu comes up, and whether I choose a linux recovery mode or the normal one I get a black screen after a few seconds. There is a brief message about vga=791 being deprecated, but I am not able to read it fully because the black screen covers it up almost immediately. I have googled for hours for solutions, and most people seem able to solve similar problems by editing in grub and adding nomodeset into the line starting with linux /boot... but this solution is not working for me, I still don't get any GUI. Sometimes I am able to get the dmesg rolling past, I think it was when I removed quiet splash from that line, but still no GUI - the computer seems to be on and working because it responds to a ctrl-alt-del and reboots. I have tried with 3 different graphics cards (2 nVidia and 1 ATI) and swapping them doesn't seem to change the behaviour at all. What else can I try?

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  • The videocard driver killed Unity

    - by iUngi
    Hy, I just installed the ubuntu 11.04. After I restarted the PC I got a little notification that some drivers are missing, I click to activate the driver. So after the activation I can't use the unity. When in the preference page I click to the Ati catalyst control center I get the following error: There was a problem initializing Catalyst Control Center Linux edition. It could be caused by the following. No ATI graphics driver is installed, or the ATI driver is not functioning properly. Please install the ATI driver appropriate for you ATI hardware, or configure using aticonfig. My video card is ATI so I don't know what is the problem!?!

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  • Play PlayStation Games on a Rooted Nook Simple Touch

    - by Jason Fitzpatrick
    Just when you feel like you’ve seen it all, some guy comes along and shows you how he can play original PlayStation games on his ebook reader. Check out the video to see the surprisingly full-speed–albeit black and white–graphics in action. The secret sauce in Sean’s cool setup? He’s rooted the device and installed Free PlayStation Emulator (FPSE) on it–along with the NoRefresh hack–to enjoy touch-screen controls and PS emulation. The whole thing is shockingly smooth; once you get past the choppy intro videos, the games run at full speed. [via Hack A Day] HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Torchlight II Drops Today; New Classes and Miles of Atmospheric Dungeon Crawling Await

    - by Jason Fitzpatrick
    Torchlight II, sequel to the extremely popular Torchlight action-RPG, is available for sale today. With four new classes and a massively expanded world, you’ll have plenty to explore. The new release features extra classes, extra companion creatures, in-game weather systems, and of course: updated graphics and a massively expanded game universe. Trumping all these additions, however, is LAN/internet co-op multiplayer–by far the feature most requested and anticipated by Torchlight fans. Check out the trailer video above to take a peak at the game, read more about it at the Torchlight II site, and then hit up the link below to grab a copy on Steam–you can pre-order it any time but it won’t be officially available for download until 2PM EST, today. Torchlight II is Windows-only, $19.99 for a single copy or $59.99 for a friend 4-pack (which includes a copy of Torchlight I). Torchlight II How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • How do I install an older 2.6.37 Kernel Version?

    - by Seyed Mohammad
    I have a Sony VAIO P netbook and for several issues (graphics driver, audio driver and power management), I want to install an older version of the Linux kernel on Ubuntu 11.10 (actually its Xubuntu) that seems to be much more suitable. So I searched for Ubuntu kernels and found this link which includes all versions of the Linux kernel distributed by Ubuntu. I am looking for a version before 2.6.38 (to escape the known power management issue) and of course solve my many driver problems! I guess my best bet is 2.6.37 but there are several 2.6.37.x-x kernels! Can someone point me to the right choice? In each folder (for example: this one) there are several DEB packages. Which packages should I install? (Note: I have a 32-bit system) What is the installation process? sudo dpkg -i *.deb ? Is this fine or additional steps are required? Thanks.

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  • Browser-based MMOs (WebGL, WebSocket)

    - by Alon Gubkin
    Do you think it is technically possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games generally) will wrriten with WebGL? Does today's JavaScript performance allow this? Let's say your development team was you as a developer, and another model creator (artist). Would you use a library like SceneJS for the game, or write straight WebGL? If you would use a library, but not SceneJS, please specify which. UPDATE (September 2012): RuneScape, which is a very popular 3D browser-based MMORPG that used Java Applets so far has announced that it will use HTML5 for their client (source). Java (left) and HTML5 (right)

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  • Compiz/Unity doesn't start at login

    - by joschi
    Out of a sudden after I logging in to the 'Ubuntu' session Unity or maybe Compiz doesn't start anymore (actually I'm not sure wether it is Compiz or Unity). I can start Unity manually with setsid unity & and put the command as a startup script but that's not how it should be. I also tried a lot of "solutions" but none of them helped: checked for activated 'Unity' module in ccsm reinstalled lightdm reset Compiz and Unity reinstalled all Compiz/Unity packages many more... The question now is, how do I get Compiz/Unity to be started propperly at login again? I'm on 12.10 with Intel graphics.

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  • How to produce assets effectively on large Flash game projects?

    - by Antoine Lassauzay
    I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to have them following any kind of structure and/or standards, nor taking into consideration performance. I would say also the most of our issues concerns UI and related animations. Our current workflow is (on a Facebook hidden object game) : Artists produce PSD and animate prototypes in Flash Artists re-organize their FLA files to be a bit more "programmer friendly" Programmers retouches assets until they have the right structure and export classes inside a SWC, from Flash Programmers try to improve performances, sometimes degrading the quality of game graphics Our main idea is to hire somebody dedicated to prepare assets for programmers but I am really looking forward to improving the pipeline. I was wondering if you guys have tips of any kind to improve this workflow, whether it be team organization, training, tools or tips with Flash. Any explanation on your asset pipeline is well appreciated too.

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  • Laptop Screen does not turn on after sleep

    - by Gage
    I recently put Ubuntu 10.10 on my laptop and after fixing the wireless problem I am only stuck on my screen turning back on after sleep. I have had this problem since Ubuntu 7. I tried using Ubuntu way back then and had a whole bunch of issues with the sleep and the wireless(Broadcom 4311). Anyways, I have an ATI Radeon express 200M graphics card (old laptop). When I go to Hardware drivers it doesn't give me any options to use the closed source drivers. Any suggestions on what I should do? I am going to try what is suggested in this thread but I am at work right now. Laptop does not wake up after sleep Thanks in advance for any help.

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  • How to get Cinnamon working in Virtualbox?

    - by kavoura
    I installed Ubuntu 11.10 (32-bit) in VirtualBox 4.1.8. I wanted to install Cinnamon, so I did and I have the option to choose it from the login screen, as well as GNOME options. If I choose Ubuntu I get Unity, which works fine. GNOME also works. But when I choose Cinnamon, the screen goes black and nothing responds and I have to reset the virtual machine. I have already installed Ubuntu 11.10 (64-bit) onto the PC in a separate partition (currently running 10.10 but trying out 11.10) and in that Cinnamon works perfectly. In VirtualBox I have 3D settings enabled and gave the virtual machine 128 MB graphics RAM, and 1024 MB system RAM. What settings should I change or what should I do to get Cinnamon working in Ubuntu in VirtualBox? I have also tried doing it in LinuxMint 12, but I get the same problem, just a black screen when selecting Cinnamon. So are Cinnamon and VirtualBox incompatible?

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  • DirectCompute Lectures

    - by Daniel Moth
    Previously I shared resources to get you started with DirectCompute, for taking advantage of GPGPUs in an a way that doesn't tie you to a hardware vendor (e.g. nvidia, amd). I just stumbled upon and had to share a lecture series on channel9 on DirectCompute! Here are direct links to the episodes that are up there now: DirectCompute Expert Roundtable Discussion DirectCompute Lecture Series 101- Introduction to DirectCompute DirectCompute Lecture Series 110- Memory Patterns DirectCompute Lecture Series 120- Basics of DirectCompute Application Development DirectCompute Lecture Series 210- GPU Optimizations and Performance DirectCompute Lecture Series 230- GPU Accelerated Physics DirectCompute Lecture Series 250- Integration with the Graphics Pipeline Having watched these I recommend them all, but if you only want to watch a few, I suggest #2, #3, #4 and #5. Also, you should download the "WMV (High)" so you can see the code clearly and be able to Ctrl+Shift+G for fast playback… TIP: To subscribe to channel9 GPU content, use this RSS feed. Comments about this post welcome at the original blog.

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  • Good baseline size for an A* Search grid?

    - by Jo-Herman Haugholt
    I'm working on a grid based game/prototype with a continuous open map, and are currently considering what size to make each segment. I've seen some articles mention different sizes, but most of them is really old, so I'm unsure how well they map to the various platforms and performance demands common today. As for the project, it's a hybrid of 2D and 3D, but for path-finding purposes, the majority of searches would be approximately 2D. From a graphics perspective, the minimum segment size would be 64x64 in the XZ plane to minimize loaded segments while ensuring full screen coverage. I figure pathfinding would be an important indicator of maximum practical size.

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  • Cannot install shell-themes using gnome-tweak-tool

    - by Chris
    How do I fix this? I will attempt to upload a screenshot of the problem. Notice there is an error like triangle near the shell themes and nothing is select-able. Also there are no shell extensions under the shell extensions tab. I have come across many postings on how to fix this but none worked for me. I currently have 12.04 LTS. I have a custom Phenom quad core machine with Radeon HD 5770 graphics if that helps.

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  • User Productivity Kit - Powerful Packages (Part 2)

    - by [email protected]
    In my first post on packages I described what a package is and how it can be used. I also started explaining some of the considerations that should be taken into account when determining how to arrange your packages. The first is when the files are interrelated and depend on one another such as an HTML file and it's graphics. A second consideration is how the files are used in your outlines. Let's say you're using a dozen Word doc files. You could place them all in a single package or put each Word doc file in a separate package but what's the right thing to do? There are several factors that will influence your decision. To understand the first, let me explain a function of UPK publishing. Take an outline in UPK that has an attachment (concept, frame link, or hyperlink) that points to a file in a package. When you publish this outline, the publishing engine will determine that there is a link to a file in the package and copy the contents of the package to the publishing destination directory. This is done to ensure that any interrelated files are kept together. For the situation where you have an HTML file with links to number of graphics files, this is a good thing. If, however, the package has a dozen unrelated Word doc files and you link to only one of them, all dozen Word documents will be copied to the publishing destination directory.  Whether or not this is a good thing is dependent on two things. First, are all of the files in the package used in the outline that you're publishing? Take an outline that includes links to all of the Word documents in that dozen document package I described earlier. For this situation, you may choose to keep all the files in a single package for convenience. A second consideration is how your organization leverages reuse in UPK. In this context, I'm referring to the link style of reuse such as when you link to the same topic from multiple UPK outlines and changes to the topic appear in both places. Take an example where you have the earlier mentioned dozen Word document package and an outline with a dozen topics in it. Each topic has an attachment pointing to one of the Word documents in the package (frame link, concept, etc.) If you're only publishing this outline, the single package probably works fine but what if you're reusing one of these topics in another outline? As I explained earlier, linking to one file in the package will result in all files in the package being copied to your published output. In this example, linking to one topic in the first outline will result in all dozen Word documents being copied to the published output. This may result in files in the output that you don't want there for business or size reasons. This is a situation in which you should consider placing each of the Word documents in it's own separate package. With each document in it's own package, that link to a single document will result in only that single package and single Word document being copied to the published output. In my last post I had described that packages are documents in the UPK library. When using the multi-user version of the UPK Developer you can leverage standard library capabilities for managing the files in these packages during the development process - capabilities such as check in / check out, history, etc. When structuring your packages take into consideration how the authors are going to be adding, modifying and deleting files from the packages. A single package is a single document in the UPK library. Like any other document in the library, a single user can check out the package and edit it at a time. If you have a large number of files in a single package and these must be modified by many users, you need to consider whether this will cause problems as multiple users compete to update the same package. If the files don't depend on each other consider placing the files in separate packages to reduce contention. I hope you've enjoyed these two posts on how you can leverage the power of packages in your content. In summary, consider the following when structuring your packages: Is the asset a single, standalone file or a set of files that depend on each other? Will all the files always be used together in a single outline or may only some of the files be needed based on how the content is reused across multiple outlines? Will multiple developers need to update the files in a single package or should you break it into multiple packages to reduce contention when checking out the document? We'd like to hear from you on how you're using packages in your content. Please add your comments below! Thank you and I hope these two posts have given you additional insights into how to use packages in your content and structure them for efficient use. John Zaums Senior Director, Product Development Oracle User Productivity Kit

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  • Ingame menu is not working correctly

    - by Johnny
    The ingame menu opens when the player presses Escape during the main game. If the player presses Y in the ingame menu, the game switches to the main menu. Up to here, everything works. But: On the other hand, if the player presses N in the ingame menu, the game should switch back to the main game(should resume the main game). But that doesn't work. The game just rests in the ingame menu if the player presses N. I set a breakpoint in this line of the Ingamemenu class: KeyboardState kbState = Keyboard.GetState(); CurrentSate/currentGameState and LastState/lastGameState have the same state: IngamemenuState. But LastState/lastGameState should not have the same state than CurrentSate/currentGameState. What is wrong? Why is the ingame menu not working correctly? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; IState lastState, currentState; public enum GameStates { IntroState = 0, MenuState = 1, MaingameState = 2, IngamemenuState = 3 } public void ChangeGameState(GameStates newState) { lastGameState = currentGameState; lastState = currentState; switch (newState) { case GameStates.IntroState: currentState = new Intro(this); currentGameState = GameStates.IntroState; break; case GameStates.MenuState: currentState = new Menu(this); currentGameState = GameStates.MenuState; break; case GameStates.MaingameState: currentState = new Maingame(this); currentGameState = GameStates.MaingameState; break; case GameStates.IngamemenuState: currentState = new Ingamemenu(this); currentGameState = GameStates.IngamemenuState; break; } currentState.Load(Content); } public void ChangeCurrentToLastGameState() { currentGameState = lastGameState; currentState = lastState; } public GameStates CurrentState { get { return currentGameState; } set { currentGameState = value; } } public GameStates LastState { get { return lastGameState; } set { lastGameState = value; } } private GameStates currentGameState = GameStates.IntroState; private GameStates lastGameState; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { ChangeGameState(GameStates.IntroState); base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); currentState.Load(Content); } protected override void Update(GameTime gameTime) { currentState.Update(gameTime); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Update(gameTime); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Render(spriteBatch); } currentState.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } public interface IState { void Load(ContentManager content); void Update(GameTime gametime); void Render(SpriteBatch batch); } public class Intro : IState { Texture2D Titelbildschirm; private Game1 game1; public Intro(Game1 game) { game1 = game; } public void Load(ContentManager content) { Titelbildschirm = content.Load<Texture2D>("gruft"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Space)) game1.ChangeGameState(Game1.GameStates.MenuState); } public void Render(SpriteBatch batch) { batch.Draw(Titelbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Menu:IState { Texture2D Choosescreen; private Game1 game1; public Menu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Choosescreen = content.Load<Texture2D>("menubild"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Enter)) game1.ChangeGameState(Game1.GameStates.MaingameState); if (kbState.IsKeyDown(Keys.Escape)) game1.Exit(); } public void Render(SpriteBatch batch) { batch.Draw(Choosescreen, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Maingame : IState { Texture2D Spielbildschirm, axe; Vector2 position = new Vector2(100,100); private Game1 game1; public Maingame(Game1 game) { game1 = game; } public void Load(ContentManager content) { Spielbildschirm = content.Load<Texture2D>("hauszombie"); axe = content.Load<Texture2D>("axxx"); } public void Update(GameTime gametime) { KeyboardState keyboardState = Keyboard.GetState(); float delta = (float)gametime.ElapsedGameTime.TotalSeconds; position.X += 5 * delta; position.Y += 3 * delta; if (keyboardState.IsKeyDown(Keys.Escape)) game1.ChangeGameState(Game1.GameStates.IngamemenuState); } public void Render(SpriteBatch batch) { batch.Draw(Spielbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); batch.Draw(axe, position, Color.White); } } public class Ingamemenu : IState { Texture2D Quitscreen; private Game1 game1; public Ingamemenu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Quitscreen = content.Load<Texture2D>("quit"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Y)) game1.ChangeGameState(Game1.GameStates.MenuState); if (kbState.IsKeyDown(Keys.N)) game1.ChangeCurrentToLastGameState(); } public void Render(SpriteBatch batch) { batch.Draw(Quitscreen, new Rectangle(200, 200, 200, 200), Color.White); } }

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  • High CPU load - Ubuntu 14.04

    - by watt
    I noticed that sometimes when browsing (with other processes in the background), I get very high CPU load for the browser process (over 100%) and the computer becomes really slow. I tried switching from Firefox (with just a few extensions) to Chromium, but same thing happens without me visiting graphics-intense sites, flash sites or anything like that. I also noticed python or node (when running "make") produce the same high CPU load from time to time so this is not necessarily browser-related. When I only have a browser open, it doesn't seem to happen and everything is fine in Windows 7. I switched from unity to gnome3 with no effect. Specs: lenovo w510 (4gb RAM, i7 q820 @ 1.73) + up to date Ubuntu 14.04 64bit. Printscreen: http://imgur.com/8MZJNKC Do you guys have any idea why this might happen? Please let me know if there's other info you need. Thanks!

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  • E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809) when loading a cube texture

    - by Boreal
    I'm trying to implement a skybox into my engine, and I'm having some trouble loading the image as a cube map. Everything works (but it doesn't look right) if I don't load using an ImageLoadInformation struct in the ShaderResourceView.FromFile() method, but it breaks if I do. I need to, of course, because I need to tell SlimDX to load it as a cubemap. How can I fix this? Here is my new loading code after the "fix": public static void LoadCubeTexture(string filename) { ImageLoadInformation loadInfo = ImageLoadInformation.FromDefaults(); loadInfo.OptionFlags = ResourceOptionFlags.TextureCube; textures.Add(filename, ShaderResourceView.FromFile(Graphics.device, "Resources/" + filename, loadInfo)); }

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  • New Silverligh-based Protal for Windows Azure AppFabric Labs

    - by Shaun
    Wade Wegner introduced a good news about the Windows Azure platform, which is the new Silverlight-based portal for Windows Azure AppFabric Labs had been launched. You can have a look here. As we know the new Silverlight-based portal of Windows Azure had been published on the Nov of last year but the AppFabric part still not changed. (Clicked the AppFabric link will direct to the old portal.) Now the Silverlight-based AppFabric portal is available for Labs. For more information about this new portal and new features with the latest Windows Azure AppFabric CTP please refer to Wade’s blob post.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • My Session in TechED 2010 Beijing

    - by Shaun
    Thanks for all people who attended my session at the TechED 2010 on the 2nd of Dec in Beijing. I had uploaded my presentation (in Chinese) and the demos codes here. As I said in my session please feel free to email me ([email protected]) if you have any questions about the Windows Azure platform. And please have a look on my company’s website (www.ethos.com.cn) if you are interested.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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