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  • CodePlex Daily Summary for Monday, May 19, 2014

    CodePlex Daily Summary for Monday, May 19, 2014Popular ReleasesLINQ to Twitter: LINQ to Twitter v3.0.3: Supports .NET 4.5x, Windows Phone 8.x, Windows 8.x, Windows Azure, Xamarin.Android, and Xamarin.iOS. New features include Status/Lookup, Mute APIs, and bug fixes. 100% Twitter API v1.1 coverage, Async, Portable Class Library (PCL).CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.26.0: Added access to the Release Notes during 'Check for Updates...'' Debug panels Added support for generic types members Members are grouped into 'Raw View' and 'Non-Public members' categories Implemented dedicated (array-like) view for Lists and Dictionaries http://download-codeplex.sec.s-msft.com/Download?ProjectName=csscriptnpp&DownloadId=846498ClosedXML - The easy way to OpenXML: ClosedXML 0.70.0: A lot of fixes. See history.SFDL.NET: SFDL.NET (2.2.9.2): Changelog: Neues Icon Xup.in CnL Plugin BugfixSEToolbox: SEToolbox 01.030.008 Release 1: Fixed cube editor failing to apply color to cubes. Added to cube editor, replace cube dialog, and Build Percent dialog. Corrected for hidden asteroid ore, allowing rare ore to show when importing an asteroid, or converting a 3d model to an asteroid (still appears to be limitations on rare ore in small asteroids). Allowed ore selection to Asteroid file import. (Can copy/import and convert existing asteroid to another ore). Added progress bars to common long running operations. Fixed ...Better Robocopy GUI: Command Line GUI for Robocopy: Better Robocopy GUI had become the primary plugin in Command Line GUI built on .NET 4Mini SQL Query: Mini SQL Query (1.0.71.456): Minor fixes and template corrections.HMS_TEST: ??1: ?? ???????TFS Planning and Disaster Recovery Avoidance Guide: v1.4.BETA - TFS, DR and Azure IaaS Planning Guides: Welcome to the TFS Planning and DR Avoidance Guidance What is new? A new crisper, more compact style, which is easier to consume on multiple devices without sacrificing any content. Also included are the new TFS on Azure IaaS guide and supplementary guides. Note Capacity planning workbook and posters are included in the Everything Zip package. Quality-Bar Detail Documentation has been reviewed by Visual Studio ALM Rangers Documentation has been through an independent technical review ...CRM Web API Lead Capture Example: CRM Web API Lead Capture Example: Sample Visual Studio 2013 project that provides an example of how you could use Web API and Microsoft Azure (could be deployed anywhere) to capture simple HTML form data into Dynamics CRM without directly having to integrate a .NET component.MB Tools: MDT Monitor Tool v1.4: This tool is used to connect to an MDT 2013 Monitor Webservice. The purpose is to provide an alternative to the MDT Deployment Workbench. Update: New in v1.4: Fixed bug where Dart Remote Viewer didnt work Option to show client local time instead of UTC, edit config.xml to enable/disable New in v1.2: Fixed Dart Remote Viewer not connection to full ip Issue: 1222 New in v1.1: Added timers for autorefresh of webservice info Added some better errorchecking and cleaned up the code a bit ...Bob The Simple Text Game: Bob The Simple Text Game: Bob The Simple Text GameWinAudit: WinAudit Freeware v3.0: WinAudit.exe v3.0 MD5: 88750CCF49FF7418199B2645755830FA Known Issues: 1. Report creation can be very slow when right-to-left (Hebrew) characters are present. 2. Emsisoft Anti-Malware may stop and/or quarantine WinAudit. This happens when WinAudit attempts to obtain a list if running programmes. You will need to set an exception rule in Emsisoft to allow WinAudit to run.crashme: crashme source tarball 2.7: Updated for 64-bit Linux environments with a system call to change the default no-execute-data protection. This tarball is equivalent to committed source revision 108727LUA for Windows CE: LUA 5.2.3 for Windows CE 5.0 (ARMV4I): LUA for Windows CE This is a preliminary porting of the latest LUA release (5.2.3) to the Windows CE platform. Command-line compiler, interpreter, dynamic-link-library, and import-library (both static and dynamic stubs) are provided as a binary release. In this release, the Windows CE compatibility CRT static library has been added, in order to embed statically the LUA interpreter. Moreover, the include files are present in the distribution archive, too.Jquery Dirty Flag: Beta Version 1.0: Simple Way to Manage Dirty Flag @ Client SideProView: ProView-2: Added a new short-cut key: Ctrl+D copies the value from the above cell to the current cell. The key combination Shift+NumPadMinus makes an underscore character Fixed a bug during renaming that displayed the message "The file is in use by another process" The spread sheet can now be customized with a highlighting row color for the currently displayed image.TerraMap (Terraria World Map Viewer): TerraMap 1.0.4: Added support for the new Terraria v1.2.4 update. New items, walls, and tiles Fixed Issue 35206: Hightlight/Find doesn't work for Demon Altars Fixed finding Demon Hearts/Shadow Orbs Added ability to find Enchanted Swords (in the stone) and Water Bolt books Fixed installer not uninstalling older versions The setup file will make sure .NET 4 is installed, install TerraMap, create desktop and start menu shortcuts, add a .wld file association, and launch TerraMap. If you prefer the zip ...WPF Localization Extension: v2.2.1: Issue #9277 Issue #9292 Issue #9311 Issue #9312 Issue #9313 Issue #9314CtrlAltStudio Viewer: CtrlAltStudio Viewer 1.2.1.41167 Release: This release of the CtrlAltStudio Viewer includes the following significant features: Oculus Rift support. Stereoscopic 3D display support. Variable walking / flying speed. Xbox 360 Controller support. Kinect for Windows support. Based on Firestorm viewer 4.6.5 codebase. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-2-1-41167-release Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http:/...New Projects.NET Development Library: .NET Development LibraryBizTalk Flow Visualizer: This tool has been designed to help BizTalk developers and administrators visualize the flow of messages through their implementation of BizTalk Server.BlackSwan: Provides tools for value investingCamel Case Parser: Simple method with unit tests for splitting an up or down camel cased word into the words that comprise it.eukota_sandbox: really just a repository for practicing with some students i mentor.Hyperlapse: Software repository for Hyperlapse, a Universal Store App for Windows 8.1 and Windows Phone 8.1, National Level entry in code.fun.do hackathon by Microsoft.Informiamoci Partecipando: Progetto presentato al #code4italyKipLink: MVC5 Web Api 2 EF DB First Oracle 11g Custom MembershipMatAcademyPlayground: MatAcademy 2014 playgroundOgCRM: Proyecto OgCRMPowerSYDI: This is an re-engineering of SYDI vbscript created by Patrick Ogenstad in PowerShell. SharpLightReporting: SharpLightReporting is a reporting system for .Net developers, based on open source SpreadsheetLight excel/spreadsheet automation system. T4 Template to pre-generate views for Entity Framework 5.0, .NET 4.5: T4 Template to pre-generate views for Entity Framework 6.0, .NET 4.5Task Board: Simple TaskboardWentex OS: Wentex das kostenfrei Betriebssystem für alleWinldTunnel - VIPBrowserProject: NoneWintcy: Wintcy's only function is to disable taskbar transparency that Microsoft for some reason has left in Windows 8.????????-????????【??】????????????: ????????????????????????,??????????,????,????,?????????、??????,??????。 ??????-??????【??】??????????: ???????????,?????????????? ??。????????、????、????、?????????? ???????。 ??????-??????【??】??????????: ???????????????????????:????、????、??????????????,????????。????????! ??????-【??】??????????: ???????????????????,????,????,????,???????,?????,?????.??????。 ??????-??????【??】??????????: ????????????????????????????:???????,??????,????,????,????,?????! ??????-??????【??】??????????: ????????????,??,??,??,??? ?,??,,??,??,??,??,??,??,????????,??????! ??????-??????【??】??????????: ?????????????????,?????????????。????????????,???????,???????,?????,?????。 ??????-??????【??】??????????: ???????????? ???? ???? ???? ???? ???? ??????? ?????,????????????????. ??????-??????【??】??????????: ???????????、????、????、??????、????、????????,????????、?????????,?????。 ???????-???????【??】???????????: ?????????????????????,??????????,????????、????,??????????,??????????。 ???????-???????【??】???????????: ???????????????????、????,??100%????,??????,????????????,???????????! ???????-???????【??】???????????: ?????????,??????:?????,?????,??????,??????????,????????。????????! ??????-??????【??】??????????: ???????【.????.????.????.????.】??【??】:、??、??、??、??、??、??、??、??、??、??、?????。 ??????-??????【??】??????????: ??????????????????,????,??.??.??.??.??.??.??.???,????,???????! ??????-??????【??】??????????: ??????????????????、????、??????、????????,????????????,???????????! ??????-??????【??】??????????: ?????????????????,???????????????。???????????,??????:????、????、???????! ??????-??????【??】??????????: ?????????????????????,????,????,??????????。???????????????,??,??,??????????,??????... ??????-??????【??】??????????: ??????????????,?????????????,????,?????????,?????????????,?????,?????! ??????-??????【??】??????????: ????????????????,???????、???????????,????????、????、????、??????、????????。 ??????-??????【??】??????????: ????????????????、?????,????????????????????,????,????,??????。 ??????-??????【??】??????????: ?????????????:??????、????、????、????、????、??????、??????,???????! ??????-??????【??】??????????: ???????????? ???? ???? ???? ???? ???? ??????? ?????,????????????????. ??????-??????【??】??????????: ???????????????:?????? ???? ??????,???????,??????,???????。 ??????-??????【??】??????????: ????????????,????,??????????? ???? ???? ?????????,???,??,?????! ??????-??????【??】??????????: ???????????,????,????,??????,????“????、????、????、????”????????,??????. ??????-??????【??】??????????: ???????????、????、????、??????、????、????????,????????、?????????,?????。 ??????-??????【??】??????????: ?????????????????,?????????????。????????????,???????,???????,?????,?????。 ??????-??????【??】??????????: ?????????????????????????????、????、????、???????????,????,????! ??????-??????【??】??????????: ????????????????6?,???????????????????????????,??????????????,?????????! ??????-??????【??】??????????: ????????????????8?,????????,????????,??????????,?????,????? ,????????! ??????-??????【??】??????????: ?????????????????,??????????????、???????、???????、???????、?????! ??????-??????【??】??????????: ??????????????????????????,???????????,????????,?????????????????????。 ??????-??????【??】??????????: ????????????????????,????????????????,????????????????,??????! ??????-??????【??】??????????: ????????????,????,??????????? ???? ???? ?????????,???,??,?????! ??????-??????【??】??????????: ???????????????????????????,???????????????????????,???????。 ??????-??????【??】??????????: ????????????????:?????? ???? ??????,???????,??????,???????。 ??????-??????【??】??????????: ?????????、???、??、??????????????????????????????,????????????????! ??????-??????【??】??????????: ????????????????????,????????:??、??、???,?????????????????????! ??????-??????【??】??????????: ?????????????,?????,???????????,???????,????,????,????,?????。 ??????-??????【??】??????????: ???????????????,????,???????、???????????,???????????,????,?????,???????。 ??????-??????【??】??????????: ??????????????????,???????????,??????????????,??????????,??????????????! ??????-??????【??】??????????: ????????????????,?????????????? ??。??????????、????、????、?????????? ???????。 ??????-??????【??】??????????: ????????????,??????????、??????,??????????、????、????、???????。 ??????-??????【??】??????????: ?????????????、??????????????????,????????,?????,??????,????,????,????! ??????-??????【??】??????????: ??????????????????????,????????,??????????,?????,????? ,????????! ??????-??????【??】??????????: ??????????,????????,?????,???,???????????,???????????,?????,??????! ??????-??????【??】??????????: ??????????,??????????????????????,???????????????,?????????????! ??????-??????【??】??????????: ?????????????????????,?????????/?,,???????????,??????????????! ??????-??????【??】??????????: ????????????????,?????????、??、??、????,??????????,?????????????! ??????-??????【??】??????????: ???????????、????、????、??????????,???,?????,???????????????. ??????-??????【??】??????????: ??????????????????????,?????, ... ????????????,????,????,?????,???????。

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • Programmer friendly non-voxel art styles?

    - by Overv
    Like many other programmers I've always wanted to make a game, but simply lack the skills to do any production quality graphics. I am however sure that I want to do the models and textures myself, because I need a lot of different objects and I am sure I wouldn't be able to find good matching models on 3D sites. That means I'll have to pick an art style that is "simple", programmer friendly. An extreme example of this is of course Minecraft, but I don't want to go that basic. I'm absolutely against creating a voxel game. What kind of art styles are out there that are relatively simple, i.e. things made out of basic shapes and textures, but are still good enough to form a believable and detailed world? An example of what I mean is wind waker. The objects are formed of relatively simples shapes, but still provide enough detail to create a nice, living world. The environment my game is set in is a city environment. What I'm really asking for here are good examples of "simple" art styles applied in practice, so I can choose one that fits my skills.

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  • Understanding normal maps on terrain

    - by JohnB
    I'm having trouble understanding some of the math behind normal map textures even though I've got it to work using borrowed code, I want to understand it. I have a terrain based on a heightmap. I'm generating a mesh of triangles at load time and rendering that mesh. Now for each vertex I need to calculate a normal, a tangent, and a bitangent. My understanding is as follows, have I got this right? normal is a unit vector facing outwards from the surface of the triangle. For a vertex I take the average of the normals of the triangles using that vertex. tangent is a unit vector in the direction of the 'u' coordinates of the texture map. As my texture u,v coordinates follow the x and y coordinates of the terrain, then my understanding is that this vector is simply the vector along the surface in the x direction. So should be able to calculate this as simply the difference between vertices in the x direction to get a vector, (and normalize it). bitangent is a unit vector in the direction of the 'v' coordinates of the texture map. As my texture u,v coordinates follow the x and y coordinates of the terrain, then my understanding is that this vector is simply the vector along the surface in the y direction. So should be able to calculate this as simply the difference between vertices in the y direction to get a vector, (and normalize it). However the code I have borrowed seems much more complicated than this and takes into account the actual values of u, and v at each vertex which I don't understand the need for as they increase in exactly the same direction as x, and y. I implemented what I thought from above, and it simply doesn't work, the normals are clearly not working for lighting. Have I misunderstood something? Or can someone explain to me the physical meaning of the tangent and bitangent vectors when applied to a mesh generated from a hightmap like this, when u and v texture coordinates map along the x and y directions. Thanks for any help understanding this.

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  • Getting into game/game engine programming

    - by Darkslash
    So I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have openGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesnt teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? Im sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Metacity malfunction preventing custom Gnome session from launching?

    - by QuietThud
    When I try to run Metacity in Ubuntu2D(12.04), I get the following message: alisa@ubuntu:~$ metacity Window manager warning: Screen 0 on display ":2.0" already has a window manager; try using the --replace option to replace the current window manager. I get the same message when running Compiz from the command line in 3D (it opens fine through the GUI (same thing for AWN)). I understand that these should be the default managers for the respective sessions. I'm trying to create a custom Gnome session using the following instructions: unity launcher-free session. Here is what I've put into my .session file: [GNOME Session] Name=Custom Unity2D Session RequiredComponents=gnome-settings-daemon; RequiredProviders=windowmanager;panel; DefaultProvider-windowmanager=metacity DefaultProvider-panel=unity-2d-panel FallbackSession=ubuntu-2d DesktopName=GNOME Since I'm having problems identifying my default, and the code refers to Metacity, I figured this may be relevant to my inability to load the custom session (it shows up on my login screen, but won't launch). I tried specifying Metacity as my default manager by adding exec metacity to the .xinitrc file, and I tried running metacity --replace, but neither worked. How do I determine my current default window manager, what should the default be, and how do I re-assign it? Also, please let me know if you think there may be other issues affecting my custom session. I am new to Linux, so list anything you think might be helpful. Thank you!

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  • Mixing XNA and silverlight gives wierd graphics

    - by Mech0z
    I making a small 3dgame which is made as a Silverlight and XNA app, but when I draw the sprites the graphics becomes all wierd. All my primitive types are rendered correctly, but my 3d models are just wierd My Draw is like this when silverlight is set to draw private void OnDraw(object sender, GameTimerEventArgs e) { // Render the Silverlight controls using the UIElementRenderer elementRenderer.Render(); // Clear the screen to a solid color SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); switch (gameState) { case GameState.ChooseStarter: TextBlockStatus.Text = "Find Starting Player"; break; case GameState.PlaceBrick: TextBlockPlayer.Text = (playerTurn == PlayerTurn.PlayerOne) ? "Player One" : "Player Two"; TextBlockState.Text = "Place Brick"; foreach (IGraphicObject obj in _3dObjects) { obj.Draw(cameraPosition, e); } break; case GameState.GiveBrick: TextBlockState.Text = "Give Brick"; break; } spriteBatch.Begin(); // Using the texture from the UIElementRenderer, // draw the Silverlight controls to the screen spriteBatch.Draw(elementRenderer.Texture, cameraProjection, Color.White); spriteBatch.End(); } This gives me this output If I comment the spritebatch lines out I get the correct output, except the silverlight text is of course not shown I am not entirely sure what to look for except that zero vector I am giving to the spritebatch, but if thats the source I have no idea what I am supposed to set it as epspecially when its a 2d vector

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  • Is there any reason not to go directly from client-side Javascript to a database?

    - by Chris Smith
    So, let's say I'm going to build a Stack Exchange clone and I decide to use something like CouchDB as my backend store. If I use their built-in authentication and database-level authorization, is there any reason not to allow the client-side Javascript to write directly to the publicly available CouchDB server? Since this is basically a CRUD application and the business logic consists of "Only the author can edit their post" I don't see much of a need to have a layer between the client-side stuff and the database. I would simply use validation on the CouchDB side to make sure someone isn't putting in garbage data and make sure that permissions are set properly so that users can only read their own _user data. The rendering would be done client-side by something like AngularJS. In essence you could just have a CouchDB server and a bunch of "static" pages and you're good to go. You wouldn't need any kind of server-side processing, just something that could serve up the HTML pages. Opening my database up to the world seems wrong, but in this scenario I can't think of why as long as permissions are set properly. It goes against my instinct as a web developer, but I can't think of a good reason. So, why is this a bad idea? EDIT: Looks like there is a similar discussion here: Writing Web "server less" applications EDIT: Awesome discussion so far, and I appreciate everyone's feedback! I feel like I should add a few generic assumptions instead of calling out CouchDB and AngularJS specifically. So let's assume that: The database can authenticate users directly from its hidden store All database communication would happen over SSL Data validation can (but maybe shouldn't?) be handled by the database The only authorization we care about other than admin functions is someone only being allowed to edit their own post We're perfectly fine with everyone being able to read all data (EXCEPT user records which may contain password hashes) Administrative functions would be restricted by database authorization No one can add themselves to an administrator role The database is relatively easy to scale There is little to no true business logic; this is a basic CRUD app

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  • How do I create a 2.5d parallax effect?

    - by Nikolay Dyankov
    I have a decent background in 3D graphics and programming, but I'm new to game development. I'm currently exploring different possibilities and I really want to make an RPG game. I was thinking about classic 2D isometric view, but I really love how Diablo 2 looks and feels to play. My question is - how can I achieve Diablo 2's parallax effect? Everything looks hand drawn with baked lights and shadows and looks awesome, but when you move around you notice some perspective. For example, let's say that I drew a big hall with columns in Photoshop with an orthographic perspective (classic pixel art style, just parallel lines). How would I give parallax effect to this scene when the character moves around? If I use camera-facing sprites for everything it would probably look OK in the distance, but it would be really fake when a character comes close to a column (cylinder) for example. Any suggestions? How did Blizzard make the parallax effect in Diablo 2? See this screenshot: http://guidesmedia.ign.com/guides/10629/images/act2tombs.jpg

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  • How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?

    - by David Gouveia
    The image below shows two sprites rendered with point sampling on top of a background: The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background. The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned. How could I develop a pixel shader that would render the transformed sprite on the right with axis aligned pixels of the same size as the rest of the scene? This might be related to how sprite scaling was implemented in old games such as Monkey Island, because that's the effect I'm trying to achieve, but with rotation added. Edit As per kaoD's suggestions, I tried to address the problem as a post-process. The easiest approach was to render to a separate render target first (downsampled to match the desired pixel size) and then upscale it when rendering a second time. It did address my requirements above. First I tried doing it Linear -> Point and the result was this: There's no distortion but the result looks blurred and it loses most of the highlights colors. In my opinion it breaks the retro look I needed. The second time I tried Point -> Point and the result was this: Despite the distortion, I think that might be good enough for my needs, although it does look better as a still image than in motion. To demonstrate, here's a video of the effect, although YouTube filtered the pixels out of it: http://youtu.be/hqokk58KFmI However, I'll leave the question open for a few more days in case someone comes up with a better sampling solution that maintains the crisp look while decreasing the amount of distortion when moving.

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  • How to make a legacy system time-zone sensitive?

    - by Jerry Dodge
    I need to implement time zones in a very large and old Delphi system, where there's a central SQL Server database and possibly hundreds of client installations around the world in different time zones. The application already interacts with the database by only using the date/time of the database server. So, all the time stamps saved in both the database and on the client machines are the date/time of the database server when it happened, never the time of the client machine. So, when a client is about to display the date/time of something (such as a transaction) which is coming from this database, it needs to show the date/time converted to the local time zone. This is where I get lost. I would naturally assume there should be something in SQL to recognize the time zone and convert a DateTime field dynamically. I'm not sure if such a thing exists though. If so, that would be perfect, but if not, I need to figure out another way. This Delphi system (multiple projects) utilizes the SQL Server database using ADO components, VCL data-aware controls, and QuickReports (using data sources). So, there's many places where the data goes directly from the database query to rendering on the screen, without any code to actually put this data on the screen. In the end, I need to know when and how should I get the properly converted time? What is the proper way to ensure that I handle Dates and Times correctly in a legacy application?

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  • CodePlex Daily Summary for Sunday, November 06, 2011

    CodePlex Daily Summary for Sunday, November 06, 2011Popular ReleasesSelf-Tracking Entity Generator for WPF and Silverlight: Self-Tracking Entity Generator v 0.9.9 Update 2: Self-Tracking Entity Generator v 0.9.9 for Entity Framework 4.0. No change to the self-tracking entity generator v 0.9.9. WPF sample (SchoolSample) is updated with unit testing for both ViewModel and Model classes.SubExtractor: Release 1020: Feature: added "baseline double quotes" character to selector box Feature: added option to save SRT files as ANSI Feature: made "Save Sup files to Source directory" apply to both Sup and Idx source files. Fix: removed SDH text (...) or ... that is split over 2 lines Fix: better decision-making in when to prefix a line with a '-' because SDH was removedAcDown????? - Anime&Comic Downloader: AcDown????? v3.6.1: ?? ● AcDown??????????、??????,??????????????????????,???????Acfun、Bilibili、???、???、???、Tucao.cc、SF???、?????80????,???????????、?????????。 ● AcDown???????????????????????????,???,???????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ?? v3.6.1?? ??.hlv...Track Folder Changes: Track Folder Changes 1.1: Fixed exception when right-clicking the root nodeKinect Toolbox: Kinect Toolbox v1.1.0.2: This version adds support for the Kinect for Windows SDK beta 2.MapWindow 4: MapWindow GIS v4.8.6 - Final release - 32Bit: This is the final release of MapWindow v4.8. It has 4.8.6 as version number. This version has been thoroughly tested. If you do get an exception send the exception to us. Don't forget to include your e-mail address. Use the forums at http://www.mapwindow.org/phorum/ for questions. Please consider donating a small portion of the money you have saved by having free GIS tools: http://www.mapwindow.org/pages/donate.php What’s New in 4.8.6 (Final release) · A few minor issues have been fixed Wha...Kinect Mouse Cursor: Kinect Mouse Cursor 1.1: Updated for Kinect for Windows SDK v1.0 Beta 2!Coding4Fun Kinect Toolkit: Coding4Fun Kinect Toolkit 1.1: Updated for Kinect for Windows SDK v1.0 Beta 2!Async Executor: 1.0: Source code of the AsyncExecutorMedia Companion: MC 3.421b Weekly: Ensure .NET 4.0 Full Framework is installed. (Available from http://www.microsoft.com/download/en/details.aspx?id=17718) Ensure the NFO ID fix is applied when transitioning from versions prior to 3.416b. (Details here) TV Show Resolutions... Fix to show the season-specials.tbn when selecting an episode from season 00. Before, MC would try & load season00.tbn Fix for issue #197 - new show added by 'Manually Add Path' not being picked up. Also made non-visible the same thing in Root Folders...Nearforums - ASP.NET MVC forum engine: Nearforums v7.0: Version 7.0 of Nearforums, the ASP.NET MVC Forum Engine, containing new features: UI: Flexible layout to handle both list and table-like template layouts. Theming - Visual choice of themes: Deliver some templates on installation, export/import functionality, preview. Allow site owners to choose default list sort order for the forums. Forum latest activity. Visit the project Roadmap for more details. Webdeploy packages sha1 checksum: e6bb913e591543ab292a753d1a16cdb779488c10?????????? - ????????: All-In-One Code Framework ??? 2011-11-02: http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1codechs&DownloadId=216140 ??????,11??,?????20????Microsoft OneCode Sample,????6?Program Language Sample,2?Windows Base Sample,2?GDI+ Sample,4?Internet Explorer Sample?6?ASP.NET Sample。?????????????。 ????,?????。http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1code&DownloadId=128165 Program Language CSImageFullScreenSlideShow VBImageFullScreenSlideShow CSDynamicallyBuildLambdaExpressionWithFie...Python Tools for Visual Studio: 1.1 Alpha: We’re pleased to announce the release of Python Tools for Visual Studio 1.1 Alpha. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python programming language. This release includes new core IDE features, a couple of new sample libraries for interacting with Kinect and Excel, and many bug fixes for issues reported since the release of 1.0. For the core IDE features we’ve added many new features which improve the basic edit...BExplorer (Better Explorer): Better Explorer 2.0.0.631 Alpha: Changelog: Added: Some new functions in ribbon Added: Possibility to choose displayed columns Added: Basic Search Fixed: Some bugs after navigation Fixed: Attempt to fix slow navigation and slow start Known issues: - BreadcrumbBar fails on some situations - Basic search not work quite well in some situations Please if anyone find bugs be kind and report them at the Issue Tracker! Thanks!DotNetNuke® Community Edition: 05.06.04: Major Highlights Fixed issue with upgrades on systems that had upgraded the Telerik library to 6.0.0 Fixed issue with Razor Host upgrade to 5.6.3 The logic for module administration checks contains incorrect logic in 1 place, opening the possibility of a user with edit permissions gaining access to functionality they should not have through a particularly crafted url Security FixesBrowsers support the ability to remember common strings such as usernames/addresses etc. Code was adde...Terminals: Version 2.0 - Beta 3 Release: Beta 3 Refresh Dont forget to backup your config files BEFORE upgrading! The team has finally put the nail into the official release date for version 2.0. As bugs are winding down on the 2.0 Roadmap we decided to push out another build - the first 2.0 Beta build. Please take time to use and abuse this release. We left logging in place, and this is a debug build so be sure to submit your logs on each bug reported, and please do report all bugs! Check the source code page on the site, th...iTuner - The iTunes Companion: iTuner 1.4.4322: Added German (unverified, apologies if incorrect) Properly source invariant resources with correct resIDs Replaced obsolete lyric providers with working providers Fix Pseudolater to correctly morph every third char Fix null reference in CatalogBaseTumbleDeck: TumbleDeck 1.0.1 Alpha: New version of TumbleDeck is out! Check it out, it's great, we will be testing it and releasing more stable versions all the time. If you spot any unwanted bugs or features you want added please, please, please email us at tumbledeck@mail.com or contact us on the Discussions tab! If you can see your old version of TumbleDeck, please uninstall it and install this version again. Thanks.VidCoder: 1.2.1: Fixed a couple regressions: video encoder was blank in queue and crashes with the High Profile preset when opening the Settings window. Fixed problem with auto-update introduced in 1.2.0. If you have 1.2.0 you will need to update manually to get this.AssaultCube Reloaded: Release 2.3: THE RELEASE YOU'VE ALL BEEN WAITING FOR! IT CAN NOW BE CONSIDERED STABLE Linux has Debian 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, download the Linux package. The server pack is ready for both Windows and Linux, but you might need to compile your own for linux (source included) If you are using Windows and require the source code, download the source package!New ProjectsApploft: Apploft is a new App Platform for windows allowing you to run apps based on powerful code which can pull content from Online.Bugshooting Output for Microsoft Dynamics CRM: Provides an output DLL to use with Bugshooting.Bulk Copy Test Cases Tool for Microsoft Test Manager & TFS: A while ago I had written a blog post Microsoft Test Manager Test Case Versioning on how to manage Test Cases over multiple releases which required you to manually copy test cases individually. I have created a tool to help with the bulk copying of Test Cases that updates the ItDiagnostics Tool for Microsoft Dynamics CRM 2011: Diagnostics Tool for Microsoft Dynamics CRM 2011 helps CRM developers and administrators to enable trace and devErrors on CRM server. It also generates an HTML report file with information about the CRM deployment.Ege University Renewable Energy Society: Ege University Renewable Energy Society Open Source Projectsfirst use of tfs: first project. connection to tfsFlagFtp: FlagFtp is a FTP library for .NET which supports various operations, such as retrieving file lists, write and read from/to files, retrieving file and directory infos, etc...LJCommon: LJCommonnwrole: .Net Worker RoleOrchard Mango Theme: Orchard Mango Theme is a simple inspired Microsoft Windows Phone OS. Original creator and designer Marco Siniscalco (http://www.marcosiniscalco.com)Project Rainbow: This is a school project from KAHO-SL in Belgium, ghent. although this is an open source site, we wish to ask not to copy or steal any of our code if you are related to our school and/or project.Rawler -The Web scraping Framework using XAML: This is the Web scraping Framework using XAML .This framework makes Web scraping possible by only XAML. TenneySoftware Graphing Calculator: A 2D and 3D graphing calculator inspired by Analog's ZPlotter, utilizing my very own libraries to manage the 2D and 3D plotting. The article from Analog, an 8-bit Atari computer magazine from the 80's, can be located here: http://www.cyberroach.com/analog/an30/ZpltAn30.htmThe GINA bot: under constructionTime To Go: A little handy app that shows you how long you've got left until stuff.Windows Azure WordPress Accelerator: Accelerator to deploy WordPress in Windows AzureWP7 App site template: The WP7 App Site Template is intended to make it easier for Windows Phone 7 developers to market their apps. It's currently a simple one page site template, but any contributions/suggestions welcome.ZViewTV.NET: ZViewTV.NET est un programme de visualisation de flux audio-vidéo. Il a été créé par l'equipe qui à fait ZGuideTV.NET

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  • XOLO X900–First mobile phone with Intel Power

    - by Rekha
    XOLO X900, XOLO’s offering the world’s first smart phone with the power of Intel inside® shaking hands with LAVA International Ltd., India’s fastest growing handset brands. The R&D Centre is in Shenzhan (China) and Bangalore (India). The smart phone has a fast web browsing with the 1.6 GHz Intel processor and smooth multi-tasking process using Intel patented Hyper Threading technology.It has an optimum battery usage, 4.03” hi-resolution of 1024X600 pixels LCD screen to ensure crisp text and vibrant images, HDMI Output port for TV, full HD 1080p playback and dual speakers. It has a camera of 8MP HD camera with certain DSLR like features allowing to click upto 10 photos in less than a second. 3D and HD gaming is immensely realistic with 400 MHz Graphics Processing Unit. The Operating System used here is Android 2.3 (Gingerbread) and upgradable to Android 4.0. It has the GPS facility and rear and front cameras with 8MP and 1.3MP respectively.  They have enabled Accelerometer, Gyroscope, Magnetometer, Ambient light sensor and Proximity sensor in this smart phone. Intel’s smartphone venture is beginning in India first. It is said to be available for sale in Indian from April 23, 2011 onwards. The price is at a best-buy price of INR 22,000 approximately. The smartphone will be available at the Indian retail chain Croma. The phone will available in other retail stores and online stores from early May. The company is launching the smartphone in India first and a more powerful handset in China later this year. According to their success in India and China, Intel is planning to come into Europe and US market. Till then, Intel smartphones are only for Indian buyers. You can more technical information from the XOLO’s site.

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Limiting game loop to exactly 60 tics per second (Android / Java)

    - by user22241
    So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter. Currently, my variables used are: //Game updates per second final int ticksPerSecond = 60; //Amount of time each update should take final int skipTicks = (1000 / ticksPerSecond); This is my current game loop @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub //This method will run continuously //You should call both 'render' and 'update' methods from here //Set curTime initial value if '0' //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); //Time correction to compensate for the missing .6667ms when using int values nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; //Increase loops loops++; } render(); } I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem). I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds. All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second? Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

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  • Why isn't my lighting working properly? Are my normals messed up?

    - by Radek Slupik
    I'm relatively new to OpenGL and I am trying to draw a 3D model (loaded from a 3ds file using lib3ds) using OpenGL with lighting, but about half of it is drawn in black. I set up the light as such: glEnable(GL_LIGHTING); glShadeModel(GL_SMOOTH); GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor); glEnable(GL_LIGHT0); GLfloat lightColor0[] = {1.0f, 1.0f, 1.0f, 1.0f}; GLfloat lightPos0[] = {4.0f, 0.0f, 8.0f, 0.0f}; glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); glLightfv(GL_LIGHT0, GL_POSITION, lightPos0); The model is in a VBO and drawn using glDrawArrays. The normals are in a separate VBO, and the normals are calculated using lib3ds_mesh_calculate_vertex_normals: std::vector<std::array<float, 3>> normals; for (std::size_t i = 0; i < model->nmeshes; ++i) { auto& mesh = *model->meshes[i]; std::vector<float[3]> vertex_normals(mesh.nfaces * 3); lib3ds_mesh_calculate_vertex_normals(&mesh, vertex_normals.data()); for (std::size_t j = 0; j < mesh.nfaces; ++j) { auto& face = mesh.faces[j]; normals.push_back(make_array(vertex_normals[j])); } } glBindBuffer(GL_ARRAY_BUFFER, normal_vbo_); glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(decltype(normals)::value_type), normals.data(), GL_STATIC_DRAW); The problem isn't the vertices; the model is drawn correctly when drawing it as a wireframe. I also fixed the normals in Blender using controlN. What could be the problem? Should I store the normals in a different order?

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  • Changing Career to Game Development

    - by Don Carleone
    I m enthusiastic about and ready to shifting my career to Game Development sector, but before that I wonder some situations, I m now working as Senior .net programmer, i can only write code in c# right now, but i started to learn c++, I m computer engineer so before I know how to write in C but I didnt work with big projects, I wrote "Game of Life" before with C and used only Linked List DataStructure becouse of pushed my limits. But now I m thinking to shift Game Development, I love to play Console Games, I respect people who works about that business. But I just wonder, I see a lot of great developers who write codes with C++ and I ask myself that guys dont think to join Game Industry so why I think I can join! is that True? I dont live in USA or big country like. I live in a poor country, and here is no any Game Development Company, so I have to move to USA for working that job. So can you tell me if I start to learn something (c++,game enginees,physic enginees,3d math etc.) right now and working my usual job, after 7-8 month is it good time to move and finding a job about Game development in USA as junior game developer? is that possible? or is this just a dream? I realy need your advices. You can give down vote about that no problem, at least one advice can help me in my life.

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  • From physics to Java programmer?

    - by inovaovao
    I'm a physics phd with little actual programming experience. I've always liked programming and played around with Basic and Pascal (also VB and Delphi) as a teen, but the largest actual project I completed was an assignement for the introductory computer science class in university where I wrote a nice little program (about 1500 lines of pascal) to display functions of 2 variables in 3D. I've had also a couple other projects of a few hundred lines range, but during my phd I didn't have (or take) the time to program more (string theory is hard guys!), beside playing around with ruby. Now I've decided that I'm more interested in programming than in physics and started to learn Java (hoping to pass the certification exam next week) and OO design. Still, I have trouble deciding on what to focus next (Java EE? Web development? algorithms and C programming?) in order to maximize my employement chances. Bear in mind that I'm aiming (mostly) at the swedish job market and that I'm 30 years old. So for the questions: Do you think that I have any chances to start and make a career in IT and programming coming from physics? What would be the best strategy to maximize my value in the field? Do you have suggestions as to where my physics background might be useful?

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  • Aligning text to the bottom of a div: am I confused about CSS or about blueprint? [closed]

    - by larsks
    I've used Blueprint to prototype a very simple page layout...but after reading up on absolute vs. relative positioning and a number of online tutorials regarding vertical positioning, I'm not able to get things working the way I think they should. Here's my html: <div class="container" id="header> <div class="span-4" id="logo"> <img src="logo.png" width="150" height="194" /> </div> <div class="span-20 last" id="title"> <h1 class="big">TITLE</h1> </div> </div> The document does include the blueprint screen.css file. I want TITLE aligned with the bottom of the logo, which in practical terms means the bottom of #header. This was my first try: #header { position: relative; } #title { font-size: 36pt; position: absolute; bottom: 0; } Not unexpectedly, in retrospect, this puts TITLE flush left with the left edge of #header...but it failed to affect the vertical positioning of the title. So I got exactly the opposite of what I was looking for. So I tried this: #title { position: relative; } #title h1 { font-size: 36pt; position: absolute; bottom: 0; } My theory was that this would allign the h1 element with the bottom of the containing div element...but instead it made TITLE disappear, completely. I guess this means that it's rendering off the visible screen somewhere. At this point I'm baffled. I'm hoping someone here can point me in the right direction. Thanks!

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  • Modern techniques for spriting

    - by DevilWithin
    Hello, I would like to know the flow for making modern 2D game artwork. How are the assets made nowadays? Bitmap? Vector-based? Hand-drawn and painted? Drawn digitally? Modeled in 3D and exported to bitmaps? I would like some information on programs as well, for fine looking art. Why does Flash's vector art style look good in most games? How do I make equivalent graphics with external tools? Or equaly good and not vector-based, anyway. Any special hints for animating? An answer oriented towards a one-man-army indie developer with little experience but some artistic sense would be appreciated! Not a complete dummy with paint programs, but also not a master at all, just need efficient ways to achieve results. Thanks. NOTE: Pixel art is not the goal of this question, nothing related to direct pixel manipulation should be brought up here, but you're free to do exactly that :)

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  • Need help understanding XNA 4.0 BoundingBox vs BoundingSphere Intersection

    - by nerdherd
    I am new to both game programming and XNA, so I apologize if I'm missing a simple concept or something. I have created a simple 3D game with a player and a crate and I'm working on getting my collision detection working properly. Right now I am using a BoundingSphere for my player, and a BoundingBox for the crate. For some reason, XNA only detects a collision when my player's sphere touches the front face of the crate. I'm rendering all the BoundingSpheres and BoundingBoxes as wire frames so I can see what's going on, and everything visually appears to be correct, but I can't figure out this behavior. I have tried these checks: playerSphere.Intersects(crate.getBoundingBox()) playerSphere.Contains(crate.getBoundingBox(), ContainmentType.Intersects) playerSphere.Contains(crate.getBoundingBox()) != ContainmentType.Disjoint But they all seem to produce the same behavior (in other words, they are only true when I hit the front face of the crate). The interesting thing is that when I use a BoundingSphere for my crate the collision is detected as I would expect, but of course this makes the edges less accurate. Any thoughts or ideas? Have I missed something about how BoundingSpheres and BoundingBoxes compute their intersections? I'd be happy to post more code or screenshots to clarify if needed. Thanks!

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  • File format for animated scene

    - by stephelton
    I've got a custom OpenGL based rendering engine and I'd like to add support for cinema-type scene animation. The artist that is helping me uses primarily 3DSMax. I'd like a file format for exporting and importing this data. I'm also in need of a file format for skeletal animation data, which may have an impact here. I've been looking at MAXScript to manually export this stuff, which would buy me the most flexibility, but I have virtually no experience with 3DSMax itself, so I get a little lost when it comes to terminology. So I'd like to know what file formats exist for animated scene data, and whether they are appropriate for my use (my fear is that they will be way too broad for my fairly simple needs.) The way I view animated scene data is basically a bunch of references to [animated] models with keyframe-based matrices describing their orientation over time. And probably some special camera stuff to handle perspective. I might also want some event type stuff for adding/removing objects. Is this a sane concept?

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  • CodePlex Daily Summary for Thursday, December 13, 2012

    CodePlex Daily Summary for Thursday, December 13, 2012Popular ReleasesHome Access Plus+: v8.6: v8.6.1213.1220 Added: Group look up to the visible property of the Booking System Fixed: Switched to using the outlook/exchange thumbnailPhoto instead of jpegPhoto Added: Add a blank paragraph below the tiles. This means that the browser displays a vertical scroller when resizing the window. Previously it was possible for the bottom edge of a tile not to be visible if the browser window was resized. Added: Booking System: Only Display Day+Month on the booking Home Page. This allows for the cs...Layered Architecture Solution Guidance (LASG): LASG 1.0.0.8 for Visual Studio 2012: PRE-REQUISITES Open GAX (Please install Oct 4, 2012 version) Microsoft® System CLR Types for Microsoft® SQL Server® 2012 Microsoft® SQL Server® 2012 Shared Management Objects Microsoft Enterprise Library 5.0 (for the generated code) Windows Azure SDK (for layered cloud applications) Silverlight 5 SDK (for Silverlight applications) THE RELEASE This release only works on Visual Studio 2012. Known Issue If you choose the Database project, the solution unfolding time will be slow....Torrents-List Organizer: Torrents-list organizer v 0.5.0.3: ????????? ? 0.5.0.3: 1) ?????????? ??????? ??? ?????????? ???-??????? ? ???????-??????. 2) ? ??????? ?????? ??????????? ?????????????? ????? ?????????? ?????????: ???? ?? ??????-???? ?????????? ?? ????????? ?? ????? ???????, ?? ? ????? ????? ????????? ????? ????????? ?? ????, ? ????????? ??? ???? ?????? ??????????.Fiskalizacija za developere: FiskalizacijaDev 2.0: Prva prava produkcijska verzija - Zakon je tu, ova je verzija uskladena sa trenutno važecom Tehnickom specifikacijom (v1.2. od 04.12.2012.) i spremna je za produkcijsko korištenje. Verzije iza ove ce ovisiti o naknadnim izmjenama Zakona i/ili Tehnicke specifikacije, odnosno, o eventualnim greškama u radu/zahtjevima community-a za novim feature-ima. Novosti u v2.0 su: - That assembly does not allow partially trusted callers (http://fiskalizacija.codeplex.com/workitem/699) - scheme IznosType...Simple Injector: Simple Injector v1.6.1: This patch release fixes a bug in the integration libraries that disallowed the application to start when .NET 4.5 was not installed on the machine (but only .NET 4.0). The following packages are affected: SimpleInjector.Integration.Web.dll SimpleInjector.Integration.Web.Mvc.dll SimpleInjector.Integration.Wcf.dll SimpleInjector.Extensions.LifetimeScoping.dllBootstrap Helpers: Version 1: First releasesheetengine - Isometric HTML5 JavaScript Display Engine: sheetengine v1.2.0: Main featuresOptimizations for intersectionsThe main purpose of this release was to further optimize rendering performance by skipping object intersections with other sheets. From now by default an object's sheets will only intersect its own sheets and never other static or dynamic sheets. This is the usual scenario since objects will never bump into other sheets when using collision detection. DocumentationMany of you have been asking for proper documentation, so here it goes. Check out the...DirectX Tool Kit: December 11, 2012: December 11, 2012 Ex versions of DDSTextureLoader and WICTextureLoader Removed use of ATL's CComPtr in favor of WRL's ComPtr for all platforms to support VS Express editions Updated VS 2010 project for official 'property sheet' integration for Windows 8.0 SDK Minor fix to CommonStates for Feature Level 9.1 Tweaked AlphaTestEffect.cpp to work around ARM NEON compiler codegen bug Added dxguid.lib as a default library for Debug builds to resolve GUID link issuesArcGIS Editor for OpenStreetMap: ArcGIS Editor for OSM 2.1 Final for 10.1: We are proud to announce the release of ArcGIS Editor for OpenStreetMap version 2.1. This download is compatible with ArcGIS 10.1, and includes setups for the Desktop Component, Desktop Component when 64 bit Background Geoprocessing is installed, and the Server Component. Important: if you already have ArcGIS Editor for OSM installed but want to install this new version, you will need to uninstall your previous version and then install this one. This release includes support for the ArcGIS 1...SharpCompress - a fully native C# library for RAR, 7Zip, Zip, Tar, GZip, BZip2: SharpCompress 0.8.2: This release just contains some fixes that have been done since the last release. Plus, this is strong named as well. I apologize for the lack of updates but my free time is less these days.Media Companion: MediaCompanion3.511b release: Two more bug fixes: - General Preferences were not getting restored - Fanart and poster image files were being locked, preventing changes to themVodigi Open Source Interactive Digital Signage: Vodigi Release 5.5: The following enhancements and fixes are included in Vodigi 5.5. Vodigi Administrator - Manage Music Files - Add Music Files to Image Slide Shows - Manage System Messages - Display System Messages to Users During Login - Ported to Visual Studio 2012 and MVC 4 - Added New Vodigi Administrator User Guide Vodigi Player - Improved Login/Schedule Startup Procedure - Startup Using Last Known Schedule when Disconnected on Startup - Improved Check for Schedule Changes - Now Every 15 Minutes - Pla...Secretary Tool: Secretary Tool v1.1.0: I'm still considering this version a beta version because, while it seems to work well for me, I haven't received any feedback and I certainly don't want anyone relying solely on this tool for calculations and such until its correct functioning is verified by someone. This version includes several bug fixes, including a rather major one with Emergency Contact Information not saving. Also, reporting is completed. There may be some tweaking to the reporting engine, but it is good enough to rel...CAML Builder: CAML Builder 1.0.0.0: First public release of CAML BuilderVidCoder: 1.4.10 Beta: Added progress percent to the title bar/task bar icon. Added MPLS information to Blu-ray titles. Fixed the following display issues in Windows 8: Uncentered text in textbox controls Disabled controls not having gray text making them hard to identify as disabled Drop-down menus having hard-to distinguish white on light-blue text Added more logging to proxy disconnect issues and increased timeout on initial call to help prevent timeouts. Fixed encoding window showing the built-in pre...WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.400: Version 2.5.0.400 (Release): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete Update the documentation. InfoMan: Write the documentation. Other Downloads Downloads Overviewlog4net Dynamics CRM 2011 Appender: log4net Dynamics CRM 2011 Appender DLL: log4net Dynamics CRM 2011 Appender DLLBee OPOA Platform: Bee OPOA Demo V1.0.001: Initial version.postleitzahlensuche: Plz Suche: Eine C# Wpf Applikation, welche ermöglicht nach Postleitzahlen oder Orten zu suchen und als Ergebnis sowohl die Postleitzahl als auch den Ort liefert.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.78: Fix for issue #18924 - using -pretty option left in ///#DEBUG blocks. Fix for issue #18980 - bad += optimization caused bug in resulting code. Optimization has been removed pending further review.New ProjectsBing Maps WPF Viewer: A helpful multi layer map viewer tool. Features (more soon) : * Tile layers XYZ format * MS SQL Server spatial layerBizTalk Business Rules Engine Pipeline Framework: The BizTalk BRE Pipeline Framework provides increased flexibility in development and maintenance of pipeline components by leveraging the Business Rules Engine.Bootstrap Helpers: Html Helpers for creating Twitter Bootstrap ControlsChord Analizer: Component to help user to analizing chord of a songCodeStudyX: The learning materials of programming.faiztest22: Kudu testingFizzEdit: A multilingual code editor written in C#.FlowDOS: gGDI WebServices: Este projecto está relacionado com a cadeira de Gestão de Dados e Informação, mestrado de Sistema de Informação (Universidade de Aveiro). 2012HyperLinq - Multidimensional LINQ: HyperLINQ is an extension to LINQ that supports multidimensional arrays without dimension limit.ImageTools for WinRT: This is a poring project, so for more details information, pls refer to Sebastian Stehle's page: http://imagetools.codeplex.com/JavuHD - 2D Evolved.: An Amazing next generation High Definition 2D sdk for C#/.Net that uses OpenCL to accelerate a wide variety of features and rendering operations. All in one.MVC ActionValidator: Infrastructure for bisness validationNosso Rico Dinheirinho: Financial control system like Microsoft Money, but via web.Open Song to Chord Pro converter: A converter to convert sheet music from the Open Song format to the Chord Pro formatOpenXML Word AltChunk: Using ALTCHUNK with OPENXML and SharePoint.Project : Afspraaksysteem voor dokters (oefening opleiding Sharepoint & .Net): Een planningsysteem gemaakt door de developers van lokaal 105, in opdracht van Erdem Yarici. Dit in het kader van een Cevora/VDAB Sharepoint & .NET-opleiding.project13271213: 11SIPAS: Support Sip Client Call to FreeswitchSmall Deterministic Embedded Assembler Register Machine: SIDEARM is a minimal, virtual register machine that acts as an interpreter/shell for valid AVR assembly language execution in real-time by the virtual machine.studyx: The learning materials of programming.Unused File Detector: A small program that detects any files not used by Visual Studio solutions.Web.Ajax: Web.Ajax is an AJAX library for the .NET framework. It is designed to make it easy to add ajax functionality to an application. Windows Azure Diagnostics to SQL: Copy Windows Azure Diagnostics (WAD) data from Azure Tables to SQL server to allow for a familiar querying interface.

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  • CodePlex Daily Summary for Thursday, June 06, 2013

    CodePlex Daily Summary for Thursday, June 06, 2013Popular ReleasesReliability Modeling and Prediction: Reliability Prediction v2.0.1: Including the reliability modeling schema and the reliability prediction tool. Including case studies (Reporting service and WebScan system). Check Readme.txt for a quick tutorial.Virtual Sport for Sport Team: Virtual Sport Website: This is the website to manage a sports team. Through this website you can manage the members of the team, from players to staff, schedules, and more. and for supporter, be able more easily get to know team through the this websiteChristoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.3 for VS2012: V2.3 - Release Date 6/5/2013 Items addressed in this 2.3 release Fixed bad namespace for BusinessController in one of the C# templates. Updated documentation in all templates. Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesPulse: Pulse 0.6.7.0: A number of small bug fixes to stabilize the previous Beta. Sorry about the never ending "New Version" bug!ZXMAK2: Version 2.7.5.3: - debugger: add LPC indicator (last executed opcode pc) - add host joystick support (written by Eltaron) - change file extension for CMOS PENTEVO to "cmos" - add hardware value monitor (see Memory Map for PENTEVO/ATM/PROFI)QlikView Extension - Animated Scatter Chart: Animated Scatter Chart - v1.0: Version 1.0 including Source Code qar File Example QlikView application Tested With: Browser Firefox 20 (x64) Google Chrome 27 (x64) Internet Explorer 9 QlikView QlikView Desktop 11 - SR2 (x64) QlikView Desktop 11.2 - SR1 (x64) QlikView Ajax Client 11.2 - SR2 (based on x64)BarbaTunnel: BarbaTunnel 7.2: Warning: HTTP Tunnel is not compatible with version 6.x and prior, HTTP packet format has been changed. Check Version History for more information about this release.Harvester - Debug Viewer for Trace, NLog & Log4Net: v2.0.1 (.NET 4.0): Minor Updates Fixed incorrect process naming being displayed if process ID reassigned before cache invalidated. Fixed incorrect event type/source for TraceListener.TraceData methods. Updated NLog package references. Official Documentation Moved to GitHub http://cbaxter.github.com/Harvester Official Source Moved to GitHub https://github.com/cbaxter/HarvesterSuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.8: This release includes these changes below: Upgrade SuperSocket to 1.5.3 which is much more stable Added handshake request validating api (WebSocketServer.ValidateHandshake(TWebSocketSession session, string origin)) Fixed a bug that the m_Filters in the SubCommandBase can be null if the command's method LoadSubCommandFilters(IEnumerable<SubCommandFilterAttribute> globalFilters) is not invoked Fixed the compatibility issue on Origin getting in the different version protocols Marked ISub...BlackJumboDog: Ver5.9.0: 2013.06.04 Ver5.9.0 (1) ?????????????????????????????????($Remote.ini Tmp.ini) (2) ThreadBaseTest?? (3) ????POP3??????SMTP???????????????? (4) Web???????、?????????URL??????????????? (5) Ftp???????、LIST?????????????? (6) ?????????????????????Media Companion: Media Companion MC3.569b: New* Movies - Autoscrape/Batch Rescrape extra fanart and or extra thumbs. * Movies - Alternative editor can add manually actors. * TV - Batch Rescraper, AutoScrape extrafanart, if option enabled. Fixed* Movies - Slow performance switching to movie tab by adding option 'Disable "Not Matching Rename Pattern"' to Movie Preferences - General. * Movies - Fixed only actors with images were scraped and added to nfo * Movies - Fixed filter reset if selected tab was above Home Movies. * Updated Medi...Nearforums - ASP.NET MVC forum engine: Nearforums v9.0: Version 9.0 of Nearforums with great new features for users and developers: SQL Azure support Admin UI for Forum Categories Avoid html validation for certain roles Improve profile picture moderation and support Warn, suspend, and ban users Web administration of site settings Extensions support Visit the Roadmap for more details. Webdeploy package sha1 checksum: 9.0.0.0: e687ee0438cd2b1df1d3e95ecb9d66e7c538293b Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.93: Added -esc:BOOL switch (CodeSettings.AlwaysEscapeNonAscii property) to always force non-ASCII character (ch > 0x7f) to be escaped as the JavaScript \uXXXX sequence. This switch should be used if creating a Symbol Map and outputting the result to the a text encoding other than UTF-8 or UTF-16 (ASCII, for instance). Fixed a bug where a complex comma operation is the operand of a return statement, and it was looking at the wrong variable for possible optimization of = to just .Document.Editor: 2013.22: What's new for Document.Editor 2013.22: Improved Bullet List support Improved Number List support Minor Bug Fix's, improvements and speed upsPHPExcel: PHPExcel 1.7.9: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated.Droid Explorer: Droid Explorer 0.8.8.10 Beta: Fixed issue with some people having a folder called "android-4.2.2" in their build-tools path. - 16223 Magick.NET: Magick.NET 6.8.5.402: Magick.NET compiled against ImageMagick 6.8.5.4. These zip files are also available as a NuGet package: https://nuget.org/profiles/dlemstra/patterns & practices: Data Access Guidance: Data Access Guidance Drop3 2013.05.31: Drop 3DotNet.Highcharts: DotNet.Highcharts 2.0 with Examples: DotNet.Highcharts 2.0 Tested and adapted to the latest version of Highcharts 3.0.1 Added new chart types: Arearange, Areasplinerange, Columnrange, Gauge, Boxplot, Waterfall, Funnel and Bubble Added new type PercentageOrPixel which represents value of number or number with percentage. Used for sizes, width, height, length, etc. Removed inheritances in YAxis option classes. Closed issues: 682: Missing property - XAxisPlotLinesLabel.Text 688: backgroundColor and plotBackgroundColor are...DirectX Tool Kit: May 2013: May 30, 2013 Added more GeometricPrimitives: Cone, Tetrahedron, Octahedron, Dodecahedron, Icosahedron Updated to support loading new metadata from DDS files (if present) Fixed bug with loading of WIC 32bpp RGBE format images Fixed bug when skipping mipmaps in a 1D or 2D array texture DDS fileNew Projectsabang: ????????Alex Develop Kit: ????????C#?????????。AnaLog - Analyse Logique: Software for logical equations analyse. App Excess: App Platform for Windows.Associativy Frontend Engines Administration: Frontend Engines Administration module for the Associativy (http://associativy.com) Orchard graph platform.ATDD Applied (Example): Sample code for Nordic Testing Days 2013 workshop - Acceptance Test Driven Development Applied: An Intro to ATDD using Jasmine and SpecFlowAzCAD: AzCAD is a free CAD program.BVVD Project: SOURCE CODECrzy Engine: C# and XNA ORPG Game Development engine.Custom Pong: Custom PongEDID Puller: Simple C# application showing how to get the EDIDs of the connected monitors to a PC, in particular the manufacturer and model of the display device.GooMUI: A desktop player for the Google Play Music service that runs on Windows.Had: HadIIS Express GUI: The GUI for IISExpress (version 7.5 and 8.0) jean0605jabbrchangbranch: ddjQueryBuddy Port to .Net 4.0+: Upgrading the project to current dot net will make using this app easier for some folks!Kinopoly: Dieses Projekt ist eine Arbeit der Berufschule Bern, GIBB. Das Ziel ist es das berühmte Spiel Monopoly im Film Theme als eine Clientapplikation zu realisieren.Magic Engine - 2D and 3D engine developed by school students: Magic Engine - 2D and 3D engine developed by school studentsMetrics calculation: Calculates metrics with the use of Driven Metrics.Metro WPF: Metro WPF provides a set of controls and styles for you to build your metro style WPF applications.mysitie: this is unknown error site Native API Test Command-Line Utility: A command-line utility that allows the user to call native API function interactively and experiment with how they function.prakark06052013Hg01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark06052013Tfs01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakarkGit06052013Git01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [url:http://www.example.com] {"Do QlikView Extension - Animated Scatter Chart: Animated scatter chart for QlikView, inspired by D3js.orgREADPDB(Program Database Reader): This tool uses the Microsoft Debug Interface Access Software Development Kit (DIA SDK) to parser PDB file SelfProject: Just For TestSlWfDesign: 11212SSZZ: SSZZ is a tool for Data Analysistest project codeplex: This is a testtesttom06052013git01: dfdstesttom06052013hg01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.testtom06052013tfs01: gfdgfdthree: It's a personal project.Validation Rules Framework for C++: C++ framework for rule creation, validation and management.

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  • Tessellating to a curve?

    - by Avi
    I'm creating a game engine, and I'm trying to define a 3D model format I want to use. I haven't come across a format that quite does what I want. My game engine assumes a shader model 5+ environment. By the time I'm finished with it, that won't be a very unreasonable requirement. Because it assumes such a modern environment, I'm going to try and exploit tessellation. The most popular way, it seems, to procedurally increase geometry through tessellation is to tessellate to a height map. This works for a lot of things, but has limitations in that height maps still use up VRAM and also only have finite scalability. So I want to be able to use curves to define what a mesh should tessellate to. The thing is, I have no idea what definition of curves I should use, how I should store it, and how I should tessellate to it. Do I use NURBS curves? Bezier? Hermite? And once I figure that out, is there an algorithm to determine how the tessellation shader should produce and move vertices to match the curve as closely as possible? Is the infinite scalability and lower memory usage when compared to height maps worth the added computational complexity? I'm sorry I'm kind if ignorant as to these matters. I just don't know where to start.

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