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  • Modern Shader Book?

    - by Michael Stum
    I'm interested in learning about Shaders: What are they, when/for what would I use them, and how to use them. (Specifically I'm interested in Water and Bloom effects, but I know close to 0 about Shaders, so I need a general introduction). I saw a lot of books that are a couple of years old, so I don't know if they still apply. I'm targeting XNA 4.0 at the moment (which I believe means HLSL Shaders for Shader Model 4.0), but anything that generally targets DirectX 11 and OpenGL 4 is helpful I guess.

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  • Trouble upgrading from 12.04 to 14.04.1 lts

    - by Stanley Hlatshwayo
    After running these commands from the command line: sudo apt-get update sudo apt-get dist-upgrade sudo do-release-upgrade -d i get the following error message: W:Failed to fetch http://extras.ubuntu.com/ubuntu/dists/oneiric/main/source/Sources 404 Not Found , E:Some index files failed to download. They have been ignored, or old ones used instead. PLEASE HELP anyone. How can i fix this bug?

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  • What's the command to open the Unity Dash?

    - by Scintoon
    I would like to know the command (from the Terminal) which opens the Unity dash, the reason being I want to create a desktop icon that starts the dash instead of the 'Windows Key' for keyboard-free use of the computer (I miss the old Ubuntu-Tweak effect where putting your mouse to the corner of the desktop would reveal Expo or Scale effects - by the way, is it possible to get it back?) Making a launcher (Application, Name, Command, Comment, etc) I tried the commands 'Unity', 'Dash' and other things, but I didn't manage to get it to work. I am using version 12.04

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  • Forms&Reports upgrade characterset issues

    - by Lukasz Romaszewski
    Hello,This quick post is based on my findings during recent IMC workshops, especially those related to upgrading the Forms 6i/9i/10g applications to Forms 11g platform. The upgrade process itself is pretty straightforward and it basically requires recompiling your Forms application with a latest version of frmcmp tool. For some cases though, especially when you migrate from Forms 6i which is a client-server architecture to a 3-tier web solution (Forms 11g), you need to rewrite some parts of your code to make it run on new platform. The things you need to change range from reimplementing (using webutil library) typical client-site functionality like local IO operation, access to WinAPI, invoking DLLs etc. to changing deprecated or obsolete APIs like RUN_PRODUCT to RUN_REPORT_OBJECT. To automate those changes Oracle provides complete Java API  which allows you to manipulate the code and structure of you modules (JDAPI). To make it even easier we can use Forms Migration Assistant tool (written in Java using JDAPI) which is able to replace all occurrences of old API entries with their 11g equivalents or warn you when the replacement is not possible. You can also add your own replacement definitions in the search_replace.properties file. But you need to be aware of some issues that can be encountered using this tool. First of all if you are using some hard-coded text inside your triggers you may notice that after processing them by the Migration Assistant tool the national characters may be lost. This is due to the fact that you need to explicitly tell Java application (which MA really is) what kind of characterset it should use to read those text properly. In order to do that just add to a script calling MA the following line:  export JAVA_TOOL_OPTIONS=-Dfile.encoding=<JAVA_ISO_ENCODING>  when the particular encoding must match the NLS_LANG in your Forms Builder environment (for example for Polish characterset you need to use ISO-8859-2).Second issue you can encounter related to national charactersets is lack of national symbols in you reports after migration. This can be solved by adding appropriate NLS_LANG entry in your reports environment. Sometimes instead of particular characterset you see "Greek characters" in your reports. This is just default font used by reports engine instead of the one defined in your report. To solve it you must copy fonts definitions from your old environment (e.g. Forms 10g installation) to appropriate directory in new installation (usually AFM folder). For more information about this and other issues please refer to https://support.oracle.com/CSP/main/article?cmd=show&type=NOT&doctype=BULLETIN&id=1297012.1at My Oracle Support site. That's all for today, stay tuned for more posts on this topic! Lukasz

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Did Blowing Into Nintendo Cartridges Really Help?

    - by Jason Fitzpatrick
    Anyone old enough to remember playing cartridge-based games like those that came with the Nintendo Entertainment System or its successors certainly remembers how blowing across the cartridge opening always seemed to help a stubborn game load–but did blowing on them really help? Mental Floss shares the results of their fact finding mission, a mission that included researching the connection mechanism in the NES, talking to Frank Viturello (who conducted an informal study on the effects of moisture on cartridge connectors), and otherwise delving into the history of the phenomenon. The most interesting part of the analysis, by far, is their explanation of how blowing on the cartridge didn’t do anything but the ritual of removing the cartridge to blow on it did. Hit up the link below for the full story. Did Blowing into Nintendo Cartridges Really Help? [Mental Floss] How Hackers Can Disguise Malicious Programs With Fake File Extensions Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer

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  • Artificial Intelligence implemented in x86 Assembly? [closed]

    - by Bigyellow Bastion
    Okay, so I decided that for my upcoming operating system, I do basically everything in x86 Assembly, using only 16-bit mode. I will need to write the software to host on it once I have something up and going, and I'll definitely post the source and VM-executable file. But as for now I'm stuck with the idea of implementing the AI code for some of the games I'm making to host on it. AI in Assembly is tedious, and sometimes almost impossible seeming, especially complex AI(I'm talking SNES Super Mario World 2: Yoshi's Island AI here, by the way, not pong AI). I was thinking that it'd be such a hassle that I'd have to bring a higher-level language to work some of this out here, like maybe C++ or C#, but I'd have to go through more work linking it into a fine binary that my OS will host, and that adds unnecessary work to the table I wanted to avoid(I don't want a complex system, I want everything as bare-bones as possible, avoiding libraries, APIs, and linkable formats for now, to make everything more directly accessible to the kernel's API).

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  • How to Quickly Check If Your Computer Can Run a PC Game

    - by Chris Hoffman
    PC gaming isn’t quite as simple as console gaming. If you have a laptop with weak graphics hardware or an older PC, it’s important to check whether your computer can support a game before you spend your hard-earned cash. Gamers don’t have to upgrade their hardware as often as they used to. Even a gaming PC built years ago should be able to handle the newest games just fine. Laptops not build for gaming and older PCs are a different matter.    

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  • How to begin in Game Development? [closed]

    - by Bladimir Ruiz
    It's been a while since I decide to get into game dev, but, there are so many ways to make a game, that i dont know where to begin, I got unity 3d license for PC/Android/Ios for free, but i Also got XNA dev tool, ALSO have CoronaSDK.. But I dont Know wich one to use. Till' now all i want is to make a Sidecroller lime Super Mario Bros, Just for start later on, i will like to make diferent games. In the future i would like to work in the game industry which tools will be the best to Start in that "Dream"?

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  • Extreme Programming Dying? [closed]

    - by jonny
    Is Extreme Programming Dying? I've been reviewing my fellow students reports on extreme programming.(I am a student myself) Some students are claiming that extreme programming lacks in empirical evidences, and is relevantly new, hence lacking in empirical evidence. XP is already 13 years old it should be considered as new, from my perspective. I guess the practices of XP has been tweaked and used in newer methodologies such as scrum. What are your point of view on this, do you guys think XP is Dying?

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  • More Maintenance Plan Weirdness

    - by AjarnMark
    I’m not a big fan of the built-in Maintenance Plan functionality in SQL Server.  I like the interface in SQL 2005 better than 2000 (it looks more like building an SSIS package) but it’s still a bit of a black box.  You don’t really know what commands are being run based on the selections you have made, and you can easily make some unwise choices without realizing it, such as shrinking your database on a regular basis.  I really prefer to know exactly what commands and with which options are being run on my servers. Recently I had another very strange thing happen with a Maintenance Plan, this time in SQL 2005, SP3.  I inherited this server and have done a bit of cleanup on it, but had not yet gotten around to replacing the Maintenance Plans with all my own scripts.  However, one of the maintenance plans which was just responsible for doing LOG backups was running more frequently than that system needed, and I thought I would just tweak the schedule a bit.  So I opened the Maintenance Plan and edited the properties of the Subplan, setting a new schedule, saved it and figured all was good to go.  But the next execution of the Scheduled Job that triggers the Maintenance Plan code failed with an error about the Owner of the job.  Specifically the error was, “Unable to determine if the owner (OldDomain\OldDBAUserID) of job MaintenancePlanName.Subplan has server access (reason: Could not obtain information about Windows NT group/user 'OldDomain\OldDBAUserID’..”  I was really confused because I had previously updated all of the jobs to have current accounts as the owners.  At first I thought it was just a fluke, but it happened on the next scheduled cycle so I investigated further and sure enough, that job had the old DBA’s account listed as the owner.  I fixed it and the job successfully ran to completion. Now, I don’t really like mysteries like that, so I did some more testing and verified that, sure enough, just editing the Subplan schedule and saving the Maintenance Job caused the Scheduled Job to be recreated with the old credentials.  I don’t know where it is getting those credentials, but I can only assume that it is the same as the original creator of the Maintenance Plan, and for some reason it insists on using that ID for the job owner.  I looked through the options in SSMA and could not find anything would let me easily set the value that I wanted it to use.  I suspect that if I did something like executing sp_changeobjectowner against the Maintenance Plan that it would use that new ID instead.  I’m sure that there is good reason that it works this way, but rather than mess around with it much more, I’m just going to spend my time rolling out my replacement scripts instead. Chalk this little hidden oddity up as yet one more reason I’m not a fan of Maintenance Plans.

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  • Recommended method towards making custom maps for a 2d game?

    - by Qasim
    I am planning on making a 2D game, however different from my last personal projects I want this one to have enhanced graphics, with custom-designed levels. My previous 2d platformers were tile-based, in which I made a map editor for to create levels. However, I am wondering the best way to implement custom designed maps? For say, some grass is a litter higher than others, flowers here and there, cool drawings and structures along the way, etc. instead of just the same old tiles over and over again. I am thinking but I just can't grasp the idea of how to implement it. I have seen it done in other games and am interested to see how they accomplish it, but can't get my hands on some source code. :(

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  • 3D BSP rendering for maps made in 2d platform style

    - by Dev Joy
    I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render them. I mean I can divide the map in grids and render them like done in 2D platform games. I just want to know if this is a good idea and what may go wrong if I don't choose a BSP tree rendering here. Please also mention is any better known rendering techniques are available for such situations.

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  • How do I install root-cern?

    - by Rick Turd
    Cern's ROOT environment installs fine on 10.10, and is even available in the Software Center, but it will not install or compile on Natty because the x11 directories are in new locations. I can redefine the paths, but then I get compile errors because only gcc 4.3 is supported through ROOT and Natty uses 4.5. I've given up and gone back to 10.10, but my question is, after installing ROOT on Maverick, if I upgrade back to Natty, will my old software still work with these new directory paths?

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  • creating the nodes for path finding during run time - more like path making and more

    - by bigbadbabybear
    i'm making my 1st game. i'm using javascript as i currently want to learn to make games without needing to learn another language but this is more of a general game dev question its a 2d turn-based tile/grid game. you can check it here http://www.patinterotest.tk/ it creates a movable area when you hover a player and it implements the A* algo for moving the player. The Problem: i want to make the 'dynamic movable area creation' already implement a limited number of steps for a player. The Questions: what is a good way to do this? is there another algorithm to use for this? the A* algorithm needs a start and destination, with what i want to do i don't have a destination or should i just limit the iteration of the A* algo to the steps variable? hopefully you understand the problem & questions easily

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  • What alternatives to Animated GIFs are supported on all modern browsers?

    - by Clay Nichols
    I was looking for an alternative animated images to Animated GIFS. But per CanIUseit support for APNGs seems to being phased out. And MNG support isn't even listed there and pages about it don't even mention Chrome (suggesting those pages are very very old) Clarification: This is for a web app, so it'll need to support: - Safari on iPad (so can't depend on extensions) - Chrome on Windows and Mac - Safari 6.0+ on Mac - Chrome on Android

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  • firebug autcomplete 1.2.1.1 come once again.

    - by anirudha
    firebug autocomplete is a addons to show the keyword in firebug. in Firebug 1.7 [beta] and 1.6 the old version not worked. now they are come once again the latest version have a facility to work in firebug 1.6 and 1.7 beta they also support all 4.08 preview. Download Firebug autocomplete the another plug-in StyleforWeb work as same as Firebug autcomplete used in notepad ++. by using them you can write the jQuery inside notepad ++.

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  • Ubuntu 12.10 not updating. Failed to download repository information

    - by vinay
    I recently tried to update by using the update manager, The update stopped and I received the error message: Failed to download repository information W:Failed to fetch http://ppa.launchpad.net/deluge-team/ppa/ubuntu/dists/quantal/main/source/Sources 404 Not Found , W:Failed to fetch http://ppa.launchpad.net/deluge-team/ppa/ubuntu/dists/quantal/main/binary-i386/Packages 404 Not Found , E:Some index files failed to download. They have been ignored, or old ones used instead. What is the problem?

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  • Good resources for 2.5D and rendering walls, floors, and sprites

    - by Aidan Mueller
    I'm curious as to how games like Prelude of the chambered handle graphics. If you play for a bit you will see what I mean. It made me wonder how it works. (it is open-source so you can get the source on This page) I did find a few tutorials but I couldn't undertand some of the stuff but it did help with some things. However, I don't like doing things I don't understand. Does anyone know of any good sites for this kind of 2.5D? Any help is appreciated. After all I've been googling all day. Thanks :)

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  • The 10 Best How-To Geek Guides for Perfect Christmas Photos

    - by Eric Z Goodnight
    Taking a lot of pictures this Christmas? Here’s a roundup of some of our favorite How-Tos to help you get the best possible photo prints this year. You might use Photoshop, Free Software, or even Microsoft Word; How-To Geek has something for every user in this collection of How-Tos to help you get the best prints this holiday season Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor MTCrypt Is an Efficient Front End for Mounting TrueCrypt Volumes 10 Things You Should Do with Your New Android Phone Walking Through the Park on a Snowy Night Wallpaper Track Weather Conditions with the Weather Underground Web App for Chrome These 8-Bit Mario Wood Magnets Put Video Games on Your Fridge Christmas Themes 4 Pack for Chrome and Iron Browser

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  • FlasCC requirements and limitations?

    - by Arthur Wulf White
    It is now available for download. It says you need twice* as many bits as I have. Why would you need more bits to compile code? Does that mean you need more bits to run flash games writtes with flasCC Did anyone try it out and happens to know the answers? http://gaming.adobe.com/technologies/flascc/ Minimum system requirements Flash Player 11 or higher Flex SDK 4.6 or higher Java Virtual Machine (64-bit) Windows Microsoft® Windows® 7 (64-bit edition) Cygwin (included) *This is meant as a joke. however I do own a 32-bit laptop and I am wondering why you need 64-bit. Afaik - You only need 64-bit if you want to run a system that has more than 4gigs of memory. Why would any flash game require more than 4 gigs of memory. The only system that is 64-bits and does not have 4gigs of memory that I can quickly recall is that hilarious Nintendo that came ages ago with a Motorola CPU.

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  • GLSL Shader Effects: How to do motion blur, etc?

    - by DevilWithin
    I am not sure how right it is to ask this question, but still here it goes. I have a full 2D environment, with sprites going around as landscape, characters, etc And to make it more state-of-art looking, i want to implement a motion blur effect, similar to modern FPS's (i.e. crysis) blur when moving fast the camera. In a sidescroller, the desired effect is having this slight blur appearing to give the idea of fast movement, when the camera is moving. If anyone could give me some tips on doing this, im assuming in a pixel shader, i'd be grate. Also, if anyone has other good tips on cool pixel shader effects for 2D games it would be awesome, like some stylizing post fx, such as previous Prince of Persia illustrative style. Thanks

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  • Serverside memory efficiency and threading for a turn based game

    - by SkeletorFromEterenia
    Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game server architecture articles I found focus either on FPS oder MMOGs, which doesn't really fit since I want many matches with 1- 16 players on my server, with each match being played in turn based mode. My chief concern is memory usage, since the most basic approach of loading every game that is being played completely into RAM should be quite inefficient, so is there a suitable strategy for selecting only the needed bits and loading them? Another question I got is how to design the threading on the server, since I think using only a single thread could be a problem due to the fact that the game or part of it might have to be loaded from the database. I would be very happy if you could share your knowledge or point me to material on this topic.

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  • How and where do you store your private work/source codes?

    - by Amir Rezaei
    I have worked as developer for over 10 years now. Over the time I have had my own small projects where I have developed tool/application and games. I have not found any robust solution to store my work. It’s always fun to get back to your code and see how you did before and how you would do it now. It’s just a work that is unfortunate to get lost. There are SVN solution such as Google’s Project Hosting. However I’m not interested in sharing my code or making it open source. Currently I’m hosting my own SVN server. So here comes my question. How and where do you store your private work/source codes? Requirements: Source code versioning Backup Prefers free

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  • How to compile deskew plugin for Gimp?

    - by mtone
    I'm interesting in using this Deskew plugin which appears somewhat old, with broken links in the gimp registry. https://github.com/prokoudine/gimp-deskew-plugin How do I go about installing it on Ubuntu 64-bit 12.10 running Gimp 2.8? I can't figure what I have to "configure" or "make" to compile the plugin. I understand the end result should be placed Noob-level: I know how to get around in a terminal, but that's about it. Thanks!

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