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  • Use of properties vs backing-field inside owner class

    - by whatispunk
    I love auto-implemented properties in C# but lately there's been this elephant standing in my cubicle and I don't know what to do with him. If I use auto-implemented properties (hereafter "aip") then I no longer have a private backing field to use internally. This is fine because the aip has no side-effects. But what if later on I need to add some extra processing in the get or set? Now I need to create a backing-field so I can expand my getters and setters. This is fine for external code using the class, because they won't notice the difference. But now all of the internal references to the aip are going to invoke these side-effects when they access the property. Now all internal access to the once aip must be refactored to use the backing-field. So my question is, what do most of you do? Do you use auto-implemented properties or do you prefer to always use a backing-field? What do you think about properties with side-effects?

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  • The best way to structure this database?

    - by James P
    At the moment I'm doing this: gems(id, name, colour, level, effects, source) id is the primary key and is not auto-increment. A typical row of data would look like this: id => 40153 name => Veiled Ametrine colour => Orange level => 80 effects => +12 sp, +10 hit source => Ametrine (Some of you gamers might see what I'm doing here :) ) But I realise this could be sorted a lot better. I have studied database relationships and secondary keys in my A-Level computing class but never got as far as to set one up properly. I just need help with how this database should be organised, like what tables should have what data with what secondary and foreign keys? I was thinking maybe 3 tables: gem, effects, source. Which then have relationships to each other? Can anyone shed some light on this? Is a complex way like I'm proposing really the way to go or should I just carry on with what I'm doing? Cheers.

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  • How to implement instance numbering?

    - by Joan Venge
    I don't know if the title is clear but basically I am trying to implement something like this: public class Effect { public int InternalId ... public void ResetName() ... } When ResetName is called, this will reset the name of the object to: "Effect " + someIndex; So if I have 5 instances of Effect, they will be renamed to: "Effect 1" "Effect 2" "Effect 3" ... So I have another method (ResetNames) in another manager/container type that calls ResetName for each instance. And right now I have to pass an integer to ResetName while keeping a counter myself inside ResetNames. But this feels not as clean and this prevents me from calling ResetName myself outside the manager class, which is valid. How to do this better/cleaner? As for the InternalId, it's just some id that stores the creation order for everything. So I can't just rely on these, because the numbers are large, like 32000, etc. EDIT: Container ResetNames code: int count = 1; var effects = this.Effects.OrderBy ( n => n.InternalId ); foreach ( Effect effect in effects ) { effect.ResetName ( count ); ++count; }

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  • How to preserve sysprep from changing Default User settings

    - by user33794
    I'm having diffculties configuring 20 new Dell Vostro minis here. I set up one of them with my preferred OS, applications and settings, especially the Visual Effects Settings of Windows XP. I set them to best performance and deactivated everything else in the box. I copied this profile to Default User Profile and did sysprep -mini -reseal. After capturing this image and deploying it again, the desktop settings are correct except the visual effects settings. fading and everything else is reenabled for each new user which is created on the system. How do I preserve my settings from being overwritten by sysprep? thanks!

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  • How to tell if OpenGL is really working in Ubuntu 10.04

    - by Jonathan
    I have a lenovo S9e running Intel integrated graphics. Here is my lspci output related to the graphics: 00:02.1 Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03) Subsystem: Lenovo Device 3870 Flags: bus master, fast devsel, latency 0 Memory at f0580000 (32-bit, non-prefetchable) [size=512K] Capabilities: [d0] Power Management version 2 I want to know how I can make sure OpenGL support is running in full on an Ubuntu 10.04 installation. I have a few hints to think that it is not: The "Desktop Effects" will not load Apps such as stardock, when attempting to use OpenGL rendering, will display black boxes instead of transparency In the games Pioneers, the number-tile icons are suspiciously just black circles Windows games running with Wine will only support software rendering, not hardware rendering When I boot into a Knoppix LiveCD, the desktop effects do work, splendidly, meaning compiz detects my computer as capable. My problem with troubleshooting is that Canonical has basically eliminated the conf-file-based mechanism of X11 as far as I can tell, thus making it even harder to ensure graphics modules are loading properly. How do I debug and test OpenGL on m Ubuntu 10.04 installation?

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  • Adobe Illustrator - Objects are Expanded on Restart

    - by Shatou Dev
    I use Adobe Illustrator extensively for mobile development. For example, for Android app, I have many illustrations with different densities and sizes. I use many effects such as outer glow, round corners and such. However, sometimes, when I close the .ai file and re-open it later, I found all my objects expanded. Effects are expanded. For example, the round corner effect is now expanded and I cannot re-size any object. I am using a MacBook Pro. I am suspecting both Time Machine and Dropbox. As much as I can recall, it also appears with CS6 version, not CS5.

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  • Few questions on giga tweaker

    - by user23950
    I better consult first the people here before I do anything unnecessary using this app called giga tweaker. I don't really understand what this increase the performance of your CPU thing. It is under Customization-Memory Management-ram & disk cache of giga tweaker. What will happen if I change the level cache size of l2 cache into the highest possible value which is 8Mb. What are the negative effects of doing it? The file system caching memory, still under Customization-Memory Management-ram & disk cache. What effects will it have on my system which has 2Gb of Ram and 2.50 Ghz of Dual Core CPU. Please enlighten me.

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  • Mac webcam photo application with access to camera settings (resolution, camera selection, color balance, focus)

    - by Pascal T.
    Does anyone know about a webcam photo application (ie an alternative to photo booth) with would allow to change the settings on the camera, such as : Select camera (I.e I want to use an external webcam) Change camera resolution (with photobooth change camera settings (I.e autofocus, aperture, color balance, etc..) I did a lot of research on the internet with no success. I am looking for a very simple app (such as wmcap.exe on Windows) What I tried so far: photo booth: it works with an external camera, however there is no way to change the resolution, or the color/focus settings manycam : a virtual webcam driver. you can add special effects to your camera and transfer those effects to any app, but not change your camera settings... iGlasses : enables you to change the camera settings inside photo booth and other apps. However you cannot control the focus, nor the video resolution macam (did not work on my Mac book Pro) Does anyone know better than me? Note : my only solution now is to launch a virtual machine (with parallels desktop) and take the pictures from there!

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  • Insert HTML into a page with AJAX

    - by Silvio Iannone
    Hi there, i'm currently developing a website and i need that the pages loads dinamicallly based on what actions the user does. Example: if the user clicks on the button 'Settings' an ajax funcion will load from an external page the code and will put into the div with tag 'settings'. This is the code i use to make the Ajax request: function get_page_content(page, target_id) { xmlhttp = new XMLHttpRequest(); xmlhttp.onreadystatechange = function() { if(xmlhttp.readyState == 4 && xmlhttp.status == 200) { document.getElementById(target_id).innerHTML = xmlhttp.responseText; // After getting the response we have to re-apply ui effects or they // won't be available on new elements coming from request. $('button').sb_animateButton(); $('input').sb_animateInput(); } } xmlhttp.open('GET', 'engine/ajax/get_page_content.php?page=' + page, true); xmlhttp.send(); } And this is where the ajax results will be put by first snippet: <div id="settings_appearance"> </div> The code is called from a function here: <div class="left_menu_item" id="left_menu_settings_appearance" onclick="show_settings_appearance()"> Appearance </div> And this is the html that the ajax function will put into the settings_appearance div: <script type="text/javascript"> $(function() { $('#upload_hidden_frame').hide(); show_mybrain(); document.getElementById('avatar_upload_form').onsubmit = function() { document.getElementById('avatar_upload_form').target = 'upload_hidden_frame'; upload_avatar(); } }); </script> <div class="title">Appearance</div> <iframe id="upload_hidden_frame" name="upload_hidden_frame" src="" class="error_message"></iframe> <table class="sub_container" id="avatar_upload_form" method="post" enctype="multipart/form-data" action="engine/ajax/upload_avatar.php"> <tr> <td><label for="file">Avatar</label></td> <td><input type="file" name="file" id="file" class="file_upload" /></td> <td><button type="submit" name="button_upload">Upload</button></td> </tr> <tr> <td><div class="hint">The image must be in PNG, JPEG or GIF format.</div></td> </tr> </table> I would like to know if there's a way to execute also the javascript code that's returned by the ajax function and if it's possible to apply some customized ui effects i build that are loaded with the main page. Thanks for helping. P.S. This is the script that applies the ui effects: <script type="text/javascript"> // UI effects $(document).ready(function() { $('button').sb_animateButton(); $('input').sb_animateInput(); $('.top_menu_item').sb_animateMenuItem(); $('.top_menu_item_right').sb_animateMenuItem(); $('.left_menu_item').sb_animateMenuItem(); }); </script>

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  • Game software design

    - by L. De Leo
    I have been working on a simple implementation of a card game in object oriented Python/HTML/Javascript and building on the top of Django. At this point the game is in its final stage of development but, while spotting a big issue about how I was keeping the application state (basically using a global variable), I reached the point that I'm stuck. The thing is that ignoring the design flaw, in a single-threaded environment such as under the Django development server, the game works perfectly. While I tried to design classes cleanly and keep methods short I now have in front of me an issue that has been keeping me busy for the last 2 days and that countless print statements and visual debugging hasn't helped me spot. The reason I think has to do with some side-effects of functions and to solve it I've been wondering if maybe refactoring the code entirely with static classes that keep no state and just passing the state around might be a good option to keep side-effects under control. Or maybe trying to program it in a functional programming style (although I'm not sure Python allows for a purely functional style). I feel that now there's already too many layers that the software (which I plan to make incredibly more complex by adding non trivial features) has already become unmanageable. How would you suggest I re-take control of my code-base that (despite being still only at < 1000 LOC) seems to have taken a life of its own?

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  • Character progression through leveling, skills or items?

    - by Anton
    I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following: Progression through leveling, no complex skill progression, leveling increases base stats. Progression through skills, no leveling or base stat changes, skills progress through usage. Progression through items, more focus on stat-changing items, items confer skills, no leveling. However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this: What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay) My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory simplicity and a player metric in favor of player control, customization and progression simplicity. Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.

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  • Geometry Shader: distortions

    - by Christophe Lionet
    This is a cross-question from Stack Overflow, I thought it would be more appropriate here. There is a lot of code I could be posting. To avoid overloading the page with code, I will post any part of the code if requested. I am working from the ParticleGS DirectX10 sample, to build a geometry shader based particle system in DirectX 11. Using the sample code, and changing it to my liking, I am able to draw a single quad (which is essentially one particle constantly recreating itself). However, I noticed a problem which was similar to one I once had: the rendered shape is distorted. Here is a video showcasing what is happening. http://youtu.be/6NY_hxjMfwY Now, I used to have this issue when using several effects together, when I realised that I needed to explicitely set the geometry shader to null for the other effects. I solved this problem, as you can see in the video, as the rest of the scene is drawing properly. Note that some sides are being culled somehow, although I turned off culling in my main render state. The texturing is fine too, the texture draws with appropriate proportions relative to the quad. I really don't see what I could be doing wrong here... what would cause the geometry shader to behave in such a way? Again, I will post any piece code you will request.

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  • How to balance a non-symmetric "extension" based game?

    - by Klaim
    Most strategy games have fixed units and possible behaviours. However, think of a game like Magic The Gathering : each card is a set of rules. Regularly, new sets of card types are created. I remember that the firsts editions of the game have been said to be prohibited in official tournaments because the cards were often too powerful. Later extensions of the game provided more subtle effects/rules in cards and they managed to balance the game apparently effectively, even if there is thousands of different cards possible. I'm working on a strategy game that is a bit in the same position : every units are provided by extensions and the game is thought to be extended for some years, at least. The effects variety of the units are very large even with some basic design limitations set to be sure it's manageable. Each player choose a set of units to play with (defining their global strategy) before playing (like chooseing a themed deck of Magic cards). As it's a strategy game (you can think of Magic as a strategy game too in some POV), it's essentially skirmish based so the game have to be fair, even if the players don't choose the same units before starting to play. So, how do you proceed to balance this type of non-symmetric (strategy) game when you know it will always be extended? For the moment, I'm trying to apply those rules but I'm not sure it's right because I don't have enough design experience to know : each unit would provide one unique effect; each unit should have an opposite unit that have an opposite effect that would cancel each others; some limitations based on the gameplay; try to get a lot of beta tests before each extension release? Looks like I'm in the most complex case?

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  • App to make a video from photos?

    - by chtfn
    I was wondering what could be a good app (with a GUI ;) ) for making a video from a bunch of photos or images, to create a time-lapse video, or a stop-motion animation, or even a video like this one. The idea is to set a really small time between each photo, but also to be able to change this time every so often, or add some effects, to make the succession smoother in particular. What would be perfect is a function that allows automatic cropping of the photos as well as exposure adjustment so they all have the same background and so the time-lapse video looks smoother. I know about the slide show app "Imagination" but the interval can not go under one second. Cheers! Edit: here is my progress, also thanks to the first answer: I tried Luciole, it is really simple and promessing, but pretty buggy, and I only could export an average video in .dv format (mpg2 and avi don't work). Apparently, it has difficulties when changing the fps. I also tried StopMotion: also pretty buggy, I had to go into preferences and modify the encoding commands to get a result, but it's the best result I got so far. But none of those has effects to make transitions smoother... I tried several diaporama apps: Imagination doesn't handle more than 1 image per second; PhotoFilmStrip (repo version and latest version from website): same problem even though you can go down to 0.1 second per image, it still behaves wierdly (going back to 1 second automatically); Videoporama: doesn't start at all on 12.04. Any other idea, folks?

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  • Commercial product using a GPL OS

    - by pfried
    we are planning to create a commercial product. The product consists of come MCUs and a small computer (we are developping on a raspberry pi at the moment). The computer needs an operating system as we would like keep things like WLAN and booting as simple as possible. We create some software running on this computer (node.js application). The most operating systems like Arch Linux are licenced under the GPL. The product we would sell contains the computer with preinstalled OS and software. This system operates as a central access point to MCU devices and is able to control them. We use other's software in our product. We do not modify their source code. The product (the computer part) consists of a computer, an OS and software we create. How does the use of an OS affect our own code (licence)? Is there a possibility of avoiding GPL for our own code? eg. shipping the software seperated? Are there any effects to other components of our product, eg. the MCU part? The node.js application delivers a WebApp to the client where it is executed. Are there any effects (As we would like to sell parts of the code as an additional App on the App Stores)? I know we make use of the work of the community and i respect this. The problem is: The software alone is kind of useless without the MCU devices. I do not expect a legal advice.

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  • Compiz slow under proprietary nvidia driver

    - by gsedej
    Hi! I am using Ubuntu 10.10 and have problem with proprietary nvidia driver for my GeForce GTS 250. I have issue with poor Compiz performance. And there is also open-source "noueau" driver. Proprietary: I tried many versions but neither works fast on desktop. This means 30 FPS without heavy effects. Currently I am using version 270.18. Even normal desktop use feels bad (moving windows) In games (and 3D benchmark) it is really good! (Unigine Heaven works good!) Open-source "nouveau": Very fast on desktop with heavy effects (blur, ...). I have 300 FPS and more, even in Expo mode. Games were good but not as good as prop. And driver causes xorg to crash even the latest (ppa:xorg-edgers/nouveau), so I switched back to proprietary. I also have computer with Ubuntu 10.04, GeForce 8600GT and drivers around 185.x and Compiz works great there. There is similar question Nvidia proprietary driver performance in 10.10 Which version of nvidia (prop) driver is fast in Compiz in Ubuntu 10.10? How do you install a specific version of nvidia driver? Is it the case that each newer driver works slower on compiz?

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  • How to handle multiple effect files in XNA

    - by Adam 'Pi' Burch
    So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question is, how do I handle shaders that have unique parameters? For example, I want a 'shiny' parameter that affects shaders with Phong-type specular components, but for an environment mapping shader such a parameter doesn't make a lot of sense. How I have it right now is that every time I call the ModelMesh's Draw() function, I set all the Effect parameters as so foreach (ModelMesh m in model.Meshes) { if (isDrawBunny == true)//Slightly change the way the world matrix is calculated if using the bunny object, since it is not quite centered in object space { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position + bunnyPositionTransform); } else //If not rendering the bunny, draw normally { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position); } foreach (Effect e in m.Effects) { Matrix ViewProjection = camera.ViewMatrix * camera.ProjectionMatrix; e.Parameters["ViewProjection"].SetValue(ViewProjection); e.Parameters["World"].SetValue(world); e.Parameters["diffuseLightPosition"].SetValue(lightPositionW); e.Parameters["CameraPosition"].SetValue(camera.Position); e.Parameters["LightColor"].SetValue(lightColor); e.Parameters["MaterialColor"].SetValue(materialColor); e.Parameters["shininess"].SetValue(shininess); //e.Parameters //e.Parameters["normal"] } m.Draw(); Note the prescience of the example! The solutions I've thought of involve preloading all the shaders, and updating the unique parameters as needed. So my question is, is there a best practice I'm missing here? Is there a way to pull the parameters a given Effect needs from that Effect? Thank you all for your time!

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  • Cocos2d v2.0 and OpenGL 2.0/1.0: where to start

    - by mm24
    I started developing my very first game 3 months ago using Cocos2d 2.0 for iPhone. I am now in the stage where I'd like to add some cool effects to the bullets and some special weapons (see my waveforms question here). I got a good answer in the cocos2d-iphone forum (see this one). Unfortunately I am a bit paralized now. I don't know if I will be overdoing by learning OpengGL 2.0 or if I should just stick ot the old 1.0. There is a good intro on various tutorial's written in Steffen Itterheims blog (see this post). I would like to add to my game: a blur effect to the bullets (here is a tutorial for OpenGL 1.0) a waveform (see above) some realistic water ripples (here is a nice sample code) So now, given that I don't want to overdo things but at the same time I want to achieve those effects, from where should I start? Should I discard the OpenGL 1.0 tutorials? OR should I use only OpenGL 1.0 code? How can I avoid confusion? I mean, it seems that the compiler recognizes both, but that there are some conflictual calls in some circumnstances, I am fairly sure this has some explanation, is there some reference to this somewhere?

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  • Effect of using dedicated NVidia card instead of Intel HD4000

    - by Sman789
    Short version: Can someone please advise me of the effect of adding a dedicated NVIDIA GeForce GT 630M card to an Ubuntu laptop in terms of power consumption and performance gains/losses when doing general productivity tasks and booting up. Also, how good are the closed source, open source, and Bumblebee drivers for these newer cards compared to support for the Intel HD4000? Long version/Background, if any info here is helpful: I'm thinking of ordering a laptop from PC Specialist (a UK company who actually sell machines without Windows pre-installed) with the following specifications: Genesis IV: 15.6" AUO Matte 95% Gamut LED Widescreen (1920x1080) Intel® Core™i5 Dual Core Mobile Processor i5-3210M (2.50GHz) 3MB 4GB SAMSUNG 1600MHz SODIMM DDR3 MEMORY (1 x 4GB) 120GB INTEL® 520 SERIES SSD, SATA 6 Gb/s (upto 550MB/sR | 520MB/sW) Intel 2 Channel High Definition Audio + MIC/Headphone Jack GIGABIT LAN & WIRELESS INTEL® N135 802.11N (150Mbps) + BLUETOOTH Now, as I want this laptop mainly for work and not for games, I would be more than content with the HD4000 integrated chip which comes with the processor. However, for compatibility reasons, I am not able to get the specs I want unless I choose a NVIDIA GeForce GT 630M 1GB graphics card, which I don't have a great deal of use for. I'm willing to buy it, however, as it's still cheaper than any other laptop with the specs I want. However, I know that Linux power management isn't fantastic with open-source graphics drivers, and I don't much about Bumblebee. Basically, whilst I'm happy to 'tolerate' the card being there, I don't want to experience any negative effects on the rest of my system (battery, performance etc) and if there are likely to be any, I might reconsider my purchase. So if anyone can advise me on the effects, I would be very grateful, since I doubt I can just turn the card off. Thankyou for any assistance :)

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  • Converting a DrawModel() using BasicEffect to one using Effect

    - by Fibericon
    Take this DrawModel() provided by MSDN: private void DrawModel(Model m) { Matrix[] transforms = new Matrix[m.Bones.Count]; float aspectRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; m.CopyAbsoluteBoneTransformsTo(transforms); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); Matrix view = Matrix.CreateLookAt(new Vector3(0.0f, 50.0f, Zoom), Vector3.Zero, Vector3.Up); foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = view; effect.Projection = projection; effect.World = gameWorldRotation * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(Position); } mesh.Draw(); } } How would I apply a custom effect to a model with that? Effect doesn't have View, Projection, or World members. This is what they recommend replacing the foreach loop with: foreach (ModelMesh mesh in terrain.Meshes) { foreach (Effect effect in mesh.Effects) { mesh.Draw(); } } Of course, that doesn't really work. What else needs to be done?

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  • Possible to draw a select portion of a render target? (in XNA)

    - by TheBroodian
    I'm going to try to do this in reverse fashion and skip straight to the punch line, and then give the back story afterward: Is it possible to, after drawing a scene to a RenderTarget2D, only draw a select portion of the RenderTarget2D, if I don't want the entire thing? I'm using xTile to manage world data in my game (it's a great piece of work, colinvella [xTile's author] has made an amazing product), and for the most part it works great. xTile supports parallax effects in its layers to add some wonderful depth to 2d scenes, which was great, until I implemented a dynamic split-screen system into my game. Wanted to make a co-op game that wouldn't require players to be in close proximity to each other, so I made it so that if the players separate too far apart, the singular full-screen viewport 'snaps-apart', and is replaced by two split-screen viewports, which then smoothly transition to their respective player targets. The effect is pretty smooth aside from the part where the parallax backgrounds become skewed once the viewports split, because xTile's ratio for handling parallax effects is dependent upon viewport size. This is unfortunate, because the effect would otherwise be really snazzy, but the backgrounds become pretty heavily affected when the game goes from single-viewport to multi-viewport. So, Colinvella suggests using rendertargets to record the scene at full viewport size, and then only drawing a portion of it. But as far as I can tell, that isn't even possible? That being said, I've never even used render targets before, so I'm still learning, hence the question here.

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  • OOP implementation of BUFFS and Stats. Suggestion

    - by Mattia Manzo Manzati
    I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a max cap... Effects can change the Stat value, increasing or decreasing it by a value, a percentage or completly rewrite the value of the stat. After a while I have decided to create a base class for buffs, which can be hidden (if they are casted from an equipped object) or shown if they came from an ability (Spell). Anyway I need suggestion how to implement it, use an array for all active buffs for a stat and have a function calculate the value of the stat affected by buffs each time I need the value of the stat or...? Other more OOP's ways to do it? I have read this What's a way to implement a flexible buff/debuff system? but this implements only a percentage system, which buffs can only say "+10%, +20%, etc...", but I would love to have an hybrid system, which can have percentage values or static values (like WoW does), and using modifiers it's hard to implement, because modifiers refers to the current value of stat :/ Thanks for suggestions :)

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  • Impact Earth Lets You Simulate Asteroid Impacts

    - by Jason Fitzpatrick
    If you’re looking for a little morbid simulation to cap off your Friday afternoon, this interactive asteroid impact simulator makes it easy to the results of asteroid impacts big and small. The simulator is the result of a collaboration between Purdue University and the Imperial College of London. You can adjust the size, density, impact angle, and impact velocity of the asteroid as well as change the target from water to land. The only feature missing is the ability to select a specific location as the point of impact (if you want to know what a direct strike to Paris would yield, for example, you’ll have to do your own layering). Once you plug all that information in, you’re treated to a little 3D animation as the simulator crunches the numbers. After it finishes you’ll see a breakdown of a variety of effects including the size of the crater, the energy of the impact, seismic effects, and more. Hit up the link below to take it for a spin. Impact Earth [via Boing Boing] How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • How to disable the text shadow in plasma widgets KDE 4.6?

    - by piedro
    I just switched completely to Kubuntu for the sake of the more suitable applications for my purposes and their overall integration in the system. But I'm not very happy with all those desktop effects and tranparent looks everywhere. Some things a matter of taste I guess. Some things just unbearable for me having weak eyes. One of them is that about every light theme seems to be using a text shadow effect on the plasma widgets. A white "spilled milk" effect underneath dark text on light grey or glassy background. Drives my eyes nuts! I can remove this effect on the desktop folder by unselecting "shadow" as text effect. I can't find any way to switch it of in the panel and the plasma widgets. My second, related question is, is there a plasma theme matching the oxygen look of the default desktop in light colors that uses the same colors as the ones chosen in the KDE color settings, - simple, opaque, no effects, gnome-like? Plz help someone! thx, piedro

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  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

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