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  • Are VM-based languages becoming viable for Graphics since the move to GPU computing?

    - by skiwi
    Perhaps the title is not the most clear, so let me elaborate it more: I am talking about VM-based languages, by that I mean languages that run on the JVM (java) and for example C#. Also I am talking about 3D graphics, just to be clear. Lately the trend has been that most computing is being done on the GPU and not on the CPU, and since times the issue with programming games on a VM-based language is that garbage collecting may happen randomly. So let's take a look which is responsible for what: Showing the graphics: GPU Uploading graphics to the GPU: CPU? Needs to be done every frame? Calculating physics constraints: GPU Doing the real game logic (Determining when to move objects (independent of physics calculations), processing AI): CPU Is my list actually correct? And if it is, is for example Java becoming more viable? Or is uploading the graphics (vertices) still the most expensive operation? Would like to get more insight into this.

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  • The difference

    So with the CTP tools available, weve been building a few apps, just to get a feel for the tools and whats supported in the framework.  Whats been great is that everything is fairly familiar and consistent, largely to do with the .net framework and Microsofts focus on providing good tools.  Weve produced mobile applications, mostly in concept form, for Windows Phone Classic, iPhone and Android but never so quickly and not of such high quality and visual impression.  I attribute some of this obviously to our familiarity to the Microsoft platform and tools.  Though when you look at the designs our team has produced, it becomes clear that this is not just another mobile application container.                                                            The Metro design language implores content prominence with fluid motion and transitions, with a crisp font and easily organized features and services placement.  In addition to a purposeful right edge tease, where the intent is for users to discover new premium content and services.   The concept that enables this is called hubs, building application with hubs changes your thinking from a single mobile application task, to thinking creatively about a mobile experience. Its engaging to think of the other brands and industry verticals that will take advantage of this core feature.  Combine this with Windows Phone 7 live tiles, more on that later, and you have a recipe for a solid mobile services platform.                                                              This so much more fun and liberating than my icon on a gridDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • 1st New England Business Intelligence Code Camp

    This is a major Business Intelligence community event for Developers and IT professionals that focus on building real-world BI solutions using the Microsoft Business Intelligence Platform tools and technology on May 22nd 2010! May 22 in Waltham, MA

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  • Should I switch my graphics mode in the BIOS to avoid using Bumblebee?

    - by Fawkes5
    I have just purchased a Acer 3830TG, the timeline X series. To my surprise I found out that there is no first-party support for nvidia optimus for linux. Bumblebee works great, but the battery life from the graphics card always running is not so great. I don't use linux for games so i don't really need the graphics card on, I have Windows for that. In my bios, I have the ability to change my graphics mode from switchable to integrated. If I do this, reinstall ubuntu, what will happen? Will my nvidia card just turn off? Will everything work properly, as if i'm not running an optimus laptop? Is this recommended as opposed to dealing with bumblebee? What is the best thing I could do?

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  • What WINE packages do I install in 12.04

    - by VedVals
    I have Ubuntu 12.04 64bit. I tried to install WINE in 11.10 but met with some difficulties because of which I removed it. I tried to install Assassin's Creed 1 but turned to be a catastrophe. Now I want to try again. However, I am confused as to which of these packages am I to install, avoiding crashes, clashes, system failures system damage and ensuring running smooth installation of games. I need help regarding compatibility and dependency. I viewed this answer and as per the update & want the latest developing branch.

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  • Interested in going to the cloud then this might be useful

    - by simonsabin
    Bob Duffy is doing an afternoon seminar on Azure. It will provide an introduction to the Azure platform, and in particular SQL Azure, show tools and methodologies to migrate on premise databases into the cloud, using a sample application and database and finally it will detail some of the Azure specific features that enable massive scale OLTP solutions such as federations. http://www.prodata.ie/Events/2012/SQL-Azure_and_the_Cloud.aspx...(read more)

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  • Is there a good reason I shouldn't use a java applet for a game?

    - by ryeguy
    I want to make a multiplayer browser-based game. The nice thing about using an applet is that I can make the client and the server in the same language (java/closure/scala/etc). I know there's html5 and javascript, but server side javascript isn't as mature as the jvm platform and browser support is still kind of flaky. Applets don't seem to be widely used (except for Runescape), but is there a reason they're unsuitable or is it just because of the bad reputation they developed in their infancy?

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  • Food For Tests: 7u12 Build b05, 8 with Lambda Preview b68

    - by $utils.escapeXML($entry.author)
    This week brought along new developer preview releases of the JDK and related projects. On the JDK 7 side, the Java™ Platform, Standard Edition 7 Update 12 Developer Preview Releases have been updated to 7u12 Build b05. On the JDK 8 side, as Mike Duigou announced on the lambda-dev mailing list, A new promotion (b68) of preview binaries for OpenJDK Java 8 with lambda extensions is now available at http://jdk8.java.net/lambda/. Happy testing!

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  • Building an instance system.

    - by Kyle C
    I am looking into how to design an instance system for the game I am working on. I have always wondered how these are created in games like World of Warcraft, where instances == dungeons/raids/etc). Areas that are separated from players other than those in your group, but have specific logic to them. Specifically how can you reuse your existing code base and not have a bunch of checks everywhere ? if (isInstance) do x; else do y; I don't know if this will make too much of a difference on any answers, but we're using a pretty classic "Object as pure aggregation" component system for our entities.

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  • MVC? patterns for game development? [closed]

    - by davivid
    Possible Duplicate: MVC-like compartmentalization in games? I am thinking of the best way to structure my project and was thought a MVC style pattern would be appropriate. Would be correct having the model handle the majority and basically being the game engine? Are there any standardised patterns recommended for simple game development? Model / Game Engine Data: Level Design, Chat feeds, etc Game Status: Player status, Enemy status, World Status etc etc. Engine: Physics, Collisions, AI View 3D: Gameplay, Camera, Rendering... 2D: UI etc Controller: Player Input UI Input

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  • The Ultimate Beginner?s Guide to OpenGL Drivers

    OpenGL drivers also know an Open Graphics Library; can be defined as cross-platform API that is required for writing applications to produce two dimensional and three dimensional computer graphics. T... [Author: Sunny Makkar - Computers and Internet - March 20, 2010]

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  • Will C++ remain viable for game engines in somewhat distant future?

    - by samual
    C++11 has opened ways, which were only dreamt by the C++ programmers. It has been three years since I have been learning C++, and I am going well. Now I want to get into vedio games. Every core of the game code I saw, was monstourously writtern in C++. My question is - If I get into serious game engine dev, and perfecting it would take, maybe say 10 years, would we still be writing game engines in C++ ?(newer standard) Or, will John Carmack, write id tech 7 in c++? note - I am strictly talking about game engines.

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  • Particles are not moving correctly [closed]

    - by cr33p
    I want to make a particle explosion, after something gets destroyed, but somehow only one line of mixed colors show up on the screen. Here's the header: http://pastebin.com/JW5bPLj2 Here's the source: http://pastebin.com/KHmFqytD I don't get what's wrong, as it's nearly the same as in "Programming Linux Games" Can somebody help me fix that? PS: "Uint32 delta" is needed to update the pixels based on time. PSS: Maybe I should add that it's programmed in C and includes SDL. EDIT: Found the problem. It was the "drawParticles" function. The problem was, that I passed a double to "offset" (as particles[i].x, etc are all doubles). So I ended up with values like ~MAX_INT because I didn't cast the doubles properly to ints.

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  • Ubuntu Light Shuts Out Future Ubuntu Moblin/MeeGo Remixes

    <b>IT World:</b> "When Canonical announced its Ubuntu Light platform for netbooks and platforms Monday morning, a lot of fuss was made about the new Unity interface, the capability of Ubuntu Light to act as an instant-on environment for users of these devices who just want to surf, and the general coolness of the plan."

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • Windows 7 Climbing the Charts, Fights for Market Share

    Microsoft has to fight with competitors in various industries for market share whether it be in computing video games or portable media devices just to name a few. The story is no different within the cell phone industry either. Within this particular mobile arena the main enemies for Microsoft are RIM Apple and Google Android. Microsoft is lagging a bit among the competition as things currently stand but they hope that will change in the near future.... Transportation Design - AutoCAD Civil 3D Design Road Projects 75% Faster with Automatic Documentation Updates!

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  • How would I use JBox2d in Java?

    - by BluFire
    So I did some research and a found Box2d. I then proceeded to download it and the testbed. Now that i have it, I don't know how to properly use it. I'm looking for a clear simple answer on how to use the engine. The things I did was that I put it into a lib folder and referenced the JBox2D jar file. After that i got stuck. How can i use this to program games for android? I'm very confused since Box2d was intended for C++.

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  • Reasons to disable game save during combat (e.g. Mass Effect 2)

    - by Steve V.
    So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, the save button is disabled. Once combat is over, save functionality reappears. It seems reasonable to assume that Mass Effect 2 is a state machine, and therefore, the internal state of the program at any moment can be captured and reloaded later. This is basically a solved problem - games have been designed this way since the Half-Life era. It also seems reasonable to assume that BioWare knew what they were doing when they made the decision not to follow this model - it's a tried and true system; BioWare wouldn't have done it the way they did without some good reason. What reasons are there to disable game save functionality during combat?

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  • How to configure screens in console or create screen configuration profiles?

    - by uncle Lem
    I have two monitors and integrated GPU (Intel® HD Graphics 4600). It works fine for work or movies, but if I launch games in fullscreen mode - I get artifacts, glitches and so on. Temporary disabling second monitor solve this problem, but then I have to enable it back, and set its properties manually (by default, additional screen attaches its left-top corner to main monitor's right-top corner, but I need it to be left-bottom and right-bottom corners). So I need some kind of automatization here. Best option - tool to create and swap between some kind of config profiles. Or, maybe, some console manipulations which I can put into script files would be fine too. (Ubuntu 13.04, if it matters)

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  • Azure Design Patterms

    - by kaleidoscope
    Design patterns are represented as relationships between classes and objects with defined responsibilities that act in concert to carry out the solution. Azure Design Pattern : Design Pattern on the Azure platform. · Cloud Hosting Patterns · Cloud Data Patterns · Cloud Communication & Sync Patterns · Cloud Security Patterns · Application Patterns More Information: http://azuredesignpatterns.com/   Ram, P

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  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

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  • How do I get started with fog type effects in a first person game?

    - by Dream Lane
    Hey guys, I'm currently using JME3 to learn 3d game development in java, and I have run into a situation. I would like to add fog effects to my games, but I don't even know where to start to implement this. I know how to set the camera's far frustum to limit the render distance, but that just simply makes a sharp cutoff. I'd like the fog it up a bit to make it feel more natural. I'm looking for an answer that points me into the correct direction. I'm not looking for specific code snippets or even JME3's engine specifics. I just want to get an idea of how this stuff works in general. Thanks!

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  • .NET Rocks! Internet Audio

    - by Editor
    NET Rocks! is a weekly talk show for anyone interested in programming on the Microsoft .NET platform. The shows range from introductory information to hardcore geekiness. Many of their listeners download the MP3 files and burn CDs for the commute to and from work, or simply listen on a portable media player.  Download .NET Rocks! audio.

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  • Encryption Password help!

    - by Carlos L.
    Ok so let me summarize this up. I encrypted my Home to protect against hackers of course when I first installed Ubuntu. It loaded up the Terminal and was attempting to show me my encryption password incase it ever needed to be used. So I thought "Ehh what the heck, I can find it out later..." So I closed Terminal and went on with the (amazing!) Ubuntu life. But now I am having to install Java JDK 7.0.0.4 onto my computer to ya know, play games and such. But it is asking for my password for the encrypted Home folder but it never gave it to me... HELP!!! Does anyone remember the command for Terminal to give you you're randomly generated Encryption password pop up on the famous purple window? Please give legitimate answer and fast please!

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