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  • Unity Android: Truecolor texture performance hit and alternatives for truecolor

    - by Esa
    After integrating the graphics assets to my application, I noticed that when the textures are compressed they look very bad compared to truecolor. This happens to all the textures and it did not seem to help changing the texture type to GUI nor did it help to switch the 32-bit display buffering on. Does using truecolor textures make the application much heavier to run? Or does it just increase the size of the .APK? Are there alternatives to getting a good texture quality and a smaller texture size instead of using truecolor?

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  • Lockdown Your Database Security

    - by Troy Kitch
    A new article in Oracle Magazine outlines a comprehensive defense-in-depth approach for appropriate and effective database protection. There are multiple ways attackers can disrupt the confidentiality, integrity and availability of data and therefore, putting in place layers of defense is the best measure to protect your sensitive customer and corporate data. “In most organizations, two-thirds of sensitive and regulated data resides in databases,” points out Vipin Samar, vice president of database security technologies at Oracle. “Unless the databases are protected using a multilayered security architecture, that data is at risk to be read or changed by administrators of the operating system, databases, or network, or hackers who use stolen passwords to pose as administrators. Further, hackers can exploit legitimate access to the database by using SQL injection attacks from the Web. Organizations need to mitigate all types of risks and craft a security architecture that protects their assets from attacks coming from different sources.” Register and read more in the online magazine format.

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  • Flash game size and distribution between asset types

    - by EyeSeeEm
    I am currently developing a Flash game and am planning on a large amount of graphics and audio assets, which has led to some questions about Flash game size. By looking at some of the popular games on NG, there seem to be many in the 5-10Mb and a few in the 10-25Mb range. I was wondering if anyone knew of other notable large-scale games and what their sizes were, and if there have been any cases of games being disadvantaged because of their size. What is a common distribution of game size between code, graphics and audio? I know this can vary strongly, but I would like to hear your thoughts on an average case for a high-quality game.

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  • Level Design V.S. Modeler

    - by Ecurbed
    From what I understand being a level designer and a character/environment/object/etc Modeler are two different jobs, yet sometimes it feels like a Modeler can also do the job of the level designer. I know this also depends on the scale of the game. For small games maybe they are one and the same, but for bigger games they become two different jobs. I understand a background in some modeling could not hurt when it comes to level design, but the question I have is: Do jobs prefer people who can model for level designing? This way they can kill two birds with one stone and have someone to create the assets and design the level. What is your opinion of the training? Does level design contain skill sets that make them completely different from what a modeler can do, or is this an easy transition for a modeler to become a level designer? Can you be a bad level designer but a good modeler and vice versa?

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  • Oracle announces Brand New Tuxedo 11g Release

    - by ruma.sanyal
    Today Oracle introduced two brand new products within the Tuxedo product line of its application grid portfolio. Oracle Tuxedo Application Runtime for CICS and Batch and Oracle Application Rehosting Workbench provide the ability to automate rehosting of mainframe Online and Batch applications to open systems running under Oracle Tuxedo. Oracle Application Rehosting Workbench automates adaptation of COBOL programs, JCL conversion for batch applications, and migration of VSAM files and DB2 data schema. Migration cost, risk, and project length and complexity are dramatically reduced with over 90% of application assets re-hosted on open systems 'as-is'. Impact on the organization is minimized - users are protected from change by support for 3270 green screens, and developers continue to use familiar CICS APIs, batxh functions, and common utilities. Other major features of this release are as follows: - Hotpluggability through introduction of Oracle Tuxedo JCA Adapter - Metadata driven application development using SCA programming model - Support for Python and Ruby languages to develop business services - Improved scalability and availability, TSAM enhancements Register for a live webinar with Oracle Fusion Middleware Senior VP Hasan Rizvi Read the press release Find more details on these exciting new products

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  • Creating a Successful Cloud Roadmap

    - by stephen.g.bennett
    No matter what type of cloud services or deployment models you are considering as part of your overall IT strategy, you must have a cloud services adoption roadmap to guide your journey. A cloud services adoption roadmap provides guidance that enables multiple projects to progress in parallel yet remain coordinated and ultimately result in a common end goal. The cloud services adoption roadmap consists of program-level efforts and a portfolio of cloud services. The program-level effort creates strategic assets such as the cloud architecture, cloud infrastructure, cloud governance, risk, and compliance (GRC) processes, and security policies that are leveraged across all the individual projects. A feature article on this topic can be found in the latest SOA and Cloud Magazine.

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  • Loading sound in XNA without the Content Pipeline

    - by David Gouveia
    I'm working on a "Game Maker"-type of application for Windows where the user imports his own assets to be used in the game. I need to be able to load this content at runtime on the engine side. However I don't want the user to have to install anything more than the XNA runtime, so calling the content pipeline at runtime is out. For images I'm doing fine using Texture2D.FromStream. I've also noticed that XNA 4.0 added a FromStream method to the SoundEffect class but it only accepts PCM wave files. I'd like to support more than wave files though, at least MP3. Any recommendations? Perhaps some C# library that would do the decoding to PCM wave format.

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  • CIO Magazine's State of the CIO and its Impact on Your EA

    - by david.olivencia(at)oracle.com
    CIO Magazine today released its State of the CIO report.  As most Enterpise Architects report to (or report very close to) the CIO, the report provides interesting insights as to where most CIOs minds and priorities are.  The information will allow Enterprise Architects  to better align plans, approaches, models, and stratagies. The report's summary can be found here:  http://assets.cio.com/documents/cache/pdfs/2011/dec15_gatefold.pdf   Specifically the article highlights: * How IT Makes A Difference * Critical Leadership Skills * Business Focused CIOs * Areas of Increasing Responsibility * Plans for 2015   Enterprise Architects what insights from this report will alter they way you successfully lead in 2011?   David Olivencia | Solution Director, Enterprise Architecture & Exa ServicesOracle Consulting Latin America and Caribbean

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  • DuckDuckGo : « il n'y a plus de résultats standards sur Google », l'équipe du moteur diffuse les résultats d'une enquête

    DuckDuckGo : Il n'y a plus de résultats standards sur Google à présent L'équipe du moteur de recherche diffuse les résultats d'une enquête dans une publicité « There are no "regular results" on Google anymore. », voici le titre de la vidéo postée par l'équipe de DuckDuckGo sur Vimeo (voir ci-dessous). L'équipe derrière le moteur de recherche respectueux de la vie privée a fait une enquête, et les résultats sont pour le moins effrayants. [IMG]https://duckduckgo.com/assets/logo_homepage.normal.v102.png[/IMG] Depuis 2009, Google a ajouté la recherche personnalisée à tous ses utilisateurs. Cela signifie que pour la même recherche, deux personnes diffé...

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  • Prototype experience: Unity3D vs UDK

    - by LukeN
    Has anyone yet prototyped a game in both Unity3D and UDK? If so, which features made prototyping the game easier or more difficult in each toolkit? Was one prototype demonstrably better than the other (given the same starting assets)? I'm looking for specific answers with regard to using the toolkit features, not a comparison of available features. E.g. Destructable terrain is easier in toolkit X for reasons Y and Z. I can code, so the limitations of the inbuilt scripting languages are not a problem.

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  • Imaging: Paper Paper Everywhere, but None Should be in Sight

    - by Kellsey Ruppel
    Author: Vikrant Korde, Technical Architect, Aurionpro's Oracle Implementation Services team My wedding photos are stored in several empty shoeboxes. Yes...I got married before digital photography was mainstream...which means I'm old. But my parents are really old. They have shoeboxes filled with vacation photos on slides (I doubt many of you have even seen a home slide projector...and I hope you never do!). Neither me nor my parents should have shoeboxes filled with any form of photographs whatsoever. They should obviously live in the digital world...with no physical versions in sight (other than a few framed on our walls). Businesses grapple with similar challenges. But instead of shoeboxes, they have file cabinets and warehouses jam packed with paper invoices, legal documents, human resource files, material safety data sheets, incident reports, and the list goes on and on. In fact, regulatory and compliance rules govern many industries, requiring that this paperwork is available for any number of years. It's a real challenge...especially trying to find archived documents quickly and many times with no backup. Which brings us to a set of technologies called Image Process Management (or simply Imaging or Image Processing) that are transforming these antiquated, paper-based processes. Oracle's WebCenter Content Imaging solution is a combination of their WebCenter suite, which offers a robust set of content and document management features, and their Business Process Management (BPM) suite, which helps to automate business processes through the definition of workflows and business rules. Overall, the solution provides an enterprise-class platform for end-to-end management of document images within transactional business processes. It's a solution that provides all of the capabilities needed - from document capture and recognition, to imaging and workflow - to effectively transform your ‘shoeboxes’ of files into digitally managed assets that comply with strict industry regulations. The terminology can be quite overwhelming if you're new to the space, so we've provided a summary of the primary components of the solution below, along with a short description of the two paths that can be executed to load images of scanned documents into Oracle's WebCenter suite. WebCenter Imaging (WCI): the electronic document repository that provides security, annotations, and search capabilities, and is the primary user interface for managing work items in the imaging solution SOA & BPM Suites (workflow): provide business process management capabilities, including human tasks, workflow management, service integration, and all other standard SOA features. It's interesting to note that there a number of 'jumpstart' processes available to help accelerate the integration of business applications, such as the accounts payable invoice processing solution for E-Business Suite that facilitates the processing of large volumes of invoices WebCenter Enterprise Capture (WEC): expedites the capture process of paper documents to digital images, offering high volume scanning and importing from email, and allows for flexible indexing options WebCenter Forms Recognition (WFR): automatically recognizes, categorizes, and extracts information from paper documents with greatly reduced human intervention WebCenter Content: the backend content server that provides versioning, security, and content storage There are two paths that can be executed to send data from WebCenter Capture to WebCenter Imaging, both of which are described below: 1. Direct Flow - This is the simplest and quickest way to push an image scanned from WebCenter Enterprise Capture (WEC) to WebCenter Imaging (WCI), using the bare minimum metadata. The WEC activities are defined below: The paper document is scanned (or imported from email). The scanned image is indexed using a predefined indexing profile. The image is committed directly into the process flow 2. WFR (WebCenter Forms Recognition) Flow - This is the more complex process, during which data is extracted from the image using a series of operations including Optical Character Recognition (OCR), Classification, Extraction, and Export. This process creates three files (Tiff, XML, and TXT), which are fed to the WCI Input Agent (the high speed import/filing module). The WCI Input Agent directory is a standard ingestion method for adding content to WebCenter Imaging, the process for doing so is described below: WEC commits the batch using the respective commit profile. A TIFF file is created, passing data through the file name by including values separated by "_" (underscores). WFR completes OCR, classification, extraction, export, and pulls the data from the image. In addition to the TIFF file, which contains the document image, an XML file containing the extracted data, and a TXT file containing the metadata that will be filled in WCI, are also created. All three files are exported to WCI's Input agent directory. Based on previously defined "input masks", the WCI Input Agent will pick up the seeding file (often the TXT file). Finally, the TIFF file is pushed in UCM and a unique web-viewable URL is created. Based on the mapping data read from the TXT file, a new record is created in the WCI application.  Although these processes may seem complex, each Oracle component works seamlessly together to achieve a high performing and scalable platform. The solution has been field tested at some of the largest enterprises in the world and has transformed millions and millions of paper-based documents to more easily manageable digital assets. For more information on how an Imaging solution can help your business, please contact [email protected] (for U.S. West inquiries) or [email protected] (for U.S. East inquiries). About the Author: Vikrant is a Technical Architect in Aurionpro's Oracle Implementation Services team, where he delivers WebCenter-based Content and Imaging solutions to Fortune 1000 clients. With more than twelve years of experience designing, developing, and implementing Java-based software solutions, Vikrant was one of the founding members of Aurionpro's WebCenter-based offshore delivery team. He can be reached at [email protected].

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  • Best practices when loading images for improving page loading speed

    - by Naoise Golden
    I am working on optimizing a page's loading speed. Here are some analytics: Notice how the images, although only accounting for 65% of the total size (1.1MB), are by far the slowest loading assets: 96% of time. I'd like to know which are the recommended practices on optimizing loading speed, only taking images into account. Some of the techniques we are already applying: image compression images hosted on cookieless domain and CDN spriting everything that can be sprited http headers: keep alive and Expires to one year. Disclaimer: I have gone through the available documentation, I think by focusing on image loading optimization I am not creating a duplicate or a subjective question.

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  • Improved Database Threat Management with Oracle Audit Vault and ArcSight ESM

    - by roxana.bradescu
    Data represents one of the most valuable assets in any organization, making databases the primary target of today's attacks. It is important that organizations adopt a database security defense-in-depth approach that includes data encryption and masking, access control for privileged users and applications, activity monitoring and auditing. With Oracle Audit Vault, organizations can reliably monitor database activity enterprise-wide and alert on any security policy exceptions. The new integration between Oracle Audit Vault and ArcSight Enterprise Security Manager, allows organizations to take advantage of enterprise-wide, real-time event aggregation, correlation and response to attacks against their databases. Join us for this live SANS Tool Talk event to learn more about this new joint solution and real-world attack scenarios that can now be quickly detected and thwarted.

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  • Why partners should visit the new AutoVue Knowledge Zone

    - by [email protected]
    Learn more about AutoVue and connect with your peers to distinguish your offerings, seize opportunities, and to increase your sales! Explore the latest releases, integration solution offerings, marketing assets, partner enablement tools, events and latest partner initiatives by clicking through the tabs - Why Partner, Develop, Sell, and Connect. Knowledge Zones are designed to accelerate the partner's knowledge about Oracle solutions, as well as provide new opportunities to collaborate with the entire Oracle partner ecosystem. The AutoVue Knowledge Zone, launched in March 2010, is continuously being updated with the latest information to better equip and enable our partners to sell AutoVue solutions. Get all the information you always wanted to convert your sales opportunities into wins. Check out and bookmark the AutoVue Knowledge Zone now!

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  • 2D Pixel/sprite game in unity? [on hold]

    - by acidzombie24
    Hi I'm an absolute newbie in unity. In the past I was told unity is terrible for 2d games so I look away after looking at it for a few days. I don't remember if this was right before unity4 came out or after. I hear unity is fairly good at 2d now. I tried googling for tutorials but I'm doing it wrong. I could not find a good tetris or tic tac toe tutorial. What assets/tutorials do I want for a 2D game? Side question is what tutorials are good if I want to make a fire emblem/advance wars type game (HUD heavy grid base game)

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  • Planning for Disaster

    There is a certain paradox in being advised to expect the unexpected, but the DBA must plan and prepare in advance to protect their organization's data assets in the event of an unexpected crisis, and return them to normal operating conditions. To minimize downtime in such circumstances should be the aim of every effective DBA. To plan for recovery, It pays to have the mindset of a pessimist....Did 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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  • How to use Mercurial's LargeFiles extension? [migrated]

    - by DuncanBoehle
    I use Mercurial for game development, and I'm trying to use the LargeFiles extension included in Mercurial 2.0 to keep track of large binary assets. Unfortunately there isn't a whole lot of documentation on the extension, so I'm not sure how people are expected to use it. For example, is there any way to safely clean out the .hg/largefiles directory? If I'm on the tip revision, and expect to always have internet access, then I don't need the old versions of largefiles cluttering up the repository, since that's the whole point of using the LargeFiles extension. Also, how do I have more fine-grained control over where the largefile store is? I can only assume that it's created somewhere on the computer that ran hg init, but I have no idea about the details. Thanks!

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  • Vector Graphics in DirectX

    - by Doug
    I'm curious as to people's thoughts on the best way to use vector graphics in a directX game instead of rasterized textures(think Super Meat Boy). I want to remain resolution independent and don't want to downscale/upscale rasterized graphics. Also the idea would be for all assets to be vector graphics(again think Super Meat Boy). I've looked at Valve's paper "Improved Alpha-Tested Magnification for Vector Textures and Special Effects" and also looked at using shaders http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html. Wondering if anyone has done something similar or an alternate approach. Cheers

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  • Community Programming

    - by James Hill
    Background I just began working for a religious non-profit organization. As with most non-profits, the organization is resource-poor and has no IT department to speak of. In my two months here I've received 20 requests for websites, apps, and internal automation. Many of these 20 requests have merit and would benefit the organization. I'm a .net web developer and as such the open source community is relatively foreign to me... Question For the sake of this question, lets say I'm talking about building a single, large, website. Does software (web based, hopefully) exist that would allow me to post requirements and assets (graphics and CSS) for a site, and then invite programmers to participate in the sites development? As a simple example, I could post the requirements and data for the about us page and an individual would indicate that they could/would fulfill the requirement. Upon completion, they could upload the new source code to the shared repository (github).

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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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  • Bunny Inc. Season 2: Optimize Your Enterprise Content

    - by kellsey.ruppel
    In a business environment largely driven by informal exchanges, digital assets and peer-to-peer interactions, turning unstructured content into an enterprise-wide resource is the key to gain organizational agility and reduce IT costs. To get their work done, business users demand a unified, consolidated and secure repository to manage the entire life cycle of content and deliver it in the proper format.At Hare Inc., finding information turns to be a daunting and error-prone task. On the contrary, at Bunny Inc., Mr. CIO knows the secret to reach the right carrot! Have a look at the third episode of the Social Bunnies Season 2 to discover how to reduce resource bottlenecks, maximize content accessibility and mitigate risk.

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  • How to decide how much to charge for development?

    - by rik
    So two other friends and I are a very small game dev studio. So far we haven't released a game but we have 2 games almost ready to launch. A bigger studio saw our work and now they want to work with us; they need people to develop mobile games for them (iOS, Android). They want us to set the price for the projects (can't tell the specifics we signed a NDA). They will give us all the assets (graphics/sound) so we only have to code. And because they only work with Unity3D we have to learn it. How do we decide how much to charge for the projects?

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  • Direct3d - Code structure

    - by marcg11
    I'm learning directx in a master's degree and they taught us to have a GraphicsLayer class which is the one connecting with the direct3d library. That way this class is completly independent from the other classes (my game classes), meaning changing the renderer to OpenGL wouldn't require much effort but only changing the graphicLayer. This classe has it's LoadAssets, Paint methods, but I have a question, they told us to load all the assets inside this class. This means all these methods will be in the loadAssets method: D3DXCreateTextureFromFileEx(g_pD3DDevice,"tiles.png",0,0,1,0,D3DFMT_UNKNOWN,D3DPOOL_DEFAULT,D3DX_FILTER_NONE,D3DX_FILTER_NONE,NULL,NULL,NULL,&texTiles); // And more resources to load //... texTiles as you see is a LPDIRECT3DTEXTURE9 instance which is declared in the graphicLayer.h. So my question is, how do you manage all the resources? Do I have to declare in the .h all my game textures even if I'm not using them? How would you load only those resources there are in a scene and draw them in a code-strucured way?

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  • Join the SPARC Go To Market Webinar on June 21st

    - by swalker
    Please join the World Wide webinar focused on SPARC, and designed to provide insights and selling guidance, at 5 p.m. CET on Thursday, June 21. The speaker, Bud Koch, Sr Principal Product Marketing Director will focus on SPARC / T4 Marketing: with a review of current assets and where we are going into FY13.  Details about the meeting can be found here. Please plan on joining 10 minutes before the scheduled start time. If you are not able to participate in real time, a replay will be available shortly afterward.

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  • Join the SPARC Go To Market Webinar on June 21st

    - by Cinzia Mascanzoni
    Please join the World Wide webinar focused on SPARC, and designed to provide insights and selling guidance, at 5 p.m. CET on Thursday, June 21. The speaker, Bud Koch, Sr Principal Product Marketing Director will focus on SPARC / T4 Marketing: with a review of current assets and where we are going into FY13.  Details about the meeting can be found here. Please plan on joining 10 minutes before the scheduled start time. If you are not able to participate in real time, a replay will be available shortly afterward.

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