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  • NVidia control panel SSAO not working

    - by János Turánszki
    I am just before implementing screen space ambient occlusion in my game, but first I wanted to try enabling it from NVidia control panel only to find out that it is greyed out so that I can not enable it. With this I could enable SSAO for some other games, but not every one. I know this technique requires the depth buffer and (optionally) a normal map texture to sample information from which I already have access to given I have a deferred renderer working. After that I actually thought to roll back to a previous version of my game which still uses forward rendering so the depth buffer is actually bound to the backbuffer which I render to from the get-go so that maybe the NVidia control panel would somehow make use of it. It was not working with forward rendering either. (I also tried FXAA in the control panel and that works - but it doesn't need any depth or normal texture) So my question is that how can I enable this function so that it would work by enabling it in the NVidia control panel?

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  • What is a *slightly* less extreme equivalent to being "fluent" in a language?

    - by Mehrdad
    tl;dr: What is a less extreme (but still noticeable) alternative to the word "fluent", when saying e.g. "I am fluent in C++/Python/whatever?" I think I can call myself "fluent" in C#, because I know the language and runtime very well, and I'm very familiar with the .NET framework's APIs and classes, etc. I would like to claim the same thing for Python and C++. But while I can program in Python (I did so for an entire summer, making a website with Django), for example, I would not call myself fluent because my code isn't always "Pythonic" (e.g. using map/filter vs. list comprehensions), and I'm not too intimate with some aspects of the language and standard library yet (e.g. the introspection API, etc.). Is there a word or phrase I can use on e.g. a resume to describe what I know? I can think of "very familiar with", but is there a better word/phrase I can use?

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  • How to draw tile edges when you don't know where they're going.

    - by Skeith
    This is more of an art question than a programing one but still game development. I have a tile engine that makes a map randomly from tiles, each tile is a square 3x3 grid. The problem is that while the elements on each tile work well together such as having forests along the top three squares and grass on the other 6, the engine could put the forrests against anything such as rivers, grass, mountains or more forest. how can i draw the edges of the tiles so the look good no matter what they are places against ?

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  • duplicate pages

    - by Mert
    I did a small coding mistake and google indexed my site wrongly. this is correct form: https://www.foo.com/urunler/171/TENGA-CUP-DOUBLE-HOLE but google index my site like this : https://www.foo.com/urunler/171/cart.aspx first I fixed the problem and made a site map and only correct link in it. now I checked webmaster tools and I see this; Total indexed 513 Not selected 544 Blocked by robots 0 so I think this can be caused by double indexes and they looks not selected makes my data not selected. I want to know how to fix this "https://www.foo.com/urunler/171/cart.aspx" links. should I fix in code or should I connect to google to reindex my site. If I should redirect wrong/duplicate links to correct ones, what the way should be? thanks for your time in advance.

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  • Per fragment lighting with OpenGL 4.x tessellated model

    - by Finlaybob
    I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the screenshots, the lighting is broken (though admittedly doesn't look too bad in the image) I've tried to add a normal map to the equation but it still doesn't come out right, I can calculate the normals, tangents and binormals per triangle in the geometry shader but still looks wrong. I think the question would be; How do I add per fragment lighting to a tessellated model? The teapot is 32 16-point patches, the plane is one single 16 point patch. The shaders are here, but they are a complete mess, so I don't blame anyone who cant make sense of them. But peruse at your leisure if you like. Also, if this question is more suited to be somewhere else i.e. Stack Overflow or the Programming stack please let me know.

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  • Deferent ways of solving problems in code.

    - by Erin
    I now program in C# for a living but before that I programmed in python for 5 years. I have found that I write C# very that most examples I see on the web. Rather then writing things like: foreach (string bar in foo) { //bar has something doen to it here } I write code that looks like this. foo.ForEach( c => c.someActionhere() ) Or var result = foo.Select( c => { //Some code here to transform the item. }).ToList(); I think my using code like above came form my love of map and reduce in python while not exactly the same thing the concepts are close. Now it's time for my question. What concepts do you take and move with you from language to language. That allow you to solve a problem in a way that is not the normal accepted solution in that language?

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  • Custom trackpad mapping doesn't work for all applications

    - by picheto
    I found out I could invert my trackpad scrolling, so as to work more like the OS X "natural scrolling", which I liked better. To do that, I run the following command on startup: xinput set-button-map 11 1 2 3 5 4 7 6 Where 11 is the touchpad id (found with xinput list and xinput test 11). This inverts the vertical and horizontal two-finger scrolling, and works fine in Terminal, Chrome, Document Viewer, etc. However, it doesn't work in Nautilus and some applications such as the Update Manager, as they keep the usual mapping. I'm running Ubuntu 12.04 x64 Why does this mapping work for some applications but not for others? I know there is software I can download to do the same, but this method seemed "cleaner". Thanks

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  • Will my game engine be compatible with physics engines?

    - by Bane
    My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the position, the shape and the picture of an object. The picture property has width, height, rotation and a draw method. All game objects are supposed to inherit from this Drawable class, and are added to the Scene, along with a Map (collection of Tiles, that also inherit from Drawable), lights, and so on and so forth. The shape property of a Drawable is a Polygon, a collection of user defined vertices around the position of a Drawable (this is a relative coordinate system, so [0, 0] is the position of the Drawable. With this setup, will the users of my engine (probably only me) still be able to intergrate physics engines such as Box2DJS into their games?

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  • Finding the displacment of a robot [closed]

    - by Jordan Brown
    I'm building a quadruped (4 legs 3 DOF) for my major work in electronics at high school. I need to know the displacement of the robot and I can't use an encoding wheel. I've done my research and I found a system where I use an accelerometer, gyroscope and a magnetometer to determine the displacement but I'm not sure how to code it. I'm using Arduino and will use compatible sensors. I would like to be able to implement something similar to this video which demonstrates the principles evaluated in this paper. I don't need to map the data on a screen, just be able to read its displacement from its last recorded position. EG. (Read Position) --- (Do "stuff") --- (Read Position) --- (Calculate displacement caused by "stuff")

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  • Determine how to display a tile based on surrounding tiles

    - by Jsmith
    I have a game engine which generates maps randomly, set on a 2d grid which is composed of 34px square graphical tiles. These tiles can be displayed in any of three ways, wall, corner, and floor(exists in 2 states, passable and impassible), and four directions, north, south, west and east. What I need to do is, based on the tiles around each individual tile, determine which state to display the tile in, e.g. north wall, northeast corner, floor so that when a player alters the map, the tiles around the affected tile adjust themselves to suit(i.e. tunneling). In case it becomes important, all gameobjects are inherited from the same class, whether they be players, NPC's, walls, or items.

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  • SEO penalty for landing page redirects

    - by therealsix
    Using ebay as an example- lets say I have a large number of items whose URLs' look like this: cgi.ebay.com/ebaymotors/1981-VW-Vanagon-manual-seats-seven-/250953153841 I want to give my client the ability to put links to these items on their website EASILY, without knowing or checking my URL. So I created a redirect service that will map their identifier with my URL: ebay.com/fake_redirect_service/shared_identifier9918 would redirect to the link above. This works great- my clients can easily setup these links with information they already have, and the user will see the page as usual. So on to the problem... I'm concerned that this redirecting service will have a negative impact on my SEO ranking. Having a landing page redirect you immediately to a different URL seems like something a typical spam site would do. Will this hurt me? Any better solutions?

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  • Updating and organizing class diagrams in a growing C++ project

    - by vanna
    I am working on a C++ project that is getting bigger and bigger. I do a lot of UML so it is not really hard to explain my work to co-workers. Lately though I implemented a lot of new features and I gave up updating by hand my Dia UML diagrams. I once used the class diagram of Visual Studio, which is my IDE but didn't get clear results. I need to show my work on a regular basis and I would like to be as clear as possible. Is there any tool that could generate a sort of organized map of my work (namespaces, classes, interactions, etc.) ?

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  • Swap Mouse Buttons on startup

    - by andy boot
    This one bugs me. I fashioned this handy script to swap the left and right mouse buttons over: [My mouse is a Razer] /usr/bin/xinput set-button-map `xinput list | grep 'Razer' | grep -o \=[0-9]* | grep -o [0-9]*$` 3 2 1 4 5 6 7 8 1 10 11 12 13 When I run this in a Terminal it works. When I go to Startup Application Preferences - Add and then literally paste the above into the command field as an 'Additional startup program' It does not run on startup. Why not? I'm using Ubuntu 11-10 but this also applied to the 10-10

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  • how to avoid or minimise use of check/conditional statement?

    - by Muneeb Nasir
    I have scenario, where i got stream and i need to check for some value. if i got my any new value i have to store it in any of data structure. well it seems very easy, i can place conditional statement if-else or can use contain method of set/map to check either received is new or not. but the problem is checking will effect my application performance, in stream i'll receive hundreds for value in second, if i start checking each and every value i received than for sure it effect performance. Any body can suggest me any mechanism or algorithm that solve my issue. either by bypassing checks or atleast minimize them?

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  • 12.10 Grub-customizer error

    - by SteveK
    I am trying to use grub-customizer in 12.10 which ran in 12.04. I now get error grub-mkconfig couldn't be executed successfully. error message: Generating grub.cfg ... Found linux image: /boot/vmlinuz-3.5.0-18-generic Found initrd image: /boot/initrd.img-3.5.0-18-generic Found linux image: /boot/vmlinuz-3.2.0-32-generic-pae Found initrd image: /boot/initrd.img-3.2.0-32-generic-pae Found linux image: /boot/vmlinuz-3.5.0-18-generic Found initrd image: /boot/initrd.img-3.5.0-18-generic Found linux image: /boot/vmlinuz-3.2.0-32-generic-pae Found initrd image: /boot/initrd.img-3.2.0-32-generic-pae Found memtest86+ image: /boot/memtest86+.bin Found memtest86+ image: /boot/memtest86+.bin Found Windows Recovery Environment (loader) on /dev/sda1 Found Windows 7 (loader) on /dev/sda2 I have removed and reinstalled it to no avail. steve@steve-Ubuntu:~$ grub-mkconfig --version grub-mkconfig (GRUB) 2.00-7ubuntu11 I also noticed that file device.map does not exits but in other forums read that it is not in 12.10. Help please

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  • How can I support scrolling when using batched rendering for my tiles?

    - by dardanel
    I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is 20*16 tile) .I thought that batching tiles for every frame .Is it good or any suggestion? edit :to more clarify I want to use occlusion culling and batching at the same time.I thought that drawing only visible areas and batching them together .But there is a something i couldn't figure out .When scrolling screen with translate matrix , if one row become invisible , I bind new row and batch them again.Every batched objects needs to buffer again.So I batch tiles and buffer to VBO every time when one row become invisible .I don't know these way is efficient or not .This is my question .And i am open to any suggestions.

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  • /etc/crypttab not working

    - by Jeremy Stein
    I used the Disk Utility to create an encrypted volume on an external drive. When I click the Unlock Volume button in that program, it mounts the drive for me. Now, I want to automate this process so that it will happen at boot-up. When I run sudo cryptsetup luksUUID /dev/sdb1, I get this: ca709269-1e3e-4e9e-9e08-7248f0e6c5a6 So, I create /etc/crypttab like this: backup_drive UUID=ca709269-1e3e-4e9e-9e08-7248f0e6c5a6 none And I added this line to /etc/fstab: /dev/mapper/backup_drive /mnt/backup ext3 default 0 2 When I reboot, Ubuntu tells me that the device is not available to map, so I tell it to skip it. It appears that the /etc/crypttab is not getting run correctly. How can I debug this?

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  • Does putting types/functions inside namespace make compiler's parsing work easy?

    - by iammilind
    Retaining the names inside namespace will make compiler work less stressful!? For example: // test.cpp #include</*iostream,vector,string,map*/> class vec { /* ... */ }; Take 2 scenarios of main(): // scenario-1 using namespace std; // comment this line for scenario-2 int main () { vec obj; } For scenario-1 where using namespace std;, several type names from namespace std will come into global scope. Thus compiler will have to check against vec if any of the type is colliding with it. If it does then generate error. In scenario-2 where there is no using namespace, compiler just have to check vec with std, because that's the only symbol in global scope. I am interested to know that, shouldn't it make the compiler little faster ?

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  • How can I undo this key mapping?

    - by user273872
    First of all sorry my punctuation will be bad. its hard to type when keys are not doing what you expect. Eg it keeps scaring the **** out of me by taking a screen shot when I push the up arrow lolol So anyways, I broke a key on my keyboard and used xkeycaps to remap it to an unused key which worked. But then I realized it screwed up other keys... I think this is the program I used http://www.jwz.org/xkeycaps/man.html And then after doing the modifications I found out how to save them from the second answer in this question How to Map my enter key to a different key down where it says this "When you are happy with your current keymap and want to use it in future X-sessions, run the following command to save it: xmodmap -pke ~/.Xmodmap"

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • Whats New in RadMap for Silverlight / WPF in Q1 2010

    Now that the Q1 2010 release has passed I would like to bring to your attention the official release of one of our newest controls - RadMap for Silverlight [and WPF]. Most of you who are actively involved into the business of data visualization solutions probably are aware that with the Q3 2009 release last year we released a public beta (CTP) version of our map control and it naturally evolved into a fully-fledged control for our current official release. First of all – a BIG thanks to all of you early adopters, who gave the control a try and shared constructive feedback (and also lots of kind words ;)) with us and helped this to happen. So in the good tradition of my original overview of the CTP version of RadMap, I would like to highlight some of the most exciting new features that you might have missed in ...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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  • Duplicate pages indexed in Google

    - by Mert
    I did a small coding mistake and Google indexed my site incorrectly. This is the correct form: https://www.foo.com/urunler/171/TENGA-CUP-DOUBLE-HOLE But Google indexed my site like this: https://www.foo.com/urunler/171/cart.aspx First I fixed the problem and made a site map with only the correct link in it. Now I checked webmaster tools and I see this: Total indexed 513 Not selected 544 Blocked by robots 0 So I think this can be caused by double indexes, and it looks like the pages not selected makes the correct pages not indexed. I want to know how to fix the "https://www.foo.com/urunler/171/cart.aspx" links. Should I fix in code or should I connect to Google to re-index my site? If I should redirect wrong/duplicate links to correct ones, how should that be done?

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  • Better way for calculating project euler's 2nd problem Fibonacci sequence)

    - by firephil
    object Problem_2 extends App { def fibLoop():Long = { var x = 1L var y = 2L var sum = 0L var swap = 0L while(x < 4000000) { if(x % 2 ==0) sum +=x swap = x x = y y = swap + x } sum } def fib:Int = { lazy val fs: Stream[Int] = 0 #:: 1 #:: fs.zip(fs.tail).map(p => p._1 + p._2) fs.view.takeWhile(_ <= 4000000).filter(_ % 2 == 0).sum } val t1 = System.nanoTime() val res = fibLoop val t2 = (System.nanoTime() - t1 )/1000 println(s"The result is: $res time taken $t2 ms ") } Is there a better functional way for calculating the fibonaci sequence and taking the sum of the the even values below 4million ? (projecteuler.net - problem 2) The imperative method is 1000x faster ?

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  • Calculate initial velocity of a 3d vector-based projectile

    - by Frotty
    Okay, so I got a Projectile with 2 Vectors, position and velocity. I now want to calculate the initial velocity for it in order to reach a specific point on the map. Or actually, how high has the start z-velocity to be (because x and y are probably defined by a speed variable) in order for the projectile to hit the marked position. The projectile is influenced by a constant gravity vector. All calculations are done 32 times per second. I want this, because I don't want to use a parabola function, so the projectile can still be influenced by other sources, simply adding some velocity. I didn't really find anything referring to that topic and would be glad for every helping answer, Thanks.

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  • Re-sizing the form without scaling the GUI

    - by Bmoore
    I am writing a turn based strategy game in C#. My GUI implementation consists of class that extends Form containing a class that extends Panel. When I render the GUI I draw to the paint method in the panel. I am trying to figure out what is the best way for handling form re-size events. I know I want a minimum window size, but I would prefer to not have a maximum or a set size. Ideally the GUI would reveal more/less of the map as the user changes the window size. I would like to avoid scaling the graphics if at all possible. What is the best way to handle re-size events?

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