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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • I have an "amoeba" game mechanic. Any idea on how to implement it?

    - by Jason
    Outside of a tetris clone, a crappy 2D top-down shooter, and some messing around with stuff like Unity and Flixel, I realize that I have yet to complete a single, polished, bells-and-whistles game. I want to change this, and I have an idea for my next project. The idea is that you're an amoeba. Amoebas have these eye-like cores (or something like that, I don't know biology), and you have two of 'em. You control one with WASD and the other with IJKL. There has to be a constant radius of stuff around each of the cores: And the area of the amoeba has to stay constant. So if you move a core in one direction, you increase the amoeba's area, but that increase is compensated by a decrease somewhere else: Aaaaaand I'd like to implement a vagination mechanic. You absorb things by engulfing them, like a boss. Maybe even an extra core, or a needle that pops you and causes all your inner stuff to start gushing out: But here's the problem: I don't know how to make this. However, I would like some ideas on how to implement it. Should I explore physics libraries like Box2D? Or maybe something involving fluid physics? Any help would be much appreciated. P.S. Feel free to steal this idea. I have plenty of ideas. If you do, please tell me how you made it so I can try it myself.

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  • How to get Nvidia graphics working on Sony Z laptop?

    - by projectshave
    I have an older Sony VAIO Z 590 laptop with switchable graphics between Intel and Nvidia GeForce 9300M. It is NOT Optimus. I did a clean install of Ubuntu 12.04. Everything works, but it's using Unity 2D with the Intel drivers. I've tried loading the Nvidia drivers from "Additional Drivers", but it says "this driver is activated but not currently in use". When I run "nvidia-settings", an error window pops up to say "You do not appear to be using the NVIDIA X drivers." "lspci" shows both graphics cards. Let me know if I should add more info. How do I get the Nvidia graphics and Unity 3D working? More info: $ lshw -short -class display H/W path Device Class Description ============================================== /0/100/1/0 display G98 [GeForce 9300M GS] /0/100/2 display Mobile 4 Series Chipset Integrated Graphics C $ glxinfo name of display: :0 Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Error: couldn't find RGB GLX visual or fbconfig Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Excerpts from Xorg.0.log: [ 16.373] (II) LoadModule: "glx" [ 16.373] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/libglx.so [ 16.386] (II) Module glx: vendor="NVIDIA Corporation" [ 16.386] compiled for 4.0.2, module version = 1.0.0 [ 16.386] Module class: X.Org Server Extension [ 16.386] (II) NVIDIA GLX Module 295.49 Tue May 1 00:09:10 PDT 2012 [ 16.608] (II) NVIDIA dlloader X Driver 295.49 Mon Apr 30 23:48:24 PDT 2012 [ 16.608] (II) NVIDIA Unified Driver for all Supported NVIDIA GPUs [ 17.693] (EE) Failed to initialize GLX extension (Compatible NVIDIA X driver not found)

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  • AI agents with FSM: a question regarding this

    - by Prog
    Finite State Machines implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. However I have a question regarding how this is used in games to design AI agents. Please consider a class Monster that represents an AI agent. Simplified it looks like this: class Monster{ State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses that implement execute() differently. So far classic State pattern. Here's my question: AI agents are subject to environmental effects and other objects communicating with them. For example an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. My question is divided to two parts: 1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong? 2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Natural talent vs experience [on hold]

    - by Tord Johansson Munk
    Hi i have a question for you guys if you had a choice of hiring one of two programmers. One of them is a natural born programming talent, he has been programming since he was 14 year old and he has been programming all sorts of things by him self, 3d renders,games,his own frameworks, he is really good at algorithms and problem solving. He is now about 25 years old and is looking for a job after some unchallenged years of college the only experience he has is working on his own/university stuff and some open source project. This guy spends all his free time programming and has several pet projects at home. The other person is a 37 year old career programmer. He has been programming since he graduated from university at the age of 26 and have been working since then. He did not have an interest in programming before university. During his studies he discovered that programming was fun and challenging but it never was a "passion". During his career he mainly worked with "enterprise" platforms such as .net or javaEE. He mainly have done database business applications and thus is lacking skills of the young talent like abstract problem solving or algorithms. But he know the tools he has been using during the years and is reliable and almost always makes his boss happy. He keeps him self updated in the platform and tools he has and is using. But outside the office walls he don't touch any code at all. Witch one would you hire? Would you favor one of them in certain projects? Do you think that if the young talent learns his tools he will be a better programmer than the older one? Would your decision be different if both of them where lacking a degree? or if only one of them was lacking a degree be the old and experienced or the young genius.

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  • Support our movement?

    - by Mirchi Sid
    | Imagine Freedom 2013 | mnearth Student Programs This is to inform you about the world’s first online student competition called imagine freedom which is conducted by mnearth corporation India .The imagine freedom will be one of the most popular student IT competition in the world .The program will be fully functioned with free and open source software and operating system like Ubuntu Linux and Linux . The Competition have a lot of other categories like web designing , software development and much more .The program coordinates will contact your schools for the selection process and giving the first steps for registration . If you are an expert in Open source free software? Then it is the time for you ! Otherwise do you know anyone who have the skills ? Then inform them about the program . The competitions will be done as a part of Mnearth Student Programs . The program schedule and the local competition information will be send after getting the applications . The competitions are categorized into three . |Categories Of Participants Animation Films Multimedia Presentation 3D Animation Web Designing Software Development Innovations Cloud Apps Games etc. . . . . . |Levels Of Participants High School Level Higher Secondary Level Collage Level University Level |High School level This levels is for the students who is students . It’s age limit is 12 - 24 years . The competitions will be started on this year for selecting the good students who have the talent . For more information Send to : [email protected] Call us on :04936312206 (india) Join with the Community on facebook : follow us on twitter : www.twitter.com/imaginatingkids www.facebook.com/imaginefreedomonce

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  • How can I make this arcade-highscore game more fun/interesting?

    - by j-a
    I'm having difficulties getting the fun factor into this iPhone game, and I am looking for some ideas or advice. I was asked to generalize the question a bit. What are some techniques for arcade highscore games that can be applied to this game in order to: Make each second of the game fun and challenging, from the first second to the end of the game. Regardless of skill level. Make the player want to try again and again to beat the high score. Briefly about the game: you aim using your finger and pull the bow chord and release by lifting your finger. That part feels quite nice how the bow interacts with the finger. The game idea: hearts fall down and you get 1 pt for each heart you shoot. You start with a few arrows and every now and then a bag of arrow comes down which - if you hit it, you get more arrows. Once your out of arrows the game is over. So it is all about beating your previous high score or your friends high scores. Unfortunately I don't find it that fun. Thankful for any ideas/suggestions/thoughts on how to make it more fun/interesting.

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  • Facing a character towards the mouse

    - by ratata
    I'm trying to port a simple 2d top down shooter game from C++(Allegro) to Java and i'm having problems with rotating my character. Here's the code i used in c++ if (keys[A]) RotateRight(player, degree); if (keys[D]) RotateLeft(player, degree); void RotateLeft(Player& player, float& degree) { degree += player.rotatingSpeed; if ( degree >= 360 ) degree = 0; } void RotateRight(Player& player, float& degree) { degree -= player.rotatingSpeed; if ( degree <= 0) degree = 360; } And this is what i have in render section: al_draw_rotated_bitmap(player.image, player.frameWidth / 2, player.frameHeight / 2, player.x, player.y, degree * 3.14159 / 180, 0); Instead of using A-D keys i want to use mouse this time. I've been searching since last night and came up to few sample codes however noone of them worked. For example this just made my character to circle around the map: int centerX = width / 2; int centerY = height / 2; double angle = Math.atan2(centerY - mouseY, centerX - mouseX) - Math.PI / 2; ((Graphics2D)g).rotate(angle, centerX, centerY); g.fillRect(...); // draw your rectangle Any help is much appreciated.

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  • Problem with SAT collision detection overlap checking code

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game, using SAT (Separating Axis Theorem). I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks! EDIT: The question has been solved. For those interested in the working implementation: Click here

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  • Graphics hardware warning when updating to 14.04

    - by pacomet
    As I use Ubuntu at work I just update only LTS versions but now I'm not sure if I can/should. As my computer is now ten years old I would change if was mine but as it is owned by my employer I have to work with it. It's not a bad one, it runs fine (this was not true when still had Windows on it ;-). When updating to 14.04, it warns about possible bad/slow performance with Unity 3D so I stop updating as I am at work, not my own computer. As I understand from http://askubuntu.com/a/438958/25305 Nvidia Geforce FX 5500 graphics card is still supported in 14.04. Now, in 12.04, I have driver version 173 and unity 2d runs fine for me. output of /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce FX 5500/AGP/SSE2 OpenGL version string: 2.1.2 NVIDIA 173.14.39 Not software rendered: yes Not blacklisted: no GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no Should I update? Is it better to stay with 12.04? Thanks

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  • Space Invaders-type game: Keeping the enemies aligned with each other as they turn around?

    - by CorundumGames
    OK, so here's the lowdown of the problem I'm trying to solve. I'm developing a game in PyGame that's a cross between Space Invaders and Columns. I'm trying to make the motion of the enemies similar to that of the aliens in Space Invaders; that is, they're all clustered in a grid, and if even one hits the side of the screen, the entire formation moves down and turns around. However, the motion of these aliens is continuous (as continuous as a monitor can be, anyway), not on a discrete grid like in the original. The enemies are instances of an Enemy class, and in turn they're held by a 2D array in a enemysquadron module (which, if you don't use Python, is in this case essentially a singleton due to the way Python modules work). Inside the Enemy class I have a class-scope velocity vector that is reversed every time an Enemy object touches the edge of the screen. This won't do, though, because as time goes on the enemies just become disorganized and jumbled (i.e. not in a grid as planned). I haven't implemented the Enemies going downward yet, so let's not worry about that right now. Any tips?

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • More efficient in range checking

    - by Mob
    I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx. I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient. I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem. I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth. I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

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  • issues with ASUS S301L ultrabooks

    - by Wuerze
    I just like to tell you what still is a Problem in Ubuntu 14.04 and should be solved for a nice experience of this distribution. Unfortunately I do not have any hints to tell you, because I am just a user and know not much about programming. Anyway, I hope it helps. 1) Intel open source Graphics issues (proprietary) -when attaching HDMI-cable the screen switches to the external monitor and it's fine, but there is no switching back unless restart with HDMI deattached -black screen appears for like 2 seconds as if I would change screen in the settings; frequency increases with intensity of driver use (i.e. videos or video games) 2) hotkeys (commonly recognised) -there is no possibility to adjust brightness with the hotkeys (Fn+F5 and Fn+F6) 3) touchscreen (commonly recognised) -the touchscreen is behaving like a mouse -configuring gestures for the multi touch screen seems to always end in disabling touch pad gestures 4) panel symbols -battery symbol has got a low accuracy while it determines accurately the energy left; only 5 steps of energy are shown by the symbol Thank you all for participating in the solution of these problems! I will stay tuned and edit this list if something has been solved.

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  • Unable to create suitable graphics device?

    - by kraze
    I've been following the Eye of the Dragon tutorial, which is basicly a guide to making a 2D RPG game, obviously. I recently finished the tutorial about making pop up screens in the menu and changed the screen to load as a full screen. Whenever I try and load the game it just goes black and my mouse sits there. I cannot change out of it other then with CtrlAltDel. Once i do that it says No suitable graphics card found, unable to create graphics device. I read somewhere about XNA not allowing more then one screen when any one of them is full screen. but it wasnt very informative. Anyone have any ideas whats going on and/or how to fix this? Just incase if this helps this is the code for the graphics device: public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 900; graphics.PreferredBackBufferHeight = 768; graphics.IsFullScreen = true; this.Window.Title = "Eyes of the Dragon"; Content.RootDirectory = "Content"; }

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  • Information about rendering, batches, the graphical card, performance etc. + XNA?

    - by Aidiakapi
    I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but when it comes to the GPU due to my lack of technical background information, I'm clueless. I'm using XNA so it'd be nice if theory could be related to that. So what I actually wanna know is, what happens when and where (CPU/GPU) when you do specific draw actions? What is a batch? What influence do effects, projections etc have? Is data persisted on the graphics card or is it transferred over every step? When there's talk about bandwidth, are you talking about a graphics card internal bandwidth, or the pipeline from CPU to GPU? Note: I'm not actually looking for information on how the drawing process happens, that's the GPU's business, I'm interested on all the overhead that precedes that. I'd like to understand what's going on when I do action X, to adapt my architectures and practices to that. Any articles (possibly with code examples), information, links, tutorials that give more insight in how to write better games are very much appreciated. Thanks :)

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Animating sprites in HTML5 canvas

    - by fnx
    I'm creating a 2D platformer game with HTML5 canvas and javascript. I'm having a bit of a struggle with animations. Currently I animate by getting preloaded images from an array, and the code is really simple, in player.update() I call a function that does this: var animLength = this.animations[id].length; this.counter++; this.counter %= 3; if (this.counter == 2) this.spriteCounter++; this.spriteCounter %= animLength; return this.animations[id][this.spriteCounter]; There are a couple of problems with this one: When the player does 2 actions that require animating at the same time, animation speed doubles. Apparently this.counter++ is working twice at the same time. I imagine that if I start animating multiple sprites with this, the animation speed will multiply by the amount of sprites. Other issue is that I couldn't make the animation run only once instead of looping while key is held down. Someone told me that I should create a function Animation(animation id, isLooped boolean) and the use something like player.sprite = new Animation("explode", false) but I don't know how to make it work. Yes I'm a noob... :)

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  • JiglibX addition to existing project questions

    - by SomeXnaChump
    Got a very simple existing project, that basically contains a lot of cubes. Now I am wanting to add a physics system to it and JiglibX seemed like the simplest one with some tutorials out there. My main problem is that the physics don't seem to be working how I imagined, I expected my tower of cubes to come crashing down, but they dont seem to do anything. I think my problem is that my cubes do not inherit DrawableGameComponent, they are managed by a world object that will update and render them. So they are at no point put into the games component list. I am not sure if this means that JiglibX will not be able to interact with them as in all the tutorials there are no explicit calls to add the Body objects to the physics system, so I can only presume that they are using a static/singleton under the hood which automatically hooks in all things, or they use the game objects component list somehow. I also noticed that in alot of the tutorials they use the following when setting up the physics system: float timeStep = (float)gameTime.ElapsedGameTime.Ticks / TimeSpan.TicksPerSecond; PhysicsSystem.CurrentPhysicsSystem.Integrate(timeStep); Would it not be better to keep a local instance of the created PhysicsSystem object and just call myPhysicsSystem.Integrate(timeStep)?

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  • How do I get a Dell Latitude e6420 working?

    - by David_G
    I've just installed Ubuntu 12.04 (64-bit) on a brand new Dell Latitude e6420, and I'm having a few problems. This laptop has an Optimus (?) setup - i.e. integrated gfx and an Nvidia Quadro NVS 4200M. First problem - I ran setup, etc, and discovered that I can only run unity2d - If I try and login with unity3d, it just defaults to 2d. This is with nvidia-current installed (302.07). Note also that I can't run nvidia-settings ("You do not appear to be using the NVIDIA X driver."), and there is no additional drivers found ("No proprietary drivers are in use on this system"). I tried to troubleshoot this, and removed nvidia, leaving (I guess) just Nouveau drivers - In that case, unity3d did work, but I was stuck with the open source Nouveau drivers powering the integrated graphics. So, obviously, I want to run unity3d, and be using the more powerful Nvidia graphics card. I've tried a bit of tinkering around, but I'm not sure the best way to proceed, or perhaps more importantly, I'm not sure of what the best final solution might be. I've heard about bumblebee - but frankly, I would prefer to have the proprietary Nvidia drivers working properly. Any help would be much appreciated!

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  • Separate collision mesh model?

    - by Menno Gouw
    I want to have another go at 3D within XNA. What I have seen from some other games that they just have a separate very low poly model "cage" around the environment model. However I can not find any reference to this. I have not that much experience with XNA 3D either. Is it possible to have this cage within each of my environmental models already? Lets just say I call the mesh within the .FBX wall and col_wall. How would I call to these different meshes within XNA? The player would just have a tight collision cube around. To make it a bit more efficient I will be making divide the map up by cubes and only calculate collision if the player is in it. Question two: I can't find anywhere to do cube vs mesh collision. Is there a method for this? Or perhaps it is possible to build my collision cage out of cubes in the 3D app and on loading of the models in XNA replace them directly by cubes? So I could just do box to box collision which should be very cheap and still give the player the ability to move over ledges on the static models.

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  • Multi-screen and Nvidia GT220

    - by Bohors
    Excuse me first for my broken English I have 3 monitors on two Nvidia GT220. Unity 2D works fine after using the proprietary drivers. But no way to use compiz effects. I'm on Ubuntu 11.10 (I also tested for curiosity 12.04 for the same result) I noticed in the "System Settings" / "details" that my graphics card is not recognized (graphics card "unknown") and "View" only returns me my first screen (with the correct resolution) also in unknown. $ lspci | grep VGA 01:00.0 VGA compatible controller: NVIDIA Corporation GT216 [GeForce GT 220] (rev a2) 05:00.0 VGA compatible controller: NVIDIA Corporation GT216 [GeForce GT 220] (rev a2) xorg.conf : Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" Below "Screen0" Screen 2 "Screen2" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "1" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "Acer V243HL" HorizSync 30.0 - 80.0 VertRefresh 55.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "LG Electronics L1920P" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor2" VendorName "Unknown" ModelName "Acer V243HL" HorizSync 30.0 - 80.0 VertRefresh 55.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 220" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 220" BusID "PCI:5:0:0" Screen 0 EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 220" BusID "PCI:5:0:0" Screen 1 EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "TwinViewXineramaInfoOrder" "DFP-0" Option "metamodes" "1920x1080_60_0 +0+0; nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "CRT: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "DFP: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Disable" EndSection Have you any idea? thanks

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  • Ranking players depending on decision making during a game

    - by tabchas
    How would I go about a ranking system for players that play a game? Basically, looking at video games, players throughout the game make critical decisions that ultimately impact the end game result. Is there a way or how would I go about a way to translate some of those factors (leveling up certain skills, purchasing certain items, etc.) into something like a curve that can be plotted on a graph? This game that I would like to implement this is League of Legends. Example: Player is Level 1 in the beginning. Gets a kill very early in the game (he gets gold because of the kill and it increases his "power curve"), and purchases attack damage (gives him more damage which also increases his "power curve". However, the player that he killed (Player 2), buys armor (counters attack damage). This slightly increases Player 2's own power curve, and reduces Player 1's power curve. There's many factors I would like to take into account. These relative factors (example: BECAUSE Player 2 built armor, and I am mainly attack damage, it lowers my OWN power curve) seem the hardest to implement. My question is this: Is there a certain way to approach this task? Are there similar theoretical concepts behind ranking systems that I should read up on? I've seen the ELO system, but it doesn't seem what I want since it simply takes into account wins and losses.

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  • Is There a Cloud Over OpenWorld?

    - by Tony Berk
    If you have been to OpenWorld in the past, you know it can be overwhelming or at least a bit "large." If this is your first time at OpenWorld, get ready! You are in for a big (or I should say HUGE) treat. The first thing you'll notice when you get to San Francisco is there are a lot of people, buses with "Oracle" posters, large exhibit halls filled with demos, games and tchotchkes from vendors with hot new solutions, and then there are the sessions. Yes, in fact there are over 2000 sessions. How can you possibly sort through 2000 sessions to find the best 20 or so for you? Which are the 1% for you? We will try to help with some insight over the next few weeks.  I'm going start at the highest level. Up in the Clouds! Since I know many people are looking for an update on The Oracle Cloud. We will drill down into the cloud and other topics for CRM and Customer Experience sessions in the next set of posts. Below is a list of some of the Oracle executive keynotes during OpenWorld highlighting The Oracle Cloud and applications related topics (the full list is here). In these sessions you will get details on Oracle's strategy and how Oracle is changing the industry to help our customers be more efficient, effective and innovative. Sunday, September 30 6:00pm - 7:00pm Larry Ellison: Hardware and Software, Engineered to Work Together: Why it's a Different Approach Tuesday, October 2 8:45am - 9:45am Thomas Kurian: The Oracle Cloud: Oracle's Cloud Platform and Application's Strategy Tuesday, October 2 3:30pm - 4:30pm Larry Ellison: The Oracle Cloud: Where Social is Built in Thursday, October 4 9:45am - 10:45am Mark Hurd: See More, Act Faster: Oracle Business Analytics We encourage you to also join the keynotes on the Oracle Database and Cloud Infrastructure and the fascinating partner keynotes, as well. Check the full list on the OpenWorld site. Oh, if you haven't registered yet, what are you waiting for? OpenWorld Registration Details.

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