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  • Social Media Optimization and SEO Will Help You Dominate the Search Engines

    There are two techniques that are widely used to increase awareness of a company's website and dominate the Search engines. SMO (Social Media Optimization) refers to finding ways and means to attract visitors to a particular website. A website is a platform that is used to advertise services and products. It gives you information about what the company deals in, how to contact them, information about the products or services that they sell and different kinds of discounted offers.

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  • SEO Website Positioning and History of Search Engines

    In this article I want to discuss about these main points: the evolution of methods of positioning SEO, the positioning strategy of the site, the placement site in terms of investments. A brief history of modern search engines and the introduction of sophisticated indexing techniques that produce results with higher quality will be shown in this article.

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  • Best Ways to Get Better Positions in the Search Engines

    Since the inception of Internet business, there has been an ever increasing knowledge base with insight into the best way to use the features of search engines. There is actually a precise and methodical approach to generating those top places, so it wouldn't hurt to employ a company that is proficient with them; however, be careful with your selection.

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  • How to Optimize Your Website For Search Engines

    Developing a website is easy and can be done in a matter of days or weeks depending on the complexity of its back end systems. However, its promotion for wider public viewing through the search engines makes it a hard, time-consuming job. There are literally thousands of new websites every day but only a few make it to the top and fewer still are good moneymaking machines.

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  • Taking Advantage of Search Engines

    Companies are now looking for SEO trainings to help them understand and know the tactics or strategies to make their websites search engine friendly. These companies already knew that big market are now located in the internet and businesses are using search engines to hit their target.

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  • Keywords For Search Engines and Their Importance

    Search engines, are no less than a blessing for the internet users, which make searches on the internet much easier and convenient. They provide the links for the related websites, which contain the exact and relevant information you would be looking for.

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  • How to Optimize Your Website For Search Engines

    Developing a website is easy and can be done in a matter of days or weeks depending on the complexity of its back end systems. However, its promotion for wider public viewing through the search engines makes it a hard, time-consuming job. There are literally thousands of new websites every day but only a few make it to the top and fewer still are good moneymaking machines.

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  • 12.04 Unity 3D Not working where as Unity 2D works fine

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes 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 The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes 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: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Unity 3D Not working where as Unity 2D works fine [closed]

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes 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 The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes 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: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Best depth sorting method for a Top Down 2D game using a 3D physics engine

    - by Alic44
    I've spent many days googling this and still have issues with my game engine I'd like to ask about, which I haven't seen addressed before. I think the problem is that my game is an unusual combination of a completely 2D graphical approach using XNA's SpriteBatch, and a completely 3D engine (the amazing BEPU physics engine) with rotation mostly disabled. In essence, my question is similar to this one (the part about "faux 3D"), but the difference is that in my game, the player as well as every other creature is represented by 3D objects, and they can all jump, pick up other objects, and throw them around. What this means is that sorting by one value, such as a Z position (how far north/south a character is on the screen) won't work, because as soon as a smaller creature jumps on top of a larger creature, or a box, and walks backwards, the moment its z value is less than that other creature, it will appear to be behind the object it is actually standing on. I actually originally solved this problem by splitting every object in the game into physics boxes which MUST have a Y height equal to their Z depth. I then based the depth sorting value on the object's y position (how high it is off the ground) PLUS its z position (how far north or south it is on the screen). The problem with this approach is that it requires all moving objects in the game to be split graphically into chunks which match up with a physical box which has its y dimension equal to its z dimension. Which is stupid. So, I got inspired last night to rewrite with a fresh approach. My new method is a little more complex, but I think a little more sane: every object which needs to be sorted by depth in the game exposes the interface IDepthDrawable and is added to a list owned by the DepthDrawer object. IDepthDrawable contains: public interface IDepthDrawable { Rectangle Bounds { get; } //possibly change this to a class if struct copying of the xna Rectangle type becomes an issue DepthDrawShape DepthShape { get; } void Draw(SpriteBatch spriteBatch); } The Bounds Rectangle of each IDepthDrawable object represents the 2D Axis-Aligned Bounding Box it will take up when drawn to the screen. Anything that doesn't intersect the screen will be culled at this stage and the remaining on-screen IDepthDrawables will be Bounds tested for intersections with each other. This is where I get a little less sure of what I'm doing. Each group of collisions will be added to a list or other collection, and each list will sort itself based on its DepthShape property, which will have access to the object-to-be-drawn's physics information. For starting out, lets assume everything in the game is an axis aligned 3D Box shape. Boxes are pretty easy to sort. Something like: if (depthShape1.Back > depthShape2.Front) //if depthShape1 is in front of depthShape2. //depthShape1 goes on top. else if (depthShape1.Bottom > depthShape2.Top) //if depthShape1 is above depthShape2. //depthShape1 goes on top. //if neither of these are true, depthShape2 must be in front or above. So, by sorting draw order by several different factors from the physics engine, I believe I can get a really correct draw order. My question is, is this a good way of going about this, or is there some tried and true, tested way which is completely different and has somehow completely eluded me on the internets? And, if this does seem like a good way to remake my draw order sorting, what's the right sorting algorithm for reordering the Bounds Rectangle collision lists, and how do you deal with a Bounds Rectangle colliding with two different object which don't collide with eachother. I know these are solved problems, but I've only been programming for a year so any specific input here will be greatly appreciated. Thanks for reading this far, ye who made it -- sorry it was so long!

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  • Starting an HTML canvas game with no graphics skills

    - by Jacob
    I want to do some hobby game development, but I have some unfortunate handicaps that have me stuck in indecision; I have no artistic talent, and I also have no experience with 3D graphics. But this is just a hobby project that might not go anywhere, so I want to develop the stuff I care about; if the game shows good potential, my graphic "stubs" can be replaced with something more sophisticated. I do, however, want my graphics engine to render something approximate to the end goal. The game is tile-based, with each tile being a square. Each tile also has an elevation. My target platform (subject to modification) is JavaScript rendering to the HTML 5 canvas, either with a 2D or WebGL context. My question to those of you with game development experience is whether it's easier to develop an isometric game using a 2D graphics engine and sprites or a 3D game using rudimentary 3D primitives and basic textures? I realize that there are limitations to isometric projection, but if it makes developing my throwaway graphics engine easier, I'm OK with the visual warts that would be introduced. Or is representing a 3D world with an actual 3D engine easier?

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  • Repairing back-facing triangles without user input

    - by LTR
    My 3D application works with user-imported 3D models. Frequently, those models have a few vertices facing into the wrong direction. (For example, there is a 3D roof and a few triangles of that roof are facing inside the building). I want to repair those automatically. We can make several assumptions about these 3D models: they are completely closed without holes, and the camera is always on the outside. My idea: Shoot 500 rays from every triangle outwards into all directions. From the back side of the triangle, all rays will hit another part of the model. From the front side, at least one ray will hit nothing. Is there a better algorithm? Are there any papers about something like this?

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  • Search multiple search engines with a single keyword at the same time in Chrome?

    - by cptloop
    I want to search multiple websites at once by using a keyword trigger in Google Chrome. I am trying to achieve this with Javascript as described in this topic over at mozillazine. This is the code that supposedly works in Firefox: javascript:void(window.open('http://www.google.com/search?q=%s'));void(window.open('http://www.altavista.com/web/results?q=%s')) I have tried to insert this code into the "URL with %s in place of query" but nothing happens when I invoke it. Is it possible to get this to work this way or another in Chrome?

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  • Why would image thumbnails not be showing in all search engines in all browsers?

    - by Edward Tanguay
    For over a week now, when I search for a word at Google, it correctly gives me some preview image thumbnails: But when I click on "images", it doesn't show me any thumbnails: The same thing happens at Bing.com, when I search Bing itself it gives me some thumbnails on the general search result page: But when I click on "images", it doesn't show me any thumbnails: The same thing happens at Yahoo: If I click on one of the broken thumbnails, it shows me the picture fine: Thumbnails at youtube also work fine: It seems each search engine is hanging on different URLs as shown above: t1.gstatic.com ts3.mm.bing.net thm-a02.yimg.com so it doesn't seem to be the problem of one specific URL not sending thumbnails, it is just a problem with search engine image thumbnails in general. Also, this happens in every browser I try: Explorer, Firefox, Chrome. What could be the problem? Is it my computer, some setting somewhere, my router, my Internet provider (T-Online, Germany)? Has anyone ever had this problem and solved it?

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  • Can I turn a 2D image into something like a ribbon without 3D Tools?

    - by Michael Stum
    I have a picture that's very long and not very tall. I want to create a graphic like the one below, but with my picture as the "texture". Can Photoshop do something like that? I'd like to avoid to spin up a 3D Program because then I need to render it, get the image out of it and into Photoshop. They seem to have added 3D Functionality into CS5, I just never looked at it. Obvious question after that: What would the backside look like? Are there other applications that can do something like that in a simple way?

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  • Can I use nofollow for offsite links without it affecting my page rank?

    - by Jack
    What I have is a page with almost all offsite links. Each clicked link is forwarded on to the destination. What I would like the search engines to do is to index the text between the anchor tag and not follow the link itself. <a href="somelink">Index This Text Only</a> I've read several articles and they all seem to contradict themselves as to when to use nofollow. What's been happening over the past 2 months that the site has been live is that both Google and Bing are crawling the site as well as all the links on the site that it has been forwarded to. The search engines are now generating a lot of 404s for images and files that never existed on my site but rather seems to correlate to the site it was forwarded to. The search engines don't seem to honor the 302 header when forwarded. I would like to get a definitive answer on the nofollow tag as it relates to my situation. Can I use nofollow to stop the 404s and if so, will it affect my page ranking negatively?

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  • How to enable 3D acceleration under VMware workstation 8, Ubuntu 11.10 host, Ubuntu 11.10 guest

    - by Yan Zhou
    I saw there are similar questions, but I don't think they answer exactly my questions. Did anyone managed to get 3D acceleration work under VMWare workstation 8? I have VMware 8.01 installed on Ubuntu 11.10. The guest I am trying is also Ubuntu 11.10. I manually installed vmware-tools and it went well, except the X-config part was skipped as it said the distribution driver is used. The guest runs well but it seems fall back to 2D mode. Does any one has any idea how to enable 3D acceleration under VMWare workstaion with Linux guest?

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  • Unity 3D hangs after power blackout

    - by Yusuf
    Unity 3D was working just fine till we had a blackout in the area (I have not yet bought a UPS :(). I tried the solutions here, but it does not help. I tried issuing a unity --reset and it gives me this output: http://pastebin.com/UW83w5cG What seems to be important (to me) from that log is this part: (compiz:6510): GConf-CRITICAL **: gconf_client_add_dir: assertion `gconf_valid_key (dirname, NULL)' failed ERROR 2012-05-29 21:50:41 unity.launcher.trashlaunchericon TrashLauncherIcon.cpp:62 Could not create file monitor for trash uri: Operation not supported For the time being, I can use Unity-2D, but I would like the 3D to work as well. Can you please help? Edit: Output when issuing $ unity --replace: http://pastebin.com/sBCPbyrT (compiz:2811): GConf-CRITICAL **: gconf_client_add_dir: assertion `gconf_valid_key (dirname, NULL)' failed ERROR 2012-06-01 20:21:24 unity.launcher.trashlaunchericon TrashLauncherIcon.cpp:62 Could not create file monitor for trash uri: Operation not supported Initializing unityshell options...done WARN 2012-06-01 20:21:25 unity.screeneffectframebufferobject ScreenEffectFramebufferObject.cpp:167 unsupported internal format Segmentation fault (core dumped)

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