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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • Important Differences Between SEO and SEM

    Though both may be integral parts of the Search Engine cosmos, there still are huge differences between SEO and SEM in terms of features and the way in which they get implemented. Many have said that SEO India is a part or a division of SEM India. SEO envelopes factors such as meta tags, keywords and their density, titles and HTML coding where as SEM encompasses factors such as search engine submissions, directory submissions, paid inclusions and certain others.

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • What do I need to get a job with a major game company?

    - by MahanGM
    I've been recently working with DirectX and getting familiar with game engines, sub-systems and have done game development for the last 5 years. I have a real question for those whom have worked in larger game making companies before. How is it possible to get to into these big game creators such as Ubisoft, Infinity Ward or EA. I'm not a beginner in my field and I'm going to produce a real nice 2D platform with my team this year, which is the result of 5 years 2D game creation experience. I'm working with prepared engines such as Unity3D or Game Maker software and using .Net with C# to write many tools for our production and proceeding in my way but never had a real engine programming experience 'till now. I'm now reading good books around this topic but I wanted to know: Is it possible to become an employee in big game company by just reading books? I mean beside having an active mind and new ideas and being a solution solver.

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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  • Dominating Search Results With Local SEO

    Local Businesses are turning to local SEO services to obtain high placement with the major search engines. With tens of millions of websites currently online, dominant placement with the search engines is vital for online success. To obtain high placement within search engine results, you will need to deploy proven search engine optimization methods.

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  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

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  • What's the future of online gamedev. FLASH or UNITY?

    - by Cpucpu
    Currently, i develop for flash, not much ago i discovered unity, not yet played with it, but i have seen so far was cool. Here are my thoughts: Flash is more casual, start with cost less, in time and money. In unity you'd likely have to go more bussines-serious (real money). There are proven bussines models in flash, like adver-gaming, ads, micro-transactions. Have not seen much movement in this in Unity, too soon maybe. Flash is too heavy. By its nature(making games) Unity is way faster. Flash is 2d, doing something 3d with it turns weird and slow. Unity is natively 3d, not optimized for 2d though, it is likely feasible as well. I am overlooking the plug-in widespread, that gap will get closed over the time.

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  • 3D texture coordinates for a cube

    - by Roshan
    I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component 0-depth for each face. But that goes wrong. How to apply each layer to each face of the cube with target= GL_TEXTURE_3D? Lets assume i have 8 layers of 2D images in my 3D texture. I want all 8 layers to apply on each of the cube and not 1 layer on 1 face of the cube.

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  • Achieving a Strong SEO Rating

    SEO or Search Engine Optimization is a must if you are serious in having your website placed with the search engine, and with great results. There are important guidelines to be followed. It is really not that hard to understand even for beginners. For beginners the term optimization may sound somewhat difficult, when actually it is very doable.

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  • SSIS and StreamInsight Working Together.

    I have been thinking a lot recently about what it would be like to have StreamInsight and SSIS working together.  Well the CAT team have produced a paper on some of our options here. Here are some of my thoughts. There is of course a slight mismatch in their types of usage.  StreamInsight is an Event Stream processing engine capable of operating on new data in the sub second timeframe.  The engine allows you to do real time analytics and take decisions on events that have potentially only just happened.  SSIS on the other hand is a batch processing engine.  In general I do not like having to invoke the same package more than once every 90 seconds or so as it can start to get expensive.  Usually when doing batch processing we have an hour or longer of grace before we have to move data from A –> B. StreamInsight operates on streams of data.  Before anyone mentions it yes I know StreamInsight is equally adept at using the IEnumerable interface, but I would argue live streaming and real-time analytics is a primary goal of the product.  SSIS does not have an “Always On” button I do not like the idea of embedding StreamInsight inside SSIS using a transform particularly.  It means StreamInsight becomes a batch processing engine because it can only operate when the SSIS package is running and SSIS is in charge of when that happens. If I am to have StreamInsight within SSIS then I prefer to have StreamInsight on the adapters.  This way you can force the adapters to stay open and introduce events into your Pipeline.   SSIS has a much richer set of transforms out of the box than StreamInsight.  Although “Always On” was not a design goal of SSIS I have used it like this and it works just fine. SSIS being called from within StreamInsight, now that excites me.  see below   For a while now I have been thinking what it would be like to decouple the Data Flow task from the SSIS package and expose it as something with which you can interact.  Anything can instantiate this version of a DFT as it would expose one or more  input interfaces and one or more output interfaces.  I can imagine that this would be a big hit when moving to “The Cloud” as well.  I could see the Data Flow task maybe being hosted in Azure Appfabric or some such layer. StreamInsight would be able to take advantage of this as well.   I am interested to see where this goes and will be pressing for more meat around the subject when I visit Redmond soon.

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  • Major Steps of SEO

    In modern world, we find that web marketing is gaining an increased foothold potential. Every organization aims at increasing the number of customers through online promotion and advertising. It can be achieved through higher ranking of the websites in the search engine. The websites which rank high in the search engine will definitely get a good number of visits by the searchers than the other sources.

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  • How to optimize collision detection

    - by Niklas
    I am developing a 2D Java Game with LibGDX. This is what it kinda looks like (simplified): The big black circle is the player, which you can move by tilting the smartphone. The red circles and blue rectangles are enemies, which will move from the right of the screen to the left. The player has to avoid crashing into them. Right now I am checking in the Game Loop every enemy against the player, whether they collide or not. This seems kinda inefficient to me, but I don't know how to improve it. I have tried the Quadtree approach, but it did not really work. The player could easily glitch through enemies and the collision was not detected. Unfortunately, I have destroyed the Quadtree implementation. I used this [tutorial/blog] as my Quadtree implementation(http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374).

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  • How can I pass an array of floats to the fragment shader using textures?

    - by James
    I want to map out a 2D array of depth elements for the fragment shader to use to check depth against to create shadows. I want to be able to copy a float array into the GPU, but using large uniform arrays causes segfaults in openGL so that is not an option. I tried texturing but the best i got was to use GL_DEPTH_COMPONENT glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_FLOAT, smap); Which doesn't work because that stores depth components (0.0 - 1.0) which I don't want because I have no idea how to calculate them using the depth value produced by the light sources MVP matrix multiplied by the coordinate of each vertex. Is there any way to store and access large 2D arrays of floats in openGL?

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  • Unable to change the launcher icon size

    - by takeshin
    After upgrading to 11.10 I can't change the launcher icon size to smaller. I've tried to change it using ccsm, like described in How can I configure Unity, but the changes take no effects (restarted, tried sudo - still big icons). In the previous version of Ubuntu this solution worked. How can I change the icon size? (BTW, how can I know which Unity (2D vd 3D) I'm running and switch between?). Edit: Looks like I'm using Unity 2D and have some problems with graphics: me@my-laptop ~ $ /usr/lib/nux/unity_support_test -p Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Error: unable to create the OpenGL context Edit 2 me@my-laptop ~ $ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 01:00.0 VGA compatible controller: nVidia Corporation GT218 [GeForce 310M] (rev a2)

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  • Python or HTML5/JS for game development on 2014 [on hold]

    - by AlexKvazos
    So I've decided to give game development a go. I have experience on php/html/css/sql/js(jquery) so learning a new language shouldn't be as hard. I was reading that python and javascript are both nice for simple 2d non-intensive games. I found that python has this library/engine called PyGame but I realized that it was last updated 4 years ago. People still use this? And for javascript, I found libraries like 'pixi.js', 'melon.js' and 'cocos2d'. My goal is to make 2D games that would require the same performance as terraria, realm of the mad god, castle crashers.. and all those types of games. Taking into consideration, that I do want an updated library, what language of this two would be best to choose and what library to grab for it? Thanks in advance, sorry if question is broad. Let me know and I can edit to add more.

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  • White Hat Plus Black Hat Equals Grey Hat SEO

    SEO or search engine optimization is one of the many popular Internet marketing techniques used today. Part of its popularity lies with its techniques. Unlike SEM or search engine marketing which dea... [Author: Margarette Mcbride - Web Design and Development - May 03, 2010]

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  • 3d environments and managing them on iOS

    - by alJaree
    I would like to start learning 3d game development and currently only develop 2d games. A few basic questions I am interested in are: What is used to create the 3d environments? Are they all done in e.g. Maya, Lightwave, 3d modeling software? What is the output format for these models and how are they manipulated in iOS? Is it all done using openGL(GL ES on iOS)? e.g a monster needs to be spawned in the game world. What coordinates are used? Are the concepts the same as 2d in terms of collision on the coordinates and movement on the coordinates of the game world? How are 3d games managed in iOS on the low available memory. (e.g. FPS games) Lastly, Can someone please recommend a good book that is up to date and can be applied to todays techniques. Thanks

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  • Get Free Backlinks

    Having a good ranking from Google or Yahoo, or any other search engine is the key of online business. No matter how good is the product that you are selling online, nobody will buy it if it can not be found on the Internet. Search engine optimization helps you to increase the coefficient of ratings and the backlinks have an important role.

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  • Online SEO Tool to Analyze Your Website

    Learning search engine optimization can be difficult without some sort of SEO tool to help decipher in which direction your marketing efforts are headed. Though there are, in fact, many online SEO tools that can help with your internet marketing campaign, perhaps the most beneficial is an SEO tool that analyzes your entire website. This type of tool, usually offered free of charge, acts in a similar way to search engine crawlers.

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  • GLSL Shader Effects: How to do motion blur, etc?

    - by DevilWithin
    I am not sure how right it is to ask this question, but still here it goes. I have a full 2D environment, with sprites going around as landscape, characters, etc And to make it more state-of-art looking, i want to implement a motion blur effect, similar to modern FPS's (i.e. crysis) blur when moving fast the camera. In a sidescroller, the desired effect is having this slight blur appearing to give the idea of fast movement, when the camera is moving. If anyone could give me some tips on doing this, im assuming in a pixel shader, i'd be grate. Also, if anyone has other good tips on cool pixel shader effects for 2D games it would be awesome, like some stylizing post fx, such as previous Prince of Persia illustrative style. Thanks

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  • SEO-ing Your Website

    What is SEO? The abbreviation SEO stands for Search Engine Optimization. It is the process of improving the volume of traffic to a web site via search engines through relevant keywords. The more traffic a website gets, the higher his ranking will be in search engine results. This is essentially SEO promotion and it is used by many webmasters today.

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  • The Benefits of Doing Proper Keyword Research

    First of all, let's get one thing straight: keyword research is the hands down the absolute base for any marketing or search engine optimization campaign. You can't get absolutely anything done without doing proper keyword research first. The simple reason behind this fact is that you will be needing the results provided by keyword services for everything from the actual content of your website, to future search engine optimization campaigns, pay per click campaigns, and so on.

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  • Effective SEO Guidelines

    Search Engine Optimization should always be implemented with your customers and visitors in mind. They are the main consumers of your content and they are using the search engines to find your work. In the end it is all about presenting your website in such a way that it becomes visible on the search engine result pages.

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