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  • Getting into game/game engine programming

    - by Darkslash
    So I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have openGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesnt teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? Im sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • What are the pros/cons of using a 3d engine for 2d games?

    - by mrohlf
    What pros or cons should a beginner be aware of when deciding between a 2d game engine (like Slick2D/Flixel/FlashPunk) and a 3d engine (like Unity) for 2d game development? I am just getting started in indie game development, though I have dabbled a bit with Game Maker, Flash, and XNA in the past. I've heard a lot of positive things about Unity, and its cross-platform nature makes it appealing, but as I understand, it's a 3d engine at its core. For a strictly 2d game, are there any compelling reasons to work with a 3d engine like Unity? Or would it just add unneeded complexity to my initial learning experience?

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  • Solaris X86 AESNI OpenSSL Engine

    - by danx
    Solaris X86 AESNI OpenSSL Engine Cryptography is a major component of secure e-commerce. Since cryptography is compute intensive and adds a significant load to applications, such as SSL web servers (https), crypto performance is an important factor. Providing accelerated crypto hardware greatly helps these applications and will help lead to a wider adoption of cryptography, and lower cost, in e-commerce and other applications. The Intel Westmere microprocessor has six new instructions to acclerate AES encryption. They are called "AESNI" for "AES New Instructions". These are unprivileged instructions, so no "root", other elevated access, or context switch is required to execute these instructions. These instructions are used in a new built-in OpenSSL 1.0 engine available in Solaris 11, the aesni engine. Previous Work Previously, AESNI instructions were introduced into the Solaris x86 kernel and libraries. That is, the "aes" kernel module (used by IPsec and other kernel modules) and the Solaris pkcs11 library (for user applications). These are available in Solaris 10 10/09 (update 8) and above, and Solaris 11. The work here is to add the aesni engine to OpenSSL. X86 AESNI Instructions Intel's Xeon 5600 is one of the processors that support AESNI. This processor is used in the Sun Fire X4170 M2 As mentioned above, six new instructions acclerate AES encryption in processor silicon. The new instructions are: aesenc performs one round of AES encryption. One encryption round is composed of these steps: substitute bytes, shift rows, mix columns, and xor the round key. aesenclast performs the final encryption round, which is the same as above, except omitting the mix columns (which is only needed for the next encryption round). aesdec performs one round of AES decryption aesdeclast performs the final AES decryption round aeskeygenassist Helps expand the user-provided key into a "key schedule" of keys, one per round aesimc performs an "inverse mixed columns" operation to convert the encryption key schedule into a decryption key schedule pclmulqdq Not a AESNI instruction, but performs "carryless multiply" operations to acclerate AES GCM mode. Since the AESNI instructions are implemented in hardware, they take a constant number of cycles and are not vulnerable to side-channel timing attacks that attempt to discern some bits of data from the time taken to encrypt or decrypt the data. Solaris x86 and OpenSSL Software Optimizations Having X86 AESNI hardware crypto instructions is all well and good, but how do we access it? The software is available with Solaris 11 and is used automatically if you are running Solaris x86 on a AESNI-capable processor. AESNI is used internally in the kernel through kernel crypto modules and is available in user space through the PKCS#11 library. For OpenSSL on Solaris 11, AESNI crypto is available directly with a new built-in OpenSSL 1.0 engine, called the "aesni engine." This is in lieu of the extra overhead of going through the Solaris OpenSSL pkcs11 engine, which accesses Solaris crypto and digest operations. Instead, AESNI assembly is included directly in the new aesni engine. Instead of including the aesni engine in a separate library in /lib/openssl/engines/, the aesni engine is "built-in", meaning it is included directly in OpenSSL's libcrypto.so.1.0.0 library. This reduces overhead and the need to manually specify the aesni engine. Since the engine is built-in (that is, in libcrypto.so.1.0.0), the openssl -engine command line flag or API call is not needed to access the engine—the aesni engine is used automatically on AESNI hardware. Ciphers and Digests supported by OpenSSL aesni engine The Openssl aesni engine auto-detects if it's running on AESNI hardware and uses AESNI encryption instructions for these ciphers: AES-128-CBC, AES-192-CBC, AES-256-CBC, AES-128-CFB128, AES-192-CFB128, AES-256-CFB128, AES-128-CTR, AES-192-CTR, AES-256-CTR, AES-128-ECB, AES-192-ECB, AES-256-ECB, AES-128-OFB, AES-192-OFB, and AES-256-OFB. Implementation of the OpenSSL aesni engine The AESNI assembly language routines are not a part of the regular Openssl 1.0.0 release. AESNI is a part of the "HEAD" ("development" or "unstable") branch of OpenSSL, for future release. But AESNI is also available as a separate patch provided by Intel to the OpenSSL project for OpenSSL 1.0.0. A minimal amount of "glue" code in the aesni engine works between the OpenSSL libcrypto.so.1.0.0 library and the assembly functions. The aesni engine code is separate from the base OpenSSL code and requires patching only a few source files to use it. That means OpenSSL can be more easily updated to future versions without losing the performance from the built-in aesni engine. OpenSSL aesni engine Performance Here's some graphs of aesni engine performance I measured by running openssl speed -evp $algorithm where $algorithm is aes-128-cbc, aes-192-cbc, and aes-256-cbc. These are using the 64-bit version of openssl on the same AESNI hardware, a Sun Fire X4170 M2 with a Intel Xeon E5620 @2.40GHz, running Solaris 11 FCS. "Before" is openssl without the aesni engine and "after" is openssl with the aesni engine. The numbers are MBytes/second. OpenSSL aesni engine performance on Sun Fire X4170 M2 (Xeon E5620 @2.40GHz) (Higher is better; "before"=OpenSSL on AESNI without AESNI engine software, "after"=OpenSSL AESNI engine) As you can see the speedup is dramatic for all 3 key lengths and for data sizes from 16 bytes to 8 Kbytes—AESNI is about 7.5-8x faster over hand-coded amd64 assembly (without aesni instructions). Verifying the OpenSSL aesni engine is present The easiest way to determine if you are running the aesni engine is to type "openssl engine" on the command line. No configuration, API, or command line options are needed to use the OpenSSL aesni engine. If you are running on Intel AESNI hardware with Solaris 11 FCS, you'll see this output indicating you are using the aesni engine: intel-westmere $ openssl engine (aesni) Intel AES-NI engine (no-aesni) (dynamic) Dynamic engine loading support (pkcs11) PKCS #11 engine support If you are running on Intel without AESNI hardware you'll see this output indicating the hardware can't support the aesni engine: intel-nehalem $ openssl engine (aesni) Intel AES-NI engine (no-aesni) (dynamic) Dynamic engine loading support (pkcs11) PKCS #11 engine support For Solaris on SPARC or older Solaris OpenSSL software, you won't see any aesni engine line at all. Third-party OpenSSL software (built yourself or from outside Oracle) will not have the aesni engine either. Solaris 11 FCS comes with OpenSSL version 1.0.0e. The output of typing "openssl version" should be "OpenSSL 1.0.0e 6 Sep 2011". 64- and 32-bit OpenSSL OpenSSL comes in both 32- and 64-bit binaries. 64-bit executable is now the default, at /usr/bin/openssl, and OpenSSL 64-bit libraries at /lib/amd64/libcrypto.so.1.0.0 and libssl.so.1.0.0 The 32-bit executable is at /usr/bin/i86/openssl and the libraries are at /lib/libcrytpo.so.1.0.0 and libssl.so.1.0.0. Availability The OpenSSL AESNI engine is available in Solaris 11 x86 for both the 64- and 32-bit versions of OpenSSL. It is not available with Solaris 10. You must have a processor that supports AESNI instructions, otherwise OpenSSL will fallback to the older, slower AES implementation without AESNI. Processors that support AESNI include most Westmere and Sandy Bridge class processor architectures. Some low-end processors (such as for mobile/laptop platforms) do not support AESNI. The easiest way to determine if the processor supports AESNI is with the isainfo -v command—look for "amd64" and "aes" in the output: $ isainfo -v 64-bit amd64 applications pclmulqdq aes sse4.2 sse4.1 ssse3 popcnt tscp ahf cx16 sse3 sse2 sse fxsr mmx cmov amd_sysc cx8 tsc fpu Conclusion The Solaris 11 OpenSSL aesni engine provides easy access to powerful Intel AESNI hardware cryptography, in addition to Solaris userland PKCS#11 libraries and Solaris crypto kernel modules.

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  • Solaris X86 AESNI OpenSSL Engine

    - by danx
    Solaris X86 AESNI OpenSSL Engine Cryptography is a major component of secure e-commerce. Since cryptography is compute intensive and adds a significant load to applications, such as SSL web servers (https), crypto performance is an important factor. Providing accelerated crypto hardware greatly helps these applications and will help lead to a wider adoption of cryptography, and lower cost, in e-commerce and other applications. The Intel Westmere microprocessor has six new instructions to acclerate AES encryption. They are called "AESNI" for "AES New Instructions". These are unprivileged instructions, so no "root", other elevated access, or context switch is required to execute these instructions. These instructions are used in a new built-in OpenSSL 1.0 engine available in Solaris 11, the aesni engine. Previous Work Previously, AESNI instructions were introduced into the Solaris x86 kernel and libraries. That is, the "aes" kernel module (used by IPsec and other kernel modules) and the Solaris pkcs11 library (for user applications). These are available in Solaris 10 10/09 (update 8) and above, and Solaris 11. The work here is to add the aesni engine to OpenSSL. X86 AESNI Instructions Intel's Xeon 5600 is one of the processors that support AESNI. This processor is used in the Sun Fire X4170 M2 As mentioned above, six new instructions acclerate AES encryption in processor silicon. The new instructions are: aesenc performs one round of AES encryption. One encryption round is composed of these steps: substitute bytes, shift rows, mix columns, and xor the round key. aesenclast performs the final encryption round, which is the same as above, except omitting the mix columns (which is only needed for the next encryption round). aesdec performs one round of AES decryption aesdeclast performs the final AES decryption round aeskeygenassist Helps expand the user-provided key into a "key schedule" of keys, one per round aesimc performs an "inverse mixed columns" operation to convert the encryption key schedule into a decryption key schedule pclmulqdq Not a AESNI instruction, but performs "carryless multiply" operations to acclerate AES GCM mode. Since the AESNI instructions are implemented in hardware, they take a constant number of cycles and are not vulnerable to side-channel timing attacks that attempt to discern some bits of data from the time taken to encrypt or decrypt the data. Solaris x86 and OpenSSL Software Optimizations Having X86 AESNI hardware crypto instructions is all well and good, but how do we access it? The software is available with Solaris 11 and is used automatically if you are running Solaris x86 on a AESNI-capable processor. AESNI is used internally in the kernel through kernel crypto modules and is available in user space through the PKCS#11 library. For OpenSSL on Solaris 11, AESNI crypto is available directly with a new built-in OpenSSL 1.0 engine, called the "aesni engine." This is in lieu of the extra overhead of going through the Solaris OpenSSL pkcs11 engine, which accesses Solaris crypto and digest operations. Instead, AESNI assembly is included directly in the new aesni engine. Instead of including the aesni engine in a separate library in /lib/openssl/engines/, the aesni engine is "built-in", meaning it is included directly in OpenSSL's libcrypto.so.1.0.0 library. This reduces overhead and the need to manually specify the aesni engine. Since the engine is built-in (that is, in libcrypto.so.1.0.0), the openssl -engine command line flag or API call is not needed to access the engine—the aesni engine is used automatically on AESNI hardware. Ciphers and Digests supported by OpenSSL aesni engine The Openssl aesni engine auto-detects if it's running on AESNI hardware and uses AESNI encryption instructions for these ciphers: AES-128-CBC, AES-192-CBC, AES-256-CBC, AES-128-CFB128, AES-192-CFB128, AES-256-CFB128, AES-128-CTR, AES-192-CTR, AES-256-CTR, AES-128-ECB, AES-192-ECB, AES-256-ECB, AES-128-OFB, AES-192-OFB, and AES-256-OFB. Implementation of the OpenSSL aesni engine The AESNI assembly language routines are not a part of the regular Openssl 1.0.0 release. AESNI is a part of the "HEAD" ("development" or "unstable") branch of OpenSSL, for future release. But AESNI is also available as a separate patch provided by Intel to the OpenSSL project for OpenSSL 1.0.0. A minimal amount of "glue" code in the aesni engine works between the OpenSSL libcrypto.so.1.0.0 library and the assembly functions. The aesni engine code is separate from the base OpenSSL code and requires patching only a few source files to use it. That means OpenSSL can be more easily updated to future versions without losing the performance from the built-in aesni engine. OpenSSL aesni engine Performance Here's some graphs of aesni engine performance I measured by running openssl speed -evp $algorithm where $algorithm is aes-128-cbc, aes-192-cbc, and aes-256-cbc. These are using the 64-bit version of openssl on the same AESNI hardware, a Sun Fire X4170 M2 with a Intel Xeon E5620 @2.40GHz, running Solaris 11 FCS. "Before" is openssl without the aesni engine and "after" is openssl with the aesni engine. The numbers are MBytes/second. OpenSSL aesni engine performance on Sun Fire X4170 M2 (Xeon E5620 @2.40GHz) (Higher is better; "before"=OpenSSL on AESNI without AESNI engine software, "after"=OpenSSL AESNI engine) As you can see the speedup is dramatic for all 3 key lengths and for data sizes from 16 bytes to 8 Kbytes—AESNI is about 7.5-8x faster over hand-coded amd64 assembly (without aesni instructions). Verifying the OpenSSL aesni engine is present The easiest way to determine if you are running the aesni engine is to type "openssl engine" on the command line. No configuration, API, or command line options are needed to use the OpenSSL aesni engine. If you are running on Intel AESNI hardware with Solaris 11 FCS, you'll see this output indicating you are using the aesni engine: intel-westmere $ openssl engine (aesni) Intel AES-NI engine (no-aesni) (dynamic) Dynamic engine loading support (pkcs11) PKCS #11 engine support If you are running on Intel without AESNI hardware you'll see this output indicating the hardware can't support the aesni engine: intel-nehalem $ openssl engine (aesni) Intel AES-NI engine (no-aesni) (dynamic) Dynamic engine loading support (pkcs11) PKCS #11 engine support For Solaris on SPARC or older Solaris OpenSSL software, you won't see any aesni engine line at all. Third-party OpenSSL software (built yourself or from outside Oracle) will not have the aesni engine either. Solaris 11 FCS comes with OpenSSL version 1.0.0e. The output of typing "openssl version" should be "OpenSSL 1.0.0e 6 Sep 2011". 64- and 32-bit OpenSSL OpenSSL comes in both 32- and 64-bit binaries. 64-bit executable is now the default, at /usr/bin/openssl, and OpenSSL 64-bit libraries at /lib/amd64/libcrypto.so.1.0.0 and libssl.so.1.0.0 The 32-bit executable is at /usr/bin/i86/openssl and the libraries are at /lib/libcrytpo.so.1.0.0 and libssl.so.1.0.0. Availability The OpenSSL AESNI engine is available in Solaris 11 x86 for both the 64- and 32-bit versions of OpenSSL. It is not available with Solaris 10. You must have a processor that supports AESNI instructions, otherwise OpenSSL will fallback to the older, slower AES implementation without AESNI. Processors that support AESNI include most Westmere and Sandy Bridge class processor architectures. Some low-end processors (such as for mobile/laptop platforms) do not support AESNI. The easiest way to determine if the processor supports AESNI is with the isainfo -v command—look for "amd64" and "aes" in the output: $ isainfo -v 64-bit amd64 applications pclmulqdq aes sse4.2 sse4.1 ssse3 popcnt tscp ahf cx16 sse3 sse2 sse fxsr mmx cmov amd_sysc cx8 tsc fpu Conclusion The Solaris 11 OpenSSL aesni engine provides easy access to powerful Intel AESNI hardware cryptography, in addition to Solaris userland PKCS#11 libraries and Solaris crypto kernel modules.

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  • 2D animations frames vs 3D animation for small indie project: timing considerations

    - by mm24
    pretty lame question but was wondering.. I am developing a 2D game using Cocos2D for iOS. The art work till now is all 2D (is a shooter game) but some of the characters would benefit of complex animations (eg. 20 frames). I feel a bit stupid because I came across only now that there is the chance to do 3D to 2D frames exporting and then to use them in Cocos2D. The thing that put me off on 3D gaming at first was that it takes more than one person in a team to do so properly (Illustrator, 3D modeller, 3D animator and programmer). Now I feel a bit stupid because having a 3D model I could do and modify the poses whenever I wanted (I should ask to the 3D animator which I guess would be time expensive). Instead now is me and two illustrators (as I require many frames per character). Is my impression that it would have been much longer right or not? Are there any other project management considerations that can be done on this? Sorry if for some this might be trivial but is my first "indie game developer experience".

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • Why did the old 3D games have "jittery" graphics?

    - by dreta
    I've been playing MediEvil lately and it got me wondering, what causes some of the old 3D games have "flowing" graphics when moving? It's present in games like Final Fantasy VII, MediEvil, i remember Dungeon Keeper 2 having the same thing in zoom mode, however f.e. Quake 2 didn't have this "issue" and it's just as old. The resolution doesn't seem to be the problem, everything is rendered perfectly fine when you stand still. So is the game refreshing slowly or it's something to do with buffering?

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  • Is there a standard way to store 3D meshes to easily communicate between libraries?

    - by awiebe
    In a 3D game lots of different systems need to know about geometry data, however the only way they seem to be able to agree to on in representing it by an array of triangles. Can anyone recommend a good geometry manipulation library that will allow me to easily integrate the drawing library(OpenGL), the physics engine(Bullet), Serialization(Several 3D file formats) and my own code(objective-c++). Focus on the a representation between the drawing library and the physics engine. Also if the library can triangulate a mesh definition that would be very helpful. My code can work around what exists already.

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  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

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  • What's the standard location of a 3D clipping box?

    - by Kendall Frey
    The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's a cube. This cube makes the clipping math easier than a frustum would. My question is, what's the 'standard' location/size for this clipping box? I can think of 3 possibilities: (0,0,0)-(1,1,1), (-0.5,-0.5,-0.5)-(0.5,0.5,0.5), (-1,-1,-1)-(1,1,1) Or is there no standard?

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  • Game engine like Unity 3D that allow me to use .NET code

    - by Pking
    I've been looking at Unity 3D for developing a 3D PC game and I really like the scene editor and how it simplifies the process of constructing 3D scenes, managing assets, animations, transitions etc. However, I don't want to restrict myself to using the Unity 3D scripts for handling every bit of game logic in the game. E.g. If I want to construct a RPG dialogue system I don't want to do it with unity 3d scripts - I'd like to use C#/.net. Also, I might want to use e.g. windows azure and sql azure as backend, and use 3rd party .net libraries such as reactive-extensions etc. Is there a .net engine out there that helps me with asset loading, animations, physics, transitions, etc. with a scene editor, but allow me to plug it into a visual studio .net project? Thanks

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • Print Your Favorite Video Game Character in 3D

    - by Jason Fitzpatrick
    Beloved video game characters of yesterday are perfect candidates for 3D printing with their simple and block-based sprite shapes. Read on to learn more about the process and mathematics of turning 2D sprites into 3D models. Courtesy of Mikola Lysenko, a computer scientist and mechanical engineer, we’re treated to not just a tutorial on how to create a 3D shape from a 2D seed image, but the mathematics behind figuring out exactly what that 2D sprite should look like if stretched out into three dimensions. Hit up the link below for his tour of techniques including multiview stereo reconstruction and space carving (and why he went with one technique over the other)–the explanation of his process is just as interesting as the cool results it yields. Turning 8-Bit Sprites into Printable 3D Models [via Hack A Day] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Roll Your Own Passive 3D Movie System with Dual Projectors

    - by Jason Fitzpatrick
    If you’d like to enjoy 3D movies with passive polarized glasses for less than $50,000 (the average price of a passive 3D projector), this DIY setup brings the price down to a more accessible level. Courtesy of 3D movie and theater enthusiast Jahun, this guide details how you can achieve passive 3D projection using two radically less expensive projectors, cheap polarized filters, and some software. The project won’t be free-as-in-beer but with some careful shopping the bill will ring up at the thousands instead of tens-of-thousands of dollars. Hit up the link below to see how he pulled off miming a $50,000 projector for less than a tenth the cost. Passive Projection [via Hack A Day] How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • OpenGL and gluUnProject, 3d object following mouse

    - by Robert
    i have a 3d object and i want him to "follow" my mouse position, so i use gluUnProject function to convert screen coordinates to 3d world coordinates and i translate this object with the new coordinates. Its working but i have a problem, my object can follow my mouse but he is moving extremely fast, when i move my mouse a little bit(something like 2 pixels), its moving extremly fast in the 3d world. I want something like that : http://www.youtube.com/watch?v=90zS8SVUAIY (red circle following mouse). Thanks for your help.

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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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  • 3d point cloud reconstruction using in c++

    - by techie_db
    I've got a project which involves 3D reconstruction if point clouds from a 3D scanner. Being relatively new to the computer vision field I'm in the dark. The objective of the project is to implement this 3D reconstruction in C/C++ without using Matlab so that it can be further integrated with the ROS (for robots). Can anyone guide me with this issue so that I get enough idea regarding how to approach the problem?

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  • Where should i organize my matrices in a 3D Game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine(and hopefully a game with it) within the next upcoming years. My first task was writing a camera class for the engine to use in order to add cameras to the scene, position and follow points in the scene. The problem i have is with using matrices for transformations in the class, should i keep matrices separate to each class? such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but i wanted to hear some input form a more professional standpoint.

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  • Communication btwn active 3d glasses and source(s)?

    - by selfmade.exe
    I know that 3d active shutter glasses work with infared or radio (radio = only bluetooth?). I know that both of them are harmfull but, with either of them, does only one signal get send, to just syncronize glasses with monitor, or the trnasmitter and glasses communicate the whole tiime? An infared/bluetooth transimition for a second(s) is tottaly acceptable, no complain at all, unless the transimition is the whole time.

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  • How should I organize my matrices in a 3D game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points. The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

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  • WPF 3D - converting from Point2D to Point3D and back again

    - by DanM
    I'm new to WPF 3D, so I may just be missing something obvious, but how would I go about converting from a 2D coordinate to a 3D coordinate and back again? I'd like the 2D coordinate to be the location measured from the upper-left corner of Viewport3D and the 3D coordinate to be the location relative to the origin (0, 0, 0) of the 3D world. The conversion functions should have these signatures: public Point3D Point2DAndWorldZToPoint3D(Point2D point2D, double worldZ) // usually I want to know where a 2D point will be on the ground plane // so worldZ will usually be zero (but not always) public Point2D Point3DToPoint2D(Point3D point3D) I found this related question, but it only addresses conversion from 3D to 2D (not the reverse), and I'm not sure if the answers are up-to-date. Note, I'm currently using .NET 3.5, but if there are improvements in .NET 4.0 that would help me, please let me know.

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  • In Email, Image (img) Source (src) Tags are rewritten as relative links. How to fix?

    - by Noah Goodrich
    I'm working on sending out an html based email, and every time it sends the image src tags and some of the anchor href tags are modified to be relative url's. Update 2: This is happening between when the body of the email is generated and sent and when it arrives in my inbox. Update: I am using Postfix on a LAMPP server. In addition, I am using Zend_Mail to send the emails out. For example, I have a link: src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/header.jpg" And it gets rewritten as: src="../../../../images/email/highpoint_2009_04/header.jpg" What can cause this to occur and how is it corrected? Email headers: Return-Path: <[email protected]> X-Original-To: [email protected] Delivered-To: [email protected] Received: by mail.example.com (Postfix, from userid 0) id 6BF012252; Tue, 14 Apr 2009 12:15:20 -0600 (MDT) To: Gabriel <[email protected]> Subject: Free Map to Sales Success From: Somebody <[email protected]> Date: Tue, 14 Apr 2009 12:15:20 -0600 Content-Type: text/html; charset="utf-8" Content-Transfer-Encoding: multipart/related Content-Disposition: inline Message-Id: <[email protected]> Original content to be sent out: <table align="center" border="0" cellpadding="0" cellspacing="0" width="600"> <tbody> <tr> <td valign="top"> <a href="http://www.furnituretrainingcompany.com"> <img moz-do-not-send="true" alt="The Furniture Training Company - Know More. Sell More." src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/header.jpg" border="0" height="123" width="600"> </a> </td> </tr> </tbody> </table> <table align="center" border="0" cellpadding="0" cellspacing="0" width="600"> <tbody> <tr> <td valign="top"><img alt="Visit us at High Point to receive your free training poster" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/hero.jpg" moz-do-not-send="true" height="150" width="600"><br> </td> </tr> </tbody> </table> <table align="center" border="0" cellpadding="0" cellspacing="0" width="600"> <tbody> <tr> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_content_left.jpg" moz-do-not-send="true" height="30" width="30"><br> </td> <td bgcolor="#ffffff" valign="top"><font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" color="#000000" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><big><small><big><b>See you at Market</b></big><br> </small></big></big></big></big></font> <font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" color="#000000" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><big><small><br> </small></big></big></big></big></font><small><font face="Helvetica, Arial, sans-serif">Visit our space to get your free Map to Sales Success poster! This unique 24 X 36 color poster is your guide to developing high volume salespeople with larger tickets. Find us in the new NHFA Retailer Resource Center located in the Plaza. <br> <br> Don&#8217;t miss Mark Lacy&#8217;s entertaining seminar "Help Wanted! My Sales Associates Can&#8217;t Sell Water to a Thirsty Camel." He&#8217;ll reveal powerful secrets for turning sales associates into furniture experts that will sell. See him Saturday, April 25th at 11:30 AM in the seminar room of the new NHFA Retail Resource Center in the Plaza. <br> <br> Stop by our space to learn how our ingenious internet-delivered training courses are easy to use, guaranteed to work, and cheaper than the daily donuts. Over 95% report increased sales. <br> <br> Plan to see us at High Point. </font></small> <font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" color="#000000" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><big><small><small><br> <br> <br> <br> </small></small></big></big></big></big></font><small><font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" color="#000000" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><small> </small></big></big></big></font></small> <a href="http://www.furnituretrainingcompany.com/map"><img alt="Find out more" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/image_content_left.jpg" moz-do-not-send="true" border="0" height="67" width="326"></a><br> <br> </td> <td bgcolor="#ffffff" valign="top"> <img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_content_middle.jpg" moz-do-not-send="true" height="28" width="28"><br> </td> <td bgcolor="#ffffff" valign="top"><img alt="Roadmap to Sales Success poster" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/image_content_right.jpg" moz-do-not-send="true" height="267" width="186"><br> <font face="Helvetica, Arial, sans-serif"><small><font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" color="#000000" size="1"><big><big><big><small><b>Road Map to Sales Success<br> </b><br> </small></big></big></big></font>This beautiful poster is yours free for simply stopping by and visiting with us at High Point. <span class="moz-txt-slash">Our space is located inside the </span>new NHFA Retailer Resource Center in the Plaza Suites, 222 South Main St, 1st Floor. We will be at market from Sat April 25th until Thur April 30th. </small></font><br> </td> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_content_right.jpg" moz-do-not-send="true" height="30" width="30"><br> <br> </td> </tr> </tbody> </table> <table align="center" border="0" cellpadding="0" cellspacing="0" width="600"> <tbody> <tr> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/disclaimer_divider.jpg" moz-do-not-send="true" height="25" width="600"><br> </td> </tr> </tbody> </table> <table align="center" border="0" cellpadding="0" cellspacing="0" width="600"> <tbody> <tr> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_disclaimer_left.jpg" moz-do-not-send="true"></td> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_disclaimer_middle.jpg" moz-do-not-send="true"><br> <font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" color="#666666" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><big><small><small><small>If you are not attending the High Point market in April but would still like to receive a free Road Map to Sales Success poster visit us on the web at <u><a moz-do-not-send="true" class="moz-txt-link-abbreviated" href="http://www.furnituretrainingcompany.com">www.furnituretrainingcompany.com</a></u>, or to speak with a Furniture Training Company representative, call toll free (866) 755-5996. We do not offer free shipping outside of the U.S. and Canada. Retailers outside of the U.S. and Canada may call for more information. Limit one free Road Map to Sales Success per company. Other copies of the poster may be purchased on our web site.<br> <br> </small></small></small></big></big></big></big></font> <font color="#666666"><small><font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><small><small>We hope you found this message to be useful. However, if you'd rather not receive future emails of this sort from The Furniture Training Company, please <a moz-do-not-send="true" href="http://www.furnituretraining.com/contact">click here to unsubscribe</a>.<br> <br> </small></small></big></big></big></font></small><small><font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><small><small>&copy;Copyright 2009 The Furniture Training Company.<br> 1770 North Research Park Way, <br> North Logan, UT 84341. <br> All Rights Reserved.</small></small></big></big></big></font></small></font><br> </td> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_disclaimer_right.jpg" moz-do-not-send="true"></td> </tr> </tbody> </table> <table align="center" border="0" cellpadding="0" cellspacing="0" width="600"> <tbody> <tr> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/footer.jpg" moz-do-not-send="true"> </td> </tr> </tbody> </table> <br> <br> Content that gets sent: <table border=3D"0" cellspacing=3D"0" cellpadding=3D"0" width=3D"600" al= ign=3D"center">=0D=0A<tbody>=0D=0A<tr>=0D=0A<td valign=3D"top"><a href= =3D"http://www.furnituretrainingcompany.com"> <img src=3D"http://www.fur= nituretrainingcompany.com/images/email/highpoint_2009_04/header.jpg" bor= der=3D"0" alt=3D"The Furniture Training Company - Know More. Sell More."= width=3D"600" height=3D"123" /> </a></td>=0D=0A</tr>=0D=0A</tbody>=0D= =0A</table>=0D=0A<table border=3D"0" cellspacing=3D"0" cellpadding=3D"0"= width=3D"600" align=3D"center">=0D=0A<tbody>=0D=0A<tr>=0D=0A<td valign= =3D"top"><img src=3D"http://www.furnituretrainingcompany.com/images/emai= l/highpoint_2009_04/hero.jpg" alt=3D"Visit us at High Point to receive y= our free training poster" width=3D"600" height=3D"150" /><br /></td>=0D= =0A</tr>=0D=0A</tbody>=0D=0A</table>=0D=0A<table border=3D"0" cellspacin= g=3D"0" cellpadding=3D"0" width=3D"600" align=3D"center">=0D=0A<tbody>= =0D=0A<tr>=0D=0A<td valign=3D"top" bgcolor=3D"#ffffff"><img src=3D"http:= //www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer= _content_left.jpg" alt=3D"" width=3D"30" height=3D"30" /><br /></td>=0D= =0A<td valign=3D"top" bgcolor=3D"#ffffff"><span style=3D"font-size: xx-s= mall; font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000;">= <big><big><big><big><small><big><strong>See you at Market</strong></big>= <br /> </small></big></big></big></big></span> <span style=3D"font-size:= xx-small; font-family: Verdana,Arial,Helvetica,sans-serif; color: #0000= 00;"><big><big><big><big><small><br /> </small></big></big></big></big><= /span><small><span style=3D"font-family: Helvetica,Arial,sans-serif;">Vi= sit our space to get your free Map to Sales Success poster! This unique= 24 X 36 color poster is your guide to developing high volume salespeopl= e with larger tickets. Find us in the new NHFA Retailer Resource Center= located in the Plaza. <br /> <br /> Don&rsquo;t miss Mark Lacy&rsquo;s= entertaining seminar "Help Wanted! My Sales Associates Can&rsquo;t Sell= Water to a Thirsty Camel." He&rsquo;ll reveal powerful secrets for turn= ing sales associates into furniture experts that will sell. See him Satu= rday, April 25th at 11:30 AM in the seminar room of the new NHFA Retail= Resource Center in the Plaza. <br /> <br /> Stop by our space to learn= how our ingenious internet-delivered training courses are easy to use,= guaranteed to work, and cheaper than the daily donuts. Over 95% report= increased sales. <br /> <br /> Plan to see us at High Point. </span></s= mall> <span style=3D"font-size: xx-small; font-family: Verdana,Arial,Hel= vetica,sans-serif; color: #000000;"><big><big><big><big><small><small><b= r /> <br /> <br /> <br /> </small></small></big></big></big></big></span= ><small><span style=3D"font-size: xx-small; font-family: Verdana,Arial,H= elvetica,sans-serif; color: #000000;"><big><big><big><small> </small></b= ig></big></big></span></small> <a href=3D"http://www.furnituretrainingco= mpany.com/map"><img src=3D"http://www.furnituretrainingcompany.com/image= s/email/highpoint_2009_04/image_content_left.jpg" border=3D"0" alt=3D"Fi= nd out more" width=3D"326" height=3D"67" /></a><br /> <br /></td>=0D=0A<= td valign=3D"top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituretr= ainingcompany.com/images/email/highpoint_2009_04/spacer_content_middle.j= pg" alt=3D"" width=3D"28" height=3D"28" /><br /></td>=0D=0A<td valign=3D= "top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituretrainingcompan= y.com/images/email/highpoint_2009_04/image_content_right.jpg" alt=3D"Roa= dmap to Sales Success poster" width=3D"186" height=3D"267" /><br /> <spa= n style=3D"font-family: Helvetica,Arial,sans-serif;"><small><span style= =3D"font-size: xx-small; color: #000000;"><big><big><big><small><strong>= Road Map to Sales Success<br /> </strong><br /> </small></big></big></bi= g></span>This beautiful poster is yours free for simply stopping by and= visiting with us at High Point. <span class=3D"moz-txt-slash">Our space= is located inside the </span>new NHFA Retailer Resource Center in the P= laza Suites, 222 South Main St, 1st Floor. We will be at market from Sat= April 25th until Thur April 30th. </small></span><br /></td>=0D=0A<td v= align=3D"top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituretraini= ngcompany.com/images/email/highpoint_2009_04/spacer_content_right.jpg" a= lt=3D"" width=3D"30" height=3D"30" /><br /> <br /></td>=0D=0A</tr>=0D=0A= </tbody>=0D=0A</table>=0D=0A<table border=3D"0" cellspacing=3D"0" cellpa= dding=3D"0" width=3D"600" align=3D"center">=0D=0A<tbody>=0D=0A<tr>=0D=0A= <td valign=3D"top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituret= rainingcompany.com/images/email/highpoint_2009_04/disclaimer_divider.jpg= " alt=3D"" width=3D"600" height=3D"25" /><br /></td>=0D=0A</tr>=0D=0A</t= body>=0D=0A</table>=0D=0A<table border=3D"0" cellspacing=3D"0" cellpaddi= ng=3D"0" width=3D"600" align=3D"center">=0D=0A<tbody>=0D=0A<tr>=0D=0A<td= valign=3D"top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituretrai= ningcompany.com/images/email/highpoint_2009_04/spacer_disclaimer_left.jp= g" alt=3D"" /></td>=0D=0A<td valign=3D"top" bgcolor=3D"#ffffff"><img src= =3D"http://www.furnituretrainingcompany.com/images/email/highpoint_2009_= 04/spacer_disclaimer_middle.jpg" alt=3D"" /><br /> <span style=3D"font-s= ize: xx-small; font-family: Verdana,Arial,Helvetica,sans-serif; color: #= 666666;"><big><big><big><big><small><small><small>If you are not attendi= ng the High Point market in April but would still like to receive a free= Road Map to Sales Success poster visit us on the web at <span style=3D"= text-decoration: underline;"><a class=3D"moz-txt-link-abbreviated" href= =3D"http://www.furnituretrainingcompany.com">www.furnituretrainingcompan= y.com</a></span>, or to speak with a Furniture Training Company represen= tative, call toll free (866) 755-5996. We do not offer free shipping out= side of the U.S. and Canada. Retailers outside of the U.S. and Canada ma= y call for more information. Limit one free Road Map to Sales Success pe= r company. Other copies of the poster may be purchased on our web site.<= br /> <br /> </small></small></small></big></big></big></big></span> <sp= an style=3D"color: #666666;"><small><span style=3D"font-size: xx-small;= font-family: Verdana,Arial,Helvetica,sans-serif;"><big><big><big><small= ><small>We hope you found this message to be useful. However, if you'd r= ather not receive future emails of this sort from The Furniture Training= Company, please <a href=3D"http://www.furnituretraining.com/contact">cl= ick here to unsubscribe</a>.<br /> <br /> </small></small></big></big></= big></span></small><small><span style=3D"font-size: xx-small; font-famil= y: Verdana,Arial,Helvetica,sans-serif;"><big><big><big><small><small>&co= py;Copyright 2009 The Furniture Training Company.<br /> 1770 North Resea= rch Park Way, <br /> North Logan, UT 84341. <br /> All Rights Reserved.<= /small></small></big></big></big></span></small></span><br /></td>=0D=0A= <td valign=3D"top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituret= rainingcompany.com/images/email/highpoint_2009_04/spacer_disclaimer_righ= t.jpg" alt=3D"" /></td>=0D=0A</tr>=0D=0A</tbody>=0D=0A</table>=0D=0A<tab= le border=3D"0" cellspacing=3D"0" cellpadding=3D"0" width=3D"600" align= =3D"center">=0D=0A<tbody>=0D=0A<tr>=0D=0A<td valign=3D"top" bgcolor=3D"#= ffffff"><img src=3D"http://www.furnituretrainingcompany.com/images/email= /highpoint_2009_04/footer.jpg" alt=3D"" /></td>=0D=0A</tr>=0D=0A</tbody>= =0D=0A</table>=0D=0A<p><br /></p><br><hr><a href=3D'http://localhost/ftc= /app/unsubscribe.php?action=3DoptOut&pid=3D6121&cid=3D19&email=3Dmarkl@f= urnituretrainingcompany.com'>Click to Unsubscribe</a>

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  • Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z

    - by Jenko
    I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format: r r r x r r r y r r r z - - - zoom Strangely though, the camera does not respond to the Z translation parameter, and so you're forced to use X, Y, Zoom to move the camera around. Technically this is plausible for isometric-style games such as Age Of Empires III. But this is a 3D engine, and so why would they have designed the camera to ignore Z and respond only to zoom? Am I missing something here? I've tried every method of setting the camera and it really seems to ignore Z. So currently I have to resort to moving the main object in the scene graph instead of moving the camera in relation to the objects. My question: Do you have any idea why the engine would use such a scheme? Is it common? Why? Or does it seem like I'm missing something and the SetProjection(Matrix) function is broken and somehow ignores the Z translation in the matrix? (unlikely, but possible) Anyhow, what are the workarounds? Is moving objects around the only way? Edit: I'm sorry I cannot reveal much about the engine because we're in a binding contract. It's a locally developed engine (Australia) written in managed C# used for data visualizations. Edit: The default mode of the engine is orthographic, although I've switched it into perspective mode. Its probably more effective to use X, Y, Zoom in orthographic mode, but I need to use perspective mode to render everyday objects as well.

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