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  • Procedural landscape generation but not just fractals

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • Python or C server hosting for indie development

    - by Richard Fabian
    I've written a lot of the game, but it's singleplayer. Now we want to join up and play together. I want to host it like an MMO, but haven't got any personal ability to host (no static IPs or direct access to a reasonable router that will allow me to port forward) so I wondered if there were any free / very cheap hosting solutions for people developing games that need to develop their MMO side. In my case it's a world server for a 2D game where the world map can be changed by the players. So, GAE sounds expensive, as there would be quite a few updates per second (I heard they bill for data updates but not for download, but can't find refernce to billing anywhere on the FAQs) I'd prefer to be able to write the server in python as that's what the game is written in (with pygame), but C is fine, and maybe even better as it might prompt me to write some more performant world generator code ;)

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  • XNA and C# vs the 360's in order processor

    - by Richard Fabian
    Having read this rant, I feel that they're probably right (seeing as the Xenon and the CELL BE are both highly sensitive to branchy and cache ignorant code), but I've heard that people are making games fine with C# too. So, is it true that it's impossible to do anything professional with XNA, or was the poster just missing what makes XNA the killer API for game development? By professional, I don't mean in the sense that you can make money from it, but more in the sense that the more professional games have phsyics models and animation systems that seem outside the reach of a language with such definite barriers to the intrinsics. If I wanted to write a collision system or fluid dynamics engine for my game, I don't feel like C# offers me the chance to do that as the runtime code generator and the lack of intrinsics gets in the way of performance. However, many people seem to be fine working within these constraints, making their successful games but seemingly avoiding any of the problems by omission. I've not noticed any XNA games do anything complex other than what's already provided by the libraries, or handled by shaders. Is this avoidance of the more complex game dynamics because of teh limitations of C#, or just people concentrating on getting it done? In all honesty, I can't believe that AI war can maintain that many units of AI without some data oriented approach, or some dirty C# hacks to make it run better than the standard approach, and I guess that's partly my question too, how have people hacked C# so it's able to do what games coders do naturally with C++?

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  • Compute directional light frustum from view furstum points and light direction

    - by Fabian
    I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a function that creates a frustum for this but its way to big and includes way to many casters (shadows) which can't be seen in the view frustum. Now the only parameter of this function are the normalized light direction vector and a view class which lets me extract the 8 view frustum points in world space. I don't have any additional infos about the scene. I have read some of the related Questions here but non seem to fit very well to my problem as they often just point to cascaded shadow maps. Sadly i can't use DX or openGl functions directly because this engine has a dedicated math library. From what i've read so far the steps are: Transform view frustum points into light space and find min/max x and y values (or sometimes minima and maxima of all three axis) and create a AABB using the min/max vectors. But what comes after this step? How do i transform this new AABB back to world space? What i've done so far: CVector3 Points[8], MinLight = CVector3(FLT_MAX), MaxLight = CVector3(FLT_MAX); for(int i = 0; i<8;++i){ Points[i] = Points[i] * WorldToShadowMapMatrix; MinLight = Math::Min(Points[i],MinLight); MaxLight = Math::Max(Points[i],MaxLight); } AABox box(MinLight,MaxLight); I don't think this is the right way to do it. The near plain probably has to extend into the direction of the light source to include potentional shadow casters. I've read the Microsoft article about cascaded shadow maps http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307%28v=vs.85%29.aspx which also includes some sample code. But they seem to use the scenes AABB to determine the near and far plane which I can't since i cant access this information from the funtion I'm working in. Could you guys please link some example code which shows the calculation of such frustum? Thanks in advance! Additional questio: is there a way to construct a WorldToFrustum matrix that represents the above transformation?

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  • Procedural world generation oriented on gameplay features

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • Detect collision from a particular side

    - by Fabián
    I'm making a platform sidescrolling game. All I want to do is to detect if my character is on the floor: function OnCollisionStay (col : Collision){ if(col.gameObject.tag == "Floor"){ onFloor = true; } else {onFloor = false;} } function OnCollisionExit (col : Collision){ onFloor = false; } But I know this isn't the accurate way. If I hit a cube with a "floor" tag, in the air (no matter if with the character's feet or head) I would be able to jump. Is there a way to use the same box collision to detect if I'm touching something from a specific side?

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  • Procedural world generation oriented on gameplay features

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game (that is, not for the sake of scenery, but for the sake of gameplay) needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than the natural way cities arise, scattered on the land based on resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards? The reason I'm asking is that I'd previously pondered taking existing maps from fantasy fiction (my own and others), putting the information into the system as a base point, and then generating a good world to play in from it. This seems covered by existing technology, that is, where the designer puts in all the necessary information such as the city populations, resources, biomes, road networks and rivers, then allows the PCG fill in the gaps. But now I'm wondering if it may be possible to have a content generator generate also the overall design. Generate the cities and population centres, balancing them so that there is a natural seeming need of commerce, then generate the positions and connectivity, then from the type of city produce the list of necessary resources that must be nearby, and only then, maybe given some rules on how to make the journey between cities both believable and interesting, generate the final content including the roads, the choke points, the bridges and tunnels, ferries and the terrain including the biomes and coastline necessary. If this has been done before, I'd like to know, and would like to know what went wrong, and what went right.

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  • Rendering text with stb_font results in glitches

    - by Fabian Fritz
    I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned char fontpixels [STB_SOMEFONT_BITMAP_HEIGHT][STB_SOMEFONT_BITMAP_WIDTH]; STB_SOMEFONT_CREATE(fontdata, fontpixels, STB_SOMEFONT_BITMAP_HEIGHT); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, STB_SOMEFONT_BITMAP_WIDTH, STB_SOMEFONT_BITMAP_HEIGHT, 0, GL_ALPHA, GL_UNSIGNED_BYTE, fontdata); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } void LabelFactory::renderLabel(Label * label) { int x = label->x; int y = label->y; const char * str = label->text; glBindTexture(GL_TEXTURE_2D, texture); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); while (*str) { int char_codepoint = *str++; stb_fontchar *cd = &fontdata[char_codepoint - STB_FONT_arial_14_usascii_FIRST_CHAR]; glTexCoord2f(cd->s0, cd->t0); glVertex2i(x + cd->x0, y + cd->y0); glTexCoord2f(cd->s1, cd->t0); glVertex2i(x + cd->x1, y + cd->y0); glTexCoord2f(cd->s1, cd->t1); glVertex2i(x + cd->x1, y + cd->y1); glTexCoord2f(cd->s0, cd->t1); glVertex2i(x + cd->x0, y + cd->y1); x += cd->advance_int; } glEnd(); } However this results in weird glitches I guess I'm doing something wrong with the alpha blending, however I was unable to improve it by changing the parameters. The size and length of the outline of the text that should be shown seems about right (it should read "Test Test Test").

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  • Sanity checks vs file sizes

    - by Richard Fabian
    In your game assets do you make room for explicit sanity checks, or do you have some generally expected bounds which you assert? I've been thinking about how we compress data and thought that it's much better to have the former, and less of the latter. If your data can exceed your normal valid ranges, but if it does it's an error, then surely that implies you're not compressing the data well enough? What do you do to find out if your data is compressed as far as it can be, and what do you use to ensure your data isn't corrupted and ensure it's an official release? EDIT I'm not interested in sanity checking the file size, but instead, how you manage your sanity checks and whether you arrange the excess size caused by the opportunity to do sanity checks by using explicit extra data, or through allowing the data enough file space (data member size) to be out of valid range and thus able to be checked merely by looking at the asset in memory after loading.

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  • Does Ubuntu run well on an USB HDD?

    - by Klaus
    I have here a company notebook, and because the HDD is full encrypted, I cannot install an extra partition for another system that I would like to use in my free time. And I really need another system, because this crap Windows here with that much of anti-virus, anti-spyware, anti-whatever on it is so slow and annoying. What can I do? I could use an external USB HDD with another system. Because I would like to handle big files and so on, I don't want to use a USB stick. A USB 2.5 HDD + Ubuntu is what I think the best option. Here are my questions: Do I have to note something? Does Ubuntu run well on an external HDD? Do I have big performance problems (because of the USB HDD)? Should I buy a very fast HDD for much money or it is not that important? Any suggestions?

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  • Is Ubuntu running well on an usb hdd? Need suggestions

    - by Klaus
    Dear Linux and Ubuntu pros, I have here a company notebook, and because the hdd is full encrypted I cannot install an extra partition for another system that I would like to use in my free time. And I really need another system, because this crap windows here with that much of antivirus, antispyware, anti-whatever on it is sooo slow and anoying. What can I do? I could use an external usb hdd with another system. Because I would like to handle big files and so on, I dont want to use an sub stick. An usb 2.5hdd + ubuntu is what I think the best option. Here are my question: Do I have to note something? Is Ubuntu running well on an external hdd? Do I have big performance problems (because of the usb hdd)? Should I buy a very fast hdd for much money or is it not that important? Any suggestions? Thank you :)

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  • ssh -X "Xt error: Can't open display: :0.0"

    - by Fabian
    I'm trying to open xterm on my remote server (Ubuntu Server 10.04) with ssh: ssh -X name@machine xterm but the error returned is: xterm Xt error: Can't open display: :0.0` I googled and tried everything I found. Still getting this error. The DISPLAY-variable should be set automatically, right? Part of sshd_config: X11Forwarding yes X11DisplayOffset 10 PrintMotd no PrintLastLog yes TCPKeepAlive yes Any advice?

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  • Most important research article for software development [closed]

    - by Fabian Fagerholm
    Researchers all over the world collectively publish thousands of articles on software development topics every year, hoping to benefit practical software development in the long run. (Of course, some of them only publish to increase their publication count, but hopefully most still aim to advance the field.) But what is really useful for practical software development? Of all the research articles you have read, what do you consider being the most important one for the software development field? What is it about that article that makes it stand out as especially important in your view? Note: I deliberately chose the term "software development", but you can freely interpret it as "programming" or "software engineering", or anything else that fits into the "software development" category.

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  • Does a program need to respond straight to the point or politely? [migrated]

    - by Fabian Bigler
    I wonder if it's better if the program responds straight to the point or politely. Consider the following example: The user clicks a button to print something based on a template. However, the template does not exist. Which feedback would you prefer: The template is not defined yet. Please make sure to set the template before you print it out. Make sure to configure the template before printing. The first statement is more polite. The user feels treated well. The second statement is more straight forward and faster understood. What is generally better?

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  • Netbook Wifi activation in OSX/Linux

    - by Klaus
    Hello, I bought a almost no-name netbook (chiligreen netbook neo), and I'm trying to have OSX86 working on it. No problem with the installation, but to activate wifi one must use Fn+F3. Of course it works with Windows, but neither in OSX or Ubuntu... Any idea ? A manual way to do something like http://greg.geekmind.org/eee-control/ ?

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  • Attempts at NIC teaming on Server 2008 R2 with PRO/1000 MT

    - by Klaus
    I have a Dell PowerEdge 1850 server and a gigabit switch that supports nic teaming (and was configured to do so). The server has a total of four Intel PRO/1000 MT ports, which also support teaming. But.. for some reason Intel does not actually have a version of the drivers/ProSet that will work for these cards on 2008 R2. You have to use the built-in drivers that come with 2008 R2, which do not support the additional features. According to their website, they have no plans to change this. Strangely enough, I experimented with various drivers in an attempt to force it to work. At one point, the teaming was working, but there were side effects (such as the DNS server refusing to start). So now I am back to running just one of the cards, (very) frustrated about the whole situation. I have looked all over to see if there is some way around this, but have not had any success. I know I can probably just get a new network adapter for it, but with the good deal I got, that would cost more than the server! :) While staying with 2008 R2, does anyone know of any possible alternatives? Thanks!

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  • What and why is my swap space used under linux

    - by Fabian
    on my linux system I get these stats from top: Tasks: 155 total, 1 running, 153 sleeping, 0 stopped, 1 zombie Cpu(s): 1.5%us, 0.3%sy, 0.0%ni, 97.4%id, 0.7%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 8177180k total, 2025504k used, 6151676k free, 44176k buffers Swap: 7999996k total, 495300k used, 7504696k free, 637612k cached There it shows me that my system is using 495Mb of swap. Why is this so? 6Gigs of ram are free. And if I would disable swap entirely the system would also work. Any explanation what the number really shows or who is swapping?

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  • AAC 256kbit to MP3 320kbit conversion. I know it's lossy, but how?

    - by Fabian Zeindl
    Has anyone ever transcoded music from a high-quality aac to an mp3 (or vice-versa). The internet is full of people who say this should never be done, but apart from the theoretical standpoint that you can only lose information, does it matter in practise? is the difference perceivable, except on studio-equipment? does the re-encoding actually lose much information? If, p.e., high frequences are chopped away by the initial compression, those frequencies aren't there anymore, so this part of the compression-algorithm won't touch the data during the second compression. Am i wrong?

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  • checksecurity / setuid changes, is this a bug or did somebody break in?

    - by Fabian Zeindl
    I received a mail by checksecurity from my ubuntu 12.04 server with the following content: --- setuid.today 2012-06-03 06:48:09.892436281 +0200 +++ /var/log/setuid/setuid.new.tmp 2012-06-17 06:47:51.376597730 +0200 @@ -30,2 +30,2 @@ - 131904 4755 2 root root 71280 Wed May 16 07:23:08.0000000000 2012 ./usr/bin/sudo - 131904 4755 2 root root 71280 Wed May 16 07:23:08.0000000000 2012 ./usr/bin/sudoedit + 143967 4755 2 root root 71288 Fri Jun 1 05:53:44.0000000000 2012 ./usr/bin/sudo + 143967 4755 2 root root 71288 Fri Jun 1 05:53:44.0000000000 2012 ./usr/bin/sudoedit @@ -42 +42 @@ - 130507 666 1 root root 0 Sat Jun 2 18:04:57.0752979385 2012 ./var/spool/postfix/dev/urandom + 130507 666 1 root root 0 Mon Jun 11 08:47:16.0919802556 2012 ./var/spool/postfix/dev/urandom First i was worried, then i realized that the change was actually 2 weeks ago, i think there was a sudo-update back then. Since checksecurity runs in /etc/cron.daily i wondered why i only get that email now. I looked into /var/log/setuid/ and found the following files: total 32 -rw-r----- 1 root adm 816 Jun 17 06:47 setuid.changes -rw-r----- 1 root adm 228 Jun 3 06:48 setuid.changes.1.gz -rw-r----- 1 root adm 328 May 27 06:47 setuid.changes.2.gz -rw-r----- 1 root root 1248 May 20 06:47 setuid.changes.3.gz -rw-r----- 1 root adm 4473 Jun 17 06:47 setuid.today -rw-r----- 1 root adm 4473 Jun 3 06:48 setuid.yesterday The obvious thing that confuses me is that the file setuid.yesterday is not from yesterday = Jun/16. Is this a bug?

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  • How much packet loss is normal?

    - by Fabian
    I started monitoring our network using SmokePing. Users occasionally complain about bad network connections, but the problems went away after some minutes usually. I now wanted to get some more quantitative information about those problems. SmokePing regularly pings servers inside our network, in a connected network and outside hosts. I only have a limited amount of control over our internal network and none at all for the connection to the outside and to the second network. I now see quite often (2-4 times a day) that packets to the second network and the outside are dropped. Most of the times it is 1-2 packets out of 20, sometimes more. Inside our internal network no packets are dropped. Is this an expected amount of packet loss, or does it indicate that something is wrong? I'm mainly wondering if I should bother the university IT department about it, or if I should just accept it as it is.

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  • hardening a server: disallow password-login for sudoers and log unusual ips

    - by Fabian Zeindl
    Two question regarding sudo-login into an ubuntu-system (debian tips welcome as well): Is it possible to require sudoers on my box to only login with publickey-authentication? Is it possible to log which ip sudoers log in from and check that for "unusual activity" or take actions? I'm thinking about temporarily removing sudo-rights if sudoers don't log in from whitelisted IPs. Or is that too risky to be exploited?

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  • Operating System Not Found - BIOS recognizes, Live OS doesn't (Laptop)

    - by Klaus Borges
    Here's the deal: I have a multi-partitioned hard drive on my laptop set up with GRUB. I got a blue-screen while working on Windows 7 and when rebooting I got the Operating System Not Found error message. I rebooted the computer once again and entered the BIOS setup just to see if recognized my HDD - it did. Next step for me was booting a Live CD and seeing if I could repair GRUB or at least check if something changed on the partitions, but it doesn't seem to recognize anything there. Tried blkid, fdisk -l, not even GParted can see it. What should I do?

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  • PHP files are downloaded, not executed in UserDir on Apache

    - by Fabian
    We're running a webserver using Debian 6.0.3 with Apache 2, we recently upgraded from Debian 5 to 6. Since then php scripts in the user directories (using mod_userdir) have stopped working, they are downloaded instead of being executed. There is also a website using php outside of the user directories, and that one continues to work fine, so PHP seems to generally work on the server. I tested it with several PHP files, among the a simple phpinfo file that works fine on the main site, but is just downloaded when copying it to one of the user directories. The php files and the directory containing them are executable for everyone. The option in the Apache php5.conf that by default disables PHP in the user directories, is commented out, so the php5.ini looks like this: <IfModule mod_php5.c> <FilesMatch "\.ph(p3?|tml)$"> SetHandler application/x-httpd-php </FilesMatch> <FilesMatch "\.phps$"> SetHandler application/x-httpd-php-source </FilesMatch> # To re-enable php in user directories comment the following lines # (from <IfModule ...> to </IfModule>.) Do NOT set it to On as it # prevents .htaccess files from disabling it. #<IfModule mod_userdir.c> # <Directory /home/*/public_html> # php_admin_value engine Off # </Directory> #</IfModule> </IfModule> We restarted Apache after changing this. I'm running out of ideas now what the problem could be, and I don't know how I could really determine which problem is preventing those php files from being executed. Any ideas on how I can solve this? Update: Strangely, PHP seems to work fine in subfolders of user directories, so if I copy a PHP file from /home/user/public_html/ to /home/user/public_html/test/ it suddenly works.

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