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  • CodePlex Daily Summary for Wednesday, July 31, 2013

    CodePlex Daily Summary for Wednesday, July 31, 2013Popular ReleasesSharePoint 2010 Export User Information to Text file, SQL server: Full Source code of the project: Please change SharePoint server address. I have used my sharepoint server -> http://sneakpreviewWINJS CTK (Control Toolkit): Initial Release: Initial release supports the following. Expander NumericBoxXMLPreprocess: 2.0.18: What's new in this release For XML Spreadsheet 2003 format, used the frozen row at the top of the worksheet to indicate the beginning of the values. This prevents you from having to start your values at row 7. This can be overridden with the /firstValueRow (or /vr) argument. Issues Fixed Fix for Issue 13006 : Corrected default treatment of the value "false" Beginning with this version, the FixFalse behavior that has caused confusion to so many, has hopefully been addressed in a way that st...MVVM.EventToCommand: Tommy.MVVM.EventToCommand: Tommy.MVVM.EventToCommand is a free, open source developer focused event2command via WinRT for MVVM Pattern.MVC Generator: MVC Generator Visual Studio Addin: This is the latest build, this includes the MVCGenerator.dll, and Visual Studio Addin file. See the home page of this project for installation instructions.Project Nonnon: 2013_07_30: ----------==========----------==========----------==========---------- "No news is good news." ----------==========----------==========----------==========---------- Change Log 2013/07/30 BUGFIX game/sound/directsound.c n_directsound_loop() OLD : crash when DirectSound is not supported NEW : fixed game/sound/waveout.c when included OLD : compile error NEW : fixed game/chara.c when included OLD : compile error NEW : fixed game/direct2d.c when included ...Dynamics CRM 2011 EasyPlugins: EasyPlugins-1.2.3.1-managed: V1.2.3.1 - Bug Fix : Condition expression is not saved on action creation - Bug Fix : Request Param with single attribute result - Some style changes v1.2.3.0 - Bug Fix : Twice plugins execution. - New Abort action - Depth Plugin Execution management on each action - Turn On/Off EasyPlugins feature (can be useful in some cases of imports) v1.2.0.0 Associate / Disassociate actions are now available Import / Export features Better management of Lookups Trigger NamingXmlObjectMapper: XOM Alpha 1.0: first Alpha Version of XOM: read and write xml nodes and attributes mapping to IList or Interfaces simple property attribute mapping creates new xml nodes at run time IList changes (add, remove) implemented in the next releasenopCommerce. Open source shopping cart (ASP.NET MVC): nopCommerce 3.10: Highlight features & improvements: • Performance optimization. • New more user-friendly product/product-variant logic. Now we'll have only products (simple and grouped). • Bundle products support added. • Allow a store owner to associate product image for product variant attribute values. To see the full list of fixes and changes please visit the release notes page (http://www.nopCommerce.com/releasenotes.aspx).ExtJS based ASP.NET Controls: FineUI v3.3.1: ??FineUI ?? ExtJS ??? ASP.NET ???。 FineUI??? ?? No JavaScript,No CSS,No UpdatePanel,No ViewState,No WebServices ???????。 ?????? IE 7.0、Firefox 3.6、Chrome 3.0、Opera 10.5、Safari 3.0+ ???? Apache License v2.0 ?:ExtJS ?? GPL v3 ?????(http://www.sencha.com/license)。 ???? ??:http://fineui.com/bbs/ ??:http://fineui.com/demo/ ??:http://fineui.com/doc/ ??:http://fineui.codeplex.com/ FineUI ???? ExtJS ????????,???? ExtJS ?,???????????ExtJS?: 1. ????? FineUI ? ExtJS ?:http://fineui.com/bbs/fo...AutoNLayered - Domain Oriented N-Layered .NET 4.5: AutoNLayered v1.0.5: - Fix Dtos. Abstract collections replaced by concrete (correct serialization WCF). - OrderBy in navigation properties. - Unit Test with Fakes. - Map of entities/dto moved to application services. - Libraries updated. Warning using Fakes: http://connect.microsoft.com/VisualStudio/feedback/details/782031/visual-studio-2012-add-fakes-assembly-does-not-add-all-needed-referencesPath Copy Copy: 11.1: Minor release with two new features: Submenu's contextual menu item now has an icon next to it Added reference to JavaScript regular expression format in Settings application Since this release does not have any glaring bug fixes, it is more of an optional update for existing users. It depends on whether you want to be able to spot the Path Copy Copy submenu more easily. I recommend you install it to see if the icon makes sense. As always, please don't hesitate to leave feedback via Discus...CMake Tools for Visual Studio: CMake Tools for Visual Studio 1.0 RC3: This is the third release candidate of CMake Tools for Visual Studio 1.0, which contains the following bug fixes: Opening a CMake file from Windows Explorer while Visual Studio is already open will no start a new instance of Visual Studio. Typing a symbol while the IntelliSense list box is visible and the text typed so far does not match any item in the list will dismiss the list box and insert the symbol typed.R.NET: R.NET 1.5: The major changes in v1.5 are: Initialize method must be called before using R. Settings should be passed to the method. EagerEvaluate method renamed to Evaluate (use Defer method when you want old version of Evaluate).Media Companion: Media Companion MC3.574b: Some good bug fixes been going on with the new XBMC-Link function. Thanks to all who were able to do testing and gave feedback. New:* Added some adhoc extra General movie filters, one of which is Plot = Outline (see fixes above). To see the filters, add the following line to your config.xml: <ShowExtraMovieFilters>True</ShowExtraMovieFilters>. The others are: Imdb in folder name, Imdb in not folder name & Imdb not in folder name & year mismatch. * Movie - display <tag> list on browser tab ...OfflineBrowser: Preview Release with Search: I've added search to this release.VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginMath.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...AJAX Control Toolkit: July 2013 Release: AJAX Control Toolkit Release Notes - July 2013 Release Version 7.0725July 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...MJP's DirectX 11 Samples: Specular Antialiasing Sample: Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order: 1886". Demonstrates various methods of preventing aliasing from specular BRDF's when using high-frequency normal maps. The zip file contains source code as well as a pre-compiled x64 binary.New ProjectsA Simple Java Encryption program: This is my very first Java project. It's a file encryptor. It's purpose is to codify a file to make it look like it contain random information.AA??: aa??,????。Browser Chooser 2: Browser Chooser 2 is an updated fork of the original. It's primary goal is to simplify using multiple browser.campuscloud-mobile: Dieses Projekt enthält die mobilen Apps zur Campuscloud App.campuscloud-owncloudplugins: Dieses Projekt enthält die ownCloud-Plugins zu den CampuCloud-Apps, die ownCloud-Server um weitere Funktionalitäten ergänzen.campuscloud-windowsphone8: Diese Projekt enthält die Windows Phone 8 App zur Campuscloud App.Chronos .Net Performance Profiler: Free .Net Performance ProfilerConvertServer: a pet project i works onDevelopment Tools for Solid Edge: Development tools for Solid Edge.DocAssist: The project is to facilitate user's day-to-day management of her files in a customisable way on Windows System equipped with .NET framework.epe: epeETP 3: prueba de asp mvc para desarrollar conjuntamente en un repositorio tfsHello World in MVC4: Application to testInvoke-MsTest PowerShell Module: A PowerShell module that makes unit testing Visual Studio projects fast and easy. Uses MsTest.exe to launch all test associated with your project or solution.MarathonTP: MarathonTP (TP stands for Transport Protocol) is a lightweight communication protocol specificaly developped for machine to machine communication.Multicopter Simulator: A simulation environment for multicopter built with Microsoft Robotics Developer Studio 4.MVC Rags: A bunch of ASP.NET MVC4 helpersMVVM.EventToCommand: Tommy.MVVM.EventToCommand is a free, open source developer focused event2command via WinRT for MVVM Pattern.RNT.Common: rnt.commonStorageOrizer: Software to manage disk space, e.g. move Programs without damaging function. Subset Sum Problem Solver: SubsetThirdPartyLogin: ?????twitterBootstrapAspNetMVCControls: Asp.net MVC Controls based on twiiter Boostrap( a beautiful html & css framework published by Twitter).Unify: Unify is an automatic IoC Container Configurator, based on layers approach via annotations.V32 Assembler: The assembler for my assembly language for my 32-bit virtual machine with a home-made instruction set.

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  • Excel trend line intercept

    - by Brian M.
    I have an Excel graph with a linear trend line to keep track of users who are updated with a newer version of software: I have 660 users, and the trend line predicts where the number updated reaches 660 to indicate updates complete. Is there a way for it to either give me an actual value for that intercept, or, more conveniently, draw a vertical intercept line where the trend line is projected to hit that number?

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  • Sharp flat panel scaling with Nvidia drivers

    - by Brecht Machiels
    I have a Samsung 226BW flat panel with a 1680x1050 native resolution. As my PC is rather dated (Athlon XP 2600+ and GeForce 6600 GT), I need to run more recent games (but still old) on a lower resolution. Unfortunately, scaling low resolutions to 1680x1050 results in a very blurry image (bilinear scaling). I have created a custom resolution of 840x525 in the Nvidia control panel. Technically, this resolutions allows perfect upscaling to 1680x1050 without the need for bilinear interpolation. Unfortunately, the Nvidia driver always seems to do bilinear scaling, again resulting in a blurry image. However, I seem to remember that I did obtain crisp images using this resolution in the past (before a Windows re-install). Maybe only some driver versions support integer upscaling without bilinear filtering? Or perhaps there are other solutions?

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  • Best way to upscale a video?

    - by Josh
    If I have a video file at 320x240 resolution which I want to re-encode (because I don't like the encoding it's in now) and I also want to play it at double size (640x480), will I get higher quality if I scale it up to 640x480 when I convert it to a new format, verses keeping it at 320x240 in the new format and playing it at double size? This probably depends on the program used to convert, and if so, please let me know any program which might increase the quality. Here's my thinking. If I play a 320x240 file at double size, the system has to scale up each frame in real time, whereas if I scale up while recompressing the system may be able to use a more intensive algorythm like Bicubic interpolation . However I am not sure if this is true or not.

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  • Is it possible to either abort or interrupt and later continue a lvconvert -m1 operation?

    - by SLi
    I have run the command lvconvert -m1 rootvg/newroot /dev/sdb to convert a linear logical volume to a mirrored one. The operation has not yet finished; I interrupted the command with ctrl-c at around 10% mark, but the operation seems to be running in the background anyway. Is it possible to either 1) Abort the lvconvert operation and revert to the state before it? (This would be my preferred option) 2) To safely interrupt the operation and resume it later?

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  • How to configure 1080p HDTV as a monitor

    - by Robot
    I've read several posts that almost answer my question, but not quite. I have a Samsung LN32C530 1080p HDTV I'd like to use as a monitor. I was reasonably successful getting the prior 720p model to work ok using SwitchResX, but I think I just got lucky with the parameters (1360x768@60Hz). I tried the expected (1920x1080@60Hz) values and "nearby" ones, with no luck. Older 720p params actually work, but I get the same small real estate as the older model TV. Trying values near 1080p always displays an image that doesn't match the screen size and is very jagged which makes me think interpolation is making things worse. Also, SwitchResX has a bunch of parameters other than H x W ("porch" etc), and I don't know how they all work together. Any help?

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  • What is the simplest way to interpolate and lookup in an x,y table in excel?

    - by dassouki
    I would like to do a lookup and interpolation based on x, y data for the following table. I'd like the equation to be as simple as possible to reduce the amount of possible errors. The full table is about 50 rows x 30 columns. I have about 20 of those tables. Here is an extract from one: A B C D 1 0.1 0.2 0.3 2 2.4 450 300 50 3 2.3 500 375 52 4 2.1 550 475 55 5 1.8 600 600 60 For example, the equation should find the value for x = 2.27 and y = 0.15

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  • How do I re-enable the IPMI temperature sensors?

    - by NobleUplift
    I've never had a problem reading temperature sensors with ipmitool on my server, but recently the temperature readings started showing up as disabled: # ipmitool sdr list Temp | disabled | ns Temp | disabled | ns Ambient Temp | 21 degrees C | ok CMOS Battery | 0x00 | ok VCORE | 0x00 | ok VDDIO | 0x00 | ok VDDA | 0x00 | ok VTT | 0x00 | ok VCORE | 0x00 | ok VDDIO | 0x00 | ok VDDA | 0x00 | ok VTT | 0x00 | ok VDD 1.2V PG | 0x00 | ok Linear PG | 0x00 | ok I am using OpenIPMI 2.0.19 and ipmitool 1.8.12. How can I re-enable my temperature sensors?

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  • How do I tell mdadm to start using a missing disk in my RAID5 array again?

    - by Jon Cage
    I have a 3-disk RAID array running in my Ubuntu server. This has been running flawlessly for over a year but I was recently forced to strip, move and rebuild the machine. When I had it all back together and ran up Ubuntu, I had some problems with disks not being detected. A couple of reboots later and I'd solved that issue. The problem now is that the 3-disk array is showing up as degraded every time I boot up. For some reason it seems that Ubuntu has made a new array and added the missing disk to it. I've tried stopping the new 1-disk array and adding the missing disk, but I'm struggling. On startup I get this: root@uberserver:~# cat /proc/mdstat Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] md_d1 : inactive sdf1[2](S) 1953511936 blocks md0 : active raid5 sdg1[2] sdc1[3] sdb1[1] sdh1[0] 2930279808 blocks level 5, 64k chunk, algorithm 2 [4/4] [UUUU] I have two RAID arrays and the one that normally pops up as md1 isn't appearing. I read somewhere that calling mdadm --assemble --scan would re-assemble the missing array so I've tried first stopping the existing array that ubuntu started: root@uberserver:~# mdadm --stop /dev/md_d1 mdadm: stopped /dev/md_d1 ...and then tried to tell ubuntu to pick the disks up again: root@uberserver:~# mdadm --assemble --scan mdadm: /dev/md/1 has been started with 2 drives (out of 3). So that's started md1 again but it's not picking up the disk from md_d1: root@uberserver:~# cat /proc/mdstat Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] md1 : active raid5 sde1[1] sdf1[2] 3907023872 blocks level 5, 64k chunk, algorithm 2 [3/2] [_UU] md_d1 : inactive sdd1[0](S) 1953511936 blocks md0 : active raid5 sdg1[2] sdc1[3] sdb1[1] sdh1[0] 2930279808 blocks level 5, 64k chunk, algorithm 2 [4/4] [UUUU] What's going wrong here? Why is Ubuntu trying to pick up sdd into a different array? How do I get that missing disk back home again? [Edit] - After adding the md1 to mdadm.conf it now tries to mount the array on startup but it's still missing the disk. If I tell it to try and assemble automatically I get the impression it know it needs sdd but can't use it: root@uberserver:~# mdadm --assemble --scan /dev/md1: File exists mdadm: /dev/md/1 already active, cannot restart it! mdadm: /dev/md/1 needed for /dev/sdd1... What am I missing?

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  • Frame rate upsampling codec/player/software?

    - by djechelon
    Hello, I recently noticed that when I play both HD and SD videos on my HDMI TV at 1080p 60Hz from my computer, the motion is not fluid as I would expect. As far as I know, it could be because the 24fps video needs to be upsampled by the codec to match the 60Hz output of the monitor. But, as far as I know, the upsampling is done by simply repeating each photogram for a certain amount of frames. I usually play MKV videos with VLC. Do you know if there is a player or codec that performs the upsampling by interpolation like some 100Hz TVs do? I recently saw an LG led TV play a 24fps 720p video at 100Hz with an incredible motion fluidity, and I simply wonder why can't my computer do! I have an NVidia card. Does PureVideo help? I'm a noob with these things. Thank you.

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  • Re-encoding a video file and increasing the size -- does this improve the quality?

    - by Josh
    If I have a video file at 320x240 resolution which I want to re-encode (because I don't like the encoding it's in now) and I also want to play it at double size (640x480), will I get higher quality if I scale it up to 640x480 when I convert it to a new format, verses keeping it at 320x240 in the new format and playing it at double size? This probably depends on the program used to convert, and if so, please let me know any program which might increase the quality. Here's my thinking. If I play a 320x240 file at double size, the system has to scale up each frame in real time, whereas if I scale up while recompressing the system may be able to use a more intensive algorythm like Bicubic interpolation . However I am not sure if this is true or not.

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  • What is the meaning of the 'Personalities' feature under /proc/mdstat

    - by drcelus
    On some systems I see this : Personalities : [linear] [raid0] [raid1] [raid10] [raid6] [raid5] [raid4] [multipath] [faulty] md1 : active raid1 sdb1[1] sda1[0] 10485696 blocks [2/2] [UU] md2 : active raid1 sdb2[1] sda2[0] 477371328 blocks [2/2] [UU] And other systems show : Personalities : [raid1] md0 : active raid1 sdb2[1] sda2[0] 204788 blocks super 1.0 [2/2] [UU] md1 : active raid1 sdb1[1] sda1[0] 4193272 blocks super 1.1 [2/2] [UU] md2 : active raid1 sda3[0] sdb3[1] 483985276 blocks super 1.1 [2/2] [UU] bitmap: 0/4 pages [0KB], 65536KB chunk I wonder what is the meaning of Personalities and the impact of having different values.

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  • Change filtering method used by Firefox when zooming

    - by peak
    I often zoom in a step or two when reading long texts in Firefox, but when I do so the images become super blurry. It's not really a big deal but when reading text on images (mathematical equations mostly), it's a bit distracting. It seems as if they are scaled using only bilinear interpolation. If I scale an image the same amount in for example Paint.NET or Photoshop the result is much better. Is there any way to change the filtering method used by Firefox to bicubic or another better method? I am Using Firefox 3.5 on Windows BTW.

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  • The ship "shudders" in scrolling Asteroids

    - by Ciaran
    In my Asteroids game the user can scroll through space. When scrolling, the ship is drawn in the centre of the window. I use interpolation. I scroll the window uing glOrtho, centering it around the centre of the ship. On my first machine (7 years old, Windows XP, NVIDIA), I am doing 50 updates and 76 frames per second. This is smooth. My other machine an old compaq laptop (Pentium III) with Linux and Radeon OpenGL driver delivers 50 updates and 30 frames per second. The ship regularly seems to "shudder" back and forth when at maximum thrust. When you position the mouse cursor beside the ship it is obvious that its relative position in the window changes. Also, the stars seem blurred into short "lines". Playing the game in non-scrolling mode, the ship moves within the window, glOrtho is therefore not called repeatedly and there is no problem. I suspect a bug in my positioning of the ship and the window but I have dumped out these values and they seem to only go forward, not forward-back-forward. The driver does support double buffering. I guess if it is my bug I need to slow the frame-rate down to debug properly. My question: is this an obvious driver bug or is the slower machine uncovering a bug in my stuff and if so, some debugging tips would be appreciated. I am drawing in world co-ordinates and letting OpenGL do the scaling and translation so if I had a quick way of verifying what pixel co-ordinates OpenGL produces for the ship centre, that would help clarify this.

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  • Glenn Fiedler's fixed timestep with fake threads

    - by kaoD
    I've implemented Glenn Fiedler's Fix Your Timestep! quite a few times in single-threaded games. Now I'm facing a different situation: I'm trying to do this in JavaScript. I know JS is single-threaded, but I plan on using requestAnimationFrame for the rendering part. This leaves me with two independent fake threads: simulation and rendering (I suppose requestAnimationFrame isn't really threaded, is it? I don't think so, it would BREAK JS.) Timing in these threads is independent too: dt for simulation and render is not the same. If I'm not mistaken, simulation should be up to Fiedler's while loop end. After the while loop, accumulator < dt so I'm left with some unspent time (dt) in the simulation thread. The problem comes in the draw/interpolation phase: const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); In my render callback, I have the current timestamp to which I can subtract the last-simulated-in-physics-timestamp to have a dt for the current frame. Should I just forget about this dt and draw using the physics thread's dt? It seems weird, since, well, I want to interpolate for the unspent time between simulation and render too, right? Of course, I want simulation and rendering to be completely independent, but I can't get around the fact that in Glenn's implementation the renderer produces time and the simulation consumes it in discrete dt sized chunks. A similar question was asked in Semi Fixed-timestep ported to javascript but the question doesn't really get to the point, and answers there point to removing physics from the render thread (which is what I'm trying to do) or just keeping physics in the render callback too (which is what I'm trying to avoid.)

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  • deWitters Game loop in libgdx(Android)

    - by jaysingh
    I am a beginner and I want a complete example in LibGDX for android(Fixed time game loop) how to limit the framerate to 50 or 60. Also how to mangae interpolation between game state with simple example code e.g. deWiTTERS Game Loop: @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } libgdx comments:- There is a Gdx.graphics.setVsync() method (generic = backend-independant), but it is not present in 0.9.1, only in the Nightlies. "Relying on vsync for fixed time steps is a REALLY bad idea. It will break on almost all hardware out there. See LwjglApplicationConfiguration, there's a flag in there that let s use toggle gpu/software vsynching. Play around with it." (Mario) NOTE that none of these limit the framerate to a specific value... if you REALLY need to limit the framerate for some reason, you'll have to handle it yourself by returning from render calls if xxx ms haven't passed since the last render call. li

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  • javascript fixed timestep gameloop with requestanimation frame

    - by coffeecup
    hello i just started to read through several articles, including http://gafferongames.com/game-physics/fix-your-timestep/ ...://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step/ ...//dewitters.koonsolo.com/gameloop.html ...://nokarma.org/2011/02/02/javascript-game-development-the-game-loop/index.html my understanding of this is that i need the currentTime and the timeStep size and integrate all states to the next state the time which is left is then passed into the render function to do interpolation i tried to implement glenn fiedlers "the final touch", whats troubling me is that each FrameTime is about 15 (ms) and the update loop runs at about 1500 fps which seems a little bit off? heres my code this.t = 0 this.dt = 0.01 this.currTime = new Date().getTime() this.accumulator = 0.0 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if ( frameTime > 0.25 ) frameTime = 0.25 this.currTime = newTime this.accumulator += frameTime while (this.accumulator >= this.dt ) { this.prev_state = this.curr_state this.update(this.t,this.dt) this.t += this.dt this.accumulator -= this.dt } alpha = this.accumulator / this.dt this.render( this.t, this.dt, alpha) requestAnimationFrame( this.animate ) } also i would like to know, are there differences between glenn fiedlers implementation and the last solution presented here ? gameloop1 gameloop2 [ sorry couldnt post more than 2 links.. ] edit : i looked into it again and adjusted the values this.currTime = new Date().getTime() this.accumulator = 0 this.p_t = 0 this.p_step = 1000/100 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if(frameTime > 25) frameTime = 25 this.currTime = newTime this.accumulator += frameTime while(this.accumulator >= this.p_step){ // prevstate = currState this.update() this.p_t+=this.p_step this.accumulator -= this.p_step } alpha = this.accumulator / this.p_step this.render(alpha) requestAnimationFrame( this.animate ) now i can set the physics update rate, render runs at 60 fps and physics update at 100 fps, maybe someone could confirm this because its the first time i'm playing around with game development :-)

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  • How can I find the right UV coordinates for interpolating a bezier curve?

    - by ssb
    I'll let this picture do the talking. I'm trying to create a mesh from a bezier curve and then add a texture to it. The problem here is that the interpolation points along the curve do not increase linearly, so points farther from the control point (near the endpoints) stretch and those in the bend contract, causing the texture to be uneven across the curve, which can be problematic when using a pattern like stripes on a road. How can I determine how far along the curve the vertices actually are so I can give a proper UV coordinate? EDIT: Allow me to clarify that I'm not talking about the trapezoidal distortion of the roads. That I know is normal and I'm not concerned about. I've updated the image to show more clearly where my concerns are. Interpolating over the curve I get 10 segments, but each of these 10 segments is not spaced at an equal point along the curve, so I have to account for this in assigning UV data to vertices or else the road texture will stretch/shrink depending on how far apart vertices are at that particular part of the curve.

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  • Input handling between game loops

    - by user48023
    This may be obvious and trivial for you but as I am a newbie in programming I come with a specific question. I have three loops in my game engine which are input-loop, update-loop and render-loop. Update-loop is set to 10 ticks per second with a fixed timestep, render-loop is capped at around 60 fps and the input-loop runs as fast as possible. I am using one of the Javascript frameworks which provide such things but it doesn't really matter. Let's say I am rendering a tile map and the view of which elements are rendered depends on camera-like movement variables which are modified during key pressing. This is only about camera/viewport and rendering, no game physics involved here. And now, how can I handle input events among these loops to keep consistent engine reaction? Am I supposed to read the current variable modified with input and do some needed calculations in a update-loop and share the result so it could be interpolated in a render-loop? Or read the input effect directly inside the render-loop and put needed calculations inside? I thought interpreting user input inside an update-loop with a low tick rate would be inaccurate and kind of unresponsive while rendering with interpolation in the final view. How it is done properly in games overall?

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  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

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  • Client side latency when using prediction

    - by Tips48
    I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the appearance of lag. The problem is, the server is authoritative, so when the server sends back the position of the Entity to the client, it undo's the effect of the interpolation and creates a rubber-banding effect. For example: Client sends input to server - Client reacts on input - Server receives and reacts on input - Server sends back response - Client reaction is undone due to latency between server and client To solve this, I've decided to store the game state and input every tick in the client, and then when I receive a packet from the server, get the game state from when the packet was sent and simulate the game up to the current point. My questions: Won't this cause lag? If I'm receiving 20/30 EntityPositionPackets a second, that means I have to run 20-30 simulations of the game state. How do I sync the client and server tick? Currently, I'm sending the milli-second the packet was sent by the server, but I think it's adding too much complexity instead of just sending the tick. The problem with converting it to sending the tick is that I have no guarantee that the client and server are ticking at the same rate, for example if the client is an old-end PC.

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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  • XNA Skinned Animated Mesh Rendering Exported from Maya

    - by Devin Garner
    I am working on translating an old RTS game engine I wrote from DirectX9 to XNA. My old models didn't have animation & are an old format, so I'm trying with an FBX file. I temporarily "borrowed" a model from League of Legends just to test if my rendering is working correctly. I imported the mesh/bones/skin/animation into Maya 2012 using an "unnamed" 3rd-party import tool. (obviously I'll have to get legit models later, but I just want to test if my programming is correct). Everything looks correct in maya and it renders the animations flawlessly. I exported everything into a single FBX file (with only a single animation). I then tried to load this model using the example at the following site: http://create.msdn.com/en-US/education/catalog/sample/skinned_model With my exported FBX, the animation looks correct for most of the frames, however at random times it screws up for a split second. Basically, the body/arms/head will look right, but the leg/foot will shoot out to a random point in space for a second & then go back to the normal position. The original FBX from the sample looks correct in my program. It seems odd that my model was imported into maya wrong, since it displays fine in Maya. So, I'm thinking either I'm exporting it wrong, or the sample code is bad & the model from the sample caters to the samples bad code. I'm new to 3D programming & maya, so chances are I'm doing something wrong in the export. I'm using mostly the defaults, but I've tried all 3 interpolation modes (quaternion, euler, resample). Thanks

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  • Physics not synchronizing correctly over the network when using Bullet

    - by Lucas
    I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up. I've implemented a custom motion state which reads and write the transform from my game objects and it works locally but I've tried two different approaches for networked games: Dynamic objects on the client that are also on the server (eg not random debris and other unimportant stuff) are made kinematic. This works correctly but the objects don't move very smoothly Objects are dynamic on both but after each message from the server that the object has moved I set the linear and angular velocity to the values from the server and call btRigidBody::proceedToTransform with the transform on the server. I also call btCollisionObject::activate(true); to force the object to update. My intent with method 2 was to basically do method 1 but hijacking Bullet to do a poor-man's prediction instead of doing my own to smooth out method 1, but this doesn't seem to work (for reasons that are not 100% clear to me even stepping through Bullet) and the objects sometimes end up in different places. Am I heading in the right direction? Bullet seems to have it's own interpolation code built-in. Can that help me make method 1 work better? Or is my method 2 code not working because I am accidentally stomping that?

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