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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • How to control messages to the same port from different emitters?

    - by Alex In Paris
    Scene: A company has many factories X, each emits a message to the same receive port in a Biztalk server Y; if all messages are processed without much delay, each will trigger an outgoing message to another system Z. Problem: Sometimes a factory loses its connection for a half-day or more and, when the connection is reestablished, thousands of messages get emitted. Now, the messages still get processed well by Y (Biztalk can easily handle the load) but system Z can't handle the flood and may lock up and severely delay the processing of all other messages from the other X. What is the solution? Creating multiple receive locations that permits us to pause one X or another would lose us information if the factory isn't smart enough to know whether the message was received or not. What is the basic pattern to apply in Biztalk for this problem? Would some throttling parameters help to limit the flow from any one X? Or are their techniques on the end part of Y which I should use instead ? I would prefer this last one since I can be confident that the message box will remember any failures, which could then be resumed.

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  • Can anyone point me to some open source directX rendering engines or frameworks? [on hold]

    - by Jim
    I'm completely new to graphics API programmming, but not at all new to the theory and principle operation of game engines and rendering engines. That being said, I want to do some experiments of rendering very dense geometry scenes in a basic rendering engine or game engine. I don't need a lot of bells and whistles. What I need is enough control that I can implement my own scene graph algorithms and control the rendering pipeline very specifically. My ideal candidate engine would be either a rendering engine or game engine with a modular design that might be ready to go out of the box but would be simple enough in case I need to rip out some of the guts in the rendering management and implement my own. It's a tough call because I'm right at the level where it's almost better to go from scratch, but there's no sense in having to build every single basic thing such as heirarchical transforms, etc. I just want to work with rendering optimization to push dense geometry for maximum FPS. Does anyone have a suggestion for an engine or basic framework to use? I requested DirectX in my title because I figured it would likely be better supported and less likely for me to run into some obscure less-documented problem. But OpenGL might be acceptable if the recommended framework was definitely better than my other options. EDIT: I should add that I really want GPU tessellation support (part of adding to the density of geometry detail).

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  • Achieve anisotropic filtering

    - by fedab
    I want to set anisotropic filtering to my scene. I use SharpDX (DirectX 11) and C#. How do i set up anisotropic filtering in my shader? Currently i try that in the shader: Texture2D tex; sampler textureSampler = sampler_state { Texture = (tex); MipFilter = Anisotropic; MagFilter = Anisotropic; MinFilter = Anisotropic; MaxAnisotropy = 16; }; float4 PShader(float4 position : SV_POSITION, float4 color:COLOR, float2 tex0 : TEXCOORD0) : SV_TARGET { float4 textureColor; textureColor = tex.Sample(textureSampler, tex0) * color; return textureColor; } I get my object, textured, but it is not filtered anisotropic. I can write everything in the Parameters, even invalid things and i don't get any errors. The result is the same, objects without applied anisotropic filtering. Do i have to set that in the shader? Can i do that also with SamplerState? I tested that but i didn't get a result too. Some steps what i have to set would be helpful.

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  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

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  • Artificial Intelligence ... how to make an object roam freely/avoid other objects, and model consciousness? [on hold]

    - by help bonafide pigeons
    Say a simple free roam battle scene in which a player runs around freely and engages in battle with other enemies/objects, as shown below: The dragon/dinosaur (or whatever that thing I drew appears to be) will, by some measure, try and avoid attacks so it is modeled to appear to have a conscious desire to avoid pain. My question is ... since this is very complex, many possible strategies for solving this, algorithms, etc., what is the basic idea behind how this would be accomplished in any sort? Like, we can assume the enemy in the picture is not just going to aimlessly hop around and avoid, but freely be modeled to behave as if it were really exploring/fighting. For the best example I can give, witness the behavior of the enemies in Final Fantasy 12 in this video: http://www.youtube.com/watch?v=mO0TkmhiQ6w How do the pros, or how would anyone attempt solve/implement this? PS: I have tried several times to give an image the "illusion" that is has a conciousness, but aside from emulating a real animal's consciousness in complete, I fall short and get choppy moving images that follow predictable patterns, error-prone movements, and the worst imaginable scenario of a battle engagement.

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  • Using Bullet physics engine to find the moment of object contact before penetration

    - by MooMoo
    I would like to use Bullet Physics engine to simulate the objects in 3D world. One of the objects in the world will move using the position from 3D mouse control. I will call it "Mouse Object" and any object in the world as "Object A" I define the time before "mouse object" and "Object A" collide as t-1 The time "mouse object" penetrate "Object A" as t Now there is a problem about rendering the scene because when I move the mouse very fast, "Mouse object" will reside in "Object A" before "Object A" start to move. I would like the "Mouse Object" to stop right away attach to the "Object A". Also If the "Object A" move, the "Mouse object" should move following (attach) the "Object A" without stop at the first collision take place. This is what i did I find the position of the "Mouse Object" at time t-1 and time t. I will name it as pos(t-1) and pos(t) The contact time will be sometime between t-1 to t, which the time of contact I name it as t_contact, therefore the contact position (without penetration) between "Mouse object" and "Object A" will be pos(t_contact) then I create multiple "Mouse object"s using this equation pos[n] = pos(t-1) * C * ( pos(t) - pos(t-1) ) where 0 <= C <= 1 if I choose C = 0.1, 0.2, 0.3,0.4..... 1.0, I will get pos[n] for 10 values Then I test collision for all of these 10 "Mouse Objects" and choose the one that seperate between "no collision" and "collision". I feel this method is super non-efficient. I am not sure the way other people find the time-of-contact or the position-of-contact when "Object A" can move.

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  • How can I use an object pool for optimization in AndEngine?

    - by coder_For_Life22
    I have read up on a tutorial that allows you to reuse sprites that are re-added to the scene such as bullets from a gun or any other objects using an ObjectPool. In my game i have a variation of sprites about 6 all together with different textures. This is how the object pool is set up with its own class extending Java's GenericPool class public class BulletPool extends GenericPool<BulletSprite> { private TextureRegion mTextureRegion; public BulletPool(TextureRegion pTextureRegion) { if (pTextureRegion == null) { // Need to be able to create a Sprite so the Pool needs to have a TextureRegion throw new IllegalArgumentException("The texture region must not be NULL"); } mTextureRegion = pTextureRegion; } /** * Called when a Bullet is required but there isn't one in the pool */ @Override protected BulletSprite onAllocatePoolItem() { return new BulletSprite(mTextureRegion); } /** * Called when a Bullet is sent to the pool */ @Override protected void onHandleRecycleItem(final BulletSprite pBullet) { pBullet.setIgnoreUpdate(true); pBullet.setVisible(false); } /** * Called just before a Bullet is returned to the caller, this is where you write your initialize code * i.e. set location, rotation, etc. */ @Override protected void onHandleObtainItem(final BulletSprite pBullet) { pBullet.reset(); } } As you see here it takes a TextureRegion parameter. The only problem i am facing with this is that i need to have 6 different sprites recycled and reused in the ObjectPool. This ObjectPool is set up to only use one TextureRegion. Any idea's or suggestions on how to do this?

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework?

    - by Chris
    How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework? This sample (http://code.google.com/p/o3d/source/browse/trunk/samples_webgl/o3d-webgl-samples/simpleviewer/simpleviewer.html?r=215) uses the arcball for rotating the transform of an "object", but rather than apply this to a transform, I would like to apply the rotation to the camera's target, to create a first person style ability to look around the scene, as if the camera is inside the centre of the arcball instead of rotating from the outside. The code that is used in this sample is var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); The code that I am using which doesn't work var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); var cameraRotationMatrix4 = g_math.matrix4.lookAt(g_eye, g_target, [g_up[0], g_up[1] * -1, g_up[2]]); var cameraRotation = g_math.matrix4.setUpper3x3(cameraRotationMatrix4,g_thisRot); g_target = g_math.addVector(cameraRotation, g_target); where am I going wrong? Thanks

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  • How to Draw Lines on the Screen (Part 2)

    - by Geertjan
    In part 1, I showed how you can click on the screen to create widgets and then connect those widgets together. But that's not really drawing, is it? (And I'm surprised nobody made that point in the comments to that blog entry.) Drawing doesn't really revolve around connecting dots together. It's more about using a free-flow style and being able to randomly write stuff onto a screen, without constraints. Something like this: I achieved the above by changing one line of code from the original referred to above. Instead of using a "mousePressed" event, I'm now using a "mouseDragged" event. That's all. And now the widgets are created when I drag my mouse on the scene. (I removed the rectangular select action, since that's also invoked during dragging and since that doesn't apply to the above scenario.) Now, the next step is to rewrite the NetBeans Platform Paint Application Tutorial, so that the Visual Library is used. That would be pretty cool.

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  • SDK mouse relative motion, weird results

    - by zaftcoAgeiha
    I have a simple SDL application that tracks the relative change in mouse position But for some reason, the motion.xrel and motion.yrel give back massive numbers! my code: SDL_WM_GrabInput(SDL_GRAB_ON); SDL_ShowCursor(false); while(!quit){ // Draw the scene if (invalidated == 1){ on_render(); invalidated = 0; } // And poll for events SDL_PumpEvents(); SDL_Event event; while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_KEYDOWN: case SDL_KEYUP: on_key(event.key); break; case SDL_MOUSEMOTION: std::cerr << event.motion.xrel << ":" << event.motion.yrel << std::endl; invalidated = 1; break; ... and the printed results are ridiculous: 400:300 -11297:1705 -11215:1268 -10969:940 -10314:-43 -9986:-698 -9331:-1681 -9003:-2227 -8593:-2664 -8020:-3538 -7774:-3647 -7365:-4193 -7283:-4302 -7119:0 any idea why?? System is Ubuntu 12 running in virtual box

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  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

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  • CodePlex Daily Summary for Monday, November 19, 2012

    CodePlex Daily Summary for Monday, November 19, 2012Popular ReleasesmojoPortal: 2.3.9.4: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2394-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0, but we recommend you to use .NET 4, we will probably drop support for .NET 3.5 once .NET 4.5 is available The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code and are not intended for use in Visual Studio. To download the source code see getting the lates...VidCoder: 1.4.6 Beta: Brought back the x264 advanced options panel due to popular demand. Thank you for all the feedback. x264 Preset/Profile/Tune/Level has been moved back to the Video tab, along with a copy of the "extra options" string. Added Fast Decode and Zero Latency checkboxes to support multiple Tunes. Added cropping option "None". Audio bitrates that are incompatible with the encoder (such as MP3 > 320 kbps) are no longer preset on the list. Fixed crash on opening VidCoder after de-selecting "re...Metodología General Ajustada - MGA: 03.05.02: Cambios Parmenio: Correcciones al formato F03 de programación, se deja en comentarios la validación de la unidad de la actividad sea igul a la del indicador. Cambios John: Integración de código con cambios enviados por Parmenio Bonilla. Generación de instaladores. Soporte técnico por correo electrónico, telefónico y en sitio.SPListViewFilter: Version 1.8: Fixed some bugsDotNetNuke® Store: 03.01.07: What's New in this release? IMPORTANT: this version requires DotNetNuke 04.06.02 or higher! DO NOT REPORT BUGS HERE IN THE ISSUE TRACKER, INSTEAD USE THE DotNetNuke Store Forum! Bugs corrected: - Replaced some hard coded references to the default address provider classes by the corresponding interfaces to allow the creation of another address provider with a different name. New Features: - Added the 'pickup' delivery option at checkout. - Added the 'no delivery' option in the Store Admin ...Bundle Transformer - a modular extension for ASP.NET Web Optimization Framework: Bundle Transformer 1.6.10: Version: 1.6.10 Published: 11/18/2012 Now almost all of the Bundle Transformer's assemblies is signed (except BundleTransformer.Yui.dll); In BundleTransformer.SassAndScss the SassAndCoffee.Ruby library was replaced by my own implementation of the Sass- and SCSS-compiler (based on code of the SassAndCoffee.Ruby library version 2.0.2.0); In BundleTransformer.CoffeeScript added support of CoffeeScript version 1.4.0-3; In BundleTransformer.TypeScript added support of TypeScript version 0....ExtJS based ASP.NET 2.0 Controls: FineUI v3.2.0: +2012-11-18 v3.2.0 -?????????????????SelectedValueArray????????(◇?◆:)。 -???????????????????RecoverPropertiesFromJObject????(〓?〓、????、??、Vian_Pan)。 -????????????,?????????????,???SelectedValueArray???????(sam.chang)。 -??Alert.Show???????????(swtseaman)。 -???????????????,??Icon??IconUrl????(swtseaman)。 -?????????TimePicker(??)。 -?????????,??/res.axd?css=blue.css&v=1。 -????????,?????????????,???????。 -????MenuCheckBox(???????)。 -?RadioButton??AutoPostBack??。 -???????FCKEditor?????????...BugNET Issue Tracker: BugNET 1.2: Please read our release notes for BugNET 1.2: http://blog.bugnetproject.com/bugnet-1-2-has-been-released Please do not post questions as reviews. Questions should be posted in the Discussions tab, where they will usually get promptly responded to. If you post a question as a review, you will pollute the rating, and you won't get an answer.Paint.NET PSD Plugin: 2.2.0: Changes: Layer group visibility is now applied to all layers within the group. This greatly improves the visual fidelity of complex PSD files that have hidden layer groups. Layer group names are prefixed so that users can get an indication of the layer group hierarchy. (Paint.NET has a flat list of layers, so the hierarchy is flattened out on load.) The progress bar now reports status when saving PSD files, instead of showing an indeterminate rolling bar. Performance improvement of 1...CRM 2011 Visual Ribbon Editor: Visual Ribbon Editor (1.3.1116.7): [IMPROVED] Detailed error message descriptions for FaultException [FIX] Fixed bug in rule CrmOfflineAccessStateRule which had incorrect State attribute name [FIX] Fixed bug in rule EntityPropertyRule which was missing PropertyValue attribute [FIX] Current connection information was not displayed in status bar while refreshing list of entitiesSuper Metroid Randomizer: Super Metroid Randomizer v5: v5 -Added command line functionality for automation purposes. -Implented Krankdud's change to randomize the Etecoon's item. NOTE: this version will not accept seeds from a previous version. The seed format has changed by necessity. v4 -Started putting version numbers at the top of the form. -Added a warning when suitless Maridia is required in a parsed seed. v3 -Changed seed to only generate filename-legal characters. Using old seeds will still work exactly the same. -Files can now be saved...Caliburn Micro: WPF, Silverlight, WP7 and WinRT/Metro made easy.: Caliburn.Micro v1.4: Changes This version includes many bug fixes across all platforms, improvements to nuget support and...the biggest news of all...full support for both WinRT and WP8. Download Contents Debug and Release Assemblies Samples Readme.txt License.txt Packages Available on Nuget Caliburn.Micro – The full framework compiled into an assembly. Caliburn.Micro.Start - Includes Caliburn.Micro plus a starting bootstrapper, view model and view. Caliburn.Micro.Container – The Caliburn.Micro invers...DirectX Tool Kit: November 15, 2012: November 15, 2012 Added support for WIC2 when available on Windows 8 and Windows 7 with KB 2670838 Cleaned up warning level 4 warningsDotNetNuke® Community Edition CMS: 06.02.05: Major Highlights Updated the system so that it supports nested folders in the App_Code folder Updated the Global Error Handling so that when errors within the global.asax handler happen, they are caught and shown in a page displaying the original HTTP error code Fixed issue that stopped users from specifying Link URLs that open on a new window Security FixesFixed issue in the Member Directory module that could show members to non authenticated users Fixed issue in the Lists modul...fastJSON: v2.0.10: - added MonoDroid projectxUnit.net Contrib: xunitcontrib-resharper 0.7 (RS 7.1, 6.1.1): xunitcontrib release 0.6.1 (ReSharper runner) This release provides a test runner plugin for Resharper 7.1 RTM and 6.1.1, targetting all versions of xUnit.net. (See the xUnit.net project to download xUnit.net itself.) This release drops 7.0 support and targets the latest revisions of the last two major versions of ReSharper (namely 7.0 and 6.1.1). Copies of the plugin that support previous verions of ReSharper can be downloaded from this release. Also note that all builds work against ALL ...OnTopReplica: Release 3.4: Update to the 3 version with major fixes and improvements. Compatible with Windows 8. Now runs (and requires) .NET Framework v.4.0. Added relative mode for region selection (allows the user to select regions as margins from the borders of the thumbnail, useful for windows which have a variable size but fixed size controls, like video players). Improved window seeking when restoring cloned thumbnail or cloning a window by title or by class. Improved settings persistence. Improved co...DotSpatial: DotSpatial 1.4: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Tutorials are available. Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components ...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.3.5: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features Attachable Behaviors AwaitableUI extensions Controls Converters Debugging helpers Extension methods Imaging helpers IO helpers VisualTree helpers Samples Recent changes Docum...AcDown?????: AcDown????? v4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...New Projects1119P1: So far, I haven't found any bugcoolow: a simple projectDatabase Tools: Windows application for managing SQL Server databases.Editable WILEz Books: Sorry for my bad enlgish. I'm italian. With this project you can write a simple book with images, you can customize text font, color, beckground immage ecc.. simply with a editable txt file.EstimateTracker: Program to track estimate time using XAML, MVVM, WPF, ninject Ioc, nhibernate and Microsoft PrismExtJS based ASP.NET 2.0 Controls: About FineUI ExtJS based professional ASP.NET 2.0 Controls. FineUI Mission Create No JavaScript, No CSS, No UpdatePanel, No ViewState and No WebServices web apGCU: This project supports the Gedcom Utility which allows users to review many Gedcom files for certain information.Heng.Elements: Entity Relationship ModelingiRoboticsPrototype1: iRobotics Prototype 1. Under developmentJamaican kitchen: This a website which will display various jamaican food. these dishes which be ranging from mild to spicey food. JarvisProject1: ???? ?????? ??????? ??????? - ????????????? ?????????? ? ???????? ????????? ??????Java 2D Game Developing Setup: Set of classes as "interface" between game powering code and creative game development in Java. KZ.Express: Project is build to resolve bill managementlbpWGaeBlog: my blog on gaeLogistic Management System: D? án giao nh?n v?n t?i logistics. D? án có r?t nhi?u ký t? D? án giao nh?n v?n t?i logistics. D? án có r?t nhi?u ký t?D? án giao nh?n v?n t?i logistics. D? án Managed3D: Managed3D is a scene graph API that allows developers to have both high-level and low-level access to objects in a 3-dimensional scene.MicroTao: MicroTao is for the future.MVC4 ASPX TourBooking: Website Booking tourMyDay: Simple little spike, using a todo list. Spiking MVC 4, Twitter Bootstrap, code-first migrations in EF 5, and AppHarbor deployments. mytestmusicstoremvc: my Study mvcNDateTime: NDateTime is a javascript library that wrap the most commons properties and methods of .NET DateTime object.onexin: This is test.PersiaCaptchaHandler: A Persian Captcha that use number in lettersPhoneGap/Cordova Libs, PhoneGap Demos, PhoneGap Solutions, PhoneGap Practices: Here you can find PhoneGap/Cordova Libs, demos, solutions, best practices, architectures, etc. Most important, all should be the best and free.PhotOrganizer: Windows application to organize your pictures. Scans folder for number and size of pictures. Moves to destination by year-month and removes duplicate files.PoNCE: PoNCE Engine helps creating of Point and Click quest gamesPragTest: List of my projectsProof of Concept Code: This is pretty much throw-away PoC code. I intend to have a folder for each PoC and the solution file for the PoC under the same folder. Security Center: Security Center is a handy tool to secure your secret notes. 512-bits AES algorithm with your private master password is used to protect your data. SharePoint Metro Sliders: SharePoint 2010 Feature that includes two Metro style image sliders web parts: - Image slider with just one image - Image slider with four smaller images in it.SkilledRES_Portal: SkilledRES Portal consists about Organization Information & Activity Profiling of SkilledRESSuper BASE32: This awesome app let you convert all your music, pictures and video to brand new BASE32 encoding! System.Data.Entity.Repository.Filters: System.Data.Entity.Repository.FiltersThe Media Store: The Media StoreUser Group: Maintain support data for user groupsVivitap: Vivitap Samples and SDK support.Web Scripting and Content Creation - DIY Wedding Cake - Assignment 2 - Prototype: Web Scripting and Content Creation - DIY Wedding Cake - Assignment 2webass2: protoype project for the final project for WSCC .WebTechCoursework2.HRSystem: Human Resource System for Web Technology CourseworkWindows Store Application Library: Windows Store Application Library provides a collection of UI controls and utilities for Windows 8 store application developers.WriteMyName: Código para escrever o nome do autor no começo de código fonte.XMPP Chat for Windows 8 Apps Store: xmpp sample for windows app store???-Windows8: ???Windows8???,?????????

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  • CodePlex Daily Summary for Friday, January 14, 2011

    CodePlex Daily Summary for Friday, January 14, 2011Popular ReleasesBloodSim: BloodSim - 1.3.3.0: NOTE: If you have a previous version of BloodSim, you must update WControls.dll from the Required DLLs download. - Removed average stats from main window as this is no longer necessary - Added ability to name a set of runs that will show up in the title bar of the graph window - Added ability to run progressive simulation sets, increasing up to 2 chosen stats by a value each time - Added option to set the amount that Death Strike heals for on the Last 5s Damage - Added option for Blood Shiel...WCF Community Site: WCF Web APIs 11.01.14: Welcome to the third release of WCF Web APIs on codeplex New Features - WCF HTTP New HttpClient API which replaces the REST Starter kit has been introduced. In addition to supporting strongly typed messages, the API supports async through Task<T>. It also has a pluggable channel stack for plugging in handlers for the request / response from the client side. See the QueryableSample for an example of the new channels. New extension methods for serializing / deserializing to/from HttpContent. ...POP Forums for ASP.NET MVC3: POP Forums v9 - Beta 1: This is the first beta for the ASP.NET MVC 3 version of POP Forums. It is nearly feature complete, and ready for testing and feedback. For previous release notes, look here, here and here. Check out the live preview: http://preview.popforums.com/Forums Setup instructions are on the home page of this project. The new hotness in the beta, or what has been done since the last preview: All views converted to use Razor E-mail subscription/notification of new posts New post indicators/mark r...mytrip.mvc (CMS & e-Commerce): mytrip.mvc 1.0.51.1 beta 2: New captcha bug fixed at install/uninstall module -> auto create/delete all files and folders for module WEB.mytrip.mvc 1.0.51.1 Web for install hosting System Requirements: NET 4.0, MSSQL 2008 or MySql (auto creation table to database) if .\SQLEXPRESS auto creation database (App_Data folder) SRC.mytrip.mvc 1.0.51.1 System Requirements: Visual Studio 2010 or Web Deweloper 2010 MSSQL 2008 or MySql (auto creation table to database) if .\SQLEXPRESS auto creation database (App_Data folder) Co...NuGet: NuGet 1.0 RTM: NuGet is a free, open source developer focused package management system for the .NET platform intent on simplifying the process of incorporating third party libraries into a .NET application during development. This release is a Visual Studio 2010 extension and contains the the Package Manager Console and the Add Package Dialog.MVC Music Store: MVC Music Store v2.0: This is the 2.0 release of the MVC Music Store Tutorial. This tutorial is updated for ASP.NET MVC 3 and Entity Framework Code-First, and contains fixes and improvements based on feedback and common questions from previous releases. The main download, MvcMusicStore-v2.0.zip, contains everything you need to build the sample application, including A detailed tutorial document in PDF format Assets you will need to build the project, including images, a stylesheet, and a pre-populated databas...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.6.7 GA Released: Hi, Today we are releasing Visifire 3.6.7 GA with the following feature: * Inlines property has been implemented in Title. Also, this release contains fix for the following bugs: * In Column and Bar chart DataPoint’s label properties were not working as expected at real-time if marker enabled was set to true. * 3D Column and Bar chart were not rendered properly if AxisMinimum property was set in x-axis. You can download Visifire v3.6.7 here. Cheers, Team VisifireFluent Validation for .NET: 2.0: Changes since 2.0 RC Fix typo in the name of FallbackAwareResourceAccessorBuilder Fix issue #7062 - allow validator selectors to work against nullable properties with overriden names. Fix error in German localization. Better support for client-side validation messages in MVC integration. All changes since 1.3 Allow custom MVC ModelValidators to be added to the FVModelValidatorProvider Support resource provider for custom property validators through the new IResourceAccessorBuilder ...EnhSim: EnhSim 2.3.2 ALPHA: 2.3.1 ALPHAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Quick update to ...ASP.NET MVC Project Awesome, jQuery Ajax helpers (controls): 1.6: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager new stuff: paging for the lookup lookup with multiselect changes: the css classes used by the framework where renamed to be more standard the lookup controller requries an item.ascx (no more ViewData["structure"]), and LookupList action renamed to Search all the...??????????: All-In-One Code Framework ??? 2011-01-12: 2011???????All-In-One Code Framework(??) 2011?1??????!!http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1code&DownloadId=128165 ?????release?,???????ASP.NET, AJAX, WinForm, Windows Shell????13?Sample Code。???,??????????sample code。 ?????:http://blog.csdn.net/sjb5201/archive/2011/01/13/6135037.aspx ??,??????MSDN????????????。 http://social.msdn.microsoft.com/Forums/zh-CN/codezhchs/threads ?????????????????,??Email ????patterns & practices – Enterprise Library: Enterprise Library 5.0 - Extensibility Labs: This is a preview release of the Hands-on Labs to help you learn and practice different ways the Enterprise Library can be extended. Learning MapCustom exception handler (estimated time to complete: 1 hr 15 mins) Custom logging trace listener (1 hr) Custom configuration source (registry-based) (30 mins) System requirementsEnterprise Library 5.0 / Unity 2.0 installed SQL Express 2008 installed Visual Studio 2010 Pro (or better) installed AuthorsChris Tavares, Microsoft Corporation ...Orchard Project: Orchard 1.0: Orchard Release Notes Build: 1.0.20 Published: 1/12/2010 How to Install OrchardTo install the Orchard tech preview using Web PI, follow these instructions: http://www.orchardproject.net/docs/Installing-Orchard.ashx Web PI will detect your hardware environment and install the application. --OR-- Alternatively, to install the release manually, download the Orchard.Web.1.0.20.zip file. The zip contents are pre-built and ready-to-run. Simply extract the contents of the Orchard folder from ...Umbraco CMS: Umbraco 4.6.1: The Umbraco 4.6.1 (codename JUNO) release contains many new features focusing on an improved installation experience, a number of robust developer features, and contains nearly 200 bug fixes since the 4.5.2 release. Getting Started A great place to start is with our Getting Started Guide: Getting Started Guide: http://umbraco.codeplex.com/Project/Download/FileDownload.aspx?DownloadId=197051 Make sure to check the free foundation videos on how to get started building Umbraco sites. They're ...StyleCop for ReSharper: StyleCop for ReSharper 5.1.14986.000: A considerable amount of work has gone into this release: Features: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes: - StyleCop's new ObjectBasedEnvironment object does not resolve the StyleCop installation path, thus it does not return the ...Facebook C# SDK: 4.2.1: - Authentication bug fixes - Updated Json.Net to version 4.0.0 - BREAKING CHANGE: Removed cookieSupport config setting, now automatic. This download is also availible on NuGet: Facebook FacebookWeb FacebookWebMvcPhalanger - The PHP Language Compiler for the .NET Framework: 2.0 (January 2011): Another release build for daily use; it contains many new features, enhanced compatibility with latest PHP opensource applications and several issue fixes. To improve the performance of your application using MySQL, please use Managed MySQL Extension for Phalanger. Changes made within this release include following: New features available only in Phalanger. Full support of Multi-Script-Assemblies was implemented; you can build your application into several DLLs now. Deploy them separately t...AutoLoL: AutoLoL v1.5.3: A message will be displayed when there's an update available Shows a list of recent mastery files in the Editor Tab (requested by quite a few people) Updater: Update information is now scrollable Added a buton to launch AutoLoL after updating is finished Updated the UI to match that of AutoLoL Fix: Detects and resolves 'Read Only' state on Version.xmlASP.NET: ASP.NET MVC 3 RTM: This release contains the source code for ASP.NET MVC 2 RTM as well as the ASP.NET MVC Futures project. The futures project contains features that the ASP.NET MVC team is considering for a future release of ASP.NET MVC This release contains the source code for ASP.NET MVC 3 RTM ASP.NET Web Pages with Razor Syntax ASP.NET MVC 3 Futures For more details about ASP.NET MVC 3, please visit http://asp.net/mvc/mvc3 as well as the Release NotesExtended WPF Toolkit: Extended WPF Toolkit - 1.3.0: What's in the 1.3.0 Release?BusyIndicator ButtonSpinner ChildWindow ColorPicker - Updated (Breaking Changes) DateTimeUpDown - New Control Magnifier - New Control MaskedTextBox - New Control MessageBox NumericUpDown RichTextBox RichTextBoxFormatBar - Updated .NET 3.5 binaries and SourcePlease note: The Extended WPF Toolkit 3.5 is dependent on .NET Framework 3.5 and the WPFToolkit. You must install .NET Framework 3.5 and the WPFToolkit in order to use any features in the To...New ProjectsAny Sudoku Solver: Program to solving any existing sudoku puzzle.CeairCarbin: One Project About A Carbin Department Manager System About News WrokFlow Saralechat room: test technology on webECTS Multi Server - No Domain Group Policy enabled: These bits help out eliminating exceptions that occur when ECTS is deployed with no organization group password policy .. Especially eliminating this error : "Negating the minimum value of a twos complement number is invalid " EF4 Linq Extensions: Extensions for Entity Framework 4 to support things like Enums in Linq queriesENUH09 v2: Felles prosjekt for ENUH09EWS FastTransfer Stream Parser: This is a sample project to demonstrate how the fasttransfer Stream that is created using the ExportItems and UploadItems Exchange Web Services operations can be parsed to show the underlying properties that make up this stream. FRC3792: JCPennys/University of Missouri - Columbia/ University extensions FRC Source Control.FYP: FTP FYP ProjectGastrOS - openEHR based Endoscopy Application: GastrOS is an endoscopic reporting application based on open standards: openEHR and MST. GUI is driven by Archetypes/Templates. It is part of our research at the University of Auckland to investigate software maintainability and interoperability. Uses openEHR.Net on CodePlexgoldenlion: This is the project for study.im2011: ??????ImEngine: FI softwareMars Tanks: Fall 2010 C Sc 335 Final Project, University of Arizona.MijnAlbum.nl Downloader: MijnAlbum.nl Downloader is een programma waarmee je in één keer een compleet album van mijnalbum.nl op kunt slaan. NetReports: NetReport is a free open-source project to create either reportsNScript: NScriptooMetaWeblog: MetaWebLogger is a .NET C# library that makes it really simple to include in your blog engine so that you can use Windows Live Writer or other blog writing tools that support the MetaWeblog API to write and edit posts in your blogging engine The library is developed in .NET C# 4Personal Library: libraryphantom images (memories): A project I have written long ago Images you take as reminders of things that you learn , this can include a definition you read from book, a chart, a proverb or an ayat from Quran. They will popup in a semitransparent window that u can click throw. It is like a ghost window. Remote Directory Sync: Remote Directory Sync will allow users to publish and subscribe to repositories in order to keep directories in Sync. Security will be a focus of this project and communication channels will be encrypted. PNRP will be used to decentralize the communication.RiaType: RiaType suggests several architecture guidances to industrialize ria developments with Silverlight and WCF RIA ServicesSetFileDate: This is just a simple app to set some File DateTime properties.SGFConvert: Utility to modify SGF (Smart Game Format) files.Shiny Wizard, control for WPF & Silverlight: Shiny Wizard makes it easier for WPF & Silverlight .NET Developers to create non trivial wizard flows using declarative approach. Shiny Wizard control is MVVM enabled.Silverlight book viewer: Silverlight book viewer allows users to find and watch books using Silverlight Deep Zoom technology. It is used for publishing antique books from Kyiv Taras Shevchenko National University's library.Silverlight Gauge Control: Gauge Control For SilverlightSQL DataTransfer: This project is aimed for people who need to downgrade sql databases, using the SQL Management object libary. The UI is WPF, based on the MVVM design pattern.SQL Server Health Check: This Health Check App. can examine the health of the SQL Server databases in an organisation and consists of a number of checks: • Installation check • Database check • Performance check • Backup check • Security checkStarcraft Calendar: A calendar application for Starcraft community , based on Team Liquid Calendar Xml & Service.test_808: testUse the Scene Editor of Unity 3D in other non-visual environment to create games: Use the Scene Editor of Unity 3D in other non-visual environments to create 2d or 3d games.WF4: Samples for WF4Window CE Component Wizard: Wizard to create Windows CE catalog component.XBMC Connect .Net: The goal of this project to create a .Net client API to consume the REST based API of XMBC. This will API gives access to all the functionality of XBMC (video and music library, changing settings, ...) without having to handle the details related to the web service communication.Xeno3D 2.0: Xeno3D 2.0 is a direct evolution of CTP 2 of xeno found on this site. Why a new project? Because it is almost entirely new, including a brand new set of editors. Including a node based shader editor. Still early days, though. I'll update the site and svn often. Yet Another OSX Dock Wannabe: Create a simple OSX Dock-like component for Silverlight 4 that is made freely available to the user community.

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  • Intercept call to property get method in C#

    - by michajas
    Let's assume that we have this class: public class Person { public int Id { get; set; } public string Name { get; set; } } Now, is it possible in C# to intercept call to property get method, run some other method and return result of that method instead of property value? I'd like to be able to do some additional logic behind the scene. The downside is that this class can't be changed (on C# level). Maybe some IL ?

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  • Why is my movie clip instance null?

    - by Khan
    I have 2 movie clips in my scene, one is charlie brown running and another is lucy lifting a football. The movie clip instances are aptly named: lucyLifting and charlieRunning. When I get to frame 75, I run the following code: stop(); trace(lucyLifting); trace(charlieRunning); lucyLifing.stop(); charlieRunning.stop(); and I get the following output: [object MovieClip] null Why isn't it recognizing my second movie clip instance? This is very frustrating.... Thank you in advance.

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  • known memory leaks in 3ds max?

    - by Denise
    I've set up a script in 3ds max to render a bunch of animations into frames. To do this, I open up a file with all of the materials, load an animation (as a bip) onto the figure, then render. We were seeing a problem where eventually the script would fail because it was unable to open the next file-- max had consumed all of the system memory. Closing max, of course, freed the memory, and we were able to continue with the script. I checked out the heapfree variable, hoping to see a memory leak within my script, hoping to see a memory leak within my own (maxscript) code-- but the amount of free space was the same after every animation. Then, it must be 3ds max which is consuming all of that memory. Nothing in max need be saved from animation to animation-- is there some way to get max to free that memory? (I've tried resetMaxFile() and manually deleting all of the objects in the scene). Is there any known sets of operations that cause max to grow out of control?

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  • OPENGLES 2.0 equivalent of glorthof?

    - by Zippo
    Hi Guys, In my iphone app, i need to project 3d scene into the 2D coordinates of the screen for some calculations. My objects go through various rotations, translations and scaling. So i figured i need to multiply the vertices with ModelView matrix first, then i need to multiply it with the Orthogonal projection matrix. First of all am on the right track? I have the Model View Matrix, but need the projection matrix. Is there a glorthof equivalent in ES 2.0? PS: i am new to opengl. Thanks for your help. Zippo

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  • Soft Shadows in Raytracing 3D to 2D

    - by Myx
    Hello: I wish to implement soft shadows produced by area lights in my raytracer. I'm having trouble generating the random samples. So I have a scene in which I have an area light (represented as a circle) whose world (x,y,z) coordinates of the center are given, the radius is given, the normal of the plane on which the circle lies is given, as well as the color and attenuation factors. The sampling scheme I wish to use is the following: generate samples on the quadrilateral that encompasses the circle and discard points outside the circle until the required number of samples within the circle have been found. I'm having trouble understanding how I can transform the 3D coordinates of the center of the circle to its 2D representation (I don't think I can assume that the projection of the circle is on the x-y axis and thus just get rid of the z-component). I think the plane normal information should be used but I'm not sure how. Any and all suggestions are appreciated.

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  • How do i translate movement on the Canvas3D to movement in the virtual 3D world

    - by Coder
    My goal is to move a shape in the virtual world in such a way so that it ends up where the mouse pointer is on the canvas. What i have: -mouse position (x,y) on a Canvas3D object -Point3d object of where a pick ray starting from the Canvas3D viewport intersects with the first scene object. (point in 3D space of where i want to start the drag) What i want: -Some way to translate the Point3d's coordinates so that the initial point of intersection (the Point3d object) is always overlapping the the mouse position on the canvas (same as when i used the pick ray to determine what the user clicked on from the Canvas3D object). Thanks!

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  • SPGridView current item in Sharepoint

    - by pistacchio
    Hi, I'm making a custom webpart. I takes some items from a list and display them with a SPGridView. I bound the fields like this: // Grab data from a SP List into dvwTickets SPGridView grdMyTickets = new SPGridView(); grdMyTickets.DataSource = dvwTickets; [..] BoundField colTicketTypology = new BoundField(); colTicketTypology.DataField = "ID"; colTicketTypology.HeaderText = ticketList.Fields.GetFieldByInternalName("ID").Title; grdMyTickets.Columns.Add(colTicketTypology); [..] This works. Now, what a grid does behind the scene when binding data to it is cycling through the binded data. How can I access the "Current Item" to make operations on each item while binding? Thanks

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  • How can let Qt Graphics View Framework support custom layers

    - by jnblue
    Qt's graphics view frameworks is very powerful, but I have not found a way to support custom layers. In Qt, there is a QGraphicsScene::ItemLayer,but QGraphicsScene renders all items are in this layer. I want manage the items with several layers, Just like Illustrator and CorelDraw. all the item only in the current layer will receive the event, be selected or get the key focus etc.. Other layers(not current layer) will not receive all scene event. The most reasons of using layers is I could catalogue a large number of items more clearly.And without needing transfer events to all the layers' items ,I think the graphics frameworks will be more efficient. The last question, does QGraphicsView support rendering server stacked graphics scenes at the same time? If support, I think the "custom layers" can be solved in this way. Thanks very much!

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  • Best resource for serious Commodore 64 programming.

    - by postfuturist
    What is the best resource for serious Commodore 64 programming? Assume that serious programming on the Commodore 64 is not done in BASIC V2 that ships with the Commodore 64. I feel like most of the knowledge is tied up in old books and not available on the internet. All that I have found online are either very beginner style introductions to Commodore 64 programming (Hello world), or arcane demo-coder hacks to take advantage of strange parts of the hardware. I haven't found a well-explained list of opcodes, memory locations for system calls, and general mid-level examples and tips. Main portals I have found: lemon64 C-64 Scene Database c64web Actually hosted on a Commodore 64! Tools I have found: cc65 A C compiler that can target Commodore 64.

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