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  • After my laptop wakes up from sleeping/hibernating, the LCD/brightness is very low. How can I set it to default?

    - by meder
    In Power Management Preferences, On AC Power tab, I have brightness to 100%. "Dim display when idle" is not checked. I know for sure my LCD brightness is capable of going higher, because if I hit Fn and F7 then it resets the monitor brightness and settings for a few seconds, but the resolution breaks and then the brightness goes back. PS: OS is Debian Lenny ( I set the tags but for clarification ) and laptop is a Thinkpad.

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  • Sleep – Why We Need It and What Happens Without It

    - by Akemi Iwaya
    We spend approximately one-third of our lives sleeping, but why do our bodies need sleep? What is happening in our brains and bodies during our awake and sleeping periods? Could we get by with little to no sleep? Learn the answers to these questions and more with SciShow’s information-packed video about sleep! Sleep: Why We Need It and What Happens Without It [YouTube]     

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  • How to test nginx proxy timeouts

    - by mkorszun
    Target: I would like to test all Nginx proxy timeout parameters in very simple scenario. My first approach was to create really simple HTTP server and put some timeouts: Between listen and accept to test proxy_connect_timeout Between accept and read to test proxy_send_timeout Between read and send to test proxy_read_timeout Test: 1) Server code (python): import socket import os import time import threading def http_resp(conn): conn.send("HTTP/1.1 200 OK\r\n") conn.send("Content-Length: 0\r\n") conn.send("Content-Type: text/xml\r\n\r\n\r\n") def do(conn, addr): print 'Connected by', addr print 'Sleeping before reading data...' time.sleep(0) # Set to test proxy_send_timeout data = conn.recv(1024) print 'Sleeping before sending data...' time.sleep(0) # Set to test proxy_read_timeout http_resp(conn) print 'End of data stream, closing connection' conn.close() def main(): s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) s.bind(('', int(os.environ['PORT']))) s.listen(1) print 'Sleeping before accept...' time.sleep(130) # Set to test proxy_connect_timeout while 1: conn, addr = s.accept() t = threading.Thread(target=do, args=(conn, addr)) t.start() if __name__ == "__main__": main() 2) Nginx configuration: I have extended Nginx default configuration by setting explicitly proxy_connect_timeout and adding proxy_pass pointing to my local HTTP server: location / { proxy_pass http://localhost:8888; proxy_connect_timeout 200; } 3) Observation: proxy_connect_timeout - Even though setting it to 200s and sleeping only 130s between listen and accept Nginx returns 504 after ~60s which might be because of the default proxy_read_timeout value. I do not understand how proxy_read_timeout could affect connection at so early stage (before accept). I would expect 200 here. Please explain! proxy_send_timeout - I am not sure if my approach to test proxy_send_timeout is correct - i think i still do not understand this parameter correctly. After all, delay between accept and read does not force proxy_send_timeout. proxy_read_timeout - it seems to be pretty straightforward. Setting delay between read and write does the job. So I guess my assumptions are wrong and probably I do not understand proxy_connect and proxy_send timeouts properly. Can some explain them to me using above test if possible (or modifying if required).

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  • Red Gate does Byte Night 2012

    - by red(at)work
    On the 5th of October 2012, a team of nine plucky Red Gaters braved the howling wind and the driving rain to sleep outside. No tents or mattresses were allowed – all we took for protection were sleeping bags, groundsheets, plastic sacks and Colin’s enormous fishing umbrella (a godsend in umbrella-y disguise). Why would we do such a thing? For Byte Night, an annual tech sector sleepout in support of Action for Children, who tackle the causes as well as the consequences of youth homelessness. Byte Night encourages technology professionals to do for one night a year what thousands of young people have to do every night – sleep rough.  We signed up for Byte Night in the warm, heady midst of the British summer, thinking it couldn’t possibly be all that bad. Even on the night itself – before the rain began to fall, sat in the comfort and warmth of a company canteen, drinking wine and eating chill and preparing to win the pub quiz – we were excited and optimistic about the night that lay ahead of us. All of that changed as soon as we stepped out into one of the worst rainstorms of the year. Brian, the team’s birthday boy, describes it best: Picture the scene: it’s 3 am on a Friday. I’m lying outside, fully clothed in a sleeping bag, wearing a raincoat, trussed up inside a large plastic pocket, on a ground sheet beneath a giant umbrella, wedged so tightly between two of my colleagues that I can’t move my arms. I’m wide awake, staring up at the grey sky beyond the edge of the umbrella; a limp, flickering white glow hints at a moon somewhere behind the drifting clouds. I haven’t slept since we first moved outside at 11 pm. Outside. Did I mention we were outside? I’m hung over. I need the loo. But there is no way on earth that I’m getting out of this sleeping bag. It’s cold. It’s raining. Not just raining, but chucking it down. It’s been doing this non-stop since 10pm. The rain sounds like a hyperactive drummer on the fishing umbrella, and the noise is loud and relentless. Puddles of water are forming all over the groundsheet, and, despite being ensconced inside the plastic pouch, I am wet. The fishing umbrella is protecting me from the worst of the driving rain, but not all of me is under it, and five hours of rain is no match for it. Everything is wet. My left side has become horribly damp. My trainers, which I placed next to my sleeping bag, are now completely soaked through. Mmm. That’ll be fun in the morning. My head is next to Colin’s head on one side, and a multi-pack of McCoy’s cheddar and onion crisps on the other. Don’t ask about the tub of hummus. That’s somewhere down by my ankles, abandoned to the night. Jess, who is lying next to me, rolls over onto her side. A mini waterfall cascades from her rain-pouch onto my face. Bah. I continue to stare into the heavens, willing the dawn to hurry up. Something lands on my face. It’s a mosquito. Great. Midnight, when this still seemed like fun – when we opened some champagne and my colleagues presented me with a caterpillar birthday cake, when everyone was drunk and jolly and full of stoic resolve – feels like a long time ago. Did I mention that today is my birthday? The remains of the caterpillar cake endure the same fate as the hummus, left out in the rain like a metaphor for sadness. It’s getting colder. I can see my breath. Silence has descended on the group, apart from the rustle of plastic. And the rain, obviously. Someone snores, and I envy whoever it is the sweet escape of sleep. I try to wriggle a bit further down inside my sleeping bag, but it doesn’t want to be wriggled into. Only 3 hours till dawn. 180 minutes. I begin to count them off, one at a time.  All nine of us got to go home in the morning, but thousands of children across the UK don’t have that luxury. If you’d like to sponsor the Red Gate Byte Night team, our JustGiving page can be found here.   Chris, before the outside bit actually happened. More photos from Byte Night Cambridge 2012 can be found here.

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  • Unity: how to apply programmatical changes to the Terrain SplatPrototype?

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • "Something wicked happened" error in apt-get

    - by Dragon
    Everytime I try to install through terminal I get this" I am not able to install or update and I can't find working answer for this here. Here is my apt-get update result: Hit http://ppa.launchpad.net raring Release.gpg Hit http://deb.opera.com stable Release.gpg Hit http://ppa.launchpad.net raring Release.gpg Hit http://deb.opera.com stable Release Hit http://ppa.launchpad.net raring Release Hit http://deb.opera.com stable/non-free i386 Packages Hit http://ppa.launchpad.net raring Release Hit http://ppa.launchpad.net raring/main i386 Packages Hit http://ppa.launchpad.net raring/main i386 Packages Ign http://deb.opera.com stable/non-free Translation-en_US Ign http://deb.opera.com stable/non-free Translation-en Ign http://ppa.launchpad.net raring/main Translation-en_US Ign http://ppa.launchpad.net raring/main Translation-en Ign http://ppa.launchpad.net raring/main Translation-en_US Ign http://ppa.launchpad.net raring/main Translation-en Err http://archive.ubuntu.com raring Release.gpg Something wicked happened resolving 'archive.ubuntu.com:http' (-11 - System error) Err http://extras.ubuntu.com raring Release.gpg Something wicked happened resolving 'extras.ubuntu.com:http' (-11 - System error) Err http://dl.google.com stable Release.gpg Something wicked happened resolving 'dl.google.com:http' (-11 - System error) Ign https://private-ppa.launchpad.net quantal Release.gpg Err http://archive.ubuntu.com raring-updates Release.gpg Something wicked happened resolving 'archive.ubuntu.com:http' (-11 - System error) Get:1 http://archive.ubuntu.com raring-security Release.gpg [933 B] Get:2 http://archive.ubuntu.com raring-proposed Release.gpg [933 B] Get:3 http://archive.ubuntu.com raring-backports Release.gpg [933 B] Hit http://archive.ubuntu.com raring Release Get:4 http://archive.ubuntu.com raring-updates Release [40.8 kB] Get:5 http://archive.ubuntu.com raring-security Release [40.8 kB] Ign http://extras.ubuntu.com raring Release Ign http://dl.google.com stable Release Ign https://private-ppa.launchpad.net quantal Release Get:6 http://archive.ubuntu.com raring-proposed Release [40.8 kB] Hit http://archive.ubuntu.com raring-backports Release Ign http://archive.ubuntu.com raring/main Sources/DiffIndex Ign http://archive.ubuntu.com raring/restricted Sources/DiffIndex Ign http://archive.ubuntu.com raring/universe Sources/DiffIndex Ign http://archive.ubuntu.com raring/multiverse Sources/DiffIndex Ign http://archive.ubuntu.com raring/main i386 Packages/DiffIndex Ign http://archive.ubuntu.com raring/restricted i386 Packages/DiffIndex Ign http://archive.ubuntu.com raring/universe i386 Packages/DiffIndex Ign http://archive.ubuntu.com raring/multiverse i386 Packages/DiffIndex Hit http://archive.ubuntu.com raring/main Translation-en Hit http://archive.ubuntu.com raring/multiverse Translation-en Hit http://archive.ubuntu.com raring/restricted Translation-en Ign http://dl.google.com stable/main i386 Packages/DiffIndex Hit http://archive.ubuntu.com raring/universe Translation-en Ign http://archive.ubuntu.com raring-updates/main Sources/DiffIndex Ign http://archive.ubuntu.com raring-updates/restricted Sources/DiffIndex Ign http://archive.ubuntu.com raring-updates/universe Sources/DiffIndex Ign https://private-ppa.launchpad.net quantal/main i386 Packages/DiffIndex Ign http://archive.ubuntu.com raring-updates/multiverse Sources/DiffIndex Ign http://archive.ubuntu.com raring-updates/main i386 Packages/DiffIndex Hit http://dl.google.com stable/main i386 Packages Ign http://archive.ubuntu.com raring-updates/restricted i386 Packages/DiffIndex Ign http://archive.ubuntu.com raring-updates/universe i386 Packages/DiffIndex Ign http://archive.ubuntu.com raring-updates/multiverse i386 Packages/DiffIndex Hit http://archive.ubuntu.com raring-updates/main Translation-en Hit http://archive.ubuntu.com raring-updates/multiverse Translation-en Hit http://archive.ubuntu.com raring-updates/restricted Translation-en Hit http://archive.ubuntu.com raring-updates/universe Translation-en Get:7 http://archive.ubuntu.com raring-security/main Sources [24.7 kB] Get:8 http://archive.ubuntu.com raring-security/restricted Sources [14 B] Get:9 http://archive.ubuntu.com raring-security/universe Sources [4,802 B] Get:10 http://archive.ubuntu.com raring-security/multiverse Sources [690 B] Hit https://private-ppa.launchpad.net quantal/main i386 Packages Ign http://dl.google.com stable/main Translation-en_US Get:11 http://archive.ubuntu.com raring-security/main i386 Packages [67.9 kB] Ign http://dl.google.com stable/main Translation-en Get:12 http://archive.ubuntu.com raring-security/restricted i386 Packages [14 B] Get:13 http://archive.ubuntu.com raring-security/universe i386 Packages [19.2 kB] Get:14 http://archive.ubuntu.com raring-security/multiverse i386 Packages [1,403 B] Hit http://archive.ubuntu.com raring-security/main Translation-en Ign http://extras.ubuntu.com raring/main Sources/DiffIndex Hit http://archive.ubuntu.com raring-security/multiverse Translation-en Hit http://archive.ubuntu.com raring-security/restricted Translation-en Hit http://archive.ubuntu.com raring-security/universe Translation-en Get:15 http://archive.ubuntu.com raring-proposed/universe i386 Packages [18.0 kB] Get:16 http://archive.ubuntu.com raring-proposed/main i386 Packages [29.9 kB] Get:17 http://archive.ubuntu.com raring-proposed/multiverse i386 Packages [14 B] Get:18 http://archive.ubuntu.com raring-proposed/restricted i386 Packages [14 B] Hit http://archive.ubuntu.com raring-proposed/main Translation-en Hit http://archive.ubuntu.com raring-proposed/multiverse Translation-en Hit http://archive.ubuntu.com raring-proposed/restricted Translation-en Hit http://archive.ubuntu.com raring-proposed/universe Translation-en Hit http://archive.ubuntu.com raring-backports/multiverse i386 Packages Hit http://archive.ubuntu.com raring-backports/main i386 Packages Hit http://archive.ubuntu.com raring-backports/restricted i386 Packages Hit http://archive.ubuntu.com raring-backports/universe i386 Packages Hit http://archive.ubuntu.com raring-backports/main Translation-en Ign https://private-ppa.launchpad.net quantal/main Translation-en_US Hit http://archive.ubuntu.com raring-backports/multiverse Translation-en Hit http://archive.ubuntu.com raring-backports/restricted Translation-en Hit http://archive.ubuntu.com raring-backports/universe Translation-en Hit http://archive.ubuntu.com raring/main Sources Ign https://private-ppa.launchpad.net quantal/main Translation-en Hit http://archive.ubuntu.com raring/restricted Sources Hit http://archive.ubuntu.com raring/universe Sources Hit http://archive.ubuntu.com raring/multiverse Sources Hit http://archive.ubuntu.com raring/main i386 Packages Hit http://archive.ubuntu.com raring/restricted i386 Packages Hit http://archive.ubuntu.com raring/universe i386 Packages Hit http://archive.ubuntu.com raring/multiverse i386 Packages Get:19 http://archive.ubuntu.com raring-updates/main Sources [37.0 kB] Get:20 http://archive.ubuntu.com raring-updates/restricted Sources [14 B] Get:21 http://archive.ubuntu.com raring-updates/universe Sources [49.8 kB] Ign http://extras.ubuntu.com raring/main i386 Packages/DiffIndex Get:22 http://archive.ubuntu.com raring-updates/multiverse Sources [690 B] Get:23 http://archive.ubuntu.com raring-updates/main i386 Packages [93.5 kB] Get:24 http://archive.ubuntu.com raring-updates/restricted i386 Packages [14 B] Get:25 http://archive.ubuntu.com raring-updates/universe i386 Packages [94.2 kB] Get:26 http://archive.ubuntu.com raring-updates/multiverse i386 Packages [1,403 B] Ign http://archive.ubuntu.com raring/main Translation-en_US Ign http://archive.ubuntu.com raring/multiverse Translation-en_US Ign http://archive.ubuntu.com raring/restricted Translation-en_US Ign http://archive.ubuntu.com raring/universe Translation-en_US Ign http://archive.ubuntu.com raring-updates/main Translation-en_US Ign http://archive.ubuntu.com raring-updates/multiverse Translation-en_US Ign http://archive.ubuntu.com raring-updates/restricted Translation-en_US Ign http://archive.ubuntu.com raring-updates/universe Translation-en_US Ign http://archive.ubuntu.com raring-security/main Translation-en_US Ign http://archive.ubuntu.com raring-security/multiverse Translation-en_US Ign http://archive.ubuntu.com raring-security/restricted Translation-en_US Ign http://archive.ubuntu.com raring-security/universe Translation-en_US Ign http://archive.ubuntu.com raring-proposed/main Translation-en_US Ign http://archive.ubuntu.com raring-proposed/multiverse Translation-en_US Ign http://archive.ubuntu.com raring-proposed/restricted Translation-en_US Ign http://archive.ubuntu.com raring-proposed/universe Translation-en_US Ign http://archive.ubuntu.com raring-backports/main Translation-en_US Ign http://archive.ubuntu.com raring-backports/multiverse Translation-en_US Ign http://archive.ubuntu.com raring-backports/restricted Translation-en_US Ign http://archive.ubuntu.com raring-backports/universe Translation-en_US Err http://extras.ubuntu.com raring/main Translation-en_US Something wicked happened resolving 'extras.ubuntu.com:http' (-11 - System error) Err http://extras.ubuntu.com raring/main Translation-en Something wicked happened resolving 'extras.ubuntu.com:http' (-11 - System error) Err http://extras.ubuntu.com raring/main Sources Something wicked happened resolving 'extras.ubuntu.com:http' (-11 - System error) Err http://extras.ubuntu.com raring/main i386 Packages Something wicked happened resolving 'extras.ubuntu.com:http' (-11 - System error) Fetched 568 kB in 8min 0s (1,181 B/s) W: Failed to fetch http://archive.ubuntu.com/ubuntu/dists/raring/Release.gpg Something wicked happened resolving 'archive.ubuntu.com:http' (-11 - System error) W: Failed to fetch http://archive.ubuntu.com/ubuntu/dists/raring-updates/Release.gpg Something wicked happened resolving 'archive.ubuntu.com:http' (-11 - System error) W: Failed to fetch http://extras.ubuntu.com/ubuntu/dists/raring/Release.gpg Something wicked happened resolving 'extras.ubuntu.com:http' (-11 - System error) W: Failed to fetch http://dl.google.com/linux/chrome/deb/dists/stable/Release.gpg Something wicked happened resolving 'dl.google.com:http' (-11 - System error) W: Failed to fetch http://extras.ubuntu.com/ubuntu/dists/raring/main/i18n/Translation-en_US Something wicked happened resolving 'extras.ubuntu.com:http' (-11 - System error) W: Failed to fetch http://extras.ubuntu.com/ubuntu/dists/raring/main/i18n/Translation-en Something wicked happened resolving 'extras.ubuntu.com:http' (-11 - System error) W: Failed to fetch http://extras.ubuntu.com/ubuntu/dists/raring/main/source/Sources Something wicked happened resolving 'extras.ubuntu.com:http' (-11 - System error) W: Failed to fetch http://extras.ubuntu.com/ubuntu/dists/raring/main/binary-i386/Packages Something wicked happened resolving 'extras.ubuntu.com:http' (-11 - System error) E: Some index files failed to download. They have been ignored, or old ones used instead.

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  • Blender mesh mirroring screws up normals when importing in Unity

    - by Shivan Dragon
    My issue is as follows: I've modeled a robot in Blender 2.6. It's a mech-like biped or if you prefer, it kindda looks like a chicken. Since it's symmetrical on the XZ plane, I've decided to mirror some of its parts instead of re-modeling them. Problem is, those mirrored meshes look fine in Blender (faces all show up properly and light falls on them as it should) but in Unity faces and lighting on those very same mirrored meshes is wrong. What also stumps me is the fact that even if I flip normals in Blender, I still get bad results in Unity for those meshes (though now I get different bad results than before). Here's the details: Here's a Blender screen shot of the robot. I've took 2 pictures and slightly rotated the camera around so the geometry in question can be clearly seen: Now, the selected cog-wheel-like piece is the mirrored mesh obtained from mirroring the other cog-wheel on the other (far) side of the robot torso. The back-face culling is turned of here, so it's actually showing the faces as dictated by their normals. As you can see it looks ok, faces are orientated correctly and light falls on it ok (as it does on the original cog-wheel from which it was mirrored). Now if I export this as fbx using the following settings: and then import it into Unity, it looks all screwy: It looks like the normals are in the wrong direction. This is already very strange, because, while in Blender, the original cog-wheel and its mirrored counter part both had normals facing one way, when importing this in Unity, the original cog-wheel still looks ok (like in Blender) but the mirrored one now has normals inverted. First thing I've tried is to go "ok, so I'll flip normals in Blender for the mirrored cog-wheel and then it'll display ok in Unity and that's that". So I went back to Blender, flipped the normals on that mesh, so now it looks bad in Blender: and then re-exported as fbx with the same settings as before, and re-imported into Unity. Sure enough the cog-wheel now looks ok in Unity, in the sense where the faces show up properly, but if you look closely you'll notice that light and shadows are now wrong: Now in Unity, even though the light comes from the back of the robot, the cog-wheel in question acts as if light was coming from some-where else, its faces which should be in shadow are lit up, and those that should be lit up are dark. Here's some things I've tried and which didn't do anything: in Blender I tried mirroring the mesh in 2 ways: first by using the scale to -1 trick, then by using the mirroring tool (select mesh, hit crtl-m, select mirror axis), both ways yield the exact same result in Unity I've tried playing around with the prefab import settings like "normals: import/calculate", "tangents: import/calculate" I've also tired not exporting as fbx manually from Blender, but just dropping the .blend file in the assets folder inside the Unity project So, my question is: is there a way to actually mirror a mesh in Blender and then have it imported in Unity so that it displays properly (as it does in Blender)? If yes, how? Thank you, and please excuse the TL;DR style.

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  • How to apply programatical changes to the Terrain SplatPrototype

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • Should we always prefer OpenGL ES version 2 over version 1.x

    - by Shivan Dragon
    OpengGL ES version 2 goes a long way into changing the development paradigm that was established with OpenGL ES 1.x. You have shaders which you can chain together to apply varios effects/transforms to your elements, the projection and transformation matrices work completly different etc. I've seen a lot of online tutorials and blogs that simply say "ditch version 1.x, use version 2, that's the way to go". Even on Android's documentation it sais to "use version 2 as it may prove faster than 1.x". Now, I've also read a book on OpenGL ES (which was rather good, but I'm not gonna mention here because I don't want to give the impression that I'm trying to make hidden publicity). The guy there treated only OpenGL ES 1.x for 80% of the book, and then at the end only listed the differences in version 2 and said something like "if OpenGL ES 1 does what you need, there's no need to switch to version 2, as it's only gonna over complicate your code. Version 2 was changed a lot to facillitate newer, fancier stuff, but if you don't need it, version 1.x is fine". My question is then, is the last statement right? Should I always use Open GL ES version 1.x if I don't need version 2 only stuff? I'd sure like to do that, because I find coding in version 1.x A LOT simpler than version 2 but I'm afraid that my apps might get obsolete faster for using an older version.

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  • Advantages of using pure JavaScript over JQuery

    - by Shivan Dragon
    What are the advantages of using Javascript-only versus using JQuery-only? I have limited experience with JavaScript and JQuery coding. I've added bits and snippets of each to HTML pages but I've mostly coded server-side stuff in other languages. I've noticed that while you can theoretically do the same things using either of the two approaches (and of course you can even mix 'em up in the same project) there seems to be a tendency to always start using JQuery from the very beginning no-matter what the project demands are. So I'm simply wondering, are there any punctual benefits to not use JQuery-only but instead to just use plain old JavaScript? I know this looks like a non-question because it can be said about it that "there's no definite answer" or "it can be debated for ever", but I'm actually hoping for punctual answers such as "You can do this in one approach and you cannot do it with the other". ==EDIT== As per scrwtp's comment, I'm not referring just to the DOM Handling part. My question is rather: JQuery is a library. For Javascript. What I find strange about this library as opposed to other libraries for other languages is that in JQyery's case it seems to be designed to be able to use it exclusively and not need to touch Javascript directly. This is as opposed to let's say Hibernate and SQL, where even though the library (or rather framework in this case, but I think the analogy still applies) takes the handle on A LOT of aspects, you still get to use SQL when using it, at least for some fringe cases. However in JQuery & Javascript case, you could do anything you do with Javascript using only JQuery (or at least that's how it seems to me).

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  • Pathfinding Java library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running AStar in Java, but for fancier stuff like DStar I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • google-chrome video application association

    - by Ben Lee
    Is there any way to tell google-chrome to launch video files of particular types in an external application (or even just to bring up the download box as if the type was un-handled), instead of showing the video inside the browser? Searching online, it seems that chrome is supposed to use xdg-mime for file associations, but apparently is ignoring this for video. For example, when I do: xdg-mime query default video/mpeg It returns dragonplayer.desktop. But when I click on a mpeg video link, chrome displays it internally instead of launching Dragon Player (if I double click on a mpeg file in my file manager, on the other hand, it does open Dragon Player). So is there a way to tell chrome to respect this setting, or another way to coax chrome into opening the file externally? If it matters, I'm running the latest version of google-chrome stable (not chromium) at the time of writing, v. 18.0.1025.151, on kubuntu 11.10.

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  • 2D Side Scrolling game and "walk over ground" collision detection

    - by Fire-Dragon-DoL
    The question is not hard, I'm writing a game engine for 2D side scrolling games, however I'm thinking to my 2D side scrolling game and I always come up with the problem of "how should I do collision with the ground". I think I couldn't handle the collision with ground (ground for me is "where the player walk", so something heavily used) in a per-pixel way, and I can't even do it with simple shape comparison (because the ground can be tilted), so what's the correct way? I'know what tiles are and i've read about it, but how much should be big each tile to not appear like a stairs?Are there any other approach? I watched this game and is very nice how he walks on ground: http://www.youtube.com/watch?v=DmSAQwbbig8&feature=player_embedded If there are "platforms" in mid air, how should I handle them?I can walk over them but I can't pass "inside". Imagine a platform in mid air, it allows you to walk over it but limit you because you can't jump in the area she fits Sorry for my english, it's not my native language and this topic has a lot of keywords I don't know so I have to use workarounds Thanks for any answer Additional informations and suggestions: I'm doing a game course in this period and I asked them how to do this, they suggested me this approach (a QuadTree): -All map is divided into "big nodes" -Each bigger node has sub nodes, to find where the player is -You can find player's node with a ray on player position -When you find the node where the player is, you can do collision check through all pixels (which can be 100-200px nothing more) Here is an example, however i didn't show very well the bigger nodes because i'm not very good with photoshop :P How is this approach?

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  • How do I ask google not to index certain parts of my page?

    - by Gavin Mannion
    I was searching for an old review on my site today and I noticed that Google is indexing the headline text in my latest article list on every page that it appears, obviously I guess. The problem is if I search for my Dragon's Lair review specifically to my site like this http://www.google.co.za/search?sugexp=chrome,mod=9&sourceid=chrome&ie=UTF-8&q=site%3Alazygamer.net+dragons+lair+review Then it returns a ton of pages that aren't appropriate as they aren't related to the review at all. The reason why I care is that I have a second Dragon's Lair review that was posted years ago and now I can't find it. Is there a way to hint to google that certain text isn't relevant to the actual content on the page? is it a terrible idea?

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  • What is the start point in game development? Where to start?

    - by Dragon
    I understand, I'm not unique with such a question, there are a lot of questions like this one. But I hope you'll take a minute and maybe can give me a piece of advice. I have an idea to develop games, but I don't know where is the start point in game development. The learning curve isn't as straight as in learning of a programming language, but I want to give it a try. I have some experience with OOP and programming in general. I know (not too deep) C#, Java programming languages. I searched info on where to start, read a lot of blogs, forums and so on. Once I decided "stop wandering around, just start develop a game" and I started. At the moment I have a console version of very simple game (RPS - rock-paper-scissors) developed with C#. It has different modes: "player vs cpu" and "player vs player". Some time later I looked at the code and decided that it should be refactored or even redeveloped from the scratch. And I thought that time "GUI is what I need. I can add logic later." And now I'm here. I've already decided to make RPS with GUI, then make multiplayer and so on. I'm not thinking about 3D now, 2D is enough. It doesn't matter what language to use: C# or Java, I found frameworks for both - XNA (C#) and Slick (Java). Both are good for 2D game development. But I know nothing about sprites, how to bind objects on the screen and so on. You can say "you don't need it for such simple game like RPS", but RPS is the beginning, I have some ideas like "Tower Defense" game... you know, everybody has ideas, wishes.... and this knowledge is useful and in some way obligatory. So what is the start point to achieve my plans, ideas, wishes? Where to start? Is it possible to make game development learning curve a little bit straight? Or there're ways that amateur and game development beginners use for years? Thank you for you answers and advise in advance. P.S Sorry for that this post turned out an essay, but I tried to express my wish to start acting. Hope I managed to do it.

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  • XNA Required information to represent 2D Sprite graphically

    - by Fire-Dragon-DoL
    I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment). That said, I have to duplicate all Sprite informations, what do I really need to represents a 2D Sprite graphically? Here are my ideas (I'll mark with ? things that I'm not sure): Vector2 Position float Rotation ? Vector2 Pivot ? Rectangle TextureRectangle Texture2D Texture Vector2 ImageOrigin ? (is it tracked somewhere else?) If you have any suggestion about using different types for datas, it's appreciated Last part of the question: isn't this a lot of data to copy in a buffer?what should I really copy in the buffer?I'm following this tutorial: http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/3/ Thanks UPDATE 1: Newer values at the moment: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color byte Facing (can be left or right, I'll do it with an enum) I re-read the tutorial, what I was doing wrong is not that I need to pass all those values, I need to pass only changed values as messages. UPDATE 2: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color bool Flip uint DrawOrder Vector2 Scale bool Visible ? Mhhh, should Visibile be included?

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  • How to get GameElements (RigidBody) size in Unity

    - by Shivan Dragon
    I've made a prefab consisting of a Cube which I've first scaled to more resemble a brick. There's also a Rigidbody added to the cube (in the prefab). Now I want to use that prefab in a c# script to make a wall out of multiple bricks. My question is, how can I access the dimensions of my brick (width, height, the z dimension size) so that in my script I can make bricks which are placed one next to the other (and then one on top of the other)? I've looked at the documentation for GameObject and Rigidbody but I can't find anything helpful. Just for refference, my script so far is: public GameObject brick; void Start () { Instantiate(this.brick, new Vector3(0.01326297f, -30.07855f, 100f), Quaternion.identity); // int brickWidth = this.brick.????; }

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  • Pathfinding library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first Googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running A* in Java, but for fancier stuff like D* I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • Tweaking AStar to find closest location to unreachable destination

    - by Shivan Dragon
    I've implemented AStar in Java and it works ok for an area with obstacles where the chosen destination is reachable. However, when the destination is unreachable, the calculated "path" is in no way to the closest location (to the unreachable location) but is instead some random path. Is there a feasible way to tweak AStar into finding the path to the closest location to an unreachable destination?

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  • How can I prevent seams from showing up on objects using lower mipmap levels?

    - by Shivan Dragon
    Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, it's a cylinder with the top cap removed: I've exported the UVs: Then imported them into Photoshop, and painted the inner area in yellow and the outer area in red. I made sure I cover well the UV lines: I then save the image and load it as texture on the model in Blender. Actually, I just reload it as the image where the UVs are exported, and change the viewport view mode to textured. When I look at the mesh up-close, there's yellow everywhere, everything seems fine: However, if I start zooming out, I start seeing red (literally and metaphorically) where the texture edges are: And the more I zoom, the more I see it: Same thing happends in Unity, though the effect seems less pronounced. Up close is fine and yellow: Zoom out and you see red at the seams: Now, obviously, for this simple example a workaround is to spread the yellow well outside the UV margins, and its fine from all distances. However this is an issue when you try making a complex texture that should tile seamlessly at the edges. In this situation I either make a few lines of pixels overlap (in which case it looks bad from upclose and ok from far away), or I leave them seamless and then I have those seams when seeing it from far away. So my question is, is there something I'm missing, or some extra thing I must do to have my texture look seamless from all distances?

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  • Google Analytics Dashboard: week-by-week view

    - by Silver Dragon
    Setting up Google Analytics Dashboard allows webmasters to get a weekly progress report of marketing achievements & keep a finger on what's going on at web properties. However, by default, the dashboard always displays a day-by-day report, which isn't actionable in markets, where meaningful improvements happen on a week-by-week, or month-over-month basis. Is there any way the default view (and reports sent out via email) can be set to display week-level resolution, as opposed to day-level resolution? (ie, repro: analytics - site - Standard reports - audience - overview - right side of the window, click "weeK") Many thanks!

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  • Blender 2.64, what are the actual hot-keys for certain actions

    - by Shivan Dragon
    I know this sounds mega lame but I've looked for hotkeys for certain actions, first in the appliation's User Settings (where I didn't find them) then in the official documentation (where I did find some of them but they're not the right ones): http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transform_Control/Manipulators (Ctrl - Alt - S is recommended for Scale, but instead it opens the Save As... window - I think these changed in the latest versions, but they forgot to update the docs) So then, what are the hot keys for: selecting translate manipulator selecting rotate manipulator selecting scale manipulator In Edit mode: select vertex (editing) select edges (editing) select faces (editing) thanks.

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  • Change programfiles variable on windows

    - by Fire-Dragon-DoL
    I have built a computer for a user that asked me for "speed": an SSD was the obvious solution because what he means by speed is "fast boot time". This solved the problem, however the user is not smart enough to remember that he must install programs on D rather than C (c is the ssd, D is an raid 1 hdd). The only solution that comes in my mind is changing programfiles variable such that will point to D rather than C by default. Otherwise, other solutions are ok but I really can't find anything else at the moment. Does anyone have recommendations for how to accomplish changing the default installation directory in Windows?

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