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  • Procedural Generation of tile-based 2d World

    - by Matthias
    I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run time. In other words: I want to place the tiles (their textures) randomised on the fly. Of course I cannot create an endless ground plane, so I need to restrict how far from the player character (on which the camera focuses on) I procedurally generate the ground floor. My approach would be like this: I have a 2d grid that stores all tiles of the floor at their correct x/y coordinates within the game world. When the players moves the character, therefore also the camera, I constantly check whether there are empty locations in my x/y map within a max. distance from the character, i.e. cells in my virtual grid that have no tile set. In such a case I place a new tile there. Therefore the player would always see the ground plane without gaps or empty spots. I guess that would work, but I am not sure whether that would be the best approach. Is there a better alternative, maybe even a best-practice for my case?

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  • DC Comics Identifies Krypton on the Star Map

    - by Jason Fitzpatrick
    This week Action Comics Superman #14 hits the stands and DC comics reveals the actual location of Kyrpton, delivered by none other than beloved astrophysicist Neil Tyson. Phil Plait at Bad Astronomy reports on the resolution of fans’ long standing curiosity about the location of Krypton: Well, that’s about to change. DC comics is releasing a new book this week – Action Comics Superman #14 – that finally reveals the answer to this stellar question. And they picked a special guest to reveal it: my old friend Neil Tyson. Actually, Neil did more than just appear in the comic: he was approached by DC to find a good star to fit the story. Red supergiants don’t work; they explode as supernovae when they are too young to have an advanced civilization rise on any orbiting planets. Red giants aren’t a great fit either; they can be old, but none is at the right distance to match the storyline. It would have to be a red dwarf: there are lots of them, they can be very old, and some are close enough to fit the plot. I won’t keep you in suspense: the star is LHS 2520, a red dwarf in the southern constellation of Corvus (at the center of the picture here). It’s an M3.5 dwarf, meaning it has about a quarter of the Sun’s mass, a third its diameter, roughly half the Sun’s temperature, and a luminosity of a mere 1% of our Sun’s. It’s only 27 light years away – very close on the scale of the galaxy – but such a dim bulb you need a telescope to see it at all (for any astronomers out there, the coordinates are RA: 12h 10m 5.77s, Dec: -15° 4m 17.9 s). 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • 2D soft-body physics engines?

    - by Griffin
    Hi so i've recently learned the SFML graphics library and would like to use or make a non-rigid body 2D physics system to use with it. I have three questions: The definition of rigid body in Box2d is A chunk of matter that is so strong that the distance between any two bits of matter on the chunk is completely constant. And this is exactly what i don't want as i would like to make elastic, deformable, breakable, and re-connection bodies. 1. Are there any simple 2D physics engines, but with these kinds of characteristics out there? preferably free or opensource? 2. If not could i use box2d and work off of it to create it even if it's based on rigid bodies? 3. Finally, if there is a simple physics engine like this, should i go through with the proccess of creating a new one anyway, simply for experience and to enhance physics math knowledge? I feel like it would help if i ever wanted to modify the code of an existing engine, or create a game with really unique physics. Thanks!

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  • Triangulation A* (TA*) pathfinding algorithm

    - by hyn
    I need help understanding the Triangle A* (TA*) algorithm that is described by Demyen in his paper Efficient Triangulation-Based Pathfinding, on pages 76-81. He describes how to adapt the regular A* algorithm for triangulation, to search for other possibly more optimal paths, even after the final node is reached/expanded. Regular A* stops when the final node is expanded, but this is not always the best path when used in a triangulated graph. This is exactly the problem I'm having. The problem is illustrated on page 78, Figure 5.4: I understand how to calculate the g and h values presented in the paper (page 80). And I think the search stop condition is: if (currentNode.fCost > shortestDistanceFound) { // stop break; } where currentNode is the search node popped from the open list (priority queue), which has the lowest f-score. shortestDistanceFound is the actual distance of the shortest path found so far. But how do I exclude the previously found paths from future searches? Because if I do the search again, it will obviously find the same path. Do I reset the closed list? I need to modify something, but I don't know what it is I need to change. The paper lacks pseudocode, so that would be helpful.

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  • How can I read data from a generated pointcloud, but from an other perspective of the camera? [migrated]

    - by Vlad Lata
    Basically what I'm trying to do is as follows: I have a software that generates and shows a pointcloud by analyzing Time-of-Flight data (Z-Data). This software has a GUI that delivers this pointcloud on a grid, and you can watch it and adjust the camera to change the perspective, or apply filtering to it and so on. Since the Z-data was recorder through a stereoscopic system, I want to obtain a perspective transformation. My idea was to simply change the position of the camera in the GUI and than add a button that sais (ex. New Perspective) that calls a function that would measure the distances from the existing pointcloud to the camera I'm viewing it from. Of course this would generate some occluded areas, but I want this to happen. And now the main question is: How can I do that? Are there any functions in OpenGL that measure the distance from an object to a camera, or is it even possible to do something like his? Or has someone some other idea? P.S. The software uses the qt sdk and opengl

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  • Monster's AI in an Action-RPG

    - by Andrea Tucci
    I'm developing an action rpg with some University colleagues. We've gotton to the monsters' AI design and we would like to implement a sort of "utility-based AI" so we have a "thinker" that assigns a numeric value on all the monster's decisions and we choose the highest (or the most appropriate, depending on monster's iq) and assign it in the monster's collection of decisions (like a goal-driven design pattern) . One solution we found is to write a mathematical formula for each decision, with all the important parameters for evaluation (so for a spell-decision we might have mp,distance from player, player's hp etc). This formula also has coefficients representing some of monster's behaviour (in this way we can alterate formulas by changing coefficients). I've also read how "fuzzy logic" works; I was fascinated by it and by the many ways of expansion it has. I was wondering how we could use this technique to give our AI more semplicity, as in create evaluations with fuzzy rules such as IF player_far AND mp_high AND hp_high THEN very_Desiderable (for a spell having an high casting-time and consume high mp) and then 'defuzz' it. In this way it's also simple to create a monster behaviour by creating ad-hoc rules for every monster's IQ category. But is it correct using fuzzy logic in a game with many parameters like an rpg? Is there a way of merging these two techniques? Are there better AI design techniques for evaluating monster's chooses?

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  • Manager keeps changing requirement specification after every demo.

    - by Jungle Hunter
    Background of my working environment My manager has no background or understanding of computers or software whatsoever. It is highly likely he hasn't seen code in any form (not even from a physical distance of 10 feet or less) in his life. There is no one who understands the complexity of what I am asked to implement. To the point that if I semi-hardcode no one would know. On Joel's test we score an unbelievable score 0. The problems The manager and at times other "senior" keep changing the requirement specification. Changes which, if good engineering be done and not patchy "fixes", require change in the underlying design. There is absolutely no one who looks at code (probably because no one knows how to, or even if it should be done) which means no one will ever be able to: Appreciate the complexity of the problem or the elegance of the solution. Suggest improvement to the approach. Appreciate the quality of the code. Point out where the code can be improved. A lot of jargon is used which makes sense grammatically but fails to make any sense any other way. Doesn't feel, behave or work like a software company. The question What should be done? Especially regarding there being no one who would point out improvements in my code. Update To answer HLGEM's (and possibly others) question about what I've done to try and fix it. I offered to set up Redmine and introduce source control to everyone. I said I would recommend distributed (git or mercurial) but will also talk about centralized ones and let the team decide. Response was that things are being done and will be done within weeks. Haven't seen that nor am I aware if other parts of the company use it.

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  • What should I quote for a project I hope to get a job at the end of?

    - by thesunneversets
    Long story short: I applied for a (CakePHP, MySQL, etc) development job in London, UK. I grew up in Britain but am currently based quite a few thousand miles away in Canada, so I wasn't really expecting success. But quite a few emails and phone interviews later it seems that they really like me. At least to a point. Because such a major relocation would be a horrible thing to go wrong, they've sensibly suggested a trial run of getting me to build a website at a distance. I have the spec for this and it's quite a substantial amount of work. My problem is that I now need to suggest both a fee and a timescale for the job, and I haven't got any significant experience of working as a contractor. Looking at the spec, which is 1500 words of many concisely stated features, some fairly trivial and some moderately involved, I can easily imagine there being 2 weeks of intensive work there. (If everything went really well it might be closer to one week, but even though I want to impress, I definitely don't want to fall into the inexperienced-contractor trap of massively underestimating the amount of time a project will run to.) As an extra complication, there is no expectation that I should give up my day job to get this trial project done, so the hours will have to be clawed from evenings and weekends. I don't want to overcommit to a quick delivery date, only to find myself swiftly burning out due to an unrealistic workload. So, any advice for me? My main question is, what is a realistic hourly figure to demand of a stable but not excessively wealthy London-based company in the current market, bearing in mind that I'd like them to hire me afterwards? But any more general recommendations based on my circumstances above would be much appreciated too. Many thanks!

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  • Do you think natively compiled languages have reached their EOL?

    - by Yuval A
    If we look at the major programming languages in use today it is pretty noticeable that the vast majority of them are, in fact, interpreted. Looking at the largest piece of the pie we have Java and C# which are both enterprise-ready, heavy-duty, serious programming languages which are basically compiled to byte-code only to be interpreted by their respective VMs (the JVM and the CLR). If we look at scripting languages, we have Perl, Python, Ruby and Lua which are all interpreted (either from code or from bytecode - and yes, it should be noted that they are absolutely not the same). Looking at compiled languages we have C which is nowadays used in embedded and low-level, real-time environments, and C++ which is still alive and kicking, when you want to get down to serious programming as close to the hardware as you can, but still have some nice abstractions to help you with day to day tasks. Basically, there is no real runner-up compiled language in the distance. Do you feel that languages which are natively compiled to executable, binary code are a thing of the past, taken over by interpreted languages which are much more portable and compatible? Does C++ mark an end of an era? Why don't we see any new compiled languages anymore? I think I should clarify: I do not want this to turn into a "which language is better" discussion, because that is not the issue at hand. The languages I gave as example are only examples. Please focus on the question I raised, and if you disagree with my statement that compiled languages are less frequent these days, that is totally fine, I am more than happy to be proved mistaken.

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  • Minecraft-style player-gound collision detection

    - by khyperia
    The title pretty much says it all... (Minecraft is a game consisting of evenly-spaced cubes for terrain, like voxels) Note: I am using C# XNA. I am pretty sure AABB is the way to go, yet I don't know how to implement it. I admit, I'm almost looking for code, but theories/ideas are very welcome. Important capabilities of my code: I have a function that can get a block anywhere in the world, and get a BoundingBox for that cube. Hence, I have created a BoundingBox for the player to collide with those cubes. My idea was to get the blocks around the player (maybe 4x6x4) and test against those. The problems I have been having: Say the world is a flat plane. If I use the method of go the shortest distance out, then if the player is slightly clipped into the ground (from gravity), but even slighter into the next block over, then the player will be pushed sideways (and so cannot walk along ground). Of course, this is assuming I react to every block intersected. Another problem is knowing which direction to go (aka negative x or positive). That takes me to my final problem- Getting the amount of intersection, in the correct direction (+ or -) has been tough for me. I hope I haven't been too hard to understand, I'm not too good at explaining things... And if this question has already been asked, I'm sorry, I looked for it... for 3 days straight. One last thing, if someone knows exactly how minecraft does it, or has source (I know MC modders have the source, how else would they mod), please point me to it.

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  • SQL Bits X – Temporal Snapshot Fact Table Session Slide & Demos

    - by Davide Mauri
    Already 10 days has passed since SQL Bits X in London. I really enjoyed it! Those kind of events are great not only for the content but also to meet friends that – due to distance – is not possible to meet every day. Friends from PASS, SQL CAT, Microsoft, MVP and so on all in one place, drinking beers, whisky and having fun. A perfect mixture for a great learning and sharing experience! I’ve also enjoyed a lot delivering my session on Temporal Snapshot Fact Tables. Given that the subject is very specific I was not expecting a lot of attendees….but I was totally wrong! It seems that the problem of handling daily snapshot of data is more common than what I expected. I’ve also already had feedback from several attendees that applied the explained technique to their existing solution with success. This is just what a speaker in such conference wish to hear! :) If you want to take a look at the slides and the demos, you can find them on SkyDrive: https://skydrive.live.com/redir.aspx?cid=377ea1391487af21&resid=377EA1391487AF21!1151&parid=root The demo is available both for SQL Sever 2008 and for SQL Server 2012. With this last version, you can also simplify the ETL process using the new LEAD analytic function. (This is not done in the demo, I’ve left this option as a little exercise for you :) )

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  • As a solo programmer, of what use can Gerrit be?

    - by s.d
    Disclaimer: I'm aware of the questions How do I review my own code? and What advantages do continuous integration tools offer on a solo project?. I do feel that this question aims at a different set of answers though, as it is about a specific software, and not about general musings about the use of this or that practice or tech stack. I'm a solo programmer for an Eclipse RCP-based project. To be able to control myself and the quality of my software, I'm in the process of setting up a CSI stack. In this, I follow the Eclipse Common Build Infrastructure guidelines, with the exception that I will use Jenkins rather than Hudson. Sticking to these guidelines will hopefully help me in getting used to the Eclipse way of doing things, and I hope to be able to contribute some code to Eclipse in the future. However, CBI includes Gerrit, a code review software. While I think it's really helpful for teams, and I will employ it as soon as the team grows to at least two developers, I'm wondering how I could use it while I'm still solo. Question: Is there a use case for Gerrit that takes into account solo developers? Notes: I can imagine reviewing code myself after a certain amount of time to gain a little distance to it. This does complicate the workflow though, as code will only be built once it's been passed through code review. This might prove to be a "trap" as I might be tempted to quickly push bad code through Gerrit just to get it built. I'm very interested in hearing how other solo devs have made use of Gerrit.

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  • How do I create a 2.5d parallax effect?

    - by Nikolay Dyankov
    I have a decent background in 3D graphics and programming, but I'm new to game development. I'm currently exploring different possibilities and I really want to make an RPG game. I was thinking about classic 2D isometric view, but I really love how Diablo 2 looks and feels to play. My question is - how can I achieve Diablo 2's parallax effect? Everything looks hand drawn with baked lights and shadows and looks awesome, but when you move around you notice some perspective. For example, let's say that I drew a big hall with columns in Photoshop with an orthographic perspective (classic pixel art style, just parallel lines). How would I give parallax effect to this scene when the character moves around? If I use camera-facing sprites for everything it would probably look OK in the distance, but it would be really fake when a character comes close to a column (cylinder) for example. Any suggestions? How did Blizzard make the parallax effect in Diablo 2? See this screenshot: http://guidesmedia.ign.com/guides/10629/images/act2tombs.jpg

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  • Latest News on Service, Field Service and Depot Repair Products

    - by LuciaC
    Service and Depot Repair Customer Advisory Boards (CAB) In November 2012 the Service and Depot Repair CAB joined together for a combined meeting at Oracle HQ in Redwood Shores, California to discuss all the latest news in the Oracle Service, Field Service and Depot Repair products.  Over four days attendees shared their experiences with implementing and using these EBS CRM products and heard details of recent enhancements and future product plans direct from Development. You can access all the Oracle presentations via Doc ID 1511768.1.  Here are just some of the highlights: Field Service: Next Generation Dispatch Center Endeca Integration Case Study: Oracle Sun Field Service implementation. Mobile Field Service: New capabilities for technician-facing applications Service: Integration with Oracle Projects New Teleservice enhancements Spares Management: Supplier Warranty External Repair Execution Oracle Knowledge (Inquira) Introduction for Service Organizations If you weren't at the CAB, take a look at these presentations for great information about what's new and what's coming up in these products. 12.1.3++ Features for Field Service, Mobile Field Service, Spares Management, FSTP & Advanced Scheduler In June 2012 the R12.1.3++ patches were released for Field Service, Mobile Field Service, FSTP and Advanced Scheduler.  These patches contain new and updated functionality for these CRM Service suite modules.  New functionality includes: Field Service/FSTP/MFS: Support for Transfer Parts across subinventories in different organizations Validation to ensure Installed Item matches Returned Item MFS Wireless - Support fro Special Address Creation MFS Wireless - Enhanced Debrief Flow Advanced Scheduler Scheduler UI - Display of Spares Sourcing Information Auto Commit (Release) Tasks by Territory Dispatch Center UI - Display Spare Parts Arrival Information Spares Management Enhancements to the Task Reassignment Process Enhancements to the Parts Requirements UI Supply Chain Enhancements to allow filtering of ship methods from source location by distance. Check the following notes for more details and relevant patch numbers:Doc ID 1463333.1 - Oracle Field Service Release Notes, Release 12.1.3++Doc ID 1452470.1 - Field Service Technician Portal 12.1.3++ New FeaturesDoc ID 1463066.1 - Oracle Advanced Scheduler Release Notes, Release 12.1.3++ Doc ID 1463335.1 - Oracle Spares Management Release Notes, Release 12.1.3++ Doc ID 1463243.1 - Oracle Mobile Field Service Release Notes, Release 12.1.3++

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  • How can I move along an angled collision at a constant speed?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • Is it better to hard code data or find an algorithm?

    - by OghmaOsiris
    I've been working on a boardgame that has a hex grid as the board (the upper right grid in the image below) Since the board will never change and the spaces on the board will always be linked to the same other spaces around it, should I just hard code every space with the values that I need? Or should I use various algorithms to calculate links and traversals? To be more specific, my board game is a 4 player game where each player has a 5x5x5x5x5x5 hex grid (again, the upper right grid in th eimage above). The object is to get from the bottom of the grid to the top, with various obstacles in the way, and each players being able to attack eachother from the edge of their grid onto other players based on a range multiplier. Since the players grid will never change and the distance of any arbitrary space from the edge of the grid will always be the same, should I just hard code this number into each of the spaces, or should I still use a breadth first search algorithm when players are attacking? The only con I can think of for hard coding everything is that I'm going to code 9+ 2(5+6+7+8) = 61 individual cells. Is there anything else that I'm missing that I should consider using more complex algorithms?

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  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

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  • Issue in understanding how to compare performance of classifier using ROC

    - by user1214586
    I am trying to demystify pattern recognition techniques and understood few of them. I am trying to design a classifier M. A gesture is classified based on the hamming distance between the sample time series y and the training time series x. The result of the classifier are probabilistic values. There are 3 classes/categories with labels A,B,C which classifies hand gestures where there are 100 samples for each class which are to be classified (single feature and data length=100). The data are different time series (x coordinate vs time). The training set is used to assign probabilities indicating which gesture has occured how many times. So,out of 10 training samples if gesture A appeared 6 times then probability that a gesture falls under category A is P(A)=0.6 similarly P(B)=0.3 and P(C)=0.1 Now, I am trying to compare the performance of this classifier with Bayes classifier, K-NN, Principal component analysis (PCA) and Neural Network. On what basis,parameter and method should I do it if I consider ROC or cross validate since the features for my classifier are the probabilistic values for the ROC plot hence what shall be the features for k-nn,bayes classification and PCA? Is there a code for it which will be useful. What should be the value of k is there are 3 classes of gestures? Please help. I am in a fix.

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  • Building a Store Locator ASP.NET Application Using Google Maps API (Part 2)

    Last week's article, Building a Store Locator ASP.NET Application Using Google Maps API (Part 1), was the first in a multi-part article series exploring how to add store locator-type functionality to your ASP.NET website using the free Google Maps API. Part 1 started with an examination of the database used to power the store locator, which contains a single table named Stores with columns capturing the store number, its address and its latitude and longitude coordinates. Next, we looked at using Google Maps API's geocoding service to translate a user-entered address, such as San Diego, CA or 92101 into its latitude and longitude coordinates. Knowing the coordinates of the address entered by the user, we then looked at writing a SQL query to return those stores within (roughly) 15 miles of the user-entered address. These nearby stores were then displayed in a grid, listing the store number, the distance from the address entered to each store, and the store's address. While a list of nearby stores and their distances certainly qualifies as a store locator, most store locators also include a map showing the area searched, with markers denoting the store locations. This article looks at how to use the Google Maps API, a sprinkle of JavaScript, and a pinch of server-side code to add such functionality to our store locator. Read on to learn more! Read More >Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Rendering large and high poly meshes

    - by Aurus
    Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff that simply wont work with height-maps. Using voxels: Yes, but I think that this would be to much since I don't even want to support changing terrain.. Split into multiple chunks and do some sort of LOD with the mesh: Yes, but how would I do that? Tessellation usually creates more detail not less. Precompute the same mesh in lower poly version (like Mudbox does) and depending on the distance it renders one of these meshes: Graphic memory is limited and uploading only the chunks won't solve that problem since the traffic would be too high. IMO the last one sounds really good, but imagine the following process: Upload and render the chunks depending on the current player position. [No problem] Player will walk straight forward Now we maybe have to change on of the low poly chunk with the high poly one So, Remove the low poly chunk and load the high poly chunk [Already to much traffic here, I think] I am not very experienced in graphic programming and maybe the upper process is totally okay but somehow I think it is too much. And how about the disk space it would require.. I think 3 kind of levels would be fine but isn't that also too much? (I am using OpenGL but I don't think that this is important)

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  • How do I stop my ethernet network connection from dropping?

    - by Sean Hill
    My ethernet-based network connection doesn't stay up consistently. I'm running a ping against the gateway and it will: Work for a minute Freeze, time out, or give multi-second response times Repeat If it's stuck and I disable/enable networking through the network manager applet everything will work fine again for a minute. After 280 packets transmitted I'm getting 41% packet loss. I've tried a different cable and connection to the gateway but this had no effect. The distance to the gateway is just about 3 feet. Seems to work fine if I switch over to Windows, but Ubuntu is my main OS and I can't even use it right now as I depend on the network. My setup... OS: Ubuntu 11.04, dual-booting Windows 7 Mobo: Gigabyte Z68X-UD4-B3 CPU: Intel Core i7 2600K Edit A little clarification... Network Manager is still showing me as connected, but I am unable to reach to gateway or anything beyond. At no point does NM suggest the connection is lost and calling ifconfig shows that I still have an IP address. I tried connecting to a different gateway with a different cable and the same problem arises. As requested: lspci | grep -i eth 07:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) dmesg | tail -f [ 14.024709] EXT4-fs (sda5): re-mounted. Opts: errors=remount-ro,commit=0 [ 14.026443] EXT4-fs (sda7): re-mounted. Opts: commit=0 [ 14.176101] hda-intel: IRQ timing workaround is activated for card #2. Suggest a bigger bdl_pos_adj. [ 23.917731] eth0: no IPv6 routers present [ 726.109697] r8169 0000:07:00.0: eth0: link up [ 733.169494] r8169 0000:07:00.0: eth0: link up [ 753.930119] r8169 0000:07:00.0: eth0: link up [ 880.787332] r8169 0000:07:00.0: eth0: link up [ 1159.161283] r8169 0000:07:00.0: eth0: link up [ 1406.623550] r8169 0000:07:00.0: eth0: link up Edit @roland-taylor: Network is always available under Windows. Pings do not timeout, applications do not complain of no network availability, large downloads are not interrupted or slowed.

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  • SteelSeries & JavaFX External Control via Tinkerforge

    - by Geertjan
    The first photo shows me controling a JavaFX chart by rotating a Tinkerforge device, while the other two are of me using code by Christian Pohl from Nordhorn, Germany, to show components from Gerrit Grunwald's SteelSeries library being externally controled by Tinkerforge devices: What these examples show is that you can have a robot (i.e., an external device), of some kind, that can produce output that can be visualized via JavaFX charts and SteelSeries components. For example, imagine a robot that moves around while collecting data on the current temperature throughout a building. That's possible because a temperature device is part of Tinkerforge, just like the rotating device and distance device shown in the photos above. The temperature data collected by the robot would be displayed in various ways on a computer via, for example, JavaFX charts and SteelSeries components. From there, reports could be produced and adjustments could be made to the robot while it continues moving around collecting temperature data. The fact that Tinkerforge has Wifi support makes a scenario such as described here completely possible to implement. And all of this can be programmed in Java, without very much work, since the Java bindings for Tinkerforge are simple to use, such as shown in yesterday's blog entry.

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  • Unity3d: calculate the result of a transform without modifying transform object itself

    - by Heisenbug
    I'm in the following situation: I need to move an object in some way, basically rotating it around its parent local position, or translating it in its parent local space (I know how to do this). The amount of rotation and translation is know at runtime (it depends on several factors, the speed of the object, enviroment factors, etc..). The problem is the following: I can perform this transformation only if the result position of the transformed object fit some criterias. An example could be this: the distance between the position before and after the transformation must be less than a given threshold. (Actually the conditions could be several and more complex) The problem is that if I use Transform.Rotate and Transform.Translate methods of my GameObject, I will loose the original Transform values. I think I can't copy the original Transform using instantiate for performance issues. How can I perform such a task? I think I have more or less 2 possibilities: First Don't modify the GameObject position through Transform. Calculate which will be the position after the transform. If the position is legal, modify transform through Translate and Rotate methods Second Store the original transform someway. Transform the object using Translate and Rotate. If the transformed position is illegal, restore the original one.

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  • Cropping a line (laser beam) in XNA

    - by electroflame
    I have a laser sprite that I wish to crop. I want to crop it so when it collides with an item, I can calculate the distance between the starting point, and the ending point, and only draw that. This eliminates the "overdraw" of a laser drawing past an item. Essentially, I'm trying to crop a line, but also keep that line "attached" to the nose of my ship. The line should not be drawn past the nose of my ship, that should be the starting point. There is no rotation to worry about. Currently, I thought that doing this through SpriteBatch would be best. This is my current Spritebatch code: spriteBatch.Draw(Laser.sprite, new Rectangle((int)Laser.position.X, (int)Laser.position.Y, Laser.sprite.Width, LaserHeight), new Rectangle(0, 0, (int)(Laser.sprite.Width), LaserHeight), new Color(255, 255, 255, (byte)MathHelper.Clamp(Laser.Alpha, 0, 255)), Laser.rotation, new Vector2(Laser.sprite.Width/2, LaserHeight/2), SpriteEffects.None, 0); But this doesn't quite work. It does only draw part of the sprite, but when LaserHeight is incremented, it lengthens the line in both ways! I believe this is due to some stupid error on my part with the Origin of the draw. Quick recap: I need to have my laser sprite drawn with the bottom of it at the nose of my ship, and then use LaserHeight to crop the image so only part of it is drawn. I have a feeling my explanation is a bit...lacking. So if you require more information, please say so and I will try to provide more information. Thanks in advance!

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  • Stuck at enemy movement

    - by Syed
    I am making a TD game in unity, Initially I made all of my enemy movements frame rate dependent say: I had a grid point1 at -22.65 and other at -21.1, diagrammatically: (-22.65) _________(-21.1)_______(-21.1+1.55) ...... so the distance on x axis between two points is 1.55, divided it by 25 jumps with each enemy jump of 0.062 of each frame. On reaching on next point of grid the enemy find again its path. All went fine until I have requirement of FastForward and Pause feature. I used timeScale property of unity but it wont work as they are frame dependent. I also tried double speed of enemy on clicking fast forward button at any time, it has some issues that enemy jumps are now less and it fails to reach on next grid point. Could someone suggest me solution to my problem. Do I need to change the enemy movement code to make it frame independent ?? I need the enemy to reach on the grid specific point I also need later to slow down any one enemy's speed when tower fires on it. Thnx

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