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  • GLSL vertex shaders with movements vs vertex off the screen

    - by user827992
    If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on the screen? This part of the OpenGL programmable pipeline is not clear to me because all the sources are not really really clear about this, they talk about fragments and pixels and I get that, but what about vertex shaders? If you need a reference i'm reading from this right now and this online book has a couple of examples about this.

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  • Parabolic throw with set Height and range (libgdx)

    - by Tauboga
    Currently i'm working on a minigame for android where you have a rotating ball in the center of the display which jumps when touched in the direction of his current angle. I'm simply using a gravity vector and a velocity vector in this way: positionBall = positionBall.add(velocity); velocity = velocity.add(gravity); and velocity.x = (float) Math.cos(angle) * 12; /* 12 to amplify the velocity */ velocity.y = (float) Math.sin(angle) * 15; /* 15 to amplify the velocity */ That works fine. Here comes the problem: I want to make the jump look the same on all possible resolutions. The velocity needs to be scaled in a way that when the ball is thrown straight upwards it will touch the upper display border. When thrown directly left or right the range shall be exactly long enough to touch the left/right display border. Which formula(s) do I need to use and how to implement them correctly? Thanks in advance!

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • How do I import service references to Unity3D?

    - by Timothy Williams
    I'm attempting access a service reference in Unity. I need two: the SOAP framework and a separate service called ContentVault. The respective service URL's are: SOAP: http://api.microsofttranslator.com/V2/Soap.svc ContentVault: http://ioun.wizards.com/ContentVault.svc Both services import fine in to Visual Studio. I've tried everything I can think of but they won't work with Unity. I just get various errors (changing depending on which solution I'm trying out). I've attempted using svcutil to export the services as external scripts, but all I got was a bunch of using errors. I've tried converting the code to work with .NET 2.0 to no avail, I've even tried making the services in to .DLL's to no success. How could get these services working with Unity?

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  • Efficient visualization of a large voxelized volume

    - by Alejandro Piad
    Lets consider a large voxelized volume stored in an oct-tree or any other convenient structure. This volume represents, for instance, a landscape, where each block is either empty (air), or it has an specific material that will be later used to apply a texture. Voxels that are next to each other represent connected sections of the surface. What I need is an algorithm to generate a mesh from this voxels that represents the volume, with the following caracteristics: All the "holes" in the voxelized volume are correct. All the connections are correct, i.e. seamless. The surface appears smooth. In a broad sense, I want to somehow preserve the surface topology, meaning that connected sections remain connected in the resulting mesh and that the surface has a curvature that responds to the voxels topology. Imagine trying to render the Minecraft world but getting the mountain ladders to be smooth instead of blocky.

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  • How do I draw a scene with 2 nested frames

    - by Guido Granobles
    I have been trying for long time to figure out this: I have loaded a model from a directx file (I am using opengl and Java) the model have a hierarchical system of nested reference frames (there are not bones). There are just 2 frames, one of them is called x3ds_Torso and it has a child frame called x3ds_Arm_01. Each one of them has a mesh. The thing is that I can't draw the arm connected to the body. Sometimes the body is in the center of the screen and the arm is at the top. Sometimes they are both in the center. I know that I have to multiply the matrix transformation of every frame by its parent frame starting from the top to the bottom and after that I have to multiply every vertex of every mesh by its final transformation matrix. So I have this: public void calculeFinalMatrixPosition(Bone boneParent, Bone bone) { System.out.println("-->" + bone.name); if (boneParent != null) { bone.matrixCombined = bone.matrixTransform.multiply(boneParent.matrixCombined); } else { bone.matrixCombined = bone.matrixTransform; } bone.matrixFinal = bone.matrixCombined; for (Bone childBone : bone.boneChilds) { calculeFinalMatrixPosition(bone, childBone); } } Then I have to multiply every vertex of the mesh: public void transformVertex(Bone bone) { for (Iterator<Mesh> iterator = meshes.iterator(); iterator.hasNext();) { Mesh mesh = iterator.next(); if (mesh.boneName.equals(bone.name)) { float[] vertex = new float[4]; double[] newVertex = new double[3]; if (mesh.skinnedVertexBuffer == null) { mesh.skinnedVertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); } mesh.vertexBuffer.buffer.rewind(); while (mesh.vertexBuffer.buffer.hasRemaining()) { vertex[0] = mesh.vertexBuffer.buffer.get(); vertex[1] = mesh.vertexBuffer.buffer.get(); vertex[2] = mesh.vertexBuffer.buffer.get(); vertex[3] = 1; newVertex = bone.matrixFinal.transpose().multiply(vertex); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[0])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[1])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[2])); } mesh.vertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); mesh.skinnedVertexBuffer.buffer.rewind(); mesh.vertexBuffer.buffer.put(mesh.skinnedVertexBuffer.buffer); } } for (Bone childBone : bone.boneChilds) { transformVertex(childBone); } } I know this is not the more efficient code but by now I just want to understand exactly how a hierarchical model is organized and how I can draw it on the screen. Thanks in advance for your help.

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  • Problem with Ogmo Editor (is Tiled Editor a solution?)

    - by Mentoliptus
    I made a level editor for a puzzle game with Ogmo Editor and gave it to our designer/level designer. When he downloaded and started Ogmo, his CPU went to 100%. I looked at my CPU usage while Ogmo is running, and it goes from 20% to 30% (which is also high for an application alike Ogmo). He has a Windows 7 VM running on his Mac and I have a normal Windows PC, can this be a problem? I found a thread on FlashFunk forum that confirms that Ogmo has CPU usage issues. Has anybody maybe solved this issue? The solution seems to use Tiled Editor, but I never used it before. Is it difficult to change a level editor from Ogmo to Tiled? Can they export in the same format (XML with CSV elements for my puzzle game)?

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  • Performance tracking/monitoring in games

    - by vitaliy kotik
    Let's say I have an online game with a downloadable client / browser plugin. I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, physics step calc. time, whatever... I also want tools to perform data analysis: per session stats, per hardware stats, avgs, totals, diagrams, etc. So that I could see what are the real world hotspots / bottlenecks. Is there any common out-of-the-box / SaS solution?

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  • Typical Method Of Building Puzzle Levels

    - by Josh Kahane
    Hi I am designing a puzzle game for the iphone and was wondering as most puzzle games consist of the player progressing through multiple levels. You see for example Angry Birds has over 100 levels. Once the basis of the game is made, how do developers typically go about building their levels? Do they generally build them from scratch each one more or less, or work of their own template or have some other method which they use to tailor these levels? I imagine building so many levels is a long process, certainly if building each one individually. Do they do this, or have a method which speeds it up once they have their basis? Thanks.

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  • Rotation of bitmap using a frame by frame animation

    - by pengume
    Hey every one I know this has probably been asked a ton of times but I just wanted to clarify if I am approaching this correctly, since I ran into some problems rotating a bitmap. So basically I have one large bitmap that has four frames drawn on it and I only draw one at a time by looping through the bitmap by increments to animate walking. I can get the bitmap to rotate correctly when it is not moving but once the animation starts it starts to cut off alot of the image and sometimes becomes very fuzzy. I have tried public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); setRotation = false; } And then the Draw Method here // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null); The animation is four frames long and gets incremented by 66 (the size of one of the frames on the bitmap) for every frame and then back to 0 at the end of the loop.

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  • 2D game editor with SDK or open format (Windows)

    - by Edward83
    I need 2d editor (Windows) for game like rpg. Mostly important features for me: Load tiles as classes with attributes, for example "tile1 with coordinates [25,30] is object of class FlyingMonster with speed=1.0f"; Export map to my own format (SDK) or open format which I can convert to my own; As good extension feature will be multi-tile brush. I wanna to choose one or many tiles into one brush and spread it on canvas.

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  • Arbitrary Rotation about a Sphere

    - by Der
    I'm coding a mechanic which allows a user to move around the surface of a sphere. The position on the sphere is currently stored as theta and phi, where theta is the angle between the z-axis and the xz projection of the current position (i.e. rotation about the y axis), and phi is the angle from the y-axis to the position. I explained that poorly, but it is essentially theta = yaw, phi = pitch Vector3 position = new Vector3(0,0,1); position.X = (float)Math.Sin(phi) * (float)Math.Sin(theta); position.Y = (float)Math.Sin(phi) * (float)Math.Cos(theta); position.Z = (float)Math.Cos(phi); position *= r; I believe this is accurate, however I could be wrong. I need to be able to move in an arbitrary pseudo two dimensional direction around the surface of a sphere at the origin of world space with radius r. For example, holding W should move around the sphere in an upwards direction relative to the orientation of the player. I believe I should be using a Quaternion to represent the position/orientation on the sphere, but I can't think of the correct way of doing it. Spherical geometry is not my strong suit. Essentially, I need to fill the following block: public void Move(Direction dir) { switch (dir) { case Direction.Left: // update quaternion to rotate left break; case Direction.Right: // update quaternion to rotate right break; case Direction.Up: // update quaternion to rotate upward break; case Direction.Down: // update quaternion to rotate downward break; } }

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • Unity: Spin wheels to move vehicle

    - by Paul Manta
    I am just getting started with Unity and I'd like to ask a question. If I have a "Vehicle" object that has two children: "FrontWheel" and "BackWheel" (both 'wheels' are cylinders), how should I set everything up such that I can move the entire vehicle by turning its wheels? When I apply a torque to "FrontWheel", the vehicle starts to move, but instead of the whole thing the moving together, the chassis is rolling on the cylinders and eventually falls off. How can I prevent it from doing that?

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  • Changing Palette for Day/Light Mode using GIMP

    - by J.C.
    Hello, Suppose I've a picture, which want to achieve day/light mode by changing 8bpp color palette. If I want the pixel index of my picture is always fixed for both day mode and night mode. For example, the 1st pixel index is 100. Which I can look up index 100 in day mode palette and night mode palette. How can I use GIMP to do so? My goal is to not update my pixel index of my picture. Also, as you see in two palette, they are not one one mapping. That is index 1 of the day mode palette and index 1 of the night mode palette may not used in the same pixel of the picture, how can I tackle this problem? Actually, my use case is as follow I want to use one 8bpp picture to achieve day/night mode by update only the color palette (without updating the pixel index). The advantage is I only have to prepare 2 256 byte palette rather than saving 2 big pictures in my limited data ram. Thanks a lot

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  • Developing for Chrome App/Android?

    - by Johnny Quest
    I have been developing for win7 mobile (XNA/silverlight and will continue to do so, love everything about it) but I wanted to branch a few of my more polished games to google app store online, and perhaps android(though not sure, as with all the different versions it makes learning/loading applications a bit tricky) What is the most versatile language to start learning from chrome apps/android: Java would be excellent for android, but could I port it to a web app for chrome? (and its close to C#) Flash would work for a web app as I can just embed it into a html page (have done actionscript before, didn't care much for the IDE though), but would it also work on android? or I guess there is always C/C++ but haven't heard much about that, though I think it works for both (though C++ does interest me) Any advice would be excellent, thanks.

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  • WinAPI window taking 50% of CPU when idle

    - by henryprescott
    I'm currently working on a game that creates a window using WindowsAPI. However, at the moment the process is taking up 50% of my CPU. All I am doing is creating the window and looping using the code found below: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { MSG message = {0}; WNDCLASSEX wcl = {0}; wcl.cbSize = sizeof(wcl); wcl.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW; wcl.lpfnWndProc = WindowProc; wcl.cbClsExtra = 0; wcl.cbWndExtra = 0; wcl.hInstance = hInstance = hInstance; wcl.hIcon = LoadIcon(0, IDI_APPLICATION); wcl.hCursor = LoadCursor(0, IDC_ARROW); wcl.hbrBackground = 0; wcl.lpszMenuName = 0; wcl.lpszClassName = "GL2WindowClass"; wcl.hIconSm = 0; if (!RegisterClassEx(&wcl)) return 0; hWnd = CreateAppWindow(wcl, "Application"); if (hWnd) { if (Init()) { ShowWindow(hWnd, nShowCmd); UpdateWindow(hWnd); while (true) { while (PeekMessage(&message, 0, 0, 0, PM_REMOVE)) { if (message.message == WM_QUIT) break; TranslateMessage(&message); DispatchMessage(&message); } if (message.message == WM_QUIT) break; if (hasFocus) { elapsedTime = GetElapsedTimeInSeconds(); lastEarth += elapsedTime; lastUpdate += elapsedTime; lastFrame += elapsedTime; lastParticle += elapsedTime; if(lastUpdate >= (1.0f / 100.0f)) { Update(lastUpdate); lastUpdate = 0; } if(lastFrame >= (1.0f / 60.0f)) { UpdateFrameRate(lastFrame); lastFrame = 0; Render(); SwapBuffers(hDC); } if(lastEarth >= (1.0f / 10.0f)) { UpdateEarthAnimation(); lastEarth = 0; } if(lastParticle >= (1.0f / 30.0f)) { particleManager->rightBooster->Update(); particleManager->rightBoosterSmoke->Update(); particleManager->leftBooster->Update(); particleManager->leftBoosterSmoke->Update(); particleManager->breakUp->Update(); lastParticle = 0; } } else { WaitMessage(); } } } Cleanup(); UnregisterClass(wcl.lpszClassName, hInstance); } return static_cast<int>(message.wParam); } So even when I am not drawing anything when the window has focus it still takes up 50%. I don't understand how this is taking up so much system resources. Am I doing something wrong? Any help would be much appreciated, thank you!

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  • Prototype experience: Unity3D vs UDK

    - by LukeN
    Has anyone yet prototyped a game in both Unity3D and UDK? If so, which features made prototyping the game easier or more difficult in each toolkit? Was one prototype demonstrably better than the other (given the same starting assets)? I'm looking for specific answers with regard to using the toolkit features, not a comparison of available features. E.g. Destructable terrain is easier in toolkit X for reasons Y and Z. I can code, so the limitations of the inbuilt scripting languages are not a problem.

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  • Stencyl or flash limitation?

    - by FlightOfGrey
    I have found that Stencyl doesn't seem to be very good at handling very many actors in a game. I had been trying to implement some basic AI at the moment all the behaviours were: wander (pick a random point and move directly to it) and wrap around screen (if it goes off the top of the screen it appears at the bottom). Even with these simple behaviours and calculations the frame rate dropped dramatically when there were more then 50 actors on screen: 10 actors: 60fps 50 actors: 30-50fps 75 actors: ~30fps 100 actors: 15-20fps 200 actors: 8-10fps I had planned on having a maximum of around 200 actors but I see that's no longer an option and implementing a more complicated AI system with flocking behaviour, looking at creating a game in a similar vein to flOw. I understand that a game is perfectly playable at 30fps but this is a super simple test with ultra simple graphics, no animations and no sounds is child's play in terms of calculations to be made. Is this a limitation with Stencyl or is it flash? Should I simply scale the scope of the game down or is there a better game engine that exports to .swf that I should look into?

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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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  • Is there a grey-area with Copyright infringement?

    - by Z.O
    Currently a student, I'm trying to put together a game for iOS. From everywhere I've read, it seems any game's sound and art are apart of their IP and covered under their Copyright. That being said, say I wanted to use the coin sound effect from the original Mario (less than 1s long and used sparsely)... would anyone really care? Having no experience with this, I'm just wondering if cases like this are treated like "Ya you're driving slightly over the speed limit, but nobody cares" or as "you stole that car". Thanks for any insight anyone may be able to provide.

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  • how to double buffer in multiple classes with java

    - by kdavis8
    I am creating a Java 2D video game. I can load graphics just fine, but when it gets into double buffering I have issues. My source code package myPackage; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; public class GameView extends JFrame { private BufferedImage backbuffer; private Graphics2D g2d; public GameView() { setBounds(0, 0, 500, 500); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); backbuffer = new BufferedImage(getHeight(), getWidth(), BufferedImage.TYPE_INT_BGR); g2d = backbuffer.createGraphics(); Toolkit tk = Toolkit.getDefaultToolkit(); Image img = tk.getImage(this.getClass().getResource("cage.png")); g2d.setColor(Color.red); //g2d.drawString("Hello",100,100); g2d.drawImage(img, 100, 100, this); repaint(); } public static void main(String args[]) { new GameView(); } public void paint(Graphics g) { g2d = (Graphics2D)g; g2d.drawImage(backbuffer, 0, 0, this); } }

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  • Load different levels in XML

    - by Anearion
    my question is more about a theoretical gener than a pratical way to make things happen. I'm about start developing a game for android, text based so i won't need sprites or animation, nor a game engine. Let's say is similar to a sudoku game, where each level is an harder version of sudoku and each level has some question to be asnwered over the sudoku itself. I was wondering if the better way is to have only one XML and then inside all the different levels, each one with his meta-tags, or if the different approach of making n xml files where each one is a level is preferred. At the moment a level should have those tags: <level> <question>Question_1</question> <hint1>what does it do?</hint1> <hint2>where...</hint2> .... <hintN>how...</hintN> </level> So each level could have some items to read and that's what made me think that maybe different files are better cuz if i have to load lvl 10 i can read only the 10.xml file. I hope my question isn't too stupind. Thanks in advance

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  • Penalty for collision during a racing game

    - by Arthur Wulf White
    In a racing game: How should we penalize the player for colliding head on into obstacles such as walls, trees and so on. What is the way it is done in your favorite racing game? How is it done in other successful racing games? Do you think temporarily disabling the engine for a second is too severe? If I do go that route, how would I convey the 'engine is disabled' to the player in a subtle and easily understood way? Is this 'too much' of a penalty? Would the slow-down from the collision be sufficient to discourage the player from driving too carelessly? Which one is more fun? Should I consider a health-bar and affect engine performance for 'low health' status? Could you offer examples of games that handle this well and one that do it poorly? Please share your experience with racing games obstacles and reference games you feel perform well in this aspect. I am sure we all enjoy our racing games differently and I would like to hear different opinions regarding this issue. I would also like to hear how you feel we should penalize or reward for colliding with other vehicles? Should enemy vehicles be destroyable? Should they slow down severely when they hit the back of your car or would that make the gameplay imbalanced?

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  • SFML programs fails to debug with glslDevil

    - by Zhen
    I'm testing the glslDevil debugger with a simple (and working) SFML application in Linux + NVidia. But it always fails in the window creation step: W! Program Start | glXGetConfig(0x86a50b0, 0x86acef8, 4, 0xbf8228c4) | glXGetConfig(0x86a50b0, 0x86acef8, 5, 0xbf8228c8) | glXGetConfig(0x86a50b0, 0x86acef8, 8, 0xbf8228cc) | glXGetConfig(0x86a50b0, 0x86acef8, 9, 0xbf8228d0) | glXGetConfig(0x86a50b0, 0x86acef8, 10, 0xbf8228d4) | glXGetConfig(0x86a50b0, 0x86acef8, 11, 0xbf8228d8) | glXGetConfig(0x86a50b0, 0x86acef8, 12, 0xbf8228dc) | glXGetConfig(0x86a50b0, 0x86acef8, 13, 0xbf8228e0) | glXGetConfig(0x86a50b0, 0x86acef8, 100000, 0xbf8228e4) | glXGetConfig(0x86a50b0, 0x86acef8, 100001, 0xbf8228e8) | glXCreateContext(0x86a50b0, 0x86acef8, (nil), 1) E! Child process exited W! Program termination forced! And the code that fails: #include <SFML/Graphics.hpp> #define GL_GLEXT_PROTOTYPES 1 #define GL3_PROTOTYPES 1 #include <GL/gl.h> #include <GL/glu.h> #include <GL/glext.h> int main(){ sf::RenderWindow window{ sf::VideoMode(800, 600), "Test SFML+GL" }; bool running = true; while( running ){ sf::Event event; while( window.pollEvent(event) ){ if( event.type == sf::Event::Closed ){ running = false; }else if(event.type == sf::Event::Resized){ glViewport(0, 0, event.size.width, event.size.height); } } window.display(); } return 0; } Is It posible to solve this problem? or get around the problem to continue the gslsDevil use?.

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