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  • Game Asset Size Over Time

    - by jterrace
    The size (in bytes) of games have been growing over time. There are probably many factors contributing to this: trailer/cut scene videos being bundled with the game, more and higher-quality audio, multiple levels of detail being used, etc. What I'd really like to know is how the size of 3D models and textures that games ship with have changed over time. For example, if one were to look at the size of meshes and textures for Quake I (1996), Quake II (1997), Quake III: Arena (1999), Quake 4 (2005), and Enemy Territory: Quake Wars (2007), I'd imagine a steady increase in file size. Does anyone know of a data source for numbers like this?

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  • OpenGLES 2.0 gluunProject

    - by secheung
    I've spent more time than i should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using opengl es 2.0 code. Thanks

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  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

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  • Some problem about Compiz and GTK on Ubuntu 14.04

    - by LVHoanh
    I installed Ubuntu 14.04 on my computer : i3/4G/750G/VGA Intel HD3000 & 1GB NVidia with CUDA GT540M. I've some problems with Ubuntu 14.04 : Does Ubuntu 14.04 support Emerald Theme Manager? Emerald Theme Manager is not available in Ubuntu Software Center? I installed Compiz and Compiz Setting Manager, it works ok, but the Windows 3D plugin is not work? The Shutdown/Restart function on Right-Top Panel is not work, is there any solution for this problem? The mouse theme I installed only work in current session, next time i restart computer it change back to default mouse theme? How can i resize the spacing between Desktop Icon? Waiting for everyone respond. Thankyou so much. P/s : My English is not good, expect you understand. :)

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  • What kind of math should I be expecting in advanced programming?

    - by I_Question_Things_Deeply
    And I don't mean just space shooters and such, because in non-3D environments it's obvious that not much beyond elementary math is needed to implement. Most of the programming in 2D games is mostly going to involve basic arithmetic, algorithms for enemy AI and dimensional worlds, rotation, and maybe some Algebra as well depending on how you want to design. But I ask because I'm not really gifted with math at all. I get frustrated and worn out just by doing Pre-Algebra, so Algebra 2 and Calculus would likely be futile for me. I guess I'm not so "right-brained" when it comes down to pure numbers and math formulas, but the bad part is that I'm no art-expert either. What do you people here suppose I should do? Go along avoiding as much of the extremely difficult maths I can't fathom, or try to ease into more complex math as I excel at programming?

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  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

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  • Rendering trillions of "atoms" instead of polygons?

    - by Baring
    I just saw a video about what the publishers call the "next major step after the invention of 3D". According to the person speaking in it, they use a huge amount of atoms grouped into clouds instead of polygons, to reach a level of unlimited detail. They tried their best to make the video understandable for persons with no knowledge of any rendering techniques, and therefore or for other purposes left out all details of how their engine works. The level of detail in their video does look quite impressive to me. How is it possible to render scenes using custom atoms instead of polygons on current hardware? (Speed, memory-wise) If this is real, why has nobody else even thought about it so far? I'm, as an OpenGL developer, really baffled by this and would really like to hear what experts have to say. Therefore I also don't want this to look like a cheap advert and will include the link to the video only if requested, in the comments section.

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  • Raytracing (LoS) on 3D hex-like tile maps

    - by herenvardo
    Greetings, I'm working on a game project that uses a 3D variant of hexagonal tile maps. Tiles are actually cubes, not hexes, but are laid out just like hexes (because a square can be turned to a cube to extrapolate from 2D to 3D, but there is no 3D version of a hex). Rather than a verbose description, here goes an example of a 4x4x4 map: (I have highlighted an arbitrary tile (green) and its adjacent tiles (yellow) to help describe how the whole thing is supposed to work; but the adjacency functions are not the issue, that's already solved.) I have a struct type to represent tiles, and maps are represented as a 3D array of tiles (wrapped in a Map class to add some utility methods, but that's not very relevant). Each tile is supposed to represent a perfectly cubic space, and they are all exactly the same size. Also, the offset between adjacent "rows" is exactly half the size of a tile. That's enough context; my question is: Given the coordinates of two points A and B, how can I generate a list of the tiles (or, rather, their coordinates) that a straight line between A and B would cross? That would later be used for a variety of purposes, such as determining Line-of-sight, charge path legality, and so on. BTW, this may be useful: my maps use the (0,0,0) as a reference position. The 'jagging' of the map can be defined as offsetting each tile ((y+z) mod 2) * tileSize/2.0 to the right from the position it'd have on a "sane" cartesian system. For the non-jagged rows, that yields 0; for rows where (y+z) mod 2 is 1, it yields 0.5 tiles. I'm working on C#4 targeting the .Net Framework 4.0; but I don't really need specific code, just the algorithm to solve the weird geometric/mathematical problem. I have been trying for several days to solve this at no avail; and trying to draw the whole thing on paper to "visualize" it didn't help either :( . Thanks in advance for any answer

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  • Microsoft Word 2007 Landscape Printing

    - by Greg Ogle
    When printing document in landscape mode using Microsoft Word 2007, it is print portrait and scaling (varies a little per printer). I made a new document with just text and the text is getting chopped even in print preview. It seems rather weird. Am I doing something wrong?

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  • Printing to Power point

    - by manojpcw
    Hi, Similar to the print to pdf option, where we can choose PDF to be the output format in the print dialog box when printing something from a browser or other applications, I am searching for something which can print to a Power Point file. Is there any such plugin or tool? Also link to a relilable print to pdf tool would be helpful. This essentially would eliminate the export to power point option that the users are asking for in my Silverlight application. Thanks...

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  • Very slow printing from print server

    - by evolvd
    Print server is a VM on Xen The VM is Windows 2003 32bit. During the issue the VM is not being taxed in anyway, cpu, memory, hd read/write, and network speed is all good. The problem that I see is the transfer of the print file from the print server to the printer. The 80Mb file is transferred from the client to the print server in about 2 minutes but then it takes about 2 hours for that file to be sent to the printer. I can't figure out why this would just start to happen. The printer is rebooted every evening and is just used for one large print job in the morning. The server has been rebooted with no effect I changed the spool option to send the entire spool to the server before printing starts and it had no effect. This printer problem did happen to come about after some changes to the Xen environment. The Xen servers changed from using HBA NIC cards to software iscsi and a new switch was put in. I don't think this is related to the problem since all the speeds on the VMs are better now. The changed happened on Saturday and the first print to this printer happened on Monday morning. I'm just putting that out there but like I said I don't think it is related but I don't want to rule it out. At this point I don't have many other options besides the physical layer. I can switch out network cable that goes to the printer and I might be able to print the same job to another printer. I wont be able to test those things out till this afternoon though. Any other ideas or test I could do to try to find the reason for the slow speed? I forgot to say that this is only happening when printing to this one printer. ===Update=== I found out that there are a few printers that currently have this issue, not just the one. There are over 30 printers on the server though so I know it's not happening to all of them. I printed a large pdf doc from the server and it was able to print at the normal speed. If the machine sends the large print request it gets to the server fine but then slow to get from the server to the printer. If sent directly from the printer it gets to the printer at the normal speed. The question now is why is there a speed difference when it comes from the machine and why would it start now?

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  • pretty-printing IP packets

    - by pts
    I'm receiving IP packets using the SLIP protocol, and I'd like to pretty-print them similarly to how tcpdump does it. My program is able to decode the SLIP protocol and create a single string containing an IP packet if necessary. I couldn't find any relevant tcpdump command-line flags except for -r. The file format is documented at http://www.tcpdump.org/pcap/pcap.html , but it looks a bit too complicated. Is there a Linux tool for pretty-printing raw IP packets?

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  • Rails, gmail: howto get plain/text from body

    - by atmorell
    Hello, I am loading am email with IMAP and parsing it with mail. This works very well, however the mail.body.decoded field contains a lot of formatting. How do I dig out the plain/txt body of the email - ignore attachements, formatting etc. It works fine if I try with an email without html. source = imap.uid_fetch(uid, ['RFC822']).first.attr['RFC822'] mail = Mail.new(source) This body content looks like this: Mail::Body:0x7f36ed468270 @epilogue="", @boundary="_004_4C49171DCB8C4540844E69DD39FDD98Ffirm_", @encoding="7bit", @raw_source="--_004_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: multipart/alternative;\r\n\tboundary=\"_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\"\r\n\r\n--_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: text/plain; charset=\"iso-8859-1\"\r\nContent-Transfer-Encoding: quoted-printable\r\n\r\ndasdsasda\r\n\r\n\r\n\r\nMed venlig hilsen / Med V=E4nlig H=E4lsning / Best Regards\r\r\nAsbj=F8rn Toke Morell. .\r\n+45 7020 0160\r\n+45 2152 0015\r\n[cid:[email protected]]\r\nhttp://www..dk\r\n\r\n\r\n--_000_4C49171DCB8C4540844E69DD39FDD98Ffirm_\r\nContent-Type: text/html; charset=\"iso-8859-1\"\r\nContent-Transfer-Encoding: quoted-printable\r\n\r\n<html>headheadbody style3D"word-wrap: break-word; -webkit-nbsp-mode:=\r\n space; -webkit-line-break: after-white-space; ">dasdsasda<br><div apple-co=\r\nntent-edited=3D"true">\r\n<span class=3D"Apple-style-span" style=3D"border-collapse: separate; color:=\r\n rgb(0, 0, 0); font-family: Helvetica; font-size: medium; font-style: norma=\r\nl; font-variant: normal; font-weight: normal; letter-spacing: normal; line-=\r\nheight: normal; orphans: 2; text-align: auto; text-indent: 0px; text-transf=\r\norm: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-borde=\r\nr-horizontal-spacing: 0px; -webkit-border-vertical-spacing: 0px; -webkit-te=\r\nxt-decorations-in-effect: none; -webkit-text-size-adjust: auto; -webkit-tex=\r\nt-stroke-width: 0px; "><span class=3D"Apple-style-span" style=3D"font-famil=\r\ny: Calibri, sans-serif; font-size: 15px; "><span class=3D"Apple-style-span"=\r\n style=3D"border-collapse: separate; color: rgb(0, 0, 0); font-family: Helv=\r\netica; font-size: medium; font-style: normal; font-variant: normal; font-we=\r\night: normal; letter-spacing: normal; line-height: normal; orphans: 2; text=\r\n-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-sp=\r\nacing: 0px; -webkit-border-horizontal-spacing: 0px; -webkit-border-vertical=\r\n-spacing: 0px; -webkit-text-decorations-in-effect: none; -webkit-text-size-=\r\nadjust: auto; -webkit-text-stroke-width: 0px; "><span class=3D"Apple-style-=\r\nspan" style=3D"font-family: Calibri, sans-serif; font-size: 15px; "><div st=\r\nyle=3D"margin-top: 0cm; margin-right: 0cm; margin-bottom: 0.0001pt; margin-=\r\nleft: 0cm; font-size: 11pt; font-family: Calibri, sans-serif; "><font class=\r\n=3D"Apple-style-span" color=3D"#000080" face=3D"'Times New Roman', serif" s=\r\nize=3D"3"><span class=3D"Apple-style-span" style=3D"font-size: 13px; "><br =\r\nclass=3D"Apple-interchange-newline"><br></span></font></div><div style=3D"m=\r\nargin-top: 0cm; margin-right: 0cm; margin-bottom: 0.0001pt; margin-left: 0c=\r\nm; font-size: 11pt; font-family: Calibri, sans-serif; "><font class=3D"Appl=\r\ne-style-span" color=3D"#000080" face=3D"'Times New Roman', serif" size=3D"3=\r\n"><span class=3D"Apple-style-span" style=3D"font-size: 13px; "><br></span><=\r\n/font></div><div style=3D"margin-top: 0cm; margin-right: 0cm; margin-bottom=\r\n: 0.0001pt; margin-left: 0cm; font-size: 11pt; font-family: Calibri, sans-s=\r\nerif; "><span style=3D"font-size: 10pt; font-family: 'Times New Roman', ser=\r\nif; color: navy; ">Med venlig hilsen / Med V=E4nlig H=E4lsning / Best Regar=\r\nds&nbsp;<br>firm<br>Asbj=F8rn Toke Morell... This is the ony relevant from information from the body: 'ndasdsasda\r\n\r\n\r\n\r\nMed venlig hilsen / Med V=E4nlig H=E4lsning / Best Regards\r\r\nAsbj=F8rn Toke Morell' Any ideas?

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  • Where to find good 3d articles for wpf?

    - by Ankit Rathod
    Hello, I am beginner in WPF. I am basically a Silverlight guy and as i know it doesn't support the full real 3d model of WPF. I am getting interested in learning 3D in WPF. I googled up for WPF and i get very old links which are 3 years old back when WPF was known as Avalon. They may not be of any use in V4.0. Can anybody refer me some links where i can learn WPF 3D from basics? Thanks in advance :)

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  • Background problem of opengl 3d object over iphone camera view

    - by user292127
    Hi, I'm loading opengl 3d objects over the iphone camera view. When opengl view is loaded it's loading with a opengl 3d object with black background. The black background color will block the camera view.I just want to clear background color of opengl view so that I could load only the 3d object to the camera view. I had tried glclearcolor(1.0,1.0,1.0,0.0); but no change to background color. I had also tried to clear background color opengl view using [glview setbackgroundColor:[UIColor clearColor]];. No change in back ground color. Can any one help me with this stuff ? I'm new to opengl. Thanks in advance

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  • Find most right and left point of a horizontal circle in 3d Vector environment

    - by Olivier de Jonge
    I'm drawing a 3D pie chart that is rendered with in 3D vectors, projected to 2D vectors and then drawn on a Graphics object. I want to calculate the most left and right point of the circle The method to create a vector, draw and project to a 2d vector are below. Anyone knows the answer? public class Vector3d { public var x:Number; public var y:Number; public var z:Number; //the angle that the 3D is viewed in tele or wide angle. public static var viewDist:Number = 700; function Vector3d(x:Number, y:Number, z:Number){ this.x = x; this.y = y; this.z = z; } public function project2DNew():Vector { var p:Number = getPerspective(); return new Vector(p * x, p * y); } public function getPerspective():Number{ return viewDist / (this.z + viewDist); } }

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  • How to enable Chess 3D on Ubuntu 9.10?

    - by Jian Lin
    The 3D cannot be easily enabled. A thread that people refer to is http://ubuntuforums.org/showthread.php?t=416660 but I tried several suggestions on that thread and it doesn't work yet. The message is: No Python OpenGL support No Python GTKGLExt support

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  • Simulating the effects of wind

    - by jernej
    I am developing a mobile game for Android. It is a 3D jumping game (like ski jump) where wind plays a important role so i need to simulate it. How could I achieve this? The game uses libgdx for rendering and a port of Bullet physics engine for physics. To simulate the jump I have 2 spheres which are placed at the start and at the end of the player and gravity is applied to them (they role down the hill and jump at the end). I use them to calculate the angle and the position of the player. If a button is pressed some extra y speed is applied to them (to simulate the jump before the end of the jumping ramp). But now I have to add wind to it. How is this usually done? Which collision box/method should I use? The way I understand it I only have to apply some force with direction to the player while in mid air. How can I do this in Bullet?

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  • How to programatically retarget animations from one skeleton to another?

    - by Fraser
    I'm trying to write code to transfer animations that were designed for one skeleton to look correct on another skeleton. The source animations consist only of rotations except for translations on the root (they're the mocap animations from the CMU motion capture database). Many 3D applications (eg Maya) have this facility built-in, but I'm trying to write a (very simple) version of it for my game. I've done some work on bone mapping, and because the skeletons are hierarchically similar (bipeds), I can do 1:1 bone mapping for everything but the spine (can work on that later). The problem, however, is that the base skeleton/bind poses are different, and the bones are different scales (shorter/longer), so if I just copy the rotation straight over it looks very strange: I've tried multiplying by the original bone's absolute rotation, then by the inverse of the target, and vice-versa... kind of a shot in the dark, and indeed it didn't work. (Tried relative transformations too)... I'm not sure where to go from here, so if anyone has any resources on stuff like this (papers, source code, etc), that would be really helpful. Thanks!

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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  • How does a segment based rendering engine work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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