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  • How to improve batching performance

    - by user4241
    Hello, I am developing a sprite based 2D game for mobile platform(s) and I'm using OpenGL (well, actually Irrlicht) to render graphics. First I implemented sprite rendering in a simple way: every game object is rendered as a quad with its own GPU draw call, meaning that if I had 200 game objects, I made 200 draw calls per frame. Of course this was a bad choice and my game was completely CPU bound because there is a little CPU overhead assosiacted in every GPU draw call. GPU stayed idle most of the time. Now, I thought I could improve performance by collecting objects into large batches and rendering these batches with only a few draw calls. I implemented batching (so that every game object sharing the same texture is rendered in same batch) and thought that my problems are gone... only to find out that my frame rate was even lower than before. Why? Well, I have 200 (or more) game objects, and they are updated 60 times per second. Every frame I have to recalculate new position (translation and rotation) for vertices in CPU (GPU on mobile platforms does not support instancing so I can't do it there), and doing this calculation 48000 per second (200*60*4 since every sprite has 4 vertices) simply seems to be too slow. What I could do to improve performance? All game objects are moving/rotating (almost) every frame so I really have to recalculate vertex positions. Only optimization that I could think of is a look-up table for rotations so that I wouldn't have to calculate them. Would point sprites help? Any nasty hacks? Anything else? Thanks.

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  • Installed on a machine with EFI and after installation, it says the disk is not bootable

    - by Roy Hocknull
    I installed Ubuntu 11.10 and the installation runs through fine. It then says reboot, and the machine says 'inserts a boot disk' which means the hard disk isn't bootable. The primary hard disk is an EFI device, and nothing seems to work. The machine in question is an Acer Aspire M3970 desktop. Core i5 2300, with 8Gb Ram. Main boot drive is an SSD (Vertex 2E 60Gb). I am trying to install the 11.10 x64 version. The installation I have tried from CD and USB stick. It goes through the install, allows you to partition the drives then installs all the packages. At the end it goes for a reboot, and asks you to remove the installation media. The PC then restarts and says no bootable disk. I tried it many times. In the end I have installed Fedora 15 x64 which works straight away with no messing. Unless this issues is fixed I have to drop 11.10 as a viable option. From my experience F15 isn't quite as polished as Ubuntu, but in this case - it works!! Is this a widespread problem or am I unique?

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  • bash process uses 90% CPU, comes back on computer restart

    - by Sano
    I’ve replaced the old HDD of my late 2008 unibody MacBook (8 GB of RAM, running OS X 10.7.4) with an OCZ Vertex 3 SSD. After doing this, I've installed Lion and restored my data from a Time Machine backup. Everything is fine, except for a process named “bash” that permanently uses about 90 % CPU. If I kill it via Activity Monitor, everything goes back to normal, but unfortunately the process comes back every time I restart the computer. I've tried do zap the PRAM, reinstall 10.7.4 from the combo package, and even simply wait for more than 2 hours, but the problem is still here.

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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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  • Orthographic Projection Issue

    - by Nick
    I have a problem with my Ortho Matrix. The engine uses the perspective projection fine but for some reason the Ortho matrix is messed up. (See screenshots below). Can anyone understand what is happening here? At the min I am taking the Projection matrix * Transform (Translate, rotate, scale) and passing to the Vertex shader to multiply the Vertices by it. VIDEO Shows the same scene, rotating on the Y axis. http://youtu.be/2feiZAIM9Y0 void Matrix4f::InitOrthoProjTransform(float left, float right, float top, float bottom, float zNear, float zFar) { m[0][0] = 2 / (right - left); m[0][1] = 0; m[0][2] = 0; m[0][3] = 0; m[1][0] = 0; m[1][1] = 2 / (top - bottom); m[1][2] = 0; m[1][3] = 0; m[2][0] = 0; m[2][1] = 0; m[2][2] = -1 / (zFar - zNear); m[2][3] = 0; m[3][0] = -(right + left) / (right - left); m[3][1] = -(top + bottom) / (top - bottom); m[3][2] = -zNear / (zFar - zNear); m[3][3] = 1; } This is what happens with Ortho Matrix: This is the Perspective Matrix:

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  • How can I move a polygon edge 1 unit away from the center?

    - by Stephen
    Let's say I have a polygon class that is represented by a list of vector classes as vertices, like so: var Vector = function(x, y) { this.x = x; this.y = y; }, Polygon = function(vectors) { this.vertices = vectors; }; Now I make a polygon (in this case, a square) like so: var poly = new Polygon([ new Vector(2, 2), new Vector(5, 2), new Vector(5, 5), new Vector(2, 5) ]); So, the top edge would be [poly.vertices[0], poly.vertices[1]]. I need to stretch this polygon by moving each edge away from the center of the polygon by one unit, along that edge's normal. The following example shows the first edge, the top, moved one unit up: The final polygon should look like this new one: var finalPoly = new Polygon([ new Vector(1, 1), new Vector(6, 1), new Vector(6, 6), new Vector(1, 6) ]); It is important that I iterate, moving one edge at a time, because I will be doing some collision tests after moving each edge. Here is what I tried so far (simplified for clarity), which fails triumphantly: for(var i = 0; i < vertices.length; i++) { var a = vertices[i], b = vertices[i + 1] || vertices[0]; // in case of final vertex var ax = a.x, ay = a.y, bx = b.x, by = b.y; // get some new perpendicular vectors var a2 = new Vector(-ay, ax), b2 = new Vector(-by, bx); // make into unit vectors a2.convertToUnitVector(); b2.convertToUnitVector(); // add the new vectors to the original ones a.add(a2); b.add(b2); // the rest of the code, collision tests, etc. } This makes my polygon start slowly rotating and sliding to the left, instead of what I need. Finally, the example shows a square, but the polygons in question could be anything. They will always be convex, and always with vertices in clockwise order.

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  • Silverlight Cream for May 25, 2010 -- #869

    - by Dave Campbell
    In this Issue: Miroslav Miroslavov, Victor Gaudioso, Phil Middlemiss, Jonathan van de Veen, Lee, and Domagoj Pavlešic. From SilverlightCream.com: Book Folding effect using Pixel Shader On the new CompleteIT site, did you know the page-folding was done using PixelShaders? I hadn't put much thought into it, but that's pretty cool, and Miroslav Miroslavov has a blog post up discussing it, and the code behind it. New Silverlight Video Tutorial: How to create a Slider with a ToolTip that shows the Value of the Slider This is pretty cool... Victor Gaudioso's latest video tutorial shows how to put the slider position in the slider tooltip... code and video tutorial included. Backlighting a ListBox Put this in the cool category as well... Phil Middlemiss worked out a ListBox styling that makes the selected item be 'backlit' ... check out the screenshot on the post... and then grab the code :) Adventures while building a Silverlight Enterprise application part #33 Jonathan van de Veen is discussing changes to his project/team and how that has affected development. Read about what they did right and some of their struggles. RIA Services and Storedprocedures Lee's discussing Stored Procs and RIA Services ... he begins with one that just works, then moves on to demonstrate the kernel of the problem he's attacking and the solution of it. DoubleClick in Silverlight Domagoj Pavlešic got inspiration from one of Mike Snow's Tips of the Day and took off on the double-click idea... project source included. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Strange mesh import problem with Assimp and OpenGL

    - by Morgan
    Using the assimp library for importing 3D data into an OpenGL application. I get some strange problems regarding indexing of the vertices: If I use the following code for importing vertex indices: for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } I get the following result: Instead, if I use the following code: for(int k = 0; k < 2 ; k++) { for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace * face = &mesh->mFaces[t]; if (face->mNumIndices == 3) { indices->push_back(face->mIndices[0]); indices->push_back(face->mIndices[1]); indices->push_back(face->mIndices[2]); } } } I get the correct result: Hence adding the indices twice, renders the correct result? The OpenGL buffer is populated, like so: glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices->size() * sizeof(unsigned int), indices->data(), GL_STATIC_DRAW); And rendered as follows: glDrawElements(GL_TRIANGLES, vertexCount*3, GL_UNSIGNED_INT, indices->data());

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  • Demystifying "chunked level of detail"

    - by Caius Eugene
    Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important at the moment. I have a lot of questions after reading up about this technique, I hope this isn't too much to ask all in one go, but I would be extremely grateful for someone to help me make sense of this technique. 1 : I can't understand at which point down the Chunked LOD pipeline that the mesh gets split into chunks. Is this during the initial mesh generation, or is there a separate algorithm which does this. 2 : I understand that a Quadtree data structure is used to store the Chunked LOD data, I think i'm missing the point a bit, but Is the quadtree storing vertex and triangles data for each subdivision level? 3a : How is the camera distance usually calculated. When reading up about quadtree's, Axis-aligned bounding box's are mentioned a lot. In this case would each chunk have a collision bounding box to detect the camera or player is nearby? or is there a better way of doing this? (raycast maybe?) 3b : Do the chunks calculate the camera distance themselves? 4 : Does each chunk have the same "resolution". for example at top level the mesh will be 32x32, will each subdivided node also be 32x32. Example below:

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  • CodePlex Daily Summary for Thursday, June 21, 2012

    CodePlex Daily Summary for Thursday, June 21, 2012Popular ReleasesuComponents: uComponents v3.1.1: Continuing on from 84817, we are proud to announce our 3.1.1 release! The following issues have been resolved: 14640 14696 14704 14724 Please note: This release is not to be confused with the upcoming 80410 (which will support .NET 4.0)MVVM Light Toolkit: V4RTM (binaries only) including Windows 8 RP: This package contains all the latest DLLs for MVVM Light V4 RTM. It includes the DLLs for Windows 8 Release Preview. An updated Nuget package is also available at http://nuget.org/packages/MvvmLightLibs An installer with binaries, snippets and templates will follow ASAP.Weapsy - ASP.NET MVC CMS: 1.0.0: - Some changes to Layout and CSS - Changed version number to 1.0.0.0 - Solved Cache and Session items handler error in IIS 7 - Created the Modules, Plugins and Widgets Areas - Replaced CKEditor with TinyMCE - Created the System Info page - Minor changesAuto Proxy Configuration: Windows Proxy Setup V1.2: Bug FixesXDA ROM Hub: XDA ROM HUB v0.5: Added XRH Backup -- Backup & restore data, system and cache USE AT YOUR OWN RISK! - USE ONLY IN RECOVERY!AcDown????? - AcDown Downloader Framework: AcDown????? v3.11.7: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...Apex: Apex 1.4: Apex 1.4Apex 1.4 provides a framework for rapid MVVM development. Download Apex 1.4 to get the core binaries, Visual Studio Extensions, Project Templates, Samples and Documentation. The 1.4 Release provides a vast number of enhancements via the Apex Broker. The Apex Broker is an object that can be used to retrieve models, get the view for a view model and more, much like an IoC container. The new Zune Style application templates for WPF and Silverlight give a great starting point for makin...NShader - HLSL - GLSL - CG - Shader Syntax Highlighter AddIn for Visual Studio: NShader 1.3 - VS2010 + VS2012: This is a small maintenance release to support new VS2012 as well as VS2010. This release is also fixing the issue The "Comment Selection" include the first line after the selection If the new NShader version doesn't highlight your shader, you can try to: Remove the registry entry: HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\11.0\FontAndColors\Cache Remove all lines using "fx" or "hlsl" in file C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\CommonExtensions\Micr...JSON Toolkit: JSON Toolkit 4.0: Up to 2.5x performance improvement in stringify operations Up to 1.7x performance improvement in parse operations Improved error messages when parsing invalid JSON strings Extended support to .Net 2.0, .Net 3.5, .Net 4.0, Silverlight 4, Windows Phone, Windows 8 metro apps and Xbox JSON namespace changed to ComputerBeacon.Json namespaceXenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.8.0: System Requirements OS Windows 7 Windows Vista Windows Server 2008 Windows Server 2008 R2 Web Server Internet Information Service 7.0 or above .NET Framework .NET Framework 4.0 WCF Activation feature HTTP Activation Non-HTTP Activation for net.pipe/net.tcp WCF bindings ASP.NET MVC ASP.NET MVC 3.0 Database Microsoft SQL Server 2005 Microsoft SQL Server 2008 Microsoft SQL Server 2008 R2 Additional Deployment Configuration Started Windows Process Activation service Start...ASP.NET REST Services Framework: Release 1.3 - Standard version: The REST-services Framework v1.3 has important functional changes allowing to use complex data types as service call parameters. Such can be mapped to form or query string variables or the HTTP Message Body. This is especially useful when REST-style service URLs with POST or PUT HTTP method is used. Beginning from v1.1 the REST-services Framework is compatible with ASP.NET Routing model as well with CRUD (Create, Read, Update, and Delete) principle. These two are often important when buildin...NanoMVVM: a lightweight wpf MVVM framework: v0.10 stable beta: v0.10 Minor fixes to ui and code, added error example to async commands, separated project into various releases (mainly into logical wholes), removed expression blend satellite assembliesMFCMAPI: June 2012 Release: Build: 15.0.0.1034 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeMonoGame - Write Once, Play Everywhere: MonoGame 2.5.1: Release Notes The MonoGame team are pleased to announce that MonoGame v2.5.1 has been released. This release contains important bug fixes and minor updates. Recent additions include project templates for iOS and MacOS. The MonoDevelop.MonoGame AddIn also works on Linux. We have removed the dependency on the thirdparty GamePad library to allow MonoGame to be included in the debian/ubuntu repositories. There have been a major bug fix to ensure textures are disposed of correctly as well as some ...????: ????2.0.2: 1、???????????。 2、DJ???????10?,?????????10?。 3、??.NET 4.5(Windows 8)????????????。 4、???????????。 5、??????????????。 6、???Windows 8????。 7、?????2.0.1???????????????。 8、??DJ?????????。Azure Storage Explorer: Azure Storage Explorer 5 Preview 1 (6.17.2012): Azure Storage Explorer verison 5 is in development, and Preview 1 provides an early look at the new user interface and some of the new features. Here's what's new in v5 Preview 1: New UI, similar to the new Windows Azure HTML5 portal Support for configuring and viewing storage account logging Support for configuring and viewing storage account monitoring Uses the Windows Azure 1.7 SDK libraries Bug fixesCodename 'Chrometro': Developer Preview: Welcome to the Codename 'Chrometro' Developer Preview! This is the very first public preview of the app. Please note that this is a highly primitive build and the app is not even half of what it is meant to be. The Developer Preview sports the following: 1) An easy to use application setup. 2) The Assistant which simplifies your task of customization. 3) The partially complete Metro UI. 4) A variety of settings 5) A partially complete web browsing experience To get started, download the Ins...KangaModeling: Kanga Modeling 1.0: This is the public release 1.0 of Kanga Modeling. -Cosmos (C# Open Source Managed Operating System): Release 92560: Prerequisites Visual Studio 2010 - Any version including Express. Express users must also install Visual Studio 2010 Integrated Shell runtime VMWare - Cosmos can run on real hardware as well as other virtualization environments but our default debug setup is configured for VMWare. VMWare Player (Free). or Workstation VMWare VIX API 1.11AutoUpdaterdotNET : Autoupdate for VB.NET and C# Developer: AutoUpdater.NET 1.1: Release Notes New feature added that allows user to select remind later interval.New Projects.NET Heatmap: This is a simple project using C#, JQuery, and heatmap.js that allows you to create a heatmap for a web page using static data from a SQL database.Advanced Data Server: Advanced Data Server (ADS) is a library that enables you to create powerful server applications with little code.ARPAMISproject: This is an ambitious project that aims to provide an extensive business solution to schools, universities or any academic institutions alike. ArraySegments (by Stephen Cleary): Lightweight extension methods for ArraySegment<T>, particularly useful for byte arrays.Auto Proxy Configuration: This Tool sets proxy server automatically according to the DNSDomain.Bongiozzo Photosite: Simple photo site written using ASP.NET MVC 4.0 over Flickr API and Galleria image gallery framework. Cloud Media SharePoint Extension: With this extensions you can easily add media from the cloud like YouTube or Vimeo. Metadata from Vimeo or YouTube are also .and will be added tooContent Organizer Rule Manager SharePoint 2010: Create and manage content organizer rules faster for SharePoint 2010.Crm Customization Manager: Crm Customization Manager (CCM) by N.JL helps Dynamics CRM System Adiminstrators to easly Import Customisations and Treanslations with scheduling possibilitydemoHello: asp.net Ghost Puzzle: Protect your files with Ghost Puzzle.IonoWumpus: A simple Hunt the Wumpus implementation.LargeSky Personal Project: This a personal project, just for code place.Maze Game: Maze Game is a game for children/ computer beginners to practice the mouse movement with fun.NASM Develop IDE (The Open Source NASM Development Environment For Windows): A simple, light weight, all one in application that can help developers develop NASM applications in Windows without the need of remember fancy commands.Navigational: Gator brings navigation to projects built around life situations.Real Folders for Visual Studio: Real Folders for Visual Studio is a free plugin which makes Solution Folders map to real file system folders. With Real Folders you have the opportunity to organize your files in a simpler way than standard Visual Studio Solution Folders behave (completely uncommited to any folder on your file system). SaltFx: SaltFx is an N-Layered Domain Driven Design (DDD) framework for .NET development.SharePoint Location-Based Weather Webpart: Uses UPS information to display local weather for the user via the Yahoo Weather service.SharePoint Publishing: The Project is aimed at supplying Publishers with tools & design elements to provide a means of publishing through SharePoint.SpellLight - Lightweight Silverlight Spell Checker Library: SpellLight is a lightweight Silverlight Spell Check librarySUDOKU APP: NoneTrainer: This is an application used for logging runs, nutrition, weight, and other goals.weibospace: An ios projecct

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Workaround: build FBX in XNA raise OutOfMemoryException

    - by Vitus
    If you try to add large FBX 3D model to the XNA project, and build it, you can get an OutOfMemoryException build error like following: Error    1    Building content threw OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.    at System.Collections.Generic.List`1.set_Capacity(Int32 value)    at System.Collections.Generic.List`1.EnsureCapacity(Int32 min)    at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)    at Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.InsertRange(Int32 index, Int32 count)    at Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.InsertRange(Int32 index, IEnumerable`1 positionIndexCollection)    at Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.AddTriangleVertex(Int32 indexIntoVertexCollection)    at Microsoft.Xna.Framework.Content.Pipeline.MeshConverter.FillNodeWithInfoFromMesh(KFbxNode* fbxNode, String name, KFbxGeometryConverter* geometryConverter)    at Microsoft.Xna.Framework.Content.Pipeline.FbxImporter.ProcessInformationInNode(KFbxNode* fbxNode, String name, Boolean* partOfMainSkeleton, Boolean* warnIfBoneButNotChild)    at Microsoft.Xna.Framework.Content.Pipeline.FbxImporter.ProcessNode(ValueType parentAbsoluteTransform, NodeContent potentialParent, KFbxNode* fbxNode, Boolean partOfMainSkeleton, Boolean warnIfBoneButNotChild)    at Microsoft.Xna.Framework.Content.Pipeline.FbxImporter.ProcessNode(ValueType parentAbsoluteTransform, NodeContent potentialParent, KFbxNode* fbxNode, Boolean partOfMainSkeleton, Boolean warnIfBoneButNotChild)    at Microsoft.Xna.Framework.Content.Pipeline.FbxImporter.Import(String filename, ContentImporterContext context)    at Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(String filename, ContentImporterContext context)    //additional calls here …   My desktop PC have 8Gb RAM, and Visual Studio’s process devenv.exe use under 2Gb of it while build process (about 3.5-4Gb of RAM is always free). It’s obvious, that VS can’t address more than 2Gb of RAM, and when that limit is over, build process is fail. OS on my PC is Win x64,  so I “charge” devenv.exe by using editbin.exe utility – in the VS Command prompt I run following: editbin "C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\devenv.exe" /LARGEADDRESSAWARE This command edits the image to indicate that the application can handle addresses larger than 2 gigabytes. After that FBX file successfully built! Of course, you must put proper path to devenv.exe, depend on your installation path. If you are on Win x86, you need to do additional action – more info here.   P.S.: although now you can build a bigger files, than usual, keep in mind, that XNA have some restrictions on vertex buffer size etc., depend on your current XNA project profile (Reach or HiDef). And if your model’s vertexbuffer size more than 64Mb (with Reach profile), that model can’t be built and raise an error.

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  • Will Dolphin emulator run (smoothly) on this machine?

    - by Mark
    Product Specs: Intel® NM10 Express chipset /w Intel® Atom® D525 (dual-core, 1.8 GHz) I think the most I can put in there for RAM is 4 GB. (They don't make 8 GB SODIMM do they?) The Dolphin site is pretty vague about requirements: Windows XP or higher, or Linux, or MacOSX Intel Fast CPU with SSE2. GPU with Pixel Shader 2.0 or greater. Some integrated graphics chips work but it depends on the model (and only with DirectX 9). I'm trying to make a light-weight quiet little machine for streaming video and playing eumulators, and I'm trying to figure out the minimum requirements I will need to do what I want. I know I'm not supposed to ask for product recommendations here, so if you could just advise the minimum requirements in terms of CPU, graphics card, and RAM, that'd be helpful.

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  • How can I generate a view or projection matrix for OpenGL 3.+

    - by Ken
    I'm transitioning from OpenGL 2 to OpenGL 3.+ and to GLSL 1.5. I'm trying to avoid using the deprecated features. My question how do we now generate the view or projection matrix. I was using the matrix stack to calculate the projection matrix for me; GLfloat ptr[16]; gluPerspective(...); glGetFloatv(GL_MODELVIEW_MATRIX, ptr); //then pass ptr via a uniform to the shader But obviously the matrix stack is deprecated. So this approach is not the best an option going forward. I have the 'Red Book', 7th ed, which covers 3.0 & 3.1 and it still uses the deprecated matrix functions in it's examples. I could write some utility-code myself to generate the matrices. But I don't want to re-invent this particular wheel, especially when this functionality is required for every 3D graphics program. What is the accepted way to generate world,view & projection matrices for OpenGL? Is there an emerging 'standard' library for this? Or is there some other hidden (to me) functionality in OpenGL/GLSL which I have overlooked?

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • Windows 7 won't restart with SSD

    - by JL
    I have this annoying problem that I just can't seem to fix. Recently I upgraded my main boot drive to an OCZ Vertex Turbo (60GB) which is an SSD. I've installed Windows 7 64bit. The drive works, and is really quick... blah blah blah. My problem is when I do a restart, for example click start, then arrow next to shutdown, and restart. The computer will shut down, and do a warm reboot, but it gets stuck where it says loading Windows. Just before the animation starts. So what I have to do is physically press the reset switch on the computer, then it restarts, firing up a menu which offers to launch Windows Startup Repair, so I select "Start Windows Normally". After this I boot in normally, but its damn annoying. Any ideas why this is happening, what I can do to fix it?

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  • What is wrong with my specular phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

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  • Z Order in 2D with orthographic projection and texture atlas

    - by Carbon Crystal
    I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, however from what I can determine the draw order is really the only thing that will determine which textures (sprites) appear above or below their neighbors. That is, the "z-index" is a function of the order in which the textures are drawn as opposed to the z coordinate on the vertex array being drawn. So.. I have a texture atlas to save binding multiple textures for each draw call but this immediately creates a problem if there is more than one atlas in play. If I need to draw textures from more than one atlas (typically the case if I have too many sprites to fit in a single atlas of a reasonable size), then I can't maintain a "draw order" across atlases unless I want to bind/unbind the atlas textures more than once.. which kinda defeats the purpose. Does anyone have any clues as to what the best approach is here? Currently I'm running under an assumption that I will have to declare different fixed "depths" (e.g foreground, background etc) in my 2D scene and assume that the z-order for sprites at a given depth is the same. Then I can have as many atlases as I need at each depth and simply draw the depths in order (along with their associated atlases) I'd love to hear what other people are doing.

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  • Orthographic unit translation mismatch on grid (e.g. 64 pixels translates incorrectly)

    - by Justin Van Horne
    I am looking for some insight into a small problem with unit translations on a grid. Setup 512x448 window 64x64 grid gl_Position = projection * world * position; projection is defined by ortho(-w/2.0f, w/2.0f, -h/2.0f, h/2.0f); This is a textbook orthogonal projection function. world is defined by a fixed camera position at (0, 0) position is defined by the sprite's position. Problem In the screenshot below (1:1 scaling) the grid spacing is 64x64 and I am drawing the unit at (64, 64), however the unit draws roughly ~10px in the wrong position. I've tried uniform window dimensions to prevent any distortion on the pixel size, but now I am a bit lost in the proper way in providing a 1:1 pixel-to-world-unit projection. Anyhow, here are some quick images to aide in the problem. I decided to super-impose a bunch of the sprites at what the engine believes is 64x offsets. When this seemed off place, I went about and did the base case of 1 unit. Which seemed to line up as expected. The yellow shows a 1px difference in the movement. Vertices It would appear that the vertices going into the vertex shader are correct. For example, in reference to the first image the data looks like this in the VBO: x y x y ---------------------------- tl | 0.0 24.0 64.0 24.0 bl | 0.0 0.0 -> 64.0 0.0 tr | 16.0 0.0 80.0 0.0 br | 16.0 24.0 80.0 24.0 With that said, all I am left to believe is that I am munging up my actual projection. So, I am looking for any insight into maintaining the 1:1 pixel-to-world-unit projection.

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  • How to handle wildly varying rendering hardware / getting baseline

    - by edA-qa mort-ora-y
    I've recently started with mobile programming (cross-platform, also with desktop) and am encountering wildly differing hardware performance, in particular with OpenGL and the GPU. I know I'll basically have to adjust my rendering code but I'm uncertain of how to detect performance and what reasonable default settings are. I notice that certain shader functions are basically free in a desktop implemenation but can be unusable in a mobile device. The problem is I have no way of knowing what features will cause what performance issues on all the devices. So my first issue is that even if I allow configuring options I'm uncertain of which options I have to make configurable. I'm wondering also wheher one just writes one very configurable pipeline, or whether I should have 2 distinct options (high/low). I'm also unsure of where to set the default. If I set to the poorest performer the graphics will be so minimal that any user with a modern device would dismiss the game. If I set them even at some moderate point, the low end devices will basically become a slide-show. I was thinking perhaps that I just run some benchmarks when the user first installs and randomly guess what works, but I've not see a game do this before.

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  • How to remove seams from a tile map in 3D?

    - by Grimshaw
    I am using my OpenGL custom engine to render a tilemap made with Tiled, using a well spread tileset from the web. There is nothing fancy going on. I load the TMX file from Tiled and generate vertex arrays and index arrays to render the tilemap. I am rendering this tilemap as a wall in my 3D world, meaning that I move around with a fly camera in my 3D world and at Z=0 there is a plane showing me my tiles. Everything is working correctly but I get ugly seems between the tiles. I've tried orthographic and perspective cameras and with either I found particular sets of parameters for the projection and view matrices where the artifacts did not show, but otherwise they are there 99% of the time in multiple patterns, depending on the zoom and camera parameters like field of view. Here's a screenshot of the artifact being shown: http://i.imgur.com/HNV1g4M.png Here's the tileset I am using (which Tiled also uses and renders correctly): http://i.imgur.com/SjjHK4q.png My tileset has no mipmaps and is set to GL_NEAREST and GL_CLAMP_TO_EDGE values. I've looked around many articles in the internet and nothing helped. I tried uv correction so the uv fall at half of the texel, rather than the end of the texel to prevent interpolating with the neighbour value(which is transparency). I tried debugging with my geometry and I verified that with no texture and a random color in each tile, I don't seem to see any seams. All vertices have integer coordinates, i.e, the first tile is a quad from (0,0) to (1,1) and so on. Tried adding a little offset both to the UV and to the vertices to see if the gaps cease to exist. Disabled multisampling too. Nothing fixed it so far. Thanks.

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • BSOD on windows 7 with SSD during boot after improper shutdown

    - by Bob
    I have a BSOD on windows 7 with SSD during boot after improper shutdown (while windows animation logo is moving). The computer restart imediatly after BSOD, and windows proposes to launch startup repair (if i do it, it takes +-5min and fixes the problem : computer starts normally). However, after any new improper shutdown, i got the same problem. Remarks: If i unplug, re-plug the SSD whyle system is shutdown, i have the same problem. If i reproduce the situation with old HDD, i havn't the problem Previously, i had a different problem: BSOD when waking up after sleep, which was fixed by installing drivers (ethernet, usb, graphic card) I have made ram chech and ssd check and found no problems Starting with safe mode after improper shutdown causes a BSOD at loading of classpnp.sys Configuration: System: HP compaq 8510p SSD: OCZ vertex-2 2.5 Boot options: SATA native mode - Enable, HDD transalation mode - LBA-assisted

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  • CodePlex Daily Summary for Monday, June 25, 2012

    CodePlex Daily Summary for Monday, June 25, 2012Popular ReleasesUmbraco CMS: Umbraco CMS 5.2: Development on Umbraco v5 discontinued After much discussion and consultation with leaders from the Umbraco community it was decided that work on the v5 branch would be discontinued with efforts being refocused on the stable and feature rich v4 branch. For full details as to why this decision was made please watch the CodeGarden 12 Keynote. What about all that hard work?!?? We are not binning everything and it does not mean that all work done on 5 is lost! we are taking all of the best and m...IIS Express Manager: IIS Express 0.31 B: V0.1B - 04 May, 2012 Initiated Project. V0.2B - 05May, 2012 1. Fixed small bug. Threw error when stop button was pressed in an already stopped application. 2. Removed start and stop button. Double clicking on list items will now stop / start the websites. 3. Improved code readability. 4. Changed Orientation of Buttons in UI. V0.3B - 06May, 2012 1. Complete modification of IISEM and process ID handling 2. IISEM is now capable of reflecting the existing IISExpress processes right from startup...SPMegaMenu 0.2.0.a: SPMegaMenu 0.2.0.a: SPMegaMenu 0.2.0.a - *Refined the menu to allow for sub category additions. *Release 0.1.0.a did not allow for sub categories. *Also added a Javascript Array Prototype to facilitate removal of duplicates in the sub category return. (the prototype is added as a workaround as I am not able to get the CAML GroupBy function to work correctly against a lookup column)CodeGenerate: CodeGenerate Alpha: The Project can auto generate C# code. Include BLL Layer、Domain Layer、IDAL Layer、DAL Layer. Support SqlServer And Oracle This is a alpha program,but which can run and generate code. Generate database table info into MS WordXDA ROM HUB: XDA ROM HUB v0.9: Kernel listing added -- Thanks to iONEx Added scripts installer button. Added "Nandroid On The Go" -- Perform a Nandroid backup without a PC! Added official Android app!ExtAspNet: ExtAspNet v3.1.8.1: +2012-06-24 v3.1.8 +????Grid???????(???????ExpandUnusedSpace????????)(??)。 -????MinColumnWidth(??????)。 -????AutoExpandColumn,???????????????(ColumnID)(?????ForceFitFirstTime??ForceFitAllTime,??????)。 -????AutoExpandColumnMax?AutoExpandColumnMin。 -????ForceFitFirstTime,????????????,??????????(????????????)。 -????ForceFitAllTime,????????????,??????????(??????????????????)。 -????VerticalScrollWidth,????????(??????????,0?????????????)。 -????grid/grid_forcefit.aspx。 -???????????En...AJAX Control Toolkit: June 2012 Release: AJAX Control Toolkit Release Notes - June 2012 Release Version 60623June 2012 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - The current version of the AJAX Control Toolkit is not compatible with ASP.NET 2.0. The latest version that is compatible with ASP.NET 2.0 can be found here: 11121. - Pages using ...WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.5: Version: 2.5.0.5 (Milestone 5): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Add IsInDesignMode property to the WafConfiguration class. WAF: Introduce the IModuleController interface. WAF: Add ...Windows 8 Metro RSS Reader: Metro RSS Reader.v7: Updated for Windows 8 Release Preview Changed background and foreground colors Used VariableSizeGrid layout to wrap blog posts with images Sort items with Images first, text-only last Enabled Caching to improve navigation between framesConfuser: Confuser 1.9: Change log: * Stable output (i.e. given the same seed & input assemblies, you'll get the same output assemblies) + Generate debug symbols, now it is possible to debug the output under a debugger! (Of course without enabling anti debug) + Generating obfuscation database, most of the obfuscation data in stored in it. + Two tools utilizing the obfuscation database (Database viewer & Stack trace decoder) * Change the protection scheme -----Please read Bug Report before you report a bug-----...XDesigner.Development: First release: First releaseBlackJumboDog: Ver5.6.5: 2012.06.22 Ver5.6.5  (1) FTP??????? EPSV ?? EPRT ???????DotNetNuke® Form and List: 06.00.01: DotNetNuke Form and List 06.00.01 Changes in 06.00.01 Icons are shown in module action buttons (workaraound to core issue with IconAPI) Fix to Token2XSL Editor, changing List type raised exception MakeTumbnail and ShowXml handlers had been missing in install package Updated help texts for better understanding of filter statement, token support in email subject and css style Major changes for fnL 6.0: DNN 6 Form Patterns including modal PopUps and Tabs http://www.dotnetnuke.com/Po...MVVM Light Toolkit: V4RTM (binaries only) including Windows 8 RP: This package contains all the latest DLLs for MVVM Light V4 RTM. It includes the DLLs for Windows 8 Release Preview. An updated Nuget package is also available at http://nuget.org/packages/MvvmLightLibs An installer with binaries, snippets and templates will follow ASAP.Weapsy - ASP.NET MVC CMS: 1.0.0: - Some changes to Layout and CSS - Changed version number to 1.0.0.0 - Solved Cache and Session items handler error in IIS 7 - Created the Modules, Plugins and Widgets Areas - Replaced CKEditor with TinyMCE - Created the System Info page - Minor changesAcDown????? - AcDown Downloader Framework: AcDown????? v3.11.7: ?? ●AcDown??????????、??、??????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ??:????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ...NShader - HLSL - GLSL - CG - Shader Syntax Highlighter AddIn for Visual Studio: NShader 1.3 - VS2010 + VS2012: This is a small maintenance release to support new VS2012 as well as VS2010. This release is also fixing the issue The "Comment Selection" include the first line after the selection If the new NShader version doesn't highlight your shader, you can try to: Remove the registry entry: HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\11.0\FontAndColors\Cache Remove all lines using "fx" or "hlsl" in file C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\CommonExtensions\Micr...3D Landmark Recognition: Landmark3D Dataset V1.0 (7z 1 of 3): Landmark3D Dataset Version 1.0Xenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.8.0: System Requirements OS Windows 7 Windows Vista Windows Server 2008 Windows Server 2008 R2 Web Server Internet Information Service 7.0 or above .NET Framework .NET Framework 4.0 WCF Activation feature HTTP Activation Non-HTTP Activation for net.pipe/net.tcp WCF bindings ASP.NET MVC ASP.NET MVC 3.0 Database Microsoft SQL Server 2005 Microsoft SQL Server 2008 Microsoft SQL Server 2008 R2 Additional Deployment Configuration Started Windows Process Activation service Start...MFCMAPI: June 2012 Release: Build: 15.0.0.1034 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeNew ProjectsAudio-Gallery-Suite: Audio-Gallery-Suite is a complete audio gallery solution that includes a web audio gallery and a windows application for its complete management.caoliu_????????-????: ????????????Decanini: Teste de SummaryDevToolkit: placeholderdotCommand: dotCommand project explores various .NET implementations of Command design pattern, by providing and measuring those implementations.Engine Wars Chess Manager Service: EngineWars is Client/Server framework to host chess matches of humans vs humans, humans vs Chess Engines, and engines vs engines in casual play and tournaments.FsHtml: A tiny HTML parser in F#JAVALINKDotHandler: BÁSICO Sistema para avaliação de A5LP1 - IFSP - Campi SÃO PAULOKylinORM ????: KylinORM???????,??AOP?DDD???????????。LegendJS 2D: A 2D engine written in Javascript and Canvas. Aims to be easy learn and flexible enough to develop complex 2D game or other 2D application. LegendJS manages youMetroToolbox: A library of useful tools for developer metro apps on windows rt.M-i-c-r-o-S-o-f-t-W-M-S: M8i8c8r8o8S8o8f8t M8i8c8r8o8S8o8f8t M8i8c8r8o8S8o8f8tMineSweeping: 1234567890Multiplatform GTK Docking Panel in MONO: This is an open source project to develop a multiplatform dock-panel library in Gtk for Mono.MyAbcdefg_abcdefg: MyAbcdefg_abcdefgPlugin PagSeguro for NopCommerce 2.5: PagSeguro paymento module for nopcommerce 2.5 This is a brazilian payment method.Reckoning: Reckoning is a word counter that reports the frequencies of words in a piece of text. Seo Proxy: Seo Proxy is a proxy fetcher and checker. Project is intended to create ultimate tool to get proxies from websites and build quality lists.SharePoint Auriga blog: -SharpToolkit: placeholderShift2D: Shift2D????XNA?? Shift2D??????WPF、Silverlight????,????????,???????,?????????。Simple TFTP loader for Windows Embedded Compact EBOOT: Utility to download NK.BIN files to EBOOT without using PLatform Builder'SUMC Reader: SUMC reader - read info from http://m.sumc.bg I named SUMC, because that's the official nickname of Sofia public transport. t: tVertical Shooter RPG: Vertical Shooter RPG is an XNA open source game that will be an update to the vertical shooter genre by adding a world map and upgradable options.w___m___s___uupiwqewrqewypouyupqurpe: sdfasdfadsfafadsfsadfworkmanagesystem: This is the Course Project for School of E&M NCEPU owned by OLDBIG12. Now OLDBIG12 and Silent are develeoping it. It's just my first project on CodePlex.

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