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  • What technologies to use for a particle system with enormous calculation demand?

    - by Amir Rezaei
    I have a particle system with X particles. Each particle tests for collision with other particles. This gives X*X = X^2 collision tests per frame. For 60f/s, this corresponds to 60*X^2 collision detection per second. What is the best technological approach for these intensive calculations? Should I use F#, C, C++ or C#, or something else? The following are constraints The code is written in C# with the latest XNA Multi-threaded may be considered No special algorithm that tests the collision with the nearest neighbors or that reduces the problem The last constraint may be strange, so let me explain. Regardless constraint 3, given a problem with enormous computational requirement what would be the best approach to solve the problem. An algorithm reduces the problem; still the same algorithm may behave different depending on technology. Consider pros and cons of CLR vs native C.

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  • How is this lighting effect done?

    - by Mike
    This is the most beautiful 2d lighting I have ever seen. Does anyone know how he went about doing it? http://www.youtube.com/watch?v=BIQRhOFkvQY http://www.youtube.com/watch?v=tnTYXPuecMs http://www.youtube.com/watch?v=rhC_jVM8IYU http://www.youtube.com/watch?v=_Aw5BdjWqqU Or download it here: http://grantkot.com/PollutedPlanet/publish.htm edit: I am not asking how the particles are simulated; I don't care about the physics.

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  • XNA 4.0 Point Vertex Rendering

    - by luis
    I have a buffer of about 134 million particles and a very powerful computer to render them smoothly but I am getting an error when trying to render them as primitive lines it says I cannot render more than around 1 million. I wonder how can I do this, also if is there a better way to render this other than with lines, I'm comfortable with having 1 pixel points or anything as long as the vertices are shown all the time. I'm basically just plotting the points. thanks.

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  • How to add energy ball which disappears when touched by player in UDK?

    - by OliveOne
    I am new to UDK and learning game development. I want to know about how to add a ball to the game world with the following effects/actions: Glowing effect Physics-like object (just having gravity) Particles when touched by player-avatar Disappears in 1-2 seconds after touch Score updates based on different colors of ball I know little about this can be done by kismet, cascade and content creation, but do not know where to start. Please tell me the steps for this. I am trying this weekend in depth.

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  • OpenCL - incremental summation during compute

    - by user1721997
    I'm absolutelly novice in OpenCL programming. For my app. (molecular simulaton) I wrote a kernel for calculate intermolecular potential of lennard-jones liquid. In this kernel I need to compute cumulative value of the potential of all particles with one: __kernel void Molsim(__global const float* inmatrix, __global float* fi, const int c, const float r1, const float r2, const float r3, const float rc, const float epsilon, const float sigma, const float h1, const float h23) { float fi0; float fi1; float d; unsigned int i = get_global_id(0); //number of particles (typically 2000) if(c!=i) { // potential before particle movement d=sqrt(pow((0.5*h1-fabs(0.5*h1-fabs(inmatrix[c*3]-inmatrix[i*3]))),2.0)+pow((0.5*h23-fabs(0.5*h23-fabs(inmatrix[c*3+1]-inmatrix[i*3+1]))),2.0)+pow((0.5*h23-fabs(0.5*h23-fabs(inmatrix[c*3+2]-inmatrix[i*3+2]))),2.0)); if(d<rc) { fi0=4.0*epsilon*(pow(sigma/d,12.0)-pow(sigma/d,6.0)); } else { fi0=0; } // potential after particle movement d=sqrt(pow((0.5*h1-fabs(0.5*h1-fabs(r1-inmatrix[i*3]))),2.0)+pow((0.5*h23-fabs(0.5*h23-fabs(r2-inmatrix[i*3+1]))),2.0)+pow((0.5*h23-fabs(0.5*h23-fabs(r3-inmatrix[i*3+2]))),2.0)); if(d<rc) { fi1=4.0*epsilon*(pow(sigma/d,12.0)-pow(sigma/d,6.0)); } else { fi1=0; } // cumulative difference of potentials fi[0]+=fi1-fi0; } } My problem is in the line: fi[0]+=fi1-fi0;. In the one-element vector fi[0] are wrong results. I read something about sum reduction, but I do not know how to do it during the calculation. Exist any simple solution of my problem?

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  • useer degined Copy ctor, and copy-ctors further down the chain - compiler bug ? programers brainbug

    - by J.Colmsee
    Hi. i have a little problem, and I am not sure if it's a compiler bug, or stupidity on my side. I have this struct : struct BulletFXData { int time_next_fx_counter; int next_fx_steps; Particle particles[2];//this is the interesting one ParticleManager::ParticleId particle_id[2]; }; The member "Particle particles[2]" has a self-made kind of smart-ptr in it (resource-counted texture-class). this smart-pointer has a default constructor, that initializes to the ptr to 0 (but that is not important) I also have another struct, containing the BulletFXData struct : struct BulletFX { BulletFXData data; BulletFXRenderFunPtr render_fun_ptr; BulletFXUpdateFunPtr update_fun_ptr; BulletFXExplosionFunPtr explode_fun_ptr; BulletFXLifetimeOverFunPtr lifetime_over_fun_ptr; BulletFX( BulletFXData data, BulletFXRenderFunPtr render_fun_ptr, BulletFXUpdateFunPtr update_fun_ptr, BulletFXExplosionFunPtr explode_fun_ptr, BulletFXLifetimeOverFunPtr lifetime_over_fun_ptr) :data(data), render_fun_ptr(render_fun_ptr), update_fun_ptr(update_fun_ptr), explode_fun_ptr(explode_fun_ptr), lifetime_over_fun_ptr(lifetime_over_fun_ptr) { } /* //USER DEFINED copy-ctor. if it's defined things go crazy BulletFX(const BulletFX& rhs) :data(data),//this line of code seems to do a plain memory-copy without calling the right ctors render_fun_ptr(render_fun_ptr), update_fun_ptr(update_fun_ptr), explode_fun_ptr(explode_fun_ptr), lifetime_over_fun_ptr(lifetime_over_fun_ptr) { } */ }; If i use the user-defined copy-ctor my smart-pointer class goes crazy, and it seems that calling the CopyCtor / assignment operator aren't called as they should. So - does this all make sense ? it seems as if my own copy-ctor of struct BulletFX should do exactly what the compiler-generated would, but it seems to forget to call the right constructors down the chain. compiler bug ? me being stupid ? Sorry about the big code, some small example could have illustrated too. but often you guys ask for the real code, so well - here it is :D

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  • Hadron Collider – Can it unveil the hidden secrets of universe?

    - by samsudeen
    Scientist at  European Centre for Nuclear Research (CERN) today successfully simulated the Big Bang experiment finally by producing  the world’s first high-energy particle collision.This is achieved through the collision of two protons with a total energy of  around seven trillion electron volts sending sub-particles spread through in every direction.   The experiment is conducted successfully around the  European Centre for Nuclear Research (CERN) which is under 100 metres below the Franco-Swiss border. This is said to be the biggest experiment in terms on the investment (around $7 billion) and the scientific importance. This will lead to a new era of science and could change the theories about the origin of universe. You can find  more videos about the experiment at the LHC Videos Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • How could you parallelise a 2D boids simulation

    - by Sycren
    How could you program a 2D boids simulation in such a way that it could use processing power from different sources (clusters, gpu). In the above example, the non-coloured particles move around until they cluster (yellow) and stop moving. The problem is that all the entities could potentially interact with each other although an entity in the top left is unlikely to interact with one in the bottom right. If the domain was split into different segments, it may speed the whole thing up, But if an entity wanted to cross into another segment there may be problems. At the moment this simulation works with 5000 entities with a good frame rate, I would like to try this with millions if possible. Would it be possible to use quad trees to further optimise this? Any other suggestions?

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  • Best memory allocation strategy for iOS ?

    - by Mr.Gando
    Hey guys, I'm debating myself about memory allocation on iOS. I write most of my code in C++ and I really like using ObjectPools, FreeLists, etc. In order to pre-allocate a lot of the stuff that I'll be constantly "alloc/dealloc" during the course of my game, ( like particles, game entities, etc ). Still on iOS, it's not like we are developing for a console like PSP, where I can know for fact that I'll get a fixed amount of memory. iOS , will issue "memory warnings" when the system needs memory. Does anyone have some suggestions about this ? Is it too serious since the new iPod touch/iPhone 4 are carrying more RAM ? or it's still a big concern ? Thanks!

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  • How to configure Ubuntu with Standard TV?

    - by Ryan Wyan
    Ubuntu 8 version nVidia card with driver 96.43.10-0ubuntu1 /etc/X11/xorg.conf Section "Screen" Identifier "Television Screen" Device "Television Device" Monitor "Television" DefaultDepth 24 Option "TVOutFormat" "COMPONENT" Option "TVStandard" "PAL-B" SubSection "Display" Depth 24 Modes "640x480@40" EndSubSection EndSection Section "Module" Load "glx" Disable "dri2" EndSection Section "Device" Identifier "Default Device" Driver "nvidia" EndSection Television is Sharp FlatX Standard TV, its specifications can be found at http://www.amazon.com/Sharp-X-Flat-32F630-Flat-Screen-32/dp/B0000AKVAV There were other screen sections which I removed. The TV shows just distorted image with just particles of different colors. I tried different resolution but did not figure out. Kindly help me how to setup TV with Ubuntu. I am newbie to this and not aware of subtle technicalities. Thanks indeed.

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  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

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  • Resources for 2D rendering using OpenGL?

    - by nightcracker
    I noticed that there is quite some difference between 3D and 2D rendering using OpenGL, the techniques are different - pixel-perfect placing is a lot more desirable, among other things. Are there any good (complete) references on using OpenGL for rendering 2D graphics? There are quite a few "tutorials" around on the net that help you open a window, set up a half-decent environment and draw a sprite, but no real good information on rotation, blending, lightning, drawing order, using the z-buffer, particles, "complex" primitives (circles, stars, cross symbols), ensuring pixel-perfect rendering, instancing and many other staple 2D effects/techniques. Any books, great blogs, anything? Any particular awesome libraries to read?

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  • Newton Game Dynamics: Making an object not affect another object

    - by Boreal
    I'm going to be using Newton in my networked action game with Mogre. There will be two "types" of physics object: global and local. Global objects will be kept in sync for everybody; these include the players, projectiles, and other gameplay-related objects. Local objects are purely for effect, like ragdolls, debris, and particles. Is there a way to make the global objects affect the local objects without actually getting affected themselves? I'd like debris to bounce off of a tank, but I don't want the tank to respond in any way.

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  • Fastest bit-blit in C# ?

    - by AttackingHobo
    I know there is Unity, and XNA that both use C#, but I am don't know what else I could use. The reason I say C# is that the syntax and style is similar to AS3, which I am familiar with, and I want to choose the correct framework to start learning with. What should I use to be able to do the most possible bit-blit(direct pixel copy) objects per frame. EDIT: I should not need to add this, but I am looking for the most possible amount of objects per frame because I am making a few Bullet-Hell SHMUPS. I need thousands and thousands of bullets, particles, and hundreds of enemies on the screen at once. I am looking for a solution to do as many bit-blit operations per frame, I am not looking for a general purpose engine. EDIT2: I want bit-blitting because I do not want to exclude people who have lower end video cards but a fast processor from playing my games.

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  • How to composite videos and make animations in Ubuntu?

    - by Naveen
    Well, I'm not talking about programs like NukeX, Cinelerra, Jahshaka because they aren't either free or feature rich. I have seen couple of cool videos done on Linux platform, most likely to be Ubuntu. How Linux is Built - Linux Foundation Ubuntu 12.10 Beta Overview - OMG! Ubuntu What is the magic application they are using to composit those videos..? Can upcoming LightWorks workout these effects...? Is there any Linux native OpenGL based application to deal with particles, just like Particle Illusion for Windows? Thanks!

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  • Biome Transition in a Grid & Borderless World

    - by API-Beast
    I have a universe: a list of "Systems", each with their own center, type and radius. A small part of such a universe could look like this: Systems: Can be very close to a different system, e.g. overlap Can be inside another, much bigger system Can be very far away from any other systems Spawn system specific entities and particles inside the system radius Have some properties like background color So far so good. However, the player can fly around freely, inside and outside of systems, in real time. How do I interpolate and determine things like the background color now, depending on camera position? E.g. if you are halfway between a green and a red system you should see a background halfway between red and green, or if you are inside a lilac system near the center and at the border of a green system you should get a mostly lilac background etc.

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  • What is the ideal laptop for creative coding applications?

    - by Jason
    Hi, I am a creative coder using C++(cinder and OpenFrameworks) I am looking to upgrade from my MacBook, which slowed down to about 3fps this morning. My project involves particles systems and fluids reacting to audio analysis data and computer vision data in real-time. SD or HD? no biggie. I have asked many people what computer I need. Ideally, I want a MacBook Pro. But is that enough power? I've been told that I need a desktop for what I am doing though I'd rather stay portable I've been told that I should go PC linux to get the most power but I'd rather stay mac I've been told that RAM is more of bottleneck than processor speed I've been told that the Graphics Card is more important than CPU and that code optimizations such as using trees over lists, proper threading, sending tasks to the GPU make a bigger difference than the hardware!!! what's true?! what do I need? Any suggestions are greatly appreciated

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  • Is there a good book or articles to learn about 2D Game Design and Effects?

    - by user28015
    I am not looking for a read how to develop games and how to implement one. I am looking for a general about possible effects in 2D Games and about general design of modern 2D gaming. I have programmed several smaller games over the years and also read books like "Golden Rules of Game Programming" by Martin Bronwlo. So I know how to implement games. What I am looking for are 2 things: Finishing touches such as effects like explosions, particles etc. Not how to make them, but how to design them so it looks right and cool. How to make a 2D game feel "more right" so that users get a satisfying gaming experience. I played a lot of 2D games but I could use some more advice.

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  • Finding inspiration / help for making up (weapon) names

    - by Rookie
    I'm really bad with words, especially with English words. Currently I'm struggling to make a good weapon names for my game, it needs to display the weapon functionality (weak/strong/fast/ballistic etc) correctly as well. For example the best weapon in a (futuristic) game cannot be called just with the name "Laser", it's just too boring, right? Are there any tools, websites or anything that helps me finding good names for weapons? (or anything else similar). I was thinking to use scientific names, but noticed that they are really hard to write, and they get very long, and I also lack information about science, I only know I could use the atomic sub-particles names in the weapons for example. How do I get started with becoming good with making up names? (this could apply in generally to any naming problems).

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  • How is Basic Physics applied in CS/SE?

    - by Wulf
    What basic physics principles do software engineers and/or computer scientists use to help solve specific or common problems? The first one that came to my head was creating a Physics engine for a game; physics is involved, as it requires knowledge of: Forces and Motion: Kinematics, Dynamics, Circular Motion However, I need another example, but haven't come across one that involves basic physics. Please consider the following basic physics (grade 12 level) concepts: Energy and Momentum: Work and Energy, Momentum and Collisions, Gravitational and Celestial Mechanics Electric, Gravitational & Magnetic Field: Electric Charges and Electric Field, Magnetic Fields and Electomagnetism The Wave Nature of Light: Waves and Light, Wave Effects of Light Matter-Energy Interface: Einstein’s Special Theory of Relativity, Waves, Photons and Matter, Radioactivity and Elementary Particles I will be happy with any response; Keywords for google, names of methods like raycasting, etc.

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  • How to give parallax backgrounds more depth

    - by user28015
    I have 3 tiled images of some sort of galaxy/space in the background of a 2D Game: The first one has an alpha of 100%, the second an alpha of 80% and the last one has an alpha of 60%. I scroll the the one in the background slower than the other ones of course. classic parallax. In the foreground I have some particles flying towards the player to simulate some dust / stars flying by. (I know that stars don't fly by, but I think we all have seen this in a lot of games). But I can't quite achieve the depth effect I am looking for. I want it to look "deeper". I did read something about using blending modes for the backgrounds, but that would require to render them as objects right? So the question is: What is a good technique to do a scrolling parallax background in GameMaker?

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  • Why does my FPS drop gradually over time?

    - by mmankt
    I'm working on this game: yt alpha preview I came into a huge game-breaking problem - after 10-15 min of gameplay the FPS drops from 60 to 30 and is very unstable. I'm using tons of physics and particles, I'm deleting and nulling everything I can after it's supposed to be removed, I remove objects from vectors etc. The memory usage is stable at around 150mb so a leak is unlikely (or invisible?)- after a round ends and I delete everything, play a new round and performance is still terrible. I spent two days trying to figure this out and I just can't fix it. Maybe I'm missing something? I know it's hard to help with no code but I would just have to post my whole source.

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  • Generate Unique Abstract Backgrounds with Ablaze

    - by Jason Fitzpatrick
    If you want custom and unique backgrounds without having to code your own image-generating engine, Ablaze makes it simple (and fun) to create abstract images. You can customize a wide array of options in Ablaze including the base shape (ring, horizontal line, or random), number of particles, distance each particle travels, and the speed (if you increase the speed range you get more distinct lines and if you decrease it you get smoother smokier shapes). You can also seed the design with a color palette pulled from any image you provide (the sample above was seeded with a Wonder Woman comic panel). Tweak and reset the pattern generation as much as you want; when you create an abstract image worthy of your desktop just click the save button to grab a copy of it in PNG format. Ablaze [via Flowing Data] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Managing many objects at once.

    - by Jeff
    Hi, I want to find a way to efficiently keep track of a lot of objects at once. One practical example I can think of would be a particle system. How are hundreds of particles kept track of? I think I'm on the right track, I found the term 'instancing' and I also learned about flyweights. Hopefully somebody can shed some light on this and share some techniques with me. Thanks.

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  • user defined Copy ctor, and copy-ctors further down the chain - compiler bug ? programmers brainbug

    - by J.Colmsee
    Hi. i have a little problem, and I am not sure if it's a compiler bug, or stupidity on my side. I have this struct : struct BulletFXData { int time_next_fx_counter; int next_fx_steps; Particle particles[2];//this is the interesting one ParticleManager::ParticleId particle_id[2]; }; The member "Particle particles[2]" has a self-made kind of smart-ptr in it (resource-counted texture-class). this smart-pointer has a default constructor, that initializes to the ptr to 0 (but that is not important) I also have another struct, containing the BulletFXData struct : struct BulletFX { BulletFXData data; BulletFXRenderFunPtr render_fun_ptr; BulletFXUpdateFunPtr update_fun_ptr; BulletFXExplosionFunPtr explode_fun_ptr; BulletFXLifetimeOverFunPtr lifetime_over_fun_ptr; BulletFX( BulletFXData data, BulletFXRenderFunPtr render_fun_ptr, BulletFXUpdateFunPtr update_fun_ptr, BulletFXExplosionFunPtr explode_fun_ptr, BulletFXLifetimeOverFunPtr lifetime_over_fun_ptr) :data(data), render_fun_ptr(render_fun_ptr), update_fun_ptr(update_fun_ptr), explode_fun_ptr(explode_fun_ptr), lifetime_over_fun_ptr(lifetime_over_fun_ptr) { } /* //USER DEFINED copy-ctor. if it's defined things go crazy BulletFX(const BulletFX& rhs) :data(data),//this line of code seems to do a plain memory-copy without calling the right ctors render_fun_ptr(render_fun_ptr), update_fun_ptr(update_fun_ptr), explode_fun_ptr(explode_fun_ptr), lifetime_over_fun_ptr(lifetime_over_fun_ptr) { } */ }; If i use the user-defined copy-ctor my smart-pointer class goes crazy, and it seems that calling the CopyCtor / assignment operator aren't called as they should. So - does this all make sense ? it seems as if my own copy-ctor of struct BulletFX should do exactly what the compiler-generated would, but it seems to forget to call the right constructors down the chain. compiler bug ? me being stupid ? Sorry about the big code, some small example could have illustrated too. but often you guys ask for the real code, so well - here it is :D EDIT : more info : typedef ParticleId unsigned int; Particle has no user defined copyctor, but has a member of type : Particle { .... Resource<Texture> tex_res; ... } Resource is a smart-pointer class, and has all ctor's defined (also asignment operator) and it seems that Resource is copied bitwise. EDIT : henrik solved it... data(data) is stupid of course ! it should of course be rhs.data !!! sorry for huge amount of code, with a very little bug in it !!! (Guess you shouldn't code at 1 in the morning :D )

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