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  • Synchronise graphics and logic code

    - by Skeith
    I have a procedural approach to the game loop that runs various classes. it looks like this: continue any in progress animations check for used input apply AI move things resolve events such as collisions draw it all to screen I have seen a lot of posts about how drawing should be running separately as fast as it can, possibly in another thread. My problem is that if the drawing runs as fast as it, can what happens if it tried to draw while I'm still applying the AI or resolving a collision? It could draw the wrong thing on screen. This seems to be a well established idea so there must be an explanation to this problem as I just cant get my head around it. The only solution I have is to update the screen so fast that any errors like that get refreshed before we see them but that sounds hacky. So how does this work / how would you implement it so that they are in sync but running at different speeds?

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  • Acer Extensa 5620 - Graphic unknown!

    - by Nycxzon
    I install Ubuntu 12.04 Beta 2, I found out the my graphic driver is "Unknown" and experience is "Standard". Please help me know how to install my graphic driver. as per my laptop specs: Mobile Intel GM965 Express Chipset with integrated 3D graphics, featuring Intel Graphics Media Accelerator (GMA) X3100 with up to 358/3845 MB of Intel Dynamic Video Memory Technology 4.0 (8 MB of dedicated system memory, up to 350/3765 MB of shared system memory), supporting Microsoft DirectX 9. Hope you can help me! Thanks in advance! Noob @ Ubuntu :) Updates! ______________ I found a solution! I found a site where I ask how to check the graphic of my system. by using terminal command "glxinfo" command ask me to install mesa-utils! and update. After that, My graphic driver is listed! Thanks for your continues support! :)

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  • Calculating angle between 2 vectors

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating 2 vectors: v - the direction of ship 1 w - the vector pointing from the position of ship 1 to ship 2 I am then calculating the angle between these two vectors using the standard formula: arccos( v . w / ( |v| |w| ) ) The problem I'm having is the nature of arccos only returning values between 0 and 180. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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  • How many textures can usually I bind at once?

    - by Avi
    I'm developing a game engine, and it's only going to work on modern (Shader model 4+) hardware. I figure that, by the time I'm done with it, that won't be such an unreasonable requirement. My question is: how many textures can I bind at once on a modern graphics card? 16 would be sufficient. Can I expect most modern graphics cards to support that amount? My GTX 460 appears to support 32, but I have no idea if that's representative of most modern video cards.

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  • Ubuntu 12.04 with Intel 82845g/gl graphics card

    - by user209461
    I have an old machine with the intel card in the title installed. I'd really need to install Ubuntu 12.04 on it, but that's not just possible since the intel drivers don't work properly. So no video acceleration, no window decorations, and lots of other issues. I do know it's an obsolete unsupported card (see Which version of Ubuntu will work out of the box on Intel 82845G Board?) but I think I read somewhere that there had been progress as of late with the latest intel drivers. My question is: is there anything I can currently do to make this card work or should I just give up on the idea and turn to lighter DE like LXDE or XFCE? Thanks

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  • Four monitor setup with two Nvidia graphics cards

    - by user94329
    I'm running Ubuntu 12.04 and I have two nVidia quadro 2000 video cards, each with two monitors plugged in (all 4 monitors are identical). Now I have the latest nVidia drivers, and I'm trying to use the nVidia control panel to use all four monitors, and I can't get it to work. Currently, my configuration is using TwinView to have 2 monitors per X screen. This doesn't work well because either i turn xinerama on, and nothing appears on the screen when I start a X session with Compiz enabled. Things only work in Ubuntu 2D. i turn xinerama off, and compiz works, but now, I cant drag windows between the two screens and i have no idea how to start applications in the other screen. Is there a better way to configure my four monitor setup? Is there a way to get both GPUs onto a single X screen?

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  • ubuntu 14.04 slow

    - by TURN A
    so i upgraded to ubuntu 14.04 from 12.04 with a usb but i have internet ,my computer is really slow at 1024x768 definition ,everything works super slow ,windows closing and opening and streaming videos ,everything ive used so far.but it works fine at 800x600 definition ,i want it to be fine at the higher definition ,how do i make it run well at 1024x768 ? in additional drivers nothing shows ,and my computer mirrors by default for some reason ,i tried stopping it from mirroring but most buttons dont want to work and weird glitches happen ,the system doesnt work well when not mirroring , i dont care if it mirrors or not i just want good performance .thank you in advance for any answers !! here are the computer specs Processor 1.8 GHz 8032 RAM 2 GB DDR3 Memory Speed 1066 MHz Hard Drive 32 GB Graphics Coprocessor Graphics Media Accelerator HD Wireless Type 802.11B, 802.11G, 802.11n Number of USB 2.0 Ports 4 Expand Other Technical Details Brand Name Asus Item model number EB1030-B003L Hardware Platform Linux Operating System Ubuntu Item Weight 1.5 pounds Item Dimensions L x W x H 1.14 x 6.70 x 8.60 inches Color Black Processor Brand Intel Processor Count 1 Computer Memory Type DDR3 SDRAM Flash Memory Size 32 Hard Drive Interface Solid State Optical Drive Type No

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  • How do I retain previously drawn graphics?

    - by Cromanium
    I've created a simple program that draws lines from a fixed point to a random point each frame. I wanted to keep each line on the screen. However, it always seems to be cleared each time it draws on the spriteBatch even without GraphicsDevice.Clear(color) being called. What seems to be the problem? protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); DrawLine(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } private void DrawLine(SpriteBatch spriteBatch) { Random r = new Random(); Vector2 a = new Vector2(50, 100); Vector2 b = new Vector2(r.Next(0, 640), r.Next(0,480)); Texture2D filler= new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); filler.SetData(new[] { Color.Black }); float length = Vector2.Distance(a, b); float angle = (float)Math.Atan2(b.Y - a.Y, b.X - a.X); spriteBatch.Draw(filler, a, null, Color.Black, angle, Vector2.Zero, new Vector2(length,10.0f), SpriteEffects.None, 0f); } What am I doing wrong?

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  • cant boot with graphics in uefi

    - by user205996
    I really searched for information to this problem but none of the guides or threads on forums have helped, either i cant search or this havent come up. No nomodeset, forcevesa, turning brightness up or anything have worked.... I bought the laptop with ubuntu 13.04 preinstalled, bumblebeedrivers were on it but primusrun broke on the ubuntu 13.10 update. Decided to reinstall ubuntu and install windows at the same time, so now I got windows up and running from uefi and have installed ubuntu 13.10, grub works for windows and everything seems like normal. But when I try to boot ubuntu i cant manage to boot into anything else than failsafe rootterminal. Screen just go black or i have a blank terminal flashing i upper left corner.... Dont know anything about X configuration or what to do. If anyone has an idea please let me know. Laptop: Clevo w230st intel i7 haswell intel hd4000 (?) nvidia gtx765m

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  • When trying running Ubuntu 12.10 off a usb drive, I encounter an error while prevent me from doing anything else

    - by Nil
    The details are that I used Universal USB Installer version 1.9.1.8 from pendrivelinux.com to install ubuntu 12.10 onto a 4gb pendrive as per instruction on Ubuntu's website. However, after I boot with drive I am met with the following message: "The system is running in low-graphics mode. Your screen, graphics card, and input device settings could not be detected correctly. You will need to configure these yourself." Pressing Ctrl Alt F1 doesn't allow me access and the options on the dialog box either send me through a loop returning me to the previous dialog or just leave me dead in the water. Pressing Ctrl Alt Del does however restart the computer if I am dead in the water, so ubuntu isn't COMPLETELY unresponsive... I feel I should mention that I'm trying to run this distribution on my netbook. I can't install it directly to the harddrive since I need my current Windows distribution for certain programs that don't quite agree with WINE yet.

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  • Severe graphics and application problems after update

    - by jenald
    I wanted to upgrade from 11.10 to 12.04 with the built-in upgrade-feature. but during the upgrade my pc stopped working. When I restarted my PC Ubuntu starts OK, but with many errors (many apps don't work and some graphic-errors). I try to upgrade again to 12.04, but I can't, because my Ubuntu identifies itself as 12.04. I tried to upgrade with the cd-setup but this also doesn't work. What should I do, if I don't want to reinstall the whole system?

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  • How can I calculate the angle between two 2D vectors?

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating two vectors, v, the facing direction of ship 1, and w, the vector pointing from the position of ship 1 to ship 2. I am then calculating the angle between these two vectors using the formula arccos((v · w) / (|v| · |w|)) The problem I'm having is that arccos only returns values between 0° and 180°. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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  • What's involved in resetting the graphics device?

    - by Donutz
    I'm playing with XNA 4.0, VS2010. I've created a window (not maximized) and drawn some sprites. All is good until I resize the window, after which the sprites stop displaying or only partially display. I'm pretty sure it has something to do with needing to reset the device or something, but can't find any clear instructions or sample code. It's not just a case of needing to increase the preferredbackbuffer size, because even if I shrink the window I get this symptom. I've looked at the source code that I was able to get from Microsoft before they shut down XNA, but it doesn't actually explain anything. Any help or advice? If it makes any difference I'm creating DrawableGameComponents and doing my updates and drawing in their Draw/Update routines.

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  • Is the "impossible object" possible in computer graphics?

    - by CPP_Person
    This may be a silly question but I want to know the answer to it. I saw this thing called the "impossible object", while they're many different images of this online, it's suppost to be impossible geometry. Here is an example: Now as far as logic goes, I know you don't have to obey it in games, such as a flying cow, or an impossible object. So that's out of the way, but what stands in my way is whether or not there is a way to draw this onto a 3D scene. Like is there a way to represent it as a 3D object? Thanks!

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  • How to pronounce "std" as in "std::vector"

    - by Lex Fridman
    In C++, the STL (standard template library) includes a namespace std that contains the many data structures and algorithms that we all know and love. I've always pronounced this namespace just like sexually transmitted diseases: S T D. But then I listened to this excellent series of lectures by Stephan T. Lavavej and he pronounces it "stood". Which is the "correct" pronunciation or at least what is that most commonly used one?

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • Problem with Nvidia after update

    - by user214673
    After adding the most recent set of updates, I can't get into Ubuntu at all. I get a screen saying that I am running in low-graphics mode, 'your screen, graphics card and input device settings could not be detected correctly etc'. I can hit return and then get to the next screen saying 'what would you like to do?' however, i can't choose from the 4 options, the only keystroke that will register is escape, which takes me to a black screen with a login. I have an Nvidia GeForce 7050/nForce 610i and it has caused problems in the past, but I have always got round it by choosing to boot in recovery mode. Now, no matter which version I try to boot into I can't get into Ubuntu at all.

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  • What is w componet [duplicate]

    - by Tifa
    This question already has an answer here: What does the graphics card do with the fourth element of a vector as the final position? 3 answers What is the W component on graphics programming. I read a blog about opengl that says that w must be equal to either 0 or 1 here. But the book I am currently reading has put w component to more than 1 value. So im kinda confuse what does it really do. The book I am reading is OpenGL es a quick start guide.

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  • Simple graphics API with transparency, polygons, reading image pixels?

    - by M. Elkstein
    I need a simple graphics library that supports the following functionality: Ability to draw polygons (not just rectangles!) with RGBA colors (i.e., partially transparent), Ability to load bitmap images, Ability to read current color of pixel in a given coordinate. Ideally using JavaScript or Python. Seems like HTML 5 Canvas can handle #2 and #3 but not #1, whereas SVG can handle #1 and #2 but not #3. Am I missing something (about either of these two)? Or are there other alternatives?

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  • Vmware server - 3d graphics upgrade like WKS 7 and vmware player

    - by jimbo45
    Hi all Anybody have an idea as to when VMWARE SERVER will have an upgrade to support 3-d graphics etc. I have created some W7 VM's under WKS7 and an upgraded vmware tools -- the W7 VM's run full aero etc. I believe that vmware tools and graphics for VM's running under vmware server are at the WKS 6.5 level -- hence problems can occur. Any info on an upgrade. Cheers jimbo

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  • How to Copy CD+Graphics / Karaoke CDs?

    - by Jim McKeeth
    Is there any good software to copy CD+Graphics (aka Karaoke CDs) for Windows 7? Preferably free. I can copy the audio portion just fine, but for some reason I keep looking the karaoke lyrics / graphics portion. It used to be that a lot of the software supported these specifically, but now I am having a hard time finding any mention of this feature, and the ones I have tried didn't work.

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  • Why is drawing to OnPaint graphics faster than image graphics?

    - by Tesserex
    I'm looking for a way to speed up the drawing of my game engine, which is currently the significant bottleneck, and is causing slowdowns. I'm on the verge of converting it over to XNA, but I just noticed something. Say I have a small image that I've loaded. Image img = Image.FromFile("mypict.png"); We have a picturebox on the screen we want to draw on. So we have a handler. pictureBox1.Paint += new PaintEventHandler(pictureBox1_Paint); I want our loaded image to be tiled on the picturebox (this is for a game, after all). Why on earth is this code: void pictureBox1_Paint(object sender, PaintEventArgs e) { for (int y = 0; y < 16; y++) for (int x = 0; x < 16; x++) e.Graphics.DrawImage(image, x * 16, y * 16, 16, 16); } over 25 TIMES FASTER than this code: Image buff = new Bitmap(256, 256, PixelFormat.Format32bppPArgb); // actually a form member void pictureBox1_Paint(object sender, PaintEventArgs e) { using (Graphics g = Graphics.FromImage(buff)) { for (int y = 0; y < 16; y++) for (int x = 0; x < 16; x++) g.DrawImage(image, x * 16, y * 16, 16, 16); } e.Graphics.DrawImage(buff, 0, 0, 256, 256); } To eliminate the obvious, I've tried commenting out the last e.Graphics.DrawImage (which means I don't see anything, but it gets rid a call that isn't in the first example). I've also left in the using block (needlessly) in the first example, but it's still just as blazingly fast. I've set properties of g to match e.Graphics - things like InterpolationMode, CompositingQuality, etc, but nothing I do bridges this incredible gap in performance. I can't find any difference between the two Graphics objects. What gives? My test with a System.Diagnostics.Stopwatch says that the first code snippet runs at about 7100 fps, while the second runs at a measly 280 fps. My reference image is VS2010ImageLibrary\Objects\png_format\WinVista\SecurityLock.png, which is 48x48 px, and which I modified to be 72 dpi instead of 96, but those made no difference either.

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