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  • How to get bearable 2D and 3D performance on AMD Radeon HD 6950?

    - by l0b0
    I have had an AMD Radeon HD 6950 (i.e., Cayman series) for a couple years now, and I have tried a lot of combinations of drivers and settings with terrible results. I'm completely at a loss as to how to proceed. The open source driver has much better 2D performance, but it offloads all OpenGL rendering to the CPU. What I've tried so far: All the latest stable Ubuntu releases in the period, plus one Linux Mint release. All the latest stable AMD Catalyst Proprietary Display Drivers, and currently 13.1. The unofficial wiki installation instructions for every Ubuntu version and the semi-official Ubuntu instructions. All the tips and tweaks I could find for Minecraft (Optifine, reducing settings to minimum), VLC (postprocessing at minimum, rendering at native video size), Catalyst Control Center (flipped every lever in there) and X11 (some binary toggles I can no longer remember). Results: Typically 13-15 FPS in Minecraft, 30 max (100+ in Windows with the same driver version). Around 10 FPS in Team Fortress 2 using the official Steam client. Choppy video playback, in Flash and with VLC. CPU use goes through the roof when rendering video (150% for 1080p on YouTube in Chromium, 100% for 1080p H264 in VLC). glxgears shows 12.5 FPS when maximized. fgl_glxgears shows 10 FPS when maximized. Hardware details from lshw: Motherboard ASUS P6X58D-E CPU Intel Core i7 CPU 950 @ 3.07GHz (never overclocked; 64 bit) 6 GB RAM Video card product "Cayman PRO [Radeon HD 6950]", vendor "Hynix Semiconductor (Hyundai Electronics)" 2 x 1920x1200 monitors, both connected with HDMI. I feel I must be missing something absolutely fundamental here. Is there no accelerated support for anything on 64-bit architectures? Does a dual monitor completely mess up the driver? $ fglrxinfo display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: AMD Radeon HD 6900 Series OpenGL version string: 4.2.11995 Compatibility Profile Context $ glxinfo | grep 'direct rendering' direct rendering: Yes I am currently using the open source driver, with the following results: Full frame rate and low CPU load when playing 1080p video. Black screen (but music in the background) in Team Fortress 2. Similar performance in Minecraft as the Catalyst driver. In hindsight obvious, since both end up offloading the rendering to the CPU. My /var/log/Xorg.0.log after upgrading to AMD Catalyst 13.1. Some possibly important lines: (WW) Falling back to old probe method for fglrx (WW) fglrx: No matching Device section for instance (BusID PCI:0@3:0:1) found The generated xorg.conf. The disabled "monitor" 0-DFP9 is actually an A/V receiver, which sometimes confuses the monitor drivers when turned on/off (but not in Windows). All three "monitor" devices are connected with HDMI. Edit: Chris Carter's suggestion to use the xorg-edgers PPA (Catalyst 13.1) resulted in some improvement, but still pretty bad performance overall: Minecraft stabilizes at 13-17 FPS, but at least the CPU load is "only" at 45-60%. Still 150% CPU use for 1080p video rendering on YouTube in Chromium. Massive improvement for 1080p H264 in VLC: 40-50% CPU use and no visible jitter glxgears performance about doubled to 25-30 FPS when maximized. fgl_glxgears still at ~10 FPS when maximized.

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  • PDF rendering of images seems to vary from viewer to viewer with blurring?

    - by AndyL
    I'm generating PDF figures in Adobe Illustrator CS5 that include embedded images. I've noticed that the images look dramatically different when I display the same PDF in Preview, Skim or Adobe Reader (I'm on OS X). See screenshots. Adobe Reader displays them "correctly" while Skim and Preview blurs the image out each in a different way. Is there a setting I can set when saving my PDF from Illustrator so that the images are displayed correctly in Skim and Preview? The PDF was generated in Illustrator and saved without any compression or downsampling. The original PDF is here: http://ge.tt/8iZMR2A Adobe Reader 9 Skim 1.3.18 Preview 4.2 Super User's client-side PDF renderer

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  • MVC and individual elements of the model under a common base class

    - by Stewart
    Admittedly my experience of using the MVC pattern is limited. It might be argued that I don't really separate the V from the C, though I keep the M separate from the VC to the extent I can manage. I'm considering the scenario in which the application's model includes a number of elements that have a common base class. For example, enemy characters in a video game, or shape types in a vector graphics app. The view wants to render these elements. Of course, the different subclasses call for different rendering. The problem is that the elements are part of the model. Rendering them is conceptually part of the view. But how they are to be rendered depends on parameters of both: Attributes and state of the element are parameters of the model User settings are parameters of the view - and to support multiple platforms and/or view modes, different views may be used What's your preferred way of dealing with this? Put the rendering code in the model classes, passing in any view parameters? Put the rendering code in the view, using a switch or similar to select the right rendering for the model element type? Have some intermediate classes as a model-view interface, of which the model will create objects on demand and the view will then render them? Something else?

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  • How does a winkydink Teradici offer high res, full FPS, 3D rendering on ESXi 5 VDIs for AutoCAD/SolidWorks/1080p YouTube applications?

    - by BlueToast
    How does such a small Teradici card ![enter image description here][1] offer high resolution, full FPS 3D graphics (1:38) http://www.youtube.com/watch?v=eXA4QMmfY5Y&feature=player_detailpage#t=97s for ESXi 5.0/5.1 VDI environments? We're shooting for an AutoCAD/SolidWorks/YouTube 1080p capable environment. I can't see how such a small and low profile card could possibly have the horsepower to handle such GPU computations for a big environment like that. We're going to have up to 64 VDIs per server, and are a 500-1000 employee count sized company. Someone enlighten me please! Determining which route to go (between RemoteFX and VMware View/PCoIP) and the hardware (NVIDIA 4GB non-Quadro/Tesla GPUs vs Teradici card). Servers have three 4x, three 8x, and one 16x PCI-E lane. Two of the 8x lanes will be occupied by SAS RAID cards.

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  • How can I improve the rendering performance of this old DOS application?

    - by MicTech
    I have very old DOS Application (CadSoft Eagle - PCB Designer) and I want to work with it on my workstation with Windows 7. Then I install Windows 98 and that software into VmWare Player. But that software has serious problem with redrawing screen. It's very slow in comparison with my Intel Celeron 333MHz with Windows 98. I have same problem if I try to use DOSBox on Windows XP (same Celeron 333MHz). I also trying run this application directly on Windows XP (same Celeron 333MHz) with compatibility mod set to "Windows 98", but I get "(0Dh): General Protection Fault". Can someone give me good advice how I solve that?

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  • Getting a null reference exception exporting a slightly complex rdlc report to excel

    - by George Handlin
    Have an issue in exporting a slightly complex report to excel from an rdlc. Exporting a simple tabular report works fine, but getting a null reference exception with a more complex one. As is usually the case, it works on the server in the development environment, but not in the test environment. The server in the development environment has iis, sql and sql reporting services on it and test only has iis (I didn't set them up). I'm guessing there is something that gets installed with SSRS that is not installed with just the report viewer. The report has several parameters going into it and a few generic lists going in for datasources. Some tables for display as well as a list. Working with the 2005 version. Exception follows: [NullReferenceException: Object reference not set to an instance of an object.] Microsoft.ReportingServices.Rendering.ExcelRenderer.ExcelRenderer.RenderPageLayout(PageLayout pageLayout, Int32& currentPageNumber, Stack& stack) +91 Microsoft.ReportingServices.Rendering.ExcelRenderer.ExcelRenderer.RenderPageCollection(PageCollection pageCollection, Int32& currentPageNumber, Stack& stack, PageLayout& lastPageLayout) +607 Microsoft.ReportingServices.Rendering.ExcelRenderer.ExcelRenderer.GenerateWorkSheets() +150 Microsoft.ReportingServices.Rendering.ExcelRenderer.ExcelRenderer.GenerateMainSheet() +358 Microsoft.ReportingServices.Rendering.ExcelRenderer.ExcelRenderer.RenderExcelWorkBook(CreateAndRegisterStream createAndRegisterStream) +158 Microsoft.ReportingServices.Rendering.ExcelRenderer.ExcelRenderer.ProcessReport(CreateAndRegisterStream createAndRegisterStream) +385 Microsoft.ReportingServices.Rendering.ExcelRenderer.ExcelRenderer.Render(Report report, NameValueCollection reportServerParameters, NameValueCollection deviceInfo, NameValueCollection clientCapabilities, EvaluateHeaderFooterExpressions evaluateHeaderFooterExpressions, CreateAndRegisterStream createAndRegisterStream) +230 [ReportRenderingException: An error occurred during rendering of the report.] Microsoft.ReportingServices.Rendering.ExcelRenderer.ExcelRenderer.Render(Report report, NameValueCollection reportServerParameters, NameValueCollection deviceInfo, NameValueCollection clientCapabilities, EvaluateHeaderFooterExpressions evaluateHeaderFooterExpressions, CreateAndRegisterStream createAndRegisterStream) +296 Microsoft.ReportingServices.ReportProcessing.ReportProcessing.RenderSnapshot(IRenderingExtension renderer, CreateReportChunk createChunkCallback, RenderingContext rc, GetResource getResourceCallback) +1124 [WrapperReportRenderingException: An error occurred during rendering of the report.] Microsoft.ReportingServices.ReportProcessing.ReportProcessing.RenderSnapshot(IRenderingExtension renderer, CreateReportChunk createChunkCallback, RenderingContext rc, GetResource getResourceCallback) +1681 Microsoft.Reporting.LocalService.RenderWithDataCache(PreviewItemContext itemContext, ParameterInfoCollection reportParameters, IEnumerable dataSources, DatasourceCredentialsCollection credentials, IRenderingExtension renderer, ReportProcessing repProc, CreateAndRegisterStream createStreamCallback, ReportRuntimeSetup runtimeSetup) +1693 Microsoft.Reporting.LocalService.Render(PreviewItemContext itemContext, Boolean allowInternalRenderers, ParameterInfoCollection reportParameters, IEnumerable dataSources, DatasourceCredentialsCollection credentials, CreateAndRegisterStream createStreamCallback, ReportRuntimeSetup runtimeSetup, ProcessingMessageList& warnings) +227 Microsoft.Reporting.WebForms.LocalReport.InternalRender(String format, Boolean allowInternalRenderers, String deviceInfo, CreateAndRegisterStream createStreamCallback, Warning[]& warnings) +235 [LocalProcessingException: An error occurred during local report processing.] Microsoft.Reporting.WebForms.LocalReport.InternalRender(String format, Boolean allowInternalRenderers, String deviceInfo, CreateAndRegisterStream createStreamCallback, Warning[]& warnings) +276 Microsoft.Reporting.WebForms.LocalReport.InternalRender(String format, Boolean allowInternalRenderers, String deviceInfo, String& mimeType, String& encoding, String& fileNameExtension, String[]& streams, Warning[]& warnings) +189 Microsoft.Reporting.WebForms.LocalReport.Render(String format, String deviceInfo, String& mimeType, String& encoding, String& fileNameExtension, String[]& streams, Warning[]& warnings) +28 Microsoft.Reporting.WebForms.LocalReportControlSource.RenderReport(String format, String deviceInfo, NameValueCollection additionalParams, String& mimeType, String& fileNameExtension) +52 Microsoft.Reporting.WebForms.ExportOperation.PerformOperation(NameValueCollection urlQuery, HttpResponse response) +153 Microsoft.Reporting.WebForms.HttpHandler.ProcessRequest(HttpContext context) +202 System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +303 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +64

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  • How do I work around an HTML Table rendering bug in IE 7?

    - by osmaniac
    I have a table. Some cells span multiple columns. Some cells span multiple rows and columns. But one row (which spans all columns but the rightmost one) creates an artifact. Part of the text in the cell is erroneously repeated left justified on a new row just below the table. I'm baffled. I tried rendering with and without "table-layout: fixed;". Same result. When I originally composed the design using just HTML and CSS, it looked great. But then I worked it into a page and had to add more columns to my master table the right to hold buttons. These buttons are in three groups, each having their own div to control floating and rewrapping when the window gets narrower. One div has another table inside it that groups a single row of buttons. Thus I have table inside div inside td inside outer table. I would prefer a simpler design, but how? This is what I want to have: ................................................................................... . . . . Four rows of data . Three groups of buttons that can reflow . . With several columns . if window gets narrower . . meticulously layed out, . . . That should not resize . . . when window gets narrower . . ................................................................................... . One more row of data spanning the whole screen which stays below the buttons . ................................................................................... What I was doing was putting the three divs with the buttons in the upper right in a single cell that spanned four rows. What other opportunities does CSS offer? The buttons are not allowed to overlap the data on the left or go past the data line below. The original design had the divs with the buttons NOT in a table with the data, but when the window gets narrow, some of the buttons flow such that they go underneath the data, which looks bad. I would post actual HTML, except it is generated by ASP, huge, with lots of CSS styling, and the feature that lets me view the final HTML is not working at the moment. (Built in security in the application.)

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  • IE6 rendering bug. Some parsed <li> elements are losing their closing tags.

    - by Jeff Fohl
    I have been working with IE6 for many years [sob], but have never seen this particular bug before, and I can't seem to find a reference to it on the Web. The problem appears to be with how IE6 is parsing the HTML of a nested list. Even though the markup is correct, IE6 somehow munges the code when it is parsed, and drops the closing tags of some of the <li> elements. For example, take the following code: <!DOCTYPE html> <head> <title>My Page</title> </head> <body> <div> <ul> <li><a href=''>Child A</a> <div> <ul> <li><a href=''>Grandchild A</a></li> </ul> </div> </li> <li><a href=''>The Child B Which Is Not A</a> <div> <ul> <li><a href=''>Grandchild B</a></li> <li><a href=''>Grandchild C</a></li> </ul> </div> </li> <li><a href=''>Deep Purple</a></li> <li><a href=''>Led Zeppelin</a></li> </ul> </div> </body> </html> Now take a look at how IE6 renders this code, after it has run it through the IE6 rendering engine: <HTML> <HEAD> <TITLE>My Page</TITLE></HEAD> <BODY> <DIV> <UL> <LI><A href="">Child A</A> <DIV> <UL> <LI><A href="">Grandchild A</A> </LI> </UL> </DIV> <LI><A href="">The Child B Which Is Not A</A> <DIV> <UL> <LI><A href="">Grandchild B</A> <LI><A href="">Grandchild C</A> </LI> </UL> </DIV> <LI><A href="">Deep Purple</A> <LI><A href="">Led Zeppelin</A> </LI> </UL> </DIV> </BODY> </HTML> Note how on some of the <li> elements there are no longer any closing tags, even though it existed in the source HTML. Does anyone have any idea what could be triggering this bug, and if it is possible to avoid it? It seems to be the source of some visual display problems in IE6. Many thanks for any advice.

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  • Are there any other ways to iterate through the attributes of a custom class, excluding the in-built ones?

    - by Ricardo Altamirano
    Is there another way to iterate through only the attributes of a custom class that are not in-built (e.g. __dict__, __module__, etc.)? For example, in this code: class Terrain: WATER = -1 GRASS = 0 HILL = 1 MOUNTAIN = 2 I can iterate through all of these attributes like this: for key, value in Terrain.__dict__.items(): print("{: <11}".format(key), " --> ", value) which outputs: MOUNTAIN --> 2 __module__ --> __main__ WATER --> -1 HILL --> 1 __dict__ --> <attribute '__dict__' of 'Terrain' objects> GRASS --> 0 __weakref__ --> <attribute '__weakref__' of 'Terrain' objects> __doc__ --> None If I just want the integer arguments (a rudimentary version of an enumerated type), I can use this: for key, value in Terrain.__dict__.items(): if type(value) is int: # type(value) == int print("{: <11}".format(key), " --> ", value) this gives the expected result: MOUNTAIN --> 2 WATER --> -1 HILL --> 1 GRASS --> 0 Is it possible to iterate through only the non-in-built attributes of a custom class independent of type, e.g. if the attributes are not all integral. Presumably I could expand the conditional to include more types, but I want to know if there are other ways I'm missing.

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  • Why is this PHP loop rendering every row twice?

    - by Christopher
    I'm working on a real frankensite here not of my own design. There's a rudimentary CMS and one of the pages shows customer records from a MySQL DB. For some reason, it has no probs picking up the data from the DB - there's no duplicate records - but it renders each row twice. <?php $limit = 500; $area = 'customers_list'; $prc = 'customer_list.php'; if($_GET['page']) { include('inc/functions.php'); $page = $_GET['page']; } else { $page = 1; } $limitvalue = $page * $limit - ($limit); $customers_check = get_customers(); $customers = get_customers($limitvalue, $limit); $totalrows = count($customers_check); ?> <!-- pid: customer_list --> <table border="0" width="100%" cellpadding="0" cellspacing="0" style="float: left; margin-bottom: 20px;"> <tr> <td class="col_title" width="200">Name</td> <td></td> <td class="col_title" width="200">Town/City</td> <td></td> <td class="col_title">Telephone</td> <td></td> </tr> <?php for ($i = 0; $i < count($customers); $i++) { ?> <tr> <td colspan="2" class="cus_col_1"><a href="customer_details.php?id=<?php echo $customers[$i]['customer_id']; ?>"><?php echo $customers[$i]['surname'].', '.$customers[$i]['first_name']; ?></a></td> <td colspan="2" class="cus_col_2"><?php echo $customers[$i]['town']; ?></td> <td class="cus_col_1"><?php echo $customers[$i]['telephone']; ?></td> <td class="cus_col_2"> <a href="javascript: single_execute('prc/customers.prc.php?delete=yes&id=<?php echo $customers[$i]['customer_id']; ?>')" onClick="return confirmdel();" class="btn_maroon_small" style="margin: 0px; float: right; margin-right: 10px;"><div class="btn_maroon_small_left"> <div class="btn_maroon_small_right">Delete Account</div> </div></a> <a href="customer_edit.php?id=<?php echo $customers[$i]['customer_id']; ?>" class="btn_black" style="margin: 0px; float: right; margin-right: 10px;"><div class="btn_black_left"> <div class="btn_black_right">Edit Account</div> </div></a> <a href="mailto: <?php echo $customers[$i]['email']; ?>" class="btn_black" style="margin: 0px; float: right; margin-right: 10px;"><div class="btn_black_left"> <div class="btn_black_right">Email Customer</div> </div></a> </td> </tr> <tr><td class="col_divider" colspan="6"></td></tr> <?php }; ?> </table> <!--///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////--> <!--// PAGINATION--> <!--///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////--> <div class="pagination_holder"> <?php if($page != 1) { $pageprev = $page-1; ?> <a href="javascript: change('<?php echo $area; ?>', '<?php echo $prc; ?>?page=<?php echo $pageprev; ?>');" class="pagination_left">Previous</a> <?php } else { ?> <div class="pagination_left, page_grey">Previous</div> <?php } ?> <div class="pagination_middle"> <?php $numofpages = $totalrows / $limit; for($i = 1; $i <= $numofpages; $i++) { if($i == $page) { ?> <div class="page_number_selected"><?php echo $i; ?></div> <?php } else { ?> <a href="javascript: change('<?php echo $area; ?>', '<?php echo $prc; ?>?page=<?php echo $i; ?>');" class="page_number"><?php echo $i; ?></a> <?php } } if(($totalrows % $limit) != 0) { if($i == $page) { ?> <div class="page_number_selected"><?php echo $i; ?></div> <?php } else { ?> <a href="javascript: change('<?php echo $area; ?>', '<?php echo $prc; ?>?page=<?php echo $i; ?>');" class="page_number"><?php echo $i; ?></a> <?php } } ?> </div> <?php if(($totalrows - ($limit * $page)) > 0) { $pagenext = $page+1; ?> <a href="javascript: change('<?php echo $area; ?>', '<?php echo $prc; ?>?page=<?php echo $pagenext; ?>');" class="pagination_right">Next</a> <?php } else { ?> <div class="pagination_right, page_grey">Next</div> <?php } ?> </div> <!--///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////--> <!--// END PAGINATION--> <!--///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////--> I'm not the world's best PHP expert but I think I can see an error in a for loop when there is one... But everything looks ok to me. You'll notice that the customer name is clickable; clicking takes you to another page where you can view their full info as held in the DB - and for both rows, the customer ID is identical, and manually checking the DB shows there's no duplicate entries. The code is definitely rendering each row twice, but for what reason I have no idea. All pointers / advice appreciated.

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  • Another design-related C++ question

    - by Kotti
    Hi! I am trying to find some optimal solutions in C++ coding patterns, and this is one of my game engine - related questions. Take a look at the game object declaration (I removed almost everything, that has no connection with the question). // Abstract representation of a game object class Object : public Entity, IRenderable, ISerializable { // Object parameters // Other not really important stuff public: // @note Rendering template will never change while // the object 'lives' Object(RenderTemplate& render_template, /* params */) : /*...*/ { } private: // Object rendering template RenderTemplate render_template; public: /** * Default object render method * Draws rendering template data at (X, Y) with (Width, Height) dimensions * * @note If no appropriate rendering method overload is specified * for any derived class, this method is called * * @param Backend & b * @return void * @see */ virtual void Render(Backend& backend) const { // Render sprite from object's // rendering template structure backend.RenderFromTemplate( render_template, x, y, width, height ); } }; Here is also the IRenderable interface declaration: // Objects that can be rendered interface IRenderable { /** * Abstract method to render current object * * @param Backend & b * @return void * @see */ virtual void Render(Backend& b) const = 0; } and a sample of a real object that is derived from Object (with severe simplifications :) // Ball object class Ball : public Object { // Ball params public: virtual void Render(Backend& b) const { b.RenderEllipse(/*params*/); } }; What I wanted to get is the ability to have some sort of standard function, that would draw sprite for an object (this is Object::Render) if there is no appropriate overload. So, one can have objects without Render(...) method, and if you try to render them, this default sprite-rendering stuff is invoked. And, one can have specialized objects, that define their own way of being rendered. I think, this way of doing things is quite good, but what I can't figure out - is there any way to split the objects' "normal" methods (like Resize(...) or Rotate(...)) implementation from their rendering implementation? Because if everything is done the way described earlier, a common .cpp file, that implements any type of object would generally mix the Resize(...), etc methods implementation and this virtual Render(...) method and this seems to be a mess. I actually want to have rendering procedures for the objects in one place and their "logic implementation" - in another. Is there a way this can be done (maybe alternative pattern or trick or hint) or this is where all this polymorphic and virtual stuff sucks in terms of code placement?

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  • techniques for an AI for a highly cramped turn-based tactics game

    - by Adam M.
    I'm trying to write an AI for a tactics game in the vein of Final Fantasy Tactics or Vandal Hearts. I can't change the game rules in any way, only upgrade the AI. I have experience programming AI for classic board games (basically minimax and its variants), but I think the branching factor is too great for the approach to be reasonable here. I'll describe the game and some current AI flaws that I'd like to fix. I'd like to hear ideas for applicable techniques. I'm a decent enough programmer, so I only need the ideas, not an implementation (though that's always appreciated). I'd rather not expend effort chasing (too many) dead ends, so although speculation and brainstorming are good and probably helpful, I'd prefer to hear from somebody with actual experience solving this kind of problem. For those who know it, the game is the land battle mini-game in Sid Meier's Pirates! (2004) and you can skim/skip the next two paragraphs. For those who don't, here's briefly how it works. The battle is turn-based and takes place on a 16x16 grid. There are three terrain types: clear (no hindrance), forest (hinders movement, ranged attacks, and sight), and rock (impassible, but does not hinder attacks or sight). The map is randomly generated with roughly equal amounts of each type of terrain. Because there are many rock and forest tiles, movement is typically very cramped. This is tactically important. The terrain is not flat; higher terrain gives minor bonuses. The terrain is known to both sides. The player is always the attacker and the AI is always the defender, so it's perfectly valid for the AI to set up a defensive position and just wait. The player wins by killing all defenders or by getting a unit to the city gates (a tile on the other side of the map). There are very few units on each side, usually 4-8. Because of this, it's crucial not to take damage without gaining some advantage from it. Units can take multiple actions per turn. All units on one side move before any units on the other side. Order of execution is important, and interleaving of actions between units is often useful. Units have melee and ranged attacks. Melee attacks vary widely in strength; ranged attacks have the same strength but vary in range. The main challenges I face are these: Lots of useful move combinations start with a "useless" move that gains no immediate advantage, or even loses advantage, in order to set up a powerful flank attack in the future. And, since the player units are stronger and have longer range, the AI pretty much always has to take some losses before they can start to gain kills. The AI must be able to look ahead to distinguish between sacrificial actions that provide a future benefit and those that don't. Because the terrain is so cramped, most of the tactics come down to achieving good positioning with multiple units that work together to defend an area. For instance, two defenders can often dominate a narrow pass by positioning themselves so an enemy unit attempting to pass must expose itself to a flank attack. But one defender in the same pass would be useless, and three units can defend a slightly larger pass. Etc. The AI should be able to figure out where the player must go to reach the city gates and how to best position its few units to cover the approaches, shifting, splitting, or combining them appropriately as the player moves. Because flank attacks are extremely deadly (and engineering flank attacks is key to the player strategy), the AI should be competent at moving its units so that they cover each other's flanks unless the sacrifice of a unit would give a substantial benefit. They should also be able to force flank attacks on players, for instance by threatening a unit from two different directions such that responding to one threat exposes the flank to the other. The AI should attack if possible, but sometimes there are no good ways to approach the player's position. In that case, the AI should be able to recognize this and set up a defensive position of its own. But the AI shouldn't be vulnerable to a trivial exploit where the player repeatedly opens and closes a hole in his defense and shoots at the AI as it approaches and retreats. That is, the AI should ideally be able to recognize that the player is capable of establishing a solid defense of an area, even if the defense is not currently in place. (I suppose if a good unit allocation algorithm existed, as needed for the second bullet point, the AI could run it on the player units to see where they could defend.) Because it's important to choose a good order of action and interleave actions between units, it's not as simple as just finding the best move for each unit in turn. All of these can be accomplished with a minimax search in theory, but the search space is too large, so specialized techniques are needed. I thought about techniques such as influence mapping, but I don't see how to use the technique to great effect. I thought about assigning goals to the units. This can help them work together in some limited way, and the problem of "how do I accomplish this goal?" is easier to solve than "how do I win this battle?", but assigning good goals is a hard problem in itself, because it requires knowing whether the goal is achievable and whether it's a good use of resources. So, does anyone have specific ideas for techniques that can help cleverize this AI? Update: I found a related question on Stackoverflow: http://stackoverflow.com/questions/3133273/ai-for-a-final-fantasy-tactics-like-game The selected answer gives a decent approach to choosing between alternative actions, but it doesn't seem to have much ability to look into the future and discern beneficial sacrifices from wasteful ones. It also focuses on a single unit at a time and it's not clear how it could be extended to support cooperation between units in defending or attacking.

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  • Infinite detail inside Perlin noise procedural mapping

    - by Dave Jellison
    I am very new to game development but I was able to scour the internet to figure out Perlin noise enough to implement a very simple 2D tile infinite procedural world. Here's the question and it's more conceptual than code-based in answer, I think. I understand the concept of "I plug in (x, y) and get back from Perlin noise p" (I'll call it p). P will always be the same value for the same (x, y) (as long as the Perlin algorithm parameters haven't changed, like altering number of octaves, et cetera). What I want to do is be able to zoom into a square and be able to generate smaller squares inside of the already generated overhead tile of terrain. Let's say I have a jungle tile for overhead terrain but I want to zoom in and maybe see a small river tile that would only be a creek and not large enough to be a full "big tile" of water in the overhead. Of course, I want the same net effect as a Perlin equation inside a Perlin equation if that makes sense? (aka. I want two people playing the game with the same settings to get the same terrain and details every time). I can conceptually wrap my head around the large tile being based on an "zoomed out" coordinate leaving enough room to drill into but this approach doesn't make sense in my head (maybe I'm wrong). I'm guessing with this approach my overhead terrain would lose all of the cohesiveness delivered by the Perlin. Imagine I calculate (0, 0) as overhead tile 1 and then to the east of that I plug in (50, 0). OK, great, I now have 49 pixels of detail I could then "drill down" into. The issue I have in my head with this approach (without attempting it) is that there's no guarantee from my Perlin noise that (0,0) would be a good neighbor to (50,0) as they could have wildly different "elevations" or p/resultant values returning from the Perlin equation when I generate the overhead map. I think I can conceive of using the Perlin noise for the overhead tile to then reuse the p value as a seed for the "detail" level of noise once I zoom in. That would ensure my detail Perlin is always the same configuration for (0,0), (1,0), etc. ad nauseam but I'm not sure if there are better approaches out there or if this is a sound approach at all.

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  • Best way to determine surface normal for a group of pixels?

    - by Paul Renton
    One of my current endeavors is creating a 2D destructible terrain engine for iOS Cocos2D (See https://github.com/crebstar/PWNDestructibleTerrain ). It is in an infant stages no doubt, but I have made significant progress since starting a couple weeks ago. However, I have run into a bit of a performance road block with calculating surface normals. Note: For my destructible terrain engine, an alpha of 0 is considered to not be solid ground. The method posted below works just great given small rectangles, such as n < 30. Anything above 30 causes a dip in the frame rate. If you approach 100x100 then you might as well read a book while the sprite attempts to traverse the terrain. At the moment this is the best I can come up with for altering the angle on a sprite as it roams across terrain (to get the angle for a sprite's orientation just take dot product of 100 * normal * (1,0) vector). -(CGPoint)getAverageSurfaceNormalAt:(CGPoint)pt withRect:(CGRect)area { float avgX = 0; float avgY = 0; ccColor4B color = ccc4(0, 0, 0, 0); CGPoint normal; float len; for (int w = area.size.width; w >= -area.size.width; w--) { for (int h = area.size.height; h >= -area.size.height; h--) { CGPoint pixPt = ccp(w + pt.x, h + pt.y); if ([self pixelAt:pixPt colorCache:&color]) { if (color.a != 0) { avgX -= w; avgY -= h; } // end inner if } // end outer if } // end inner for } // end outer for len = sqrtf(avgX * avgX + avgY * avgY); if (len == 0) { normal = ccp(avgX, avgY); } else { normal = ccp(avgX/len, avgY/len); } // end if return normal; } // end get My problem is I have sprites that require larger rectangles in order for their movement to look realistic. I considered doing a cache of all surface normals, but this lead to issues of knowing when to recalculate the surface normals and these calculations also being quite expensive (also how large should the blocks be?). Another smaller issue is I don't know how to properly treat the case when length is = 0. So I am stuck... Any advice from the community would be greatly appreciated! Is my method the best possible one? Or should I rethink the algorithm? I am new to game development and always looking to learn new tips and tricks.

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  • WinForms TabControl: How to avoid tab-rendering on DrawMode=OwnerDrawFixed?

    - by splattne
    I extended the (WindowsForms) built-in TabControl in order to implement closing tabs right on the tab itself ("x" image on the right like in Webbrowsers). The inherited control renders the text and images. Also, it uses visual styles on hover etc. All works very well, but I have one problem I can't solve. When the tabs are rendered, I cannot avoid that the Control paints the tabs another time as seen in this screenshot: That's a problem for two reasons: It looks ugly on the selected tab I'd like to increase the tabs' width because the current width doesn't take account of the "x" image on the right Any idea how to solve this?

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  • Rendering UIImage/CGImage into CGPDFContext results in... blankness!

    - by quixoto
    Hi all, I'm trying to take an image that I have in a image object and render into a Core Graphics PDF context-- happens to be on an iPhone but this question surely applies equally to desktop Quartz. This UIImage is a simple color-on-white image at about 600x800 resolution. If I (say) turn it into a PNG file, that file looks exactly as expected-- so the data is OK. Here's what I'm doing to generate the PDF: NSMutableData * outputData = [[NSMutableData alloc] init]; CGDataConsumerRef dataConsumer = CGDataConsumerCreateWithCFData((CFMutableDataRef)outputData); CFMutableDictionaryRef attrDictionary = NULL; attrDictionary = CFDictionaryCreateMutable(NULL, 0, &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks); CFDictionarySetValue(attrDictionary, kCGPDFContextTitle, @"My Awesome Document"); CGContextRef pdfContext = CGPDFContextCreate(dataConsumer, NULL, attrDictionary); CFRelease(dataConsumer); CFRelease(attrDictionary); CGImageRef pageImage = [myUIImage CGImage]; CGPDFContextBeginPage(pdfContext, NULL); CGContextDrawImage(pdfContext, CGRectMake(0, 0, [myUIImage size].width, [myUIImage size].height), pageImage); CGPDFContextEndPage(pdfContext); CGContextRelease(pdfContext); Resulting PDF, which ends up in outputData, seems like a valid PDF file (opens correctly, document title is present in metadata), but it consists of precisely one blank page. What am I doing wrong? Thanks.

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  • Why isn't Expression Blend rendering my User Control? It's only showing XAML.

    - by unforgiven3
    I'm opening valid XAML within my VS2008 solution in Expression Blend 3 and it is only showing XAML when I try to open individual XAML files. My solution/projects all build and run correctly. When I go to View - Active Document View the Design View, Split View and XAML View options are all grayed out... which doesn't make much sense. I'm not much of a Blend user, but this has never happened before, and I'm coming up blank for how to fix it. Any ideas?

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  • jQuery .ajax success function not rendering html with jQuery UI elements.

    - by tylerpenney
    How do I have the html loaded into my div from the .ajax render with jquery? the success function loads the HTML, but those elements do not show up as jQuery UI elements, just the static HTML types. Any pointers? $(function() { $('input[type=image]').click(function(){ $.ajax({ url: '_includes/callinfo.php', data: 'id=' + $(this).attr('value'), dataType: "html", success: function(html){ $('#callwindow').html(html); } }); }); });

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  • ClassCaseException on GL11ExtensionPack. Rendering to texture on OpenGL android

    - by Joe
    I'm trying to render to a texture (really thought it would be easier than this!) I found this resource: which seems to be exactly what I want I'm getting a ClassCastException however, on GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl; Can anyone tell me why? public void renderToTexture(GLRenderer glRenderer, GL10 gl) { boolean checkIfContextSupportsExtension = checkIfContextSupportsExtension(gl, "GL_OES_framebuffer_object"); if(checkIfContextSupportsExtension) { GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl; int mFrameBuffer = createFrameBuffer(gl,texture.getWidth(), texture.getHeight(), texture.getGLID()); gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, mFrameBuffer); gl.glViewport(0, 0,texture.getWidth(), texture.getHeight()); gl.glLoadIdentity(); int halfWidth = texture.getWidth()/2;//width/2; int halfHeight = texture.getHeight()/2;//height/2; GLU.gluOrtho2D(gl, -halfWidth, halfWidth , -halfHeight, halfHeight); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnable(GL10.GL_TEXTURE_2D); Quad quad = new Quad(texture.getWidth(), texture.getHeight()); quad.setTexture(texture); SpriteRenderable sr = new SpriteRenderable(quad); //sr.setPosition(new Interpolation<Vector2>(new Vector2(-(float)texture.getWidth()/2f,-(float)texture.getHeight()/2f))); //sr.setPosition(new Interpolation<Vector2>(new Vector2((float)(texture.getWidth()/2f),0))); //sr.setPosition(new Interpolation<Vector2>(new Vector2(200,-200))); sr.setAngle(0.05f); sr.renderTo(glRenderer, gl, 1); for (Renderable renderable : renderThese) { if (renderable.isVisible()) { renderable.renderTo(glRenderer, gl, 1); } } gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0); } }

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  • Interpreting WPF Dependency properties as a set.

    - by moogs
    So, I have a control. It displays an image based some xml document and an optional parameter "Document" - XML document "RenderingOption" - optional image-rendering ( sharpen, soften ) So: <XMLRenderingWidget Document="xxxxxx"/> The above will render the document once <XMLRenderingWidget Document="xxxxxx" RenderingOption="Sharpen"/> The above will, sometimes render the document once, more oftentimes: Perform the rendering of the document as if no Rendering was set then, re-render the document with the Sharpen option I do the rendering on the PropertyChangedCallback assigned to the property. How do I tell the control to "hey, before doing the rendering, apply the changes on the other properties being set, too" Is this not possible? Should I bundle them up as one property instead?

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  • How can I speed up the rendering of my WPF ListBox?

    - by Justin Bozonier
    I have a WPF ListBox control (view code) and I am keeping maybe like 100-200 items in it. Every time the ObservableCollection it is bound to changes though it takes it a split second to update and it freezes the whole UI. Is there a way to add elements incrementally or something I can do to improve the performance of this control?

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  • How to change the HTML text to Right-to-Left order when rendering the text within a WebBrowser.

    - by Java Doe
    hi, I am using a WebBrowser to render some HTML text. The WebBrowser is located within a rich client. I can detect the window's orientation when the rich client is launched. How do I make the text rendered within the WebBrowser to be dispayed in RTL order. I have tried body.setDir("rtl"), but it only aligned all the text in the WebBrowser to the right. It does not really reverse the content. For example, I have a photo that is displayed on the left and then a segment of text displayed on the right. After calling body.setDir("rtl"), it only aligned everything to the right in the WebBrowser, but it did not move the photo to the right, and it did not move the text to the left. Thanks a lot!

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  • Can 'locals' be used with 'collection' when rendering partials in Rails?

    - by Gav
    Everything works okay when I try to render a partial like this: = render :partial => "/shared/enquiry/car_type", :collection => @enquiry.available_car_types However, if I also want to pass a variable (in this case 'path', because I'm sharing this partial across two forms), the path is not available to me: = render :partial => "/shared/enquiry/car_type", :collection => @enquiry.available_car_types, :locals => {:path => customers_enquiry_path} I've tried moving things around, but nothing appears to work, leading me to believe one cannot use locals with collections. Any help would be appreciated. Gav

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  • Custom rendering a radioselect in django form / accessing single element?

    - by Oli
    I have a form like this: CHOICES = [ ('a', 'a_value'), ('b', 'b_value'), ('c', 'c_value') ] self.fields["choice"] = forms.ChoiceField( widget=RadioSelect(), choices=CHOICES, ) How can I select a single element of this form field in my template? I want to be able to do something like: <tr><td>{{form.choice.a}}</td><td>some custom extra field</td></tr> Or is there another way to change how the RadioSelect is rendered?

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  • Any solution to IE8 bug rendering error when hiding elements?

    - by Magnar
    Bug: when hiding an element with JavaScript in IE8, the margin of still-visible other elements on the side is ignored. This bug has been introduced with IE8, since it works as expected in IE6+7 (and other browsers). <html> <head> <style> #a, #b, #c, #d {background: #ccf; padding: 4px; margin-bottom: 8px;} </style> </head> <body> <div id="a">a</div> <div id="b">b</div> <div id="c">c</div> <div id="d">d</div> <script> setTimeout(function () { document.getElementById("b").style.display = "none"; }, 1000); </script> </body> </html> When running this code, notice how a and c have a margin of 8 between them in normal browsers, but a margin of 0 in IE8. Remove the padding, and IE8 behaves like normal. Remove the timeout and IE8 behaves like normal. A border behaves the same way. I've been working with IE-bugs the last 10 years, but this has me stumped. The solution for now is to wrap the divs, and apply the margin to the outer element and other styles to the inner. But that's reminicent of horrible IE6-workarounds. Any better solutions?

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