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  • Game Engines with real time lighting

    - by Maik Klein
    I am studying computer graphics since 3 semesters and we just started with OpenGL. I really enjoy it and want to create my own little engine for learning purposes. I already read tons of different forum posts and saw the following engines. Panda3d, Ogre3d, NeoAxis, Irrlicht and Horde3d(graphics only). Now I don't want to use something like Unity or CryEngine because I want to start more low level. Which of those engines is suited for real-time rendering? Something that CryEngine offers - no baked lightmaps. Or at least gives me the option to add a real-time renderer?

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  • Oracle(R) Buys Pre-Paid Software Assets From eServGlobal

    - by Paulo Folgado
    Oracle to Deliver Scalable Carrier-Grade Pre-Paid Solution Based on Open, Flexible IT-Based Platform News Facts ·        Oracle has agreed to acquire certain pre-paid assets of eServGlobal, a provider of advanced IT-based, pre-paid charging solutions for the communications industry. ·        eServGlobal's Universal Service Platform (USP) includes a pre-paid charging application, a network-services platform and a messaging gateway. The ChargingMax, NumberMax, uVOMS, MessageMax, PromoMax Express and Social Relationship Management software currently supports more than 25 tier-one customers including the world's largest IT-based installation of pre-paid services. ·        The combination of Oracle Communications Billing and Revenue Management and the USP applications is expected to accelerate the shift from network- to IT-based pre-paid systems by providing the first convergent, open IT-based platform from a leading business software and hardware systems company. ·        Customers are expected to benefit from traditional carrier-grade, pre-paid service authorization with IT-grade flexibility that supports any service or network, is easier to deploy and maintain and delivers an overall lower total cost of ownership. ·        The transaction is expected to close in the second half of this year. Supporting Quote ·        "The majority of mobile phone users worldwide use pre-paid plans, and that number is growing exponentially. Oracle Communications applications combined with the pre-paid software assets from eServGlobal will provide our customers with highly available and scalable carrier-grade, pre-paid software on an open, convergent platform. This will enable our customers to deliver traditional pre-paid voice services and easily introduce hybrid pre-paid and post-paid plans with targeted pricing, promotions and service bundles that include voice, data and network services," said Liam Maxwell, vice president of products, Oracle Communications. Supporting Resources About Oracle and eServGlobal USP General Presentation FAQ

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  • How do developers verify that software requirement changes in one system do not violate a requirement of downstream software systems?

    - by Peter Smith
    In my work, I do requirements gathering, analysis and design of business solutions in addition to coding. There are multiple software systems and packages, and developers are expected to work on any of them, instead of being assigned to make changes to only 1 system or just a few systems. How developers ensure they have captured all of the necessary requirements and resolved any conflicting requirements? An example of this type of scenario: Bob the developer is asked to modify the problem ticket system for a hypothetical utility repair business. They contract with a local utility company to provide this service. The old system provides a mechanism for an external customer to create a ticket indicating a problem with utility service at a particular address. There is a scheduling system and an invoicing system that is dependent on this data. Bob's new project is to modify the ticket placement system to allow for multiple addresses to entered by a landlord or other end customer with multiple properties. The invoicing system bills per ticket, but should be modified to bill per address. What practices would help Bob discover that the invoicing system needs to be changed as well? How might Bob discover what other systems in his company might need to be changed in order to support the new changes\business model? Let's say there is a documented specification for each system involved, but there are many systems and Bob is not familiar with all of them. End of example. We're often in this scenario, and we do have design reviews but management places ultimate responsibility for any defects (business process or software process) on the developer who is doing the design and the work. Some organizations seem to be better at this than others. How do they manage to detect and solve conflicting or incomplete requirements across software systems? We currently have a lot of tribal knowledge and just a few developers who understand the entire business and software chain. This seems highly ineffective and leads to problems at the requirements level.

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  • Slick2D - Entities and rendering

    - by Zarkopafilis
    I have been trying to create my very first game for quite a while, followed some tutorials and stuff, but I am stuck at creating my entity system. I have made a class that extends the Entity class and here it is: public class Lazer extends Entity{//Just say that it is some sort of bullet private Play p;//Play class(State) private float x; private float y; private int direction; public Lazer(Play p, float x , float y, int direction){ this.p = p; this.x = x; this.y = y; this.direction = direction; p.ent.add(this); } public int getDirection(){ return direction; //this one specifies what value will be increased (x/y) at update } public float getX(){ return x; } public float getY(){ return y; } public void setY(float y){ this.y = y; } public void setX(float x){ this.x = x; } } The class seems pretty good , after speding some hours googling what would be the right thing. Now, on my Play class. I cant figure out how to draw them. (I have added them to an arraylist) On the update method , I update the lazers based on their direction: public void moveLazers(int delta){ for(int i=0;i<ent.size();i++){ Lazer l = ent.get(i); if(l.getDirection() == 1){ l.setX(l.getX() + delta * .1f); }else if(l.getDirection() == 2){ l.setX(l.getX() - delta * .1f); }else if(l.getDirection() == 3){ l.setY(l.getY() + delta * .1f); }else if(l.getDirection() == 4){ l.setY(l.getY() - delta * .1f); } } } Now , I am stuck at the render method. Anyway , is this the correct way of doing this or do I need to change stuff? Also I need to know if collision detection needs to be in the update method. Thanks in advance ~ Teo Ntakouris

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  • Reverse rendering of Urdu fonts

    - by Syed Muhammad Umair
    I am working on a project that is based on Urdu language in Ubuntu platform. I'm using Python language and have almost achieved my task. The problem is that, the Urdu text is rendered in reverse order. For example, consider the word ??? (which means work) consisting of the three letters: ? , ? , and ? The output is rendered in reverse order as ??? consisting of the three letters: ?, ?, and ? When copying this text to Open Office or opening the generated XML file in Firefox, the generated result is absolutely desired. How can this problem be solved?

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  • Firefox stalls on rendering when chrome doesn't

    - by amccormack
    I have a webpage that loads quickly 100% of the time in chrome, but only 10% or so of the time in Firefox. Looking at the fiddler capture, Firefox only loads 2 of the 100ish files being pulled before it hangs. The error does not seem to be on the server or network side, however, because Chrome never encounters a problem. How do I find the root of this stall? While I suspect Firefox's javascript execution is what is causing the hang, are there any particular methods to narrow down the search for the bad code?

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  • Why, on iOS, is glRenderbufferStorage appearing to fail?

    - by dugla
    On an iOS device (iPad) I decided to change the storage for my renderbuffer from the CAEAGLLayer that backs the view to explicit storage via glRenderbufferStorage. Sadly, the following code fails to result in a valid FBO. Can someone please tell me what I missed?: glGenFramebuffers(1, &m_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); glGenRenderbuffers(1, &m_colorbuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_colorbuffer); GLsizei width = (GLsizei)layer.bounds.size.width; GLsizei height = (GLsizei)layer.bounds.size.height; glRenderbufferStorage(m_colorbuffer, GL_RGBA8_OES, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorbuffer); Note: The layer size is valid and correct. This is solid production working rendering code. The only change I am making is the line glRenderbufferStorage(...) previously I did: [m_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer] Thanks, Doug

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  • Overriding the Pager rendering in Orchard

    - by Bertrand Le Roy
    The Pager shape that is used in Orchard to render pagination is one of those shapes that are built in code rather than in a Razor template. This can make it a little more confusing to override, but nothing is impossible. If we look at the Pager method in CoreShapes, here is what we see: [Shape] public IHtmlString Pager(dynamic Shape, dynamic Display) { Shape.Metadata.Alternates.Clear(); Shape.Metadata.Type = "Pager_Links"; return Display(Shape); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The Shape attribute signals a shape method. All it does is remove all alternates that may exist and replace the type of the shape with “Pager_Links”. In turn, this shape method is rather large and complicated, but it renders as a set of smaller shapes: a List with a “pager” class, and under that Pager_First, Pager_Previous, Pager_Gap, for each page a Pager_Link or a Pager_Current, then Pager_Gap, Pager_Next and Pager_Last. Each of these shapes can be displayed or not depending on the properties of the pager. Each can also be overridden with a Razor template. This can be done by dropping a file into the Views folder of your theme. For example, if you want the current page to appear between square braces, you could drop this Pager-CurrentPage.cshtml into your views folder: <span>[@Model.Value]</span> This overrides the original shape method, which was this: [Shape] public IHtmlString Pager_CurrentPage(HtmlHelper Html, dynamic Display, object Value) { var tagBuilder = new TagBuilder("span"); tagBuilder.InnerHtml = Html.Encode(Value is string ? (string)Value : Display(Value)); return MvcHtmlString.Create(tagBuilder.ToString()); } And here is what it would look like: Now what if we want to completely hide the pager if there is only one page? Well, the easiest way to do that is to override the Pager shape by dropping the following into the Views folder of your theme: @{ if (Model.TotalItemCount > Model.PageSize) { Model.Metadata.Alternates.Clear(); Model.Metadata.Type = "Pager_Links"; @Display(Model) } } And that’s it. The code in this template just adds a check for the number of items to display (in a template, Model is the shape) and only displays the Pager_Links shape if it knows that there’s going to be more than one page.

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  • Android - Rendering HUD View to SurfaceView

    - by Jon
    I have developed a relatively simple game in android, to get my head around it all, and on the back of it developed a crude game engine (in the loosest sense!). I use a SurfaceView and canvas (no OpenGL) - I'll cross that bridge another time! I have implemented a game HUD, title screens etc. by overlaying standard Android view widgets over my SurfaceView. This all works reasonably well maintaining an acceptable frame-rate, but it is a simple game with not a lot happening on or off screen. What I am wondering now is whether one could (and whether one would get any advantage by) drawing all my views to the one SurfaceView, all controlled by the main game thread. At the moment I have handlers flinging messages around and runOnUiThreads here, there and everywhere. Quite cumbersome. Any thoughts on this would be much appreciated (before I perhaps waste time trying to do it!)

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  • Good resources for 2.5D and rendering walls, floors, and sprites

    - by Aidan Mueller
    I'm curious as to how games like Prelude of the chambered handle graphics. If you play for a bit you will see what I mean. It made me wonder how it works. (it is open-source so you can get the source on This page) I did find a few tutorials but I couldn't undertand some of the stuff but it did help with some things. However, I don't like doing things I don't understand. Does anyone know of any good sites for this kind of 2.5D? Any help is appreciated. After all I've been googling all day. Thanks :)

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  • C# Tip - Rendering HTML in a Gridview cell

    - by BobPalmer
    Just a quick tip for working with the gridview in ASP.Net.  If your data column contains HTML text, you've probably seen something like this in your gridview after pulling the data: <font color="red">First Item</font><br/><font color="green">Second Item</font><br/><font color="blue">Third Item</font> To have the relevant column render in HTML, just go to your gridview property pages, find the column you need rendered in HTML, and click 'convert this Field into a TemplateField'.  The result is that as a template field, HTML within your bound data value will be rendered properly.  So our example above would transform into: First Item Second Item Third Item I primarily use this technique for enabling HTML content in comment fields, and to insert line breaks when building the data for these fields. Hope this helps out! -Bob

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  • Rendering oily/polluted water?

    - by Fraser
    Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated from some source (such as a polluting drain from a chemical plant) and then diffuse throughout the water body. My thought for this part would be to keep an "oil map" as a 2D texture that determines the density of oil at each point on the water surface. It would diffuse and move naturally with the water vel;ocity at that point (I have a wave-particle simulation for dynamic waves, and am already doing something similar for foam on the water surface). However, I'm not sure how physically correct that would be, since oil might not move at the same velocity as the water. And I have no idea how to make all those trippy colors :-). Thoughts?

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  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

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  • A case for not installing your own software

    - by James Gentsch
    This week I watched some of the Oracle Open World presentations (from the comfort of my Oracle office) and happened on some of Larry Ellison’s comments about cloud computing and engineered systems.  Larry said he sees the move to these as analogous to the moves made by the original adopters of electricity.  The argument goes that the first consumers of electricity had to set up their own power plant.  Then, as the market and infrastructure for electricity matured, power consumers moved from using their own personal power plant to purchasing power from another entity that was focused on power production as their primary product. In the end this was a cheaper and more reliable solution. Now, there are lots of compelling reasons to be looking very seriously at cloud computing and engineered systems for enterprise application deployment.  However, speaking as a software developer of enterprise applications, the part of this that I really love (besides Larry’s early electricity adopter analogy) is that as a mode of application deployment it provides me and my customers a consistent environment in which the applications I am providing will be run.  This cuts way down on the environmental surprises that consistently lead to the hated “well, it works here” situation with the support desk. And just to be clear, I think I hate this situation more than my clients, who I think are happy that at least it is working somewhere.  I hate this because when a problem happens, and let’s face it customers are not wasting their time calling in easy problems, we are seriously disabled when we cannot reproduce the issue which is triggered by something unforeseen in the environment where the application is running.  This situation is incredibly frustrating and an all too often occurrence. I look selfishly forward to cloud computing and engineered systems dramatically reducing the occurrence of problems triggered by unforeseen environmental situations in the software I am responsible for.  I think this is an evolutionary game changer that will be a huge benefit to the reliability and consistent performance of the software for my customers, and may make “well, it works here” a well forgotten phase for future software developers. It may even impact the stress squeeze toy industry.  Well, maybe at least for my group.

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • Material, Pass, Technique and shaders

    - by Papi75
    I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture: class Material { void sendToShader() { program->sendUniform( nameInShader, valueInMaterialOrOther ); } private: Blend blendmode; ///< Alpha, Add, Multiply, … Color ambient; Color diffuse; Color specular; DrawingMode drawingMode; // Line Triangles, … Program* program; std::map<string, TexturePacket> textures; // List of textures with TexturePacket = { Texture*, vec2 offset, vec2 scale} }; How can I handle the link between the Shader and the Material? (sendToShader method) If the user want to send additionals informations to the shader (like time elapsed), how can I allow that? (User can't edit Material class) Thanks!

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  • Open Source Software Development Center at University of Belgrade

    - by Tori Wieldt
    A new Open Source Software Development Center is open at University of Belgrade, Serbia. It centers around using Java & NetBeans as open source projects to learn from and contribute to. Assistant Professor Zoran Sevarac says that not only does the center allow him to teach software development using open source projects, but also "we are improving our University courses based on the experience we get from working on open source code."  Some of the projects underway are a NetBeans UML plugin; Neuroph (a Java neural network framework, with a NetBeans Platform-based UI); a NetBeans DOAP Plugin; WorkieTalkie (NetBeans chat plugin); and 2D and 3D visualization plugins for NetBeans. University of Belgrade also has an official university course about open source development, where students learn to use development tools, work in teams, participate in open source projects and learn from real world software development projects. Students, teachers, and researchers at the University of Belgrade, and any member of the open source community are welcome to come to learn software development from successful open source projects. For more information, you can contact Zoran Sevarac (@neuroph on Twitter).

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  • Sorting objects before rendering

    - by dreta
    I'm trying to implement a scene graph and in all the articles i've come across there is talk about object sorting. So you'd sort your objects by "material" for example. Now untill i sat down and started implementing it, i kind of took this for granted, because it made sense. But now i'm wondering what does sorting actually change? In my engine, i have a manager for UBOs, i use those to store data that'll be shared between programs, at the moment that only involves time, camera and projection matrices and lights (i'm not worrying about managing which lights affect which objects ATM). Now for each model i have to change the model to world matrix uniform, no sorting is going to change that. So is the jump from changing this matrix to also setting a material for each object that bad? I vaguely remember reading somewhere that each time you change something in the pipeline, it has to get flushed and that can cause performance issues. But for each drawing call i'm setting up a model to world matrix anyway, so what sense does it make to ever be concerned about this? BTW is there any information about whether changing a uniform and calling glBufferSubData is more (or less) expensive.

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  • Team Software Development using Ruby on Rails

    - by Panoy
    I used to work alone on small to medium sized programming projects before and have no experience working in a team environment. Currently, there will be 3 of us in an in-house software development team that is tasked to develop a number of software for an academic institution. We have decided to use the web for the majority of the projects and are planning to choose Ruby on Rails for this and I would like to ask for your inputs, advices and approaches with regards to software development as a team using the RoR web framework. One thing that has really confounded me is how you divide the programming tasks of a project if there are 3 of you that are really doing the coding. It’s obvious that we as developers approach a problem in a modular way and finish it one after another. If the project consists of 3 modules, should each one of us focus on each of those modules? Would it be faster that way? How about if the 3 of us would focus on one module first (that’s what I really prefer). Is using a distributed version control system such as Git the answer to this type of problem? Please don’t forget to put your tips and experiences with regards to team software development. Cheers!

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  • How to mimic the same fixed-size horizon as in this racing game?

    - by Aybe
    I am trying to replicate the same horizon (buildings and sky) as in the image below: As you can see, the player has advanced in a straight line, yet the horizon has still the same size: This is my attempt using 3D, while it's okay when the player is on the start line: It's not so great when the player advanced as much as in the image no. 2: This is an overview of where the horizon buildings and sky are located: Obviously this won't achieve such effect when one is close to it, so I've tried to scale up the horizon on all axes but the problem is that the buildings are too small depending where you look at them from. How can one mimic such rendering ?

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  • Regulation of the software industry

    - by Flexo
    Every few years someone proposes tighter regulation for the software industry. This IEEE article has been getting some attention lately on the subject. If software engineers who write programs for systems that expose the public to physical or financial risk knew they would be tested on their competence, the thinking goes, it would reduce the flaws and failures in code—and maybe save a few lives in the bargain. I'm skeptical about the value and merit of this. To my mind it looks like a land grab by those that proposed it. The quote that clinches that for me is: The exam will test for basic knowledge, not mastery of subject matter because the big failures (e.g. THERAC-25) seem to be complex, subtle issues that "basic knowledge" would never be sufficient to prevent. Ignoring any local issues (such as existing protections of the title Engineer in some jurisdictions): The aims are noble - avoid the quacks/charlatans1 and make that distinction more obvious to those that buy their software. Can tighter regulation of the software industry ever achieve it's original goal? 1 Exactly as regulation of the medical profession was intended to do.

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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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  • Easter eggs as IP protection in software

    - by Simon
    I work in embedded software, and for some reason, management wants to hide an Easter egg as means of IP protection. They call it a watermark, and since our software interact with the video preview feed (the image displayed on a screen before you take a photo), they want me to implement a trigger which will react to some unusual video input (a video konami code like dark - bright - dark - bright - whatever). When this trigger fires, something strange happens (which is outside of the normal behavior of the software). The goal is to check whether our software is included in a device. Does it sound like a good idea? I have many argument against this move: What if the konami code is too sensitive and user triggers it? Does this kind of watermark have any legal value? What if this "feature" is discovered by the client? The performance penalty should be very small, since the soft run on small devices. I am the one developping this trigger. If things go wrong, what is my responsibility? What is your opinion about this method? I can't find a link, but I remember seeing an answer on this site suggesting that putting Easter eggs for protection purpose was a good idea. Has anyone tried it with good results?

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  • Rendering My Fault Message

    - by onefloridacoder
    My coworkers setup  a nice way to get the fault messages from our service layer all the way back to the client’s service proxy layer.  This is what I needed to work on this afternoon.  Through a series of trials and errors I finally figured this out. The confusion was how I was looking at the exception in the quick watch viewer.  It appeared as though the EventArgs from the service call had somehow magically been cast back to FaultException(), not FaultException<T>.  I drilled into the EventArgs object with the quick watch and I copied this code to figure out where the Fault message was hiding.  Further, when I copied this quick watch code into the IDE I got squigglies.  Poop. 1: ((System 2: .ServiceModel 3: .FaultException<UnhandledExceptionFault>)(((System.Exception)(e.Result)).InnerException)).Detail.FaultMessage I wont bore you with the details but here’s how it turned out.   EventArgs which I’m calling “e” is not the result such as some collection of items you’re expecting.  It’s actually a FaultException, or in my case FaultException<T>.  Below is the calling code and the callback to handle the expected response or the fault from the completed event. 1: public void BeginRetrieveItems(Action<ObservableCollection<Model.Widget>> FindItemsCompleteCallback, Model.WidgetLocation location) 2: { 3: var proxy = new MyServiceContractClient(); 4:  5: proxy.RetrieveWidgetsCompleted += (s, e) => FindWidgetsCompleteCallback(FindWidgetsCompleted(e)); 6:  7: RetrieveWidgetsRequest request = new RetrieveWidgetsRequest { location.Id }; 8:  9: proxy.RetrieveWidgetsAsync(request); 10: } 11:  12: private ObservableCollection<Model.Widget> FindItemsCompleted(RetrieveWidgetsCompletedEventArgs e) 13: { 14: if (e.Error is FaultException<UnhandledExceptionFault>) 15: { 16: var fault = (FaultException<UnhandledExceptionFault>)e.Error; 17: var faultDetailMessage = fault.Detail.FaultMessage; 18:  19: UIMessageControlDuJour.Show(faultDetailMessage); 20: return new ObservableCollection<BinInventoryItemCountInfo>(); 21: } 22:  23: var widgets = new ObservableCollection<Model.Widget>(); 24:  25: if (e.Result.Widgets != null) 26: { 27: e.Result.Widgets.ToList().ForEach(w => widgets.Add(this.WidgetMapper.Map(w))); 28: } 29:  30: return widgets; 31: }

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