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  • Seeking advice on tools and technology for my new game [closed]

    - by k.k. slider
    I'm a C# developer who has been programming a game in my spare time using XNA and Visual Studio. The game's logic is mostly done and I've completed a prototype that has most of the functionality of (what I envision to be) the final game. However, having heard about the uncertain future and (possibly) limited audience for XNA games, I'm looking to switch platforms... but I don't know what technology would best suit my needs. Below are some specifics about my game and what exactly I'm looking for, if you're interested: The game is a 2D turn-based tactical RPG (strategy game) for two players. It is a basic sprite and tile based game with animations and sound. 3D capabilities are not necessary. I'd like to allow players to compete with others online, and have a basic ranking/matchmaking system. I will probably need something that can interact with a server and a database (the game is turn-based and has no RNG, so cheating would be easy to detect even if most computation is done client-side and minimal data is sent to the server). Ideally, I would be able to release an early version of the game and have people give feedback as I develop additional features (similar to Minecraft). I'd prefer to have a way to release periodic updates to the game instead of releasing an absolute final product. To reach the widest possible audience, I'd prefer technology that allows me to release on PC, Android, iOS, and (maybe) Mac. This is a game with simple mouse inputs which can fit on a mobile touch screen. The game should be monetizable. If I find success with this game, then I may consider becoming a full-time indie game developer. I have several other game ideas and have learned quite a bit from my first attempt at game development. My first thought was an F2P/microtransaction model, but I'm open to other suggestions. Language isn't a primary concern of mine, since I have a decent amount of experience using several languages to program large projects. I'm willing to spend money (e.g. on a developer's license), but the more expensive it gets, the more hesitant I am to use it. I've looked into the following solutions... there are a LOT of tools out there... if anyone has experience with any of these and would like to recommend/reject any of them, it would be helpful. C#/.NET (XNA/MonoGame/SDL/SlimDX/Xamarin/ExEn/ANX?) HTML5/JS (AppMobi/PhoneGap/Marmalade/FlashCanvas/Cordova/libRocket?) Python (Pyglet/Pygame/Kivy?) Java (JavaFX/libGDX?) Unity/Construct 2/Cocos2D/NME/Corona/other game creation software? I'd like something that can do 2D and isn't limited by being too high-level. Other languages (Lua/LOVE? Moai?) Thanks for answering this rather long and tedious question...

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • Attaching new animations onto skeleton via props, a good idea?

    - by Cardin
    I'm thinking of coding a game with an idea of mine. I've coded 2D games before, but I'm new to 3D programming, so I'd like to ask if this idea of mine is feasible or out of my depth. I'm making a game where there are many different characters for the player to choose from (JRPG style). So to save time, I have an idea of creating many different varied characters using a completely naked body mesh and animation skeleton, standardised across all characters. For example, by placing different hair, boots, armor props on the character mesh, new characters can be formed. Kinda like playing dress-up with a barbie doll. I'm thinking this can be done by having a bone on the prop that I can programmically attach to the main mesh. Also, I plan to have some props add new animations to the base skeleton, so equipping some particular props would give it new attack, damage, idle animations. This is because I can't expect the character to have the same swinging animation if he had a big sword or an axe. I think this might be possible if the prop has its own instance of the animation skeleton with just only the new animations, and parenting the base body mesh to this new skeleton. So all the base body mesh has are just the basic animations, other animations come from the props. My concerns are, 1) the props might not attach to the mesh properly and jitter a lot, 2) since prop and body are animated differently, the props and base mesh will cause visual artefacts, like the naked thighs showing through the pants when the character walks, 3) a custom pipeline have to be developed to export skeletons without mesh, and also to attach the base body mesh to a new skeleton during runtime in the game. So my question: are these features considered 'easy' to code? Or am I trying to do something few have ever succeeded with on their own? It feels like all these can be done given enough time and I know I definitely have to do a bit of bone matrix calculations, but I really don't want to drag out the development timeline unnecessarily from coding mathematically intense things or analyzing how to parse 3D export formats. I'm currently only at the Game Design stage, so if these features aren't a good idea, I can simply change the design of the game. (Unrelated to question) I could always, as last resort, have the characters have predetermined outfit and weapon selections so as to animate everything manually.

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  • HLSL Shader not working right?

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? if so then how? I'm using C++. Here is my shader. float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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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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  • Legal concerns with orchestrating a music submission contest

    - by Amplify91
    My team and I are getting pretty far along in the development of our latest game and have been thinking about audio. We decided to host an audio submission contest where we will offer a little cash and some equity stake in the game as prizes. We are also giving away copies of the game to participants. We hope not only to find audio for our game, but to meet some cool sound artists and promote the game a bit through the process. First of all, is this even a good idea? What are some potential dangers in doing this? Will it even be well received among artists? Secondly, I wrote up some Terms and Conditions in my best legal-speak to try to protect us and clarify how the contest will be run. Are these sufficient to make sure everyone involved is treated fairly and is legally protected? They are as follows: All submissions (The Submission) must be licensed under a Creative Commons Attribution 3.0 Unported License (CC-BY-3.0) By applying a CC-BY-3.0 license, you (The Submitter) expressly give Detour Games (and all members wherein) permission to copy, distribute, transmit, modify, adapt, and make commercial use of The Submission. The Submitter must own all rights to The Submission and be within their rights to license it as specified and submit it. The Submitter claims responsibility for the legality of The Submission. If The Submission is found to infringe on the rights of a person or entity other than those of The Submitter, Detour Games will not be held liable as all responsibility and liability for the legality of The Submission is that of The Submitter's. No more than two free copies of The Game per submitter. All flat cash prizes will only be disbursed pending the success of our first $5,000 Kickstarter campaign. These prizes will be disbursed 30 days after Detour Games receives the Kickstarter funds. All equity prizes (percentage of profits) are defined as the given percent of total profits after costs for a period of one year (12 months) after the release of RAW. These prizes will be disbursed semi-annually. All prize money will be disbursed through either an electronic fund transfer through a service such as PayPal or by a mailed money order. It is The Submitter's responsibility to cooperate with Detour Games in the disbursement of the funds. Detour Games reserves the right to change these Terms and Conditions at any time without notice. By participating in the contest, The Submitter agrees to and accepts all terms and conditions listed. What else could I do (legally) to protect everyone involved?

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • How to do proper Alpha in XNA?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • what would be a good way to implement/render a 2d tiled map for a browser game?

    - by jj_
    I've made this little rpg ruby game I did while learning and now I'd like to make it into a browser game. I've already set up Sinatra framework to serve it, so what I am looking for, before everything else, is a way to represent the game map in browser (location attributes are stored in db). A new map is randomly generated by code for each new game at each game start. For now forget db, and let's say a map (say 100x100 "squares") is stored as a tridimensional array. (x,y, ...) Last "dimension" of array stores who & what is at that map cell: a player, a building, whatever. So all I have to do is render those "squares" or array cells to a 2d tiled map in the browser. The map does not need to refresh or be dynamically fetched as you scroll it, (at least at this stage of development) but, a technology which would allow me to do so in future would be a good reason for choosing it. Things that I thought of: html tables, html5 canvas, some js framework which is designed exactly with this purpose (which I do not know of = please advice). Yes I know about gamequery-js framework, but I've never used it, and I don't know if it's going to slow down everything down to inusability as I'm adding new features (scrolling, ajax). I really don't know of any other alternatives.. maybe there are lighter approaches? Easier or more minimalistic ways ? More targeted js framework which is the right tool for the job? Maybe just some html canvas code, or even simple image maps, or images with absolute positioning will be enough? The thing is I'd like to start simple, and then gradually make it better, so, as I said before, I'd prefer something that will give me room for improvement or is headed toward new web tendencies but which will also give me a bit of gratification in the beginning :) So.. advices are needed! And appreciated! :) Thanks p.s. Flash is excluded because I don't like it.

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  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

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  • How to chain actions/animations together and delay their execution?

    - by codinghands
    I'm trying to build a simple game with a number of screens - 'TitleScreen', 'LoadingScreen', 'PlayScreen', 'HighScoreScreen' - each of which has it's own draw & update logic methods, sprites, other useful fields, etc. This works well for me as a game dev beginner, and it runs. However, on my 'PlayScreen' I want to run some animations before the player gets control - dropping in some artwork, playing some sound effects, generally prettifying things a little. However, I'm not sure what the best way to chain animations / sound effects / other timed general events is. I could make an intermediary screen, 'PrePlayScreen', which simply has all of this hardcoded like so: Update(){ Animation anim1 = new Animation(.....); Animation anim2 = new Animation(.....); anim1.Run(); if(anim1.State == AnimationState.Complete) anim2.Run(); if(anim2.State == AnimationState.Complete) // Load 'PlayScreen' screen } But this doesn't seem so great - surely their must be a better way? I then thought, 'Hey - an AnimationManager! That'd be awesome!'. But then that creeping OOP panic set in as I thought about it some more. If I create the Animation in my Screen, then add it to the AnimationManager (which may or may not be a GameComponent hooked up to Update/Draw), how can I get 'back' to it? To signal commands like start / end / repeat? I'd still need to keep a reference to the object in my Screen so that I could still communicate with it once it's buried in the bosom of a List in my AnimationManager. This seems bad. I've also tried using events - call 'Update' on all the animations in the PlayScreen update loop, but crucially all of the animations have a bool flag ('Active') which determines whether they should begin. The first animation has this set to 'true', all others 'false'. On completion the first animation raises an event, which sets animation 2's bool flag to true (and so it then runs). Once animation 2 is complete another 'anim complete' event is raised, and the screen state changes. Considering the game I'm making is basically as simple as it gets I know I'm overthinking this... it's just the paradigm shift from web - game development is making me break out in a serious case of the stupids.

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  • April 14th Links: ASP.NET, ASP.NET MVC, ASP.NET Web API and Visual Studio

    - by ScottGu
    Here is the latest in my link-listing blog series: ASP.NET Easily overlooked features in VS 11 Express for Web: Good post by Scott Hanselman that highlights a bunch of easily overlooked improvements that are coming to VS 11 (and specifically the free express editions) for web development: unit testing, browser chooser/launcher, IIS Express, CSS Color Picker, Image Preview in Solution Explorer and more. Get Started with ASP.NET 4.5 Web Forms: Good 5-part tutorial that walks-through building an application using ASP.NET Web Forms and highlights some of the nice improvements coming with ASP.NET 4.5. What is New in Razor V2 and What Else is New in Razor V2: Great posts by Andrew Nurse, a dev on the ASP.NET team, about some of the new improvements coming with ASP.NET Razor v2. ASP.NET MVC 4 AllowAnonymous Attribute: Nice post from David Hayden that talks about the new [AllowAnonymous] filter introduced with ASP.NET MVC 4. Introduction to the ASP.NET Web API: Great tutorial by Stephen Walher that covers how to use the new ASP.NET Web API support built-into ASP.NET 4.5 and ASP.NET MVC 4. Comprehensive List of ASP.NET Web API Tutorials and Articles: Tugberk Ugurlu links to a huge collection of articles, tutorials, and samples about the new ASP.NET Web API capability. Async Mashups using ASP.NET Web API: Nice post by Henrik on how you can use the new async language support coming with .NET 4.5 to easily and efficiently make asynchronous network requests that do not block threads within ASP.NET. ASP.NET and Front-End Web Development Visual Studio 11 and Front End Web Development - JavaScript/HTML5/CSS3: Nice post by Scott Hanselman that highlights some of the great improvements coming with VS 11 (including the free express edition) for front-end web development. HTML5 Drag/Drop and Async Multi-file Upload with ASP.NET Web API: Great post by Filip W. that demonstrates how to implement an async file drag/drop uploader using HTML5 and ASP.NET Web API. Device Emulator Guide for Mobile Development with ASP.NET: Good post from Rachel Appel that covers how to use various device emulators with ASP.NET and VS to develop cross platform mobile sites. Fixing these jQuery: A Guide to Debugging: Great presentation by Adam Sontag on debugging with JavaScript and jQuery.  Some really good tips, tricks and gotchas that can save a lot of time. ASP.NET and Open Source Getting Started with ASP.NET Web Stack Source on CodePlex: Fantastic post by Henrik (an architect on the ASP.NET team) that provides step by step instructions on how to work with the ASP.NET source code we recently open sourced. Contributing to ASP.NET Web Stack Source on CodePlex: Follow-on to the post above (also by Henrik) that walks-through how you can submit a code contribution to the ASP.NET MVC, Web API and Razor projects. Overview of the WebApiContrib project: Nice post by Pedro Reys on the new open source WebApiContrib project that has been started to deliver cool extensions and libraries for use with ASP.NET Web API. Entity Framework Entity Framework 5 Performance Improvements and Performance Considerations for EF5:  Good articles that describes some of the big performance wins coming with EF5 (which will ship with both .NET 4.5 and ASP.NET MVC 4). Automatic compilation of LINQ queries will yield some significant performance wins (up to 600% faster). ASP.NET MVC 4 and EF Database Migrations: Good post by David Hayden that covers the new database migrations support within EF 4.3 which allows you to easily update your database schema during development - without losing any of the data within it. Visual Studio What's New in Visual Studio 11 Unit Testing: Nice post by Peter Provost (from the VS team) that talks about some of the great improvements coming to VS11 for unit testing - including built-in VS tooling support for a broad set of unit test frameworks (including NUnit, XUnit, Jasmine, QUnit and more) Hope this helps, Scott

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  • OWB 11gR2 &ndash; OLAP and Simba

    - by David Allan
    Oracle Warehouse Builder was the first ETL product to provide a single integrated and complete environment for managing enterprise data warehouse solutions that also incorporate multi-dimensional schemas. The OWB 11gR2 release provides Oracle OLAP 11g deployment for multi-dimensional models (in addition to support for prior releases of OLAP). This means users can easily utilize Simba's MDX Provider for Oracle OLAP (see here for details and cost) which allows you to use the powerful and popular ad hoc query and analysis capabilities of Microsoft Excel PivotTables® and PivotCharts® with your Oracle OLAP business intelligence data. The extensions to the dimensional modeling capabilities have been built on established relational concepts, with the option to seamlessly move from a relational deployment model to a multi-dimensional model at the click of a button. This now means that ETL designers can logically model a complete data warehouse solution using one single tool and control the physical implementation of a logical model at deployment time. As a result data warehouse projects that need to provide a multi-dimensional model as part of the overall solution can be designed and implemented faster and more efficiently. Wizards for dimensions and cubes let you quickly build dimensional models and realize either relationally or as an Oracle database OLAP implementation, both 10g and 11g formats are supported based on a configuration option. The wizard provides a good first cut definition and the objects can be further refined in the editor. Both wizards let you choose the implementation, to deploy to OLAP in the database select MOLAP: multidimensional storage. You will then be asked what levels and attributes are to be defined, by default the wizard creates a level bases hierarchy, parent child hierarchies can be defined in the editor. Once the dimension or cube has been designed there are special mapping operators that make it easy to load data into the objects, below we load a constant value for the total level and the other levels from a source table.   Again when the cube is defined using the wizard we can edit the cube and define a number of analytic calculations by using the 'generate calculated measures' option on the measures panel. This lets you very easily add a lot of rich analytic measures to your cube. For example one of the measures is the percentage difference from a year ago which we can see in detail below. You can also add your own custom calculations to leverage the capabilities of the Oracle OLAP option, either by selecting existing template types such as moving averages to defining true custom expressions. The 11g OLAP option now supports percentage based summarization (the amount of data to precompute and store), this is available from the option 'cost based aggregation' in the cube's configuration. Ensure all measure-dimensions level based aggregation is switched off (on the cube-dimension panel) - previously level based aggregation was the only option. The 11g generated code now uses the new unified API as you see below, to generate the code, OWB needs a valid connection to a real schema, this was not needed before 11gR2 and is a new requirement since the OLAP API which OWB uses is not an offline one. Once all of the objects are deployed and the maps executed then we get to the fun stuff! How can we analyze the data? One option which is powerful and at many users' fingertips is using Microsoft Excel PivotTables® and PivotCharts®, which can be used with your Oracle OLAP business intelligence data by utilizing Simba's MDX Provider for Oracle OLAP (see Simba site for details of cost). I'll leave the exotic reporting illustrations to the experts (see Bud's demonstration here), but with Simba's MDX Provider for Oracle OLAP its very simple to easily access the analytics stored in the database (all built and loaded via the OWB 11gR2 release) and get the regular features of Excel at your fingertips such as using the conditional formatting features for example. That's a very quick run through of the OWB 11gR2 with respect to Oracle 11g OLAP integration and the reporting using Simba's MDX Provider for Oracle OLAP. Not a deep-dive in any way but a quick overview to illustrate the design capabilities and integrations possible.

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  • A Closer Look at the HiddenInput Attribute in MVC 2

    - by Steve Michelotti
    MVC 2 includes an attribute for model metadata called the HiddenInput attribute. The typical usage of the attribute looks like this (line #3 below): 1: public class PersonViewModel 2: { 3: [HiddenInput(DisplayValue = false)] 4: public int? Id { get; set; } 5: public string FirstName { get; set; } 6: public string LastName { get; set; } 7: } So if you displayed your PersonViewModel with Html.EditorForModel() or Html.EditorFor(m => m.Id), the framework would detect the [HiddenInput] attribute metadata and produce HTML like this: 1: <input id="Id" name="Id" type="hidden" value="21" /> This is pretty straight forward and allows an elegant way to keep the technical key for your model (e.g., a Primary Key from the database) in the HTML so that everything will be wired up correctly when the form is posted to the server and of course not displaying this value visually to the end user. However, when I was giving a recent presentation, a member of the audience asked me (quite reasonably), “When would you ever set DisplayValue equal to true when using a HiddenInput?” To which I responded, “Well, it’s an edge case. There are sometimes when…er…um…people might want to…um…display this value to the user.” It was quickly apparent to me (and I’m sure everyone else in the room) what a terrible answer this was. I realized I needed to have a much better answer here. First off, let’s look at what is produced if we change our view model to use “true” (which is equivalent to use specifying [HiddenInput] since “true” is the default) on line #3: 1: public class PersonViewModel 2: { 3: [HiddenInput(DisplayValue = true)] 4: public int? Id { get; set; } 5: public string FirstName { get; set; } 6: public string LastName { get; set; } 7: } Will produce the following HTML if rendered from Htm.EditorForModel() in your view: 1: <div class="editor-label"> 2: <label for="Id">Id</label> 3: </div> 4: <div class="editor-field"> 5: 21<input id="Id" name="Id" type="hidden" value="21" /> 6: <span class="field-validation-valid" id="Id_validationMessage"></span> 7: </div> The key is line #5. We get the text of “21” (which happened to be my DB Id in this instance) and also a hidden input element (again with “21”). So the question is, why would one want to use this? The best answer I’ve found is contained in this MVC 2 whitepaper: When a view lets users edit the ID of an object and it is necessary to display the value as well as to provide a hidden input element that contains the old ID so that it can be passed back to the controller. Well, that actually makes sense. Yes, it seems like something that would happen *rarely* but, for those instances, it would enable them easily. It’s effectively equivalent to doing this in your view: 1: <%: Html.LabelFor(m => m.Id) %> 2: <%: Model.Id %> 3: <%: Html.HiddenFor(m => m.Id) %> But it’s allowing you to specify it in metadata on your view model (and thereby take advantage of templated helpers like Html.EditorForModel() and Html.EditorFor()) rather than having to explicitly specifying everything in your view.

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  • ASP.NET MVC: Simple view to display contents of DataTable

    - by DigiMortal
    In one of my current projects I have to show reports based on SQL Server views. My code should be not aware of data it shows. It just asks data from view and displays it user. As WebGrid didn’t seem to work with DataTable (at least with no hocus-pocus) I wrote my own very simple view that shows contents of DataTable. I don’t focus right now on data querying questions as this part of my simple generic reporting stuff is still under construction. If the final result is something good enough to share with wider audience I will blog about it for sure. My view uses DataTable as model. It iterates through columns collection to get column names and then iterates through rows and writes out values of all columns. Nothing special, just simple generic view for DataTable. @model System.Data.DataTable @using System.Data; <h2>Report</h2> <table>     <thead>     <tr>     @foreach (DataColumn col in Model.Columns)         {                  <th>@col.ColumnName</th>     }         </tr>     </thead>             <tbody>     @foreach (DataRow row in Model.Rows)         {                 <tr>         @foreach (DataColumn col in Model.Columns)                 {                          <td>@row[col.ColumnName]</td>         }                 </tr>     }         </tbody> </table> In my controller action I have code like this. GetParams() is simple function that reads parameter values from form. This part of my simple reporting system is still under construction but as you can see it will be easy to use for UI developers. public ActionResult TasksByProjectReport() {      var data = _reportService.GetReportData("MEMOS",GetParams());      return View(data); } Before seeing next silver bullet in this example please calm down. It is just plain and simple stuff for simple needs. If you need advanced and powerful reporting system then better use existing components by some vendor.

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  • Refactoring an immediate drawing function into VBO, access violation error

    - by Alex
    I have a MD2 model loader, I am trying to substitute its immediate drawing function with a Vertex Buffer Object one.... I am getting a really annoying access violation reading error and I can't figure out why, but mostly I'd like an opinion as to whether this looks correct (never used VBOs before). This is the original function (that compiles ok) which calculates the keyframe and draws at the same time: glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); What I'd like to do is to calculate all positions before hand, store them in a Vertex array and then draw them. This is what I am trying to replace it with (in the exact same part of the program) int vCount = 0; for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } indices[vCount] = normal[0]; vCount++; indices[vCount] = normal[1]; vCount++; indices[vCount] = normal[2]; vCount++; MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; indices[vCount] = texCoord->texCoordX; vCount++; indices[vCount] = texCoord->texCoordY; vCount++; indices[vCount] = pos[0]; vCount++; indices[vCount] = pos[1]; vCount++; indices[vCount] = pos[2]; vCount++; } } totalVertices = vCount; glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glNormalPointer(GL_FLOAT, 0, indices); glTexCoordPointer(2, GL_FLOAT, sizeof(float)*3, indices); glVertexPointer(3, GL_FLOAT, sizeof(float)*5, indices); glDrawElements(GL_TRIANGLES, totalVertices, GL_UNSIGNED_BYTE, indices); glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); First of all, does it look right? Second, I get access violation error "Unhandled exception at 0x01455626 in Graphics_template_1.exe: 0xC0000005: Access violation reading location 0xed5243c0" pointing at line 7 Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; where the two Vs seems to have no value in the debugger.... Till this point the function behaves in exactly the same way as the one above, I don't understand why this happens? Thanks for any help you may be able to provide!

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  • MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)

    - by Soapy
    Currently I'm trying to implement GPU skinning in my project. So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a multi-jointed skeleton. The image above shows the current progress. The left image shows how the model should deform. The middle image shows how it deforms in my project. The right shows a better deform (still not right) inverting a certain value, which I will explain below. The way I get my animation data is by exporting it to the MD5 format (MD5mesh for mesh data and MD5anim for animation data). When I come to parse the animation data, for each frame, I check if the bone has a parent, if not, the data is passed in as is from the MD5anim file. If it does have a parent, I transform the bones position by the parents orientation, and the add this with the parents translation. Then the parent and child orientations get concatenated. This is covered at this website. if (Parent < 0){ ... // Save this data without editing it } else { Math3::vec3 rpos; Math3::quat pq = Parent.Quaternion; Math3::quat pqi(pq); pqi.InvertUnitQuat(); pqi.Normalise(); Math3::quat::RotateVector3(rpos, pq, jv); Math3::vec3 npos(rpos + Parent.Pos); this->Translation = npos; Math3::quat nq = pq * jq; nq.Normalise(); this->Quaternion = nq; } And to achieve the image to the right, all I need to do is to change Math3::quat::RotateVector3(rpos, pq, jv); to Math3::quat::RotateVector3(rpos, pqi, jv);, why is that? And this is my skinning shader. SkinningShader.vert #version 330 core smooth out vec2 vVaryingTexCoords; smooth out vec3 vVaryingNormals; smooth out vec4 vWeightColor; uniform mat4 MV; uniform mat4 MVP; uniform mat4 Pallete[55]; uniform mat4 invBindPose[55]; layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vTexCoords; layout(location = 2) in vec3 vNormals; layout(location = 3) in int vSkeleton[4]; layout(location = 4) in vec3 vWeight; void main() { vec4 wpos = vec4(vPos, 1.0); vec4 norm = vec4(vNormals, 0.0); vec4 weight = vec4(vWeight, (1.0f-(vWeight[0] + vWeight[1] + vWeight[2]))); normalize(weight); mat4 BoneTransform; for(int i = 0; i < 4; i++) { if(vSkeleton[i] != -1) { if(i == 0) { // These are interchangable for some reason // BoneTransform = ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform = ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } else { // These are interchangable for some reason // BoneTransform += ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform += ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } } } wpos = BoneTransform * wpos; vWeightColor = weight; vVaryingTexCoords = vTexCoords; vVaryingNormals = normalize(vec3(vec4(vNormals, 0.0) * MV)); gl_Position = wpos * MVP; } The Pallete matrices are the matrices calculated using the above code (a rotation and translation matrix get created from the translation and quaternion). The invBindPose matrices are simply the inverted matrices created from the joints in the MD5mesh file. Update 1 I looked at GLM to compare the values I get with my own implementation. They turn out to be exactly the same. So now i'm checking if there's a problem with matrix creation... Update 2 Looked at GLM again to compare matrix creation using quaternions. Turns out that's not the problem either.

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  • First time shadow mapping problems

    - by user1294203
    I have implemented basic shadow mapping for the first time in OpenGL using shaders and I'm facing some problems. Below you can see an example of my rendered scene: The process of the shadow mapping I'm following is that I render the scene to the framebuffer using a View Matrix from the light point of view and the projection and model matrices used for normal rendering. In the second pass, I send the above MVP matrix from the light point of view to the vertex shader which transforms the position to light space. The fragment shader does the perspective divide and changes the position to texture coordinates. Here is my vertex shader, #version 150 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform mat4 lightMVP; uniform float scale; in vec3 in_Position; in vec3 in_Normal; in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; smooth out vec4 lightspace_Position; void main(void){ pass_Normal = NormalMatrix * in_Normal; pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; lightspace_Position = lightMVP * vec4(scale * in_Position, 1.0); TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } And my fragment shader, #version 150 core struct Light{ vec3 direction; }; uniform Light light; uniform sampler2D inSampler; uniform sampler2D inShadowMap; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; smooth in vec4 lightspace_Position; out vec4 out_Color; float CalcShadowFactor(vec4 lightspace_Position){ vec3 ProjectionCoords = lightspace_Position.xyz / lightspace_Position.w; vec2 UVCoords; UVCoords.x = 0.5 * ProjectionCoords.x + 0.5; UVCoords.y = 0.5 * ProjectionCoords.y + 0.5; float Depth = texture(inShadowMap, UVCoords).x; if(Depth < (ProjectionCoords.z + 0.001)) return 0.5; else return 1.0; } void main(void){ vec3 Normal = normalize(pass_Normal); vec3 light_Direction = -normalize(light.direction); vec3 camera_Direction = normalize(-pass_Position); vec3 half_vector = normalize(camera_Direction + light_Direction); float diffuse = max(0.2, dot(Normal, light_Direction)); vec3 temp_Color = diffuse * vec3(1.0); float specular = max( 0.0, dot( Normal, half_vector) ); float shadowFactor = CalcShadowFactor(lightspace_Position); if(diffuse != 0 && shadowFactor > 0.5){ float fspecular = pow(specular, 128.0); temp_Color += fspecular; } out_Color = vec4(shadowFactor * texture(inSampler, TexCoord).xyz * temp_Color, 1.0); } One of the problems is self shadowing as you can see in the picture, the crate has its own shadow cast on itself. What I have tried is enabling polygon offset (i.e. glEnable(POLYGON_OFFSET_FILL), glPolygonOffset(GLfloat, GLfloat) ) but it didn't change much. As you see in the fragment shader, I have put a static offset value of 0.001 but I have to change the value depending on the distance of the light to get more desirable effects , which not very handy. I also tried using front face culling when I render to the framebuffer, that didn't change much too. The other problem is that pixels outside the Light's view frustum get shaded. The only object that is supposed to be able to cast shadows is the crate. I guess I should pick more appropriate projection and view matrices, but I'm not sure how to do that. What are some common practices, should I pick an orthographic projection? From googling around a bit, I understand that these issues are not that trivial. Does anyone have any easy to implement solutions to these problems. Could you give me some additional tips? Please ask me if you need more information on my code. Here is a comparison with and without shadow mapping of a close-up of the crate. The self-shadowing is more visible.

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Automated Error Reporting = More Robust Software

    - by Laila
    I would like to tell you how to revolutionize your software development process </marketing hyperbole> On a more serious note, we (Red Gate's .NET Development team) recently rolled a new tool into our development process which has made our lives dramatically easier AND improved the quality of our software, and I (& one of our developers, Alex Davies) just wanted to take a quick moment to share the love. I work with a development team that takes pride in what they ship, so we take software testing rather seriously. For every development project we run, we allocate at least one software tester for every two developers, and we never ship software without first shipping early access releases and betas to get user feedback. And therein lies the challenge -encouraging users to provide consistent, useful feedback is a headache, but without that feedback, improving the software is. tricky. Until fairly recently, we used the standard (if long-winded) approach of receiving bug reports of variable quality via email or through our support forums. If that didn't give us enough information to reproduce the problem - which was most of the time - we had to enter into a time-consuming to-and-fro conversation with the end-user, to get scrape together the data we needed to work out where the problem lay. As I'm sure you're aware, this is painfully slow. To the delight of the team, we recently got to work with SmartAssembly, which lets us embed automated exception and error reporting into our software with very little pain, and we decided to do a little dogfooding. As a result, we've have made a really handy (if perhaps slightly obvious) discovery: As soon as we release a beta, or indeed any release of software, we now get tonnes of customer feedback through automated error reports. Making this process easier for our users has dramatically increased the amount (and quality) of feedback we get. From their point of view, they get an experience similar to Microsoft's error reporting, and process is essentially idiot-proof. From our side of things, we can now react much faster to the information we get, fixing the bugs and shipping a new-and-improved release, which our users rather appreciate. Smiles and hugs all round. Even more so because, as we're use SmartAssembly's Automated Error Reporting, we get to avoid having to spend weeks building an exception reporting mechanism. It takes just a few minutes to add reporting to a project, and we get a bunch of useful information back, like a stack trace and the values of all the local variables, which we can use to fix bugs. Happily, "Automated Error Reporting = More Robust Software" can actually be read two ways: we've found that we not only ship higher quality software, but we also release within a shorter time. We can ship stable software that our users are happy to upgrade to, and we then bask in the glory of lots of positive customer feedback. Once we'd starting working with SmartAssembly, we were curious to know how widespread error reporting was as a practice. Our product manager ran a survey in autumn last year, and found that 40% of software developers never really considered deploying error reporting. Considering how we've now got plenty of experience on the subject, one of our dev guys, Alex Davies, thought we should share what we've learnt, and he's kindly offered to host a webinar on delivering robust software with Automated Error Reporting. Drawing on our own in-house development experiences, he'll cover how to add error reporting to your program, how to actually use the error reports to fix bugs (don't snigger, not everyone's as bright as you), how to customize the error report dialog that your users see, and how to automatically get log files from your users' machine. The webinar will take place on Jan 25th (that's next week). It's free to attend, but you'll still need to register to hear Alex's dulcet tones.

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  • How to Build Services from Legacy Applications

    - by Chris Falter
    The SOA consultants invaded the executive suite at your company or agency, preached the true religion, and converted the unbelievers. Now by divine imperative you must convert your legacy applications into a suite of reusable services.  But as usual, you lack the time and resources that you need in order to develop the services properly.  So you googled or bing’ed, found this blog post, and began crying in gratitude.  Yes, as the title implies, I am going to reveal my easy, 3-step, works-every-time process for converting silos of legacy applications into the inventory of services your CIO has been dreaming about.  So just close your eyes and count to 3 … now open them … and here it is…. Not. While wishful thinking is too often the coin of the IT realm, even the most naive practitioner knows that converting legacy applications into reusable services requires more than a magic wand.  The reason is simple: if your starting point is your legacy applications, then you will simply be bolting a web service technology layer on top of your legacy API.  And that legacy API is built in the image of the silo applications.  Enter the wide gate of the legacy API, follow the broad path of generating service interfaces from existing code, and you will arrive at the siloed enterprise destruction that you thought you were escaping. The Straight and Narrow Path This past week I had the opportunity to learn how the FBI Criminal Justice Information Systems department has been transitioning from silo applications to a service inventory.  Lafe Hutcheson, IT Specialist in the architecture group and fellow attendee at an SOA Architect Certification Workshop, was my guide.  Lafe has survived the chaos of an SOA initiative, so it is not surprising that he was able to return from a US Army deployment to Kabul, Afghanistan with nary a scratch.  According to Lafe, building their service inventory is a three-phase process: Model a business process.  This requires intense collaboration between the IT and business wings of the organization, of course.  The FBI uses IBM Websphere tools to model the process with BPMN. Identify candidate services to facilitate the business process. Convert the BPMN to an executable BPEL orchestration, model and develop the services, and use a BPEL engine to run the process.  The FBI uses ActiveVOS for orchestration services. The 12 Step Program to End Your Legacy API Addiction Thomas Erl has documented a process for building a web service inventory that is quite similar to the FBI process. Erl’s process adds a technology architecture definition phase, which allows for the technology environment to influence the inventory blueprint.  For example, if you are using an enterprise service bus, you will probably not need to build your own utility services for logging or intermediate routing.  Erl also lists a service-oriented analysis phase that highlights the 12-step process of applying the principles of service orientation to modeling your services.  Erl depicts the modeling of a service inventory as an iterative process: model a business process, define the relevant technology architecture, define the service inventory blueprint, analyze the services, then model another business process, rinse and repeat.  (Astute readers will note that Erl’s diagram, restricted to analysis and modeling process, does not include the implementation phase that concludes the FBI service development methodology.) The service-oriented analysis phase is where you find the 12 steps that will free you from your legacy API addiction. In a nutshell, you identify the steps in the process that need services; identify the different types of services (agnostic entity services, service compositions, and utility services) that are required; apply service-orientation principles; and normalize the inventory into cohesive service models. Rather than discuss each of the 12 steps individually, I will close by simply referring my readers to Erl’s explanation.

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  • Social Technology and the Potential for Organic Business Networks

    - by Michael Snow
    Guest Blog Post by:  Michael Fauscette, IDCThere has been a lot of discussion around the topic of social business, or social enterprise, over the last few years. The concept of applying emerging technologies from the social Web, combined with changes in processes and culture, has the potential to provide benefits across the enterprise over a wide range of operations impacting employees, customers, partners and suppliers. Companies are using social tools to build out enterprise social networks that provide, among other things, a people-centric collaborative and knowledge sharing work environment which over time can breakdown organizational silos. On the outside of the business, social technology is adding new ways to support customers, market to prospects and customers, and even support the sales process. We’re also seeing new ways of connecting partners to the business that increases collaboration and innovation. All of the new "connectivity" is, I think, leading businesses to a business model built around the concept of the network or ecosystem instead of the old "stand-by-yourself" approach. So, if you think about businesses as networks in the context of all of the other technical and cultural change factors that we're seeing in the new information economy, you can start to see that there’s a lot of potential for co-innovation and collaboration that was very difficult to arrange before. This networked business model, or what I've started to call “organic business networks,” is the business model of the information economy.The word “organic” could be confusing, but when I use it in this context, I’m thinking it has similar traits to organic computing. Organic computing is a computing system that is self-optimizing, self-healing, self-configuring, and self-protecting. More broadly, organic models are generally patterns and methods found in living systems used as a metaphor for non-living systems.Applying an organic model, organic business networks are networks that represent the interconnectedness of the emerging information business environment. Organic business networks connect people, data/information, content, and IT systems in a flexible, self-optimizing, self-healing, self-configuring, and self-protecting system. People are the primary nodes of the network, but the other nodes — data, content, and applications/systems — are no less important.A business built around the organic business network business model would incorporate the characteristics of a social business, but go beyond the basics—i.e., use social business as the operational paradigm, but also use organic business networks as the mode of operating the business. The two concepts complement each other: social business is the “what,” and the organic business network is the “how.”An organic business network lets the business work go outside of traditional organizational boundaries and become the continuously adapting implementation of an optimized business strategy. Value creation can move to the optimal point in the network, depending on strategic influencers such as the economy, market dynamics, customer behavior, prospect behavior, partner behavior and needs, supply-chain dynamics, predictive business outcomes, etc.An organic business network driven company is the antithesis of a hierarchical, rigid, reactive, process-constrained, and siloed organization. Instead, the business can adapt to changing conditions, leverage assets effectively, and thrive in a hyper-connected, global competitive, information-driven environment.To hear more on this topic – I’ll be presenting in the next webcast of the Oracle Social Business Thought Leader Webcast Series - “Organic Business Networks: Doing Business in a Hyper-Connected World” this coming Thursday, June 21, 2012, 10:00 AM PDT – Register here

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  • Do you want to be an ALM Consultant?

    - by Martin Hinshelwood
    Northwest Cadence is looking for our next great consultant! At Northwest Cadence, we have created a work environment that emphasizes excellence, integrity, and out-of-the-box thinking.  Our customers have high expectations (rightfully so) and we wouldn’t have it any other way!   Northwest Cadence has some of the most exciting customers I have ever worked with and even though I have only been here just over a month I have already: Provided training/consulting for 3 government departments Created and taught courseware for delivering Scrum to teams within a high profile multinational company Started presenting Microsoft's ALM Engagement Program  So if you are interested in helping companies build better software more efficiently, then.. Enquire at [email protected] Application Lifecycle Management (ALM) Consultant An ALM Consultant with a minimum of 8 years of relevant experience with Application Lifecycle Management, Visual Studio (including Visual Studio Team System) and software design is needed. Must provide thought leadership on best practices for enterprise architecture, understand the Microsoft technology solution stack, and have a thorough understanding of enterprise application integration. The ALM Practice Lead will play a central role in designing and implementing the overall ALM Practice strategy, including creating, updating, and delivering ALM courseware and consultancy engagements. This person will also provide project support, deliverables, and quality solutions on Visual Studio Team System that exceed client expectations. Engagements will vary and will involve providing expert training, consulting, mentoring, formulating technical strategies and policies and acting as a “trusted advisor” to customers and internal teams. Sound sense of business and technical strategy required. Strong interpersonal skills as well as solid strategic thinking are key. The ideal candidate will be capable of envisioning the solution based on the early client requirements, communicating the vision to both technical and business stakeholders, leading teams through implementation, as well as training, mentoring, and hands-on software development. The ideal candidate will demonstrate successful use of both agile and formal software development methods, enterprise application patterns, and effective leadership on prior projects. Job Requirements Minimum Education: Bachelor’s Degree (computer science, engineering, or math preferred). Locale / Travel: The Practice Lead position requires estimated 50% travel, most of which will be in the Continental US (a valid national Passport must be maintained).  This is a full time position and will be based in the Kirkland office. Preferred Education: Master’s Degree in Information Technology or Software Engineering; Premium Microsoft Certifications on .NET (MCSD) or MCPD or relevant experience; Microsoft Certified Trainer (MCT) or relevant experience. Minimum Experience and Skills: 7+ years experience with business information systems integration or custom business application design and development in a professional technology consulting, corporate MIS or software development environment. Essential Duties & Responsibilities: Provide training, consulting, and mentoring to organizations on topics that include Visual Studio Team System and ALM. Create content, including labs and demonstrations, to be delivered as training classes by Northwest Cadence employees. Lead development teams through the complete ALM and/or Visual Studio Team System solution. Be able to communicate in detail how a solution will integrate into the larger technical problem space for large, complex enterprises. Define technical solution requirements. Provide guidance to the customer and project team with respect to technical feasibility, complexity, and level of effort required to deliver a custom solution. Ensure that the solution is designed, developed and deployed in accordance with the agreed upon development work plan. Create and deliver weekly status reports of training and/or consulting progress. Engagement Responsibilities: · Provide a strong desire to provide thought leadership related to technology and to help grow the business. · Work effectively and professionally with employees at all levels of a customer’s organization. · Have strong verbal and written communication skills. · Have effective presentation, organizational and planning skills. · Have effective interpersonal skills and ability to work in a team environment. Enquire at [email protected]

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  • Workarounds for supporting MVVM in the Silverlight ContextMenu service

    - by cibrax
    As I discussed in my last post, some of the Silverlight controls does not support MVVM quite well out of the box without specific customizations. The Context Menu is another control that requires customizations for enabling data binding on the menu options. There are a few things that you might want to expose as view model for a menu item, such as the Text, the associated icon or the command that needs to be executed. That view model should look like this, public class MenuItemModel { public string Name { get; set; } public ICommand Command { get; set; } public Image Icon { get; set; } public object CommandParameter { get; set; } } This is how you can modify the built-in control to support data binding on the model above, public class CustomContextMenu : ContextMenu { protected override DependencyObject GetContainerForItemOverride() { CustomMenuItem item = new CustomMenuItem(); Binding commandBinding = new Binding("Command"); item.SetBinding(CustomMenuItem.CommandProperty, commandBinding);   Binding commandParameter = new Binding("CommandParameter"); item.SetBinding(CustomMenuItem.CommandParameterProperty, commandParameter);   return item; } }   public class CustomMenuItem : MenuItem { protected override DependencyObject GetContainerForItemOverride() { CustomMenuItem item = new CustomMenuItem();   Binding commandBinding = new Binding("Command"); item.SetBinding(CustomMenuItem.CommandProperty, commandBinding);   return item; } } The change is very similar to the one I made in the TreeView for manually data binding some of the Menu item properties to the model. Once you applied that change in the control, you can define it in your XAML like this. <toolkit:ContextMenuService.ContextMenu> <e:CustomContextMenu ItemsSource="{Binding MenuItems}"> <e:CustomContextMenu.ItemTemplate> <DataTemplate> <StackPanel Orientation="Horizontal" > <ContentPresenter Margin="0 0 4 0" Content="{Binding Icon}" /> <TextBlock Margin="0" Text="{Binding Name, Mode=OneWay}" FontSize="12"/> </StackPanel> </DataTemplate> </e:CustomContextMenu.ItemTemplate> </e:CustomContextMenu> </toolkit:ContextMenuService.ContextMenu> The property MenuItems associated to the “ItemsSource” in the parent model just returns a list of supported options (menu items) in the context menu. this.menuItems = new MenuItemModel[] { new MenuItemModel { Name = "My Command", Command = new RelayCommand(OnCommandClick), Icon = ImageLoader.GetIcon("command.png") } }; The only problem I found so far with this approach is that the context menu service does not support a HierarchicalDataTemplate in case you want to have an hierarchy in the context menu (MenuItem –> Sub menu items), but I guess we can live without that.

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  • Consolidation in a Database Cloud

    - by B R Clouse
    Consolidation of multiple databases onto a shared infrastructure is the next step after Standardization.  The potential consolidation density is a function of the extent to which the infrastructure is shared.  The three models provide increasing degrees of sharing: Server: each database is deployed in a dedicated VM. Hardware is shared, but most of the software infrastructure is not. Standardization is often applied incompletely since operating environments can be moved as-is onto the shared platform. The potential for VM sprawl is an additional downside. Database: multiple database instances are deployed on a shared software / hardware infrastructure. This model is very efficient and easily implemented with the features in the Oracle Database and supporting products. Many customers have moved to this model and achieved significant, measurable benefits. Schema: multiple schemas are deployed within a single database instance. The most efficient model, it places constraints on the environment. Usually this model will be implemented only by customers deploying their own applications.  (Note that a single deployment can combine Database and Schema consolidations.) Customer value: lower costs, better system utilization In this phase of the maturity model, under-utilized hardware can be used to host more workloads, or retired and those workloads migrated to consolidation platforms. Customers benefit from higher utilization of the hardware resources, resulting in reduced data center floor space, and lower power and cooling costs. And, the OpEx savings from Standardization are multiplied, since there are fewer physical components (both hardware and software) to manage. Customer value: higher productivity The OpEx benefits from Standardization are compounded since not only are there fewer types of things to manage, now there are fewer entities to manage. In this phase, customers discover that their IT staff has time to move away from "day-to-day" tasks and start investing in higher value activities. Database users benefit from consolidating onto shared infrastructures by relieving themselves of the requirement to maintain their own dedicated servers. Also, if the shared infrastructure offers capabilities such as High Availability / Disaster Recovery, which are often beyond the budget and skillset of a standalone database environment, then moving to the consolidation platform can provide access to those capabilities, resulting in less downtime. Capabilities / Characteristics In this phase, customers will typically deploy fixed-size clusters and consolidate on a cluster until that cluster is deemed "full," at which point a new cluster is built. Customers will define one or a few cluster architectures that are used wherever possible; occasionally there may be deployments which must be handled as exceptions. The "full" policy may be based on number of databases deployed on the cluster, or observed peak workload, etc. IT will own the provisioning of new databases on a cluster, making the decision of when and where to place new workloads. Resources may be managed dynamically, e.g., as a priority workload increases, it may be given more CPU and memory to handle the spike. Users will be charged at a fixed, relatively coarse level; or in some cases, no charging will be applied. Activities / Tasks Oracle offers several tools to plan a successful consolidation. Real Application Testing (RAT) has a feature to help plan and validate database consolidations. Enterprise Manager 12c's Cloud Management Pack for Database includes a planning module. Looking ahead, customers should start planning for the Services phase by defining the Service Catalog that will be made available for database services.

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