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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • Blending textures together, texture fade over / fade in

    - by Deukalion
    What is the best way to render a texture overlapping effect? Like in this example: I want either the grass to fade in to the snow texture, or the other way around. No rough edges. Somehow make them blend over. So the grass has a bit of snow or the snow has a bit of grass How is this possible during runtime? If that's possible. I don't render this by using the SpriteBatch, since the ground isn't rectangles (they can be moved). This is the way I render each shape (each one of those squares): // LoadTexture // Apply EffectPass device.DrawUserIndexedPrimitives<VertexPositionNormalTexture> ( PrimitiveType.TriangleList, render.Item.Points, // Array of VertexPositionNormalTexture 0, render.Item.Points.Length, render.Item.Indexes, // Array of int indexes (triangulation) 0, render.Item.Indexes.Length / 3, VertexPositionNormalTexture.VertexDeclaration );

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  • Sprite sheets, Clamp or Wrap?

    - by David
    I'm using a combination of sprite sheets for well, sprites and individual textures for infinite tiling. For the tiling textures I'm obviously using Wrap to draw the entire surface in one call but up until now I've been making a seperate batch using Clamp for drawing sprites from the sprite sheets. The sprite sheets include a border (repeating the edge pixels of each sprite) and my code uses the correct source coordinates for sprites. But since I'm never giving coordinates outside of the texture when drawing sprites (and indeed the border exists to prevent bleed over when filtering) it's struck me that I'd be better off just using Wrap so that I can combine everything into one batch. I just want to be sure that I haven't overlooked something obvious. Is there any reason that Wrap would be harmful when used with a sprite sheet?

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  • 2D Tile-Based Concept Art App

    - by ashes999
    I'm making a bunch of 2D games (now and in the near future) that use a 2D, RPG-like interface. I would like to be able to quickly paint tiles down and drop character sprites to create concept art. Sure, I could do it in GIMP or Photoshop. But that would require manually adding each tile, layering on more tiles, cutting and pasting particular character sprites, etc. and I really don't need that level of granularity; I need a quick and fast way to churn out concept art. Is there a tool that I can use for this? Perhaps some sort of 2D tile editor which lets me draw sprites and tiles given that I can provide the graphics files.

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  • Bodies do not stay sticked together by joint in retina display

    - by Mike JM
    I'm rehearsing on Box2D revolute joints. Everything's going pretty well except for one thing. For some reason bodies joined together with revolute joints do not stay sticked, they start getting apart from each other from the app start when I run it on retina device or simulator. On non retina device it works just fine, as expected. Here's the screenshot of the non-retina version: And here's the behavior when I run the same app on retina device/simulator: I'm taking content scale factor into account.

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  • Testing on Device Other Than the Known Brand Question (Local and Imported Phone Question)

    - by David Dimalanta
    I have a question. When testing a device by using Eclipse, it's easy to install and add device software with these specific brands commonly used in game testing like Samsung, Google, T-Mobile, and HTC; according to the Android Developers website. What if I'm using other brands that runs on Android to test the program via Eclipse (i.e. MyPhone, Starmobile), what should I look for to download in order to enable testing phones that those brands are using other than the brands that are known and commonly used: model number or simply brand? Here's some examples of these brands other than the brands we've known that runs on Android: Starmobile Engage 7 (http://www.lazada.com.ph/Starmobile-Engage-7-Android-40-4GB-with-Wi-Fi-Black-Starmobile-Mercury-B201-COMBO-39833.html/) My|Phone A898 Duo (http://www.myphone.com.ph/#!a898-duo/c1yt) Also, take note that I'm a Filipino programmer working at the Philippines to test our local smartphones for the created Android game or app. Hope you can understand me for my help.

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  • Camera wont stay behind model after pitch, then rotation

    - by ChocoMan
    I have a camera position behind a model. Currently, if I push the left thumbstick making my model move forward, backward, or strafe, the camera stays with the model. If I push the right thumbstick left or right, the model rotates in those directions fine along with the camera rotating while maintaining its position relatively behind the model. But when I pitch the model up or down, then rotate the model afterwards, the camera moves slightly rotates in a clock-like fashion behind the model. If I do a few rotations of the model and try to pitch the camera, the camera will eventually be looking at the side, then eventually the front of the model while also rotating in a clock-like fashion. My question is, how do I keep the camera to pitch up and down behind the model no matter how much the model has rotated? Here is what I got: // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { // Rotates Camera with model Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(angularSpeed); // Pitches Camera around model Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(angularSpeed); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around with model (only seeing back of model) public void cameraYaw(Vector3 axisYaw, float yaw) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; } // Raise camera above or below model's shoulders public void cameraPitch(Vector3 axisPitch, float pitch) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } // Call in update method public void updateCamera() { cameraYaw(Vector3.Up, Yaw); cameraPitch(Vector3.Right, Pitch); } NOTE: I tried to use addPitch just like addRotation but it didn't work...

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  • XNA 4.0: Problem with loading XML content files

    - by 200
    I'm new to XNA so hopefully my question isn't too silly. I'm trying to load content data from XML. My XML file is placed in my Content project (the new XNA 4 thing), called "Event1.xml": <?xml version="1.0" encoding="utf-8" ?> <XnaContent> <Asset Type="MyNamespace.Event"> // error on this line <name>1</name> </Asset> </XnaContent> My "Event" class is placed in my main project: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace MyNamespace { public class Event { public string name; } } The XML file is being called by my main game class inside the LoadContent() method: Event temp = Content.Load<Event>("Event1"); And this is the error I'm getting: There was an error while deserializing intermediate XML. Cannot find type "MyNamespace.Event" I think the problem is because at the time the XML is being evaluated, the Event class has not been established because one file is in my main project while the other is in my Content project (being a XNA 4.0 project and such). I have also tried changing the build action of the xml file from compile to content; however the program would then not be able to find the file and would give this other warning: Project item 'Event1.xml' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it. Any suggestions are appreciated. Thanks.

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  • Python rpg adivce? [closed]

    - by nikita.utiu
    I have started coding an text rpg engine in python. I have basic concepts laid down, like game state saving, input, output etc. I was wondering how certain scripted game mechanics(eg. debuffs that increase damage received from a certain player or multiply damage by the number of hits received, overriding of the mobs default paths for certain events etc) are implemented usually implemented. Some code bases or some other source code would be useful(not necessarily python). Thanks in advance.

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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • What is a better abstraction layer for D3D9 and OpenGL vertex data management?

    - by Sam Hocevar
    My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 later. TL;DR: the differences between OpenGL and Direct3D cause redundancy for the programmer, and the data layout feels flaky. For now, my API works a bit like this. This is how a shader is created: Shader *shader = Shader::Create( " ... GLSL vertex shader ... ", " ... GLSL pixel shader ... ", " ... HLSL vertex shader ... ", " ... HLSL pixel shader ... "); ShaderAttrib a1 = shader->GetAttribLocation("Point", VertexUsage::Position, 0); ShaderAttrib a2 = shader->GetAttribLocation("TexCoord", VertexUsage::TexCoord, 0); ShaderAttrib a3 = shader->GetAttribLocation("Data", VertexUsage::TexCoord, 1); ShaderUniform u1 = shader->GetUniformLocation("WorldMatrix"); ShaderUniform u2 = shader->GetUniformLocation("Zoom"); There is already a problem here: once a Direct3D shader is compiled, there is no way to query an input attribute by its name; apparently only the semantics stay meaningful. This is why GetAttribLocation has these extra arguments, which get hidden in ShaderAttrib. Now this is how I create a vertex declaration and two vertex buffers: VertexDeclaration *decl = VertexDeclaration::Create( VertexStream<vec3,vec2>(VertexUsage::Position, 0, VertexUsage::TexCoord, 0), VertexStream<vec4>(VertexUsage::TexCoord, 1)); VertexBuffer *vb1 = new VertexBuffer(NUM * (sizeof(vec3) + sizeof(vec2)); VertexBuffer *vb2 = new VertexBuffer(NUM * sizeof(vec4)); Another problem: the information VertexUsage::Position, 0 is totally useless to the OpenGL/GLSL backend because it does not care about semantics. Once the vertex buffers have been filled with or pointed at data, this is the rendering code: shader->Bind(); shader->SetUniform(u1, GetWorldMatrix()); shader->SetUniform(u2, blah); decl->Bind(); decl->SetStream(vb1, a1, a2); decl->SetStream(vb2, a3); decl->DrawPrimitives(VertexPrimitive::Triangle, NUM / 3); decl->Unbind(); shader->Unbind(); You see that decl is a bit more than just a D3D-like vertex declaration, it kinda takes care of rendering as well. Does this make sense at all? What would be a cleaner design? Or a good source of inspiration?

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  • Render 2 images that uses different shaders

    - by Code Vader
    Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders that is called last overwrites the first one. private static void OnRenderFrame() { // calculate how much time has elapsed since the last frame watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // use the deltaTime to adjust the angle of the cube angle += deltaTime; // set up the OpenGL viewport and clear both the color and depth bits Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // use our shader program and bind the crate texture Gl.UseProgram(program); //<<<<<<<<<<<< TOP PYRAMID // set the transformation of the top_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV"); Gl.BindBuffer(top_pyramidTrianlges); // draw the textured top_pyramid Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<< CUBE // set the transformation of the cube program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV"); Gl.BindBuffer(cubeQuads); // draw the textured cube Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<< BOTTOM PYRAMID // set the transformation of the bottom_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV"); Gl.BindBuffer(bottom_pyramidTrianlges); // draw the textured bottom_pyramid Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<<< STAR Gl.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); Gl.BindTexture(starTexture); //calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); // make sure the shader program and texture are being used Gl.UseProgram(program_2); // loop through the stars, drawing each one for (int i = 0; i < stars.Count; i++) { // set the position and color of this star program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle)); program_2["color"].SetValue(stars[i].color); Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition"); Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV"); Gl.BindBuffer(starQuads); Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // update the position of the star stars[i].angle += (float)i / stars.Count * deltaTime * 2 * rotate_stars; stars[i].dist -= 0.2f * deltaTime * rotate_stars; // if we've reached the center then move this star outwards and give it a new color if (stars[i].dist < 0f) { stars[i].dist += 5f; stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble()); } } Glut.glutSwapBuffers(); } The same goes for the textures, whichever one I mention last gets applied to both object?

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • State of the art Culling and Batching techniques in rendering

    - by Kristian Skarseth
    I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can be batched in renderbatches, and also a lot of objects that can be rendered with instanced rendering. The way I see it, it can be difficult to combine renderbatching and culling in an optimal fashion. If you batch too many objects in the same VBO it's difficult to cull the objects on the CPU in order to skip rendering that batch. At the same time if you skip the culling on the cpu, a lot of objects will be processed by the GPU while they are not visible. If you skip batching copletely in order to more easily cull on the CPU, there will be an unwanted high amount of render calls. I have done some research into existing techniques and theories as to how these problems are solved in modern graphics, but I have not been able to find any concrete solution. An idea a colleague and me came up with was restricting batches to objects relatively close to eachother e.g all chairs in a room or within a radius of n meeters. This could be simplified and optimized through use of oct-trees. Does anyone have any pointers to techniques used for scene managment, culling, batching etc in state of the art modern graphics engines?

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  • Taking fixed direction on hemisphere and project to normal (openGL)

    - by Maik Xhani
    I am trying to perform sampling using hemisphere around a surface normal. I want to experiment with fixed directions (and maybe jitter slightly between frames). So I have those directions: vec3 sampleDirections[6] = {vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, 0.5f, 0.866025f), vec3(0.823639f, 0.5f, 0.267617f), vec3(0.509037f, 0.5f, -0.700629f), vec3(-0.509037f, 0.5f, -0.700629), vec3(-0.823639f, 0.5f, 0.267617f)}; now I want the first direction to be projected on the normal and the others accordingly. I tried these 2 codes, both failing. This is what I used for random sampling (it doesn't seem to work well, the samples seem to be biased towards a certain direction) and I just used one of the fixed directions instead of s (here is the code of the random sample, when i used it with the fixed direction i didn't use theta and phi). vec3 CosWeightedRandomHemisphereDirection( vec3 n, float rand1, float rand2 ) float theta = acos(sqrt(1.0f-rand1)); float phi = 6.283185f * rand2; vec3 s = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); vec3 v = normalize(cross(n,vec3(0.0072, 1.0, 0.0034))); vec3 u = cross(v, n); u = s.x*u; v = s.y*v; vec3 w = s.z*n; vec3 direction = u+v+w; return normalize(direction); } ** EDIT ** This is the new code vec3 FixedHemisphereDirection( vec3 n, vec3 sampleDir) { vec3 x; vec3 z; if(abs(n.x) < abs(n.y)){ if(abs(n.x) < abs(n.z)){ x = vec3(1.0f,0.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } }else{ if(abs(n.y) < abs(n.z)){ x = vec3(0.0f,1.0f,0.0f); }else{ x = vec3(0.0f,0.0f,1.0f); } } z = normalize(cross(x,n)); x = cross(n,z); mat3 M = mat3( x.x, n.x, z.x, x.y, n.y, z.y, x.z, n.z, z.z); return M*sampleDir; } So if my n = (0,0,1); and my sampleDir = (0,1,0); shouldn't the M*sampleDir be (0,0,1)? Cause that is what I was expecting.

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  • Geometry Shader: distortions

    - by Christophe Lionet
    This is a cross-question from Stack Overflow, I thought it would be more appropriate here. There is a lot of code I could be posting. To avoid overloading the page with code, I will post any part of the code if requested. I am working from the ParticleGS DirectX10 sample, to build a geometry shader based particle system in DirectX 11. Using the sample code, and changing it to my liking, I am able to draw a single quad (which is essentially one particle constantly recreating itself). However, I noticed a problem which was similar to one I once had: the rendered shape is distorted. Here is a video showcasing what is happening. http://youtu.be/6NY_hxjMfwY Now, I used to have this issue when using several effects together, when I realised that I needed to explicitely set the geometry shader to null for the other effects. I solved this problem, as you can see in the video, as the rest of the scene is drawing properly. Note that some sides are being culled somehow, although I turned off culling in my main render state. The texturing is fine too, the texture draws with appropriate proportions relative to the quad. I really don't see what I could be doing wrong here... what would cause the geometry shader to behave in such a way? Again, I will post any piece code you will request.

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  • Out of Memory when building an application

    - by Jacob Neal
    I have quite a major problem with my Multimedia Fusion 2 game. I finished it months ago, however, the only thing keeping me from finally compiling the game into an executable file is this error message that pops up every time I try to, simply saying, "Out of Memory". Its highly frustrating to be halted at this point by this message, and I tried everything I could come up with to fix it including compressing the runtime and sounds and increasing the proity of MMF2 all the way to realtime in the task manager. Im begging someone to toss me a bone on this problem, and any advice at all would be much appreciated.

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  • Thread safe double buffering

    - by kdavis8
    I am trying to implement a draw map method that will draw the tiled image across the surface of the component. I'm having issue with this code. The double buffering does not seem to be working, because the sprite flickers like crazy; my source code: package myPackage; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; public class GameView extends JFrame implements Runnable { public BufferedImage backbuffer; public Graphics2D g2d; public Image img; Thread gameloop; Scene scene; public GameView() { super("Game View"); setSize(600, 600); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); backbuffer = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB); g2d = backbuffer.createGraphics(); Toolkit tk = Toolkit.getDefaultToolkit(); img = tk.getImage(this.getClass().getResource("cage.png")); scene = new Scene(g2d, this); gameloop = new Thread(this); gameloop.start(); } public static void main(String args[]) { new GameView(); } public void paint(Graphics g) { g.drawImage(backbuffer, 0, 0, this); repaint(); } @Override public void run() { // TODO Auto-generated method stub Thread t = Thread.currentThread(); while (t == gameloop) { scene.getScene("dirtmap"); g2d.drawImage(img, 80, 80,this![enter image description here][1]); } } private void drawScene(String string) { // TODO Auto-generated method stub // g2d.setColor(Color.white); // g2d.fillRect(0, 0, getWidth(), getHeight()); scene.getScene(string); } } package myPackage; import java.awt.Color; import java.awt.Component; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; public class Scene { Graphics g2d; Component c; boolean loaded = false; public Scene(Graphics2D gr, Component co) { g2d = gr; c = co; } public void getScene(String mapName) { Toolkit tk = Toolkit.getDefaultToolkit(); Image tile = tk.getImage(this.getClass().getResource("dirt.png")); // g2d.setColor(Color.red); for (int y = 0; y <= 18; y++) { for (int x = 0; x <= 18; x += 1) { g2d.drawImage(tile, x * 32, y * 32, c); } } loaded = true; } }

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  • CodePlex Daily Summary for Friday, November 01, 2013

    CodePlex Daily Summary for Friday, November 01, 2013Popular ReleasesFamily Tree Analyzer: Version 3.0.3.0-beta test3: Count Isle of Man as England & Wales for Census Lost Cousins text was preventing drag n drop of files Lost Cousins no Countries form wont open more than one copy Changed sort order of Lost Cousins buttons to match report which matches Lost Cousins website UK Census date verification is only applied to UK facts Counts duplicate Lost Cousins facts Added report for Lost Cousins facts but no census fact Added Census Duplicate and Census Missing Location reports BEF & AFT residence facts were coun...uComponents: uComponents v6.0.0: This release of uComponents will compile against and support the new API in Umbraco v6.1.0. What's new in uComponents v6.0.0? New features / Resolved issuesThe following workitems have been implemented and/or resolved: 14781 14805 14808 14818 14854 14827 14868 14859 14790 14853 14790 DataType Grid 14788 14810 Drag & Drop support for rows Support for 11 new datatypes (to a total of 20 datatypes): Color Picker Dropdown Checklist Enum Checboxlist Enum Dropdownl...Local History for Visual Studio: Local History - 1.0: New - Support for Visual Studio 2013SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.1: New FeaturesAdded option Limit to current basket subtotal to HadSpentAmount discount rule Items in product lists can be labelled as NEW for a configurable period of time Product templates can optionally display a discount sign when discounts were applied Added the ability to set multiple favicons depending on stores and/or themes Plugin management: multiple plugins can now be (un)installed in one go Added a field for the HTML body id to store entity (Developer) New property 'Extra...Community Forums NNTP bridge: Community Forums NNTP Bridge V54 (LiveConnect): This is the first release which can be used with the new LiveConnect authentication. Fixes the problem that the authentication will not work after 1 hour. Also a logfile will now be stored in "%AppData%\Community\CommunityForumsNNTPServer". If you have any problems please feel free to sent me the file "LogFile.txt".WPF Extended DataGrid: WPF Extended DataGrid 2.0.0.9 binaries: Fixed issue with ICollectionView containg null values (AutoFilter issue)Community TFS Build Extensions: October 2013: The October 2013 release contains Scripts - a new addition to our delivery. These are a growing library of PowerShell scripts to use with VS2013. See our documentation for more on scripting. VS2010 Activities(target .NET 4.0) VS2012 Activities (target .NET 4.5) VS2013 Activities (target .NET 4.5.1) Community TFS Build Manager VS2012 Community TFS Build Manager VS2013 The Community TFS Build Managers for VS2010, 2012 and 2013 can also be found in the Visual Studio Gallery where upda...SuperSocket, an extensible socket server framework: SuperSocket 1.6 stable: Changes included in this release: Process level isolation SuperSocket ServerManager (include server and client) Connect to client from server side initiatively Client certificate validation New configuration attributes "textEncoding", "defaultCulture", and "storeLocation" (certificate node) Many bug fixes http://docs.supersocket.net/v1-6/en-US/New-Features-and-Breaking-ChangesBarbaTunnel: BarbaTunnel 8.1: Check Version History for more information about this release.Collections2: Collections2 v.1.1: Collection2 v.1.1 is the 1st developer and user release of the Collections2 library. The library contains 3 classes TwoWayDictionary<S,T>, TwoWayDictionary<T>, and TwoWayDictException. Binaries are available for .NET 2.0-3.5 (Binary Collections2NET2.0 v.1.1.1.1) and .NET 4.0 (Binary Collections2NET4 v.1.1.1.1). Also available are a source code zip file (Source Collections2NET4 v.1.1.1.1.zip) containing a solution file, and, example console and library project files for Visual Studio 2010. ...Mugen MVVM Toolkit: Mugen MVVM Toolkit 2.1: v 2.1 Added the 'Should' class instead of the 'Validate' class. The 'Validate' class is now obsolete. Added 'Toolkit.Annotations' to support the Mugen MVVM Toolkit ReSharper plugin. Updated JetBrains annotations within the project. Added the 'GlobalSettings.DefaultActivationPolicy' property to represent the default activation policy. Removed the 'GetSettings' method from the 'ViewModelBase' class. Instead of it, the 'GlobalSettings.DefaultViewModelSettings' property is used. Updated...NAudio: NAudio 1.7: full release notes available at http://mark-dot-net.blogspot.co.uk/2013/10/naudio-17-release-notes.htmlDirectX Tool Kit: October 2013: October 28, 2013 Updated for Visual Studio 2013 and Windows 8.1 SDK RTM Added DGSLEffect, DGSLEffectFactory, VertexPositionNormalTangentColorTexture, and VertexPositionNormalTangentColorTextureSkinning Model loading and effect factories support loading skinned models MakeSpriteFont now has a smooth vs. sharp antialiasing option: /sharp Model loading from CMOs now handles UV transforms for texture coordinates A number of small fixes for EffectFactory Minor code and project cleanup ...ExtJS based ASP.NET Controls: FineUI v4.0beta1: +2013-10-28 v4.0 beta1 +?????Collapsed???????????????。 -????:window/group_panel.aspx??,???????,???????,?????????。 +??????SelectedNodeIDArray???????????????。 -????:tree/checkbox/tree_checkall.aspx??,?????,?????,????????????。 -??TimerPicker???????(????、????ing)。 -??????????????????????(???)。 -?????????????,??type=text/css(??~`)。 -MsgTarget???MessageTarget,???None。 -FormOffsetRight?????20px??5px。 -?Web.config?PageManager??FormLabelAlign???。 -ToolbarPosition??Left/Right。 -??Web.conf...CODE Framework: 4.0.31028.0: See change notes in the documentation section for details on what's new. Note: If you download the class reference help file with, you have to right-click the file, pick "Properties", and then unblock the file, as many browsers flag the file as blocked during download (for security reasons) and thus hides all content.VidCoder: 1.5.10 Beta: Broke out all the encoder-specific passthrough options into their own dropdown. This should make what they do a bit more clear and clean up the codec list a bit. Updated HandBrake core to SVN 5855.Indent Guides for Visual Studio: Indent Guides v14: ImportantThis release has a separate download for Visual Studio 2010. The first link is for VS 2012 and later. Version History Changed in v14 Improved performance when scrolling and editing Fixed potential crash when Resharper is installed Fixed highlight of guides split around pragmas in C++/C# Restored VS 2010 support as a separate download Changed in v13 Added page width guide lines Added guide highlighting options Fixed guides appearing over collapsed blocks Fixed guides not...ASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.3 (mvc5): version 3.5.3 - support for mvc5 version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that will return a function version 3.5.1 ========================== - fixed html attributes rendering - fixed loading animation rendering - css improvements version 3.5 ========================== - autosize for all popups ( can be turned off by calling in js...Media Companion: Media Companion MC3.585b: IMDB plot scraping Fixed. New* Movie - Rename Folder using Movie Set, option to move ignored articles to end of Movie Set, only for folder renaming. Fixed* Media Companion - Fixed if using profiles, config files would blown up in size due to some settings duplicating. * Ignore Article of An was cutting of last character of movie title. * If Rescraping title, sort title changed depending on 'Move article to end of Sort Title' setting. * Movie - If changing Poster source order, list would beco...Custom Controls for TFS Work Item Tracking: 1.2.0.0: This is a maintenance release that adds support for TFS 2013. The control pack contains the following work item custom controls: MultiValueControl: a ComboBox to accept and show multiple values for a field by showing a list of checkboxes. More details here: MultiValue Control ScreenshotControl: a simple control (button) to capture a screenshot as a work item attachment. More details here: Screenshot controls. AttachmentsControl: this control cab be used as an alternative to the standar...New Projects3DChemFold: TODOAcc Oct2013 Liq2 MVC3EF5: Proyecto hecho en mvc3 con Entity Framework 5 para liquidación de sueldosAssociated List Box Control: A server side control combining list boxes and buttons to move items between lists. This has custom list boxes developed from a user control in ASP.Net website.AutoSPCUInstaller: Install the SharePoint Cumulative Update without pain. Use the AutoSPCUInstaller for a clean an easy installation process.Catalano Secure Delete: Delete your privacy data permanently.Duplica: Duplica is console (Command Prompt) tool aimed to duplicate existing file into a desired destination.High performance xll add-ins for Excel: A modern C++ interface to the Microsoft Excel SDK.Home Server SMART Classic: Home Server SMART is a hard disk and SSD health monitoring, reporting and alerting tool for Windows Home Server.Message Locked Encryption Library for .NET: A MLE (Message Locked Encryption) library developed for the .NET FrameworkMuServer: Web server mainly for streaming media to web browsing capable devices.MVA: Code examples from the book Programming in C# Exam Ref 70-483.NETCommon: This is only common library for NETonioncry: onion makes the aliens cry :(sfast: cms、??????、??????SPWrap - TileBoard Webpart: SPWrap Suite: Contains web parts that are wrapping existing libraries and features into reusable & fully configurable SharePoint components.TFS Build Launcher: A single command line utility to launch your TFS builds, allowing you to pass values into build process parameters.UsefulTools: A collection of useful extension methods and utility classes for .NET in general and WPFVirtual Book Libreria Online: Proyecto Libreria entity frame 5.0XML File Editor: XML Editor

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  • Atmospheric scattering sky from space artifacts

    - by ollipekka
    I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a starting point. I have pretty much the same problem related to fCameraAngle except with SkyFromSpace shader as opposed to GroundFromSpace shader as here: http://www.gamedev.net/topic/621187-sean-oneils-atmospheric-scattering/ I get strange artifacts with sky from space shader when not using fCameraAngle = 1 in the inner loop. What is the cause of these artifacts? The artifacts disappear when fCameraAngle is limtied to 1. I also seem to lack the hue that is present in O'Neil's sandbox (http://sponeil.net/downloads.htm) Camera position X=0, Y=0, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. Camera position X=500, Y=500, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. I've found that the camera angle seems to handled very differently depending the source: In the original shaders the camera angle in SkyFromSpaceShader is calculated as: float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; Whereas in ground from space shader the camera angle is calculated as: float fCameraAngle = dot(-v3Ray, v3Pos) / length(v3Pos); However, various sources online tinker with negating the ray. Why is this? Here is a C# Windows.Forms project that demonstrates the problem and that I've used to generate the images: https://github.com/ollipekka/AtmosphericScatteringTest/ Update: I have found out from the ScatterCPU project found on O'Neil's site that the camera ray is negated when the camera is above the point being shaded so that the scattering is calculated from point to the camera. Changing the ray direction indeed does remove artifacts, but introduces other problems as illustrated here: Furthermore, in the ScatterCPU project, O'Neil guards against situations where optical depth for light is less than zero: float fLightDepth = Scale(fLightAngle, fScaleDepth); if (fLightDepth < float.Epsilon) { continue; } As pointed out in the comments, along with these new artifacts this still leaves the question, what is wrong with the images where camera is positioned at 500, 500, 500? It feels like the halo is focused on completely wrong part of the planet. One would expect that the light would be closer to the spot where the sun should hits the planet, rather than where it changes from day to night. The github project has been updated to reflect changes in this update.

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  • XNA Easy Storage XBOX 360 High Scores

    - by user1003211
    To followup from a previous query - I need some help with the implementation of easystorage high scores, which is bringing up some errors on the xbox. I get the prompt screen, a savedevice is selected and a file are all created! However the file remains empty, (I've tried prepopulating but still get errors). The full portions of the scoring code can be found here: http://pastebin.com/74v897Yt The current issue in particular is in LoadHighScores() - "There is an error in XML document (0, 0)." under line data = (HighScoreData)serializer.Deserialize(stream); I'm not sure whether this line is correct either: HighScoreData data = new HighScoreData(); public static HighScoreData LoadHighScores(string container, string filename) { HighScoreData data = new HighScoreData(); if (Global.SaveDevice.FileExists(container, filename)) { Global.SaveDevice.Load(container, filename, stream => { File.Open(Global.fileName_options, FileMode.OpenOrCreate, FileAccess.Read); try { // Read the data from the file XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); data = (HighScoreData)serializer.Deserialize(stream); } finally { // Close the file stream.Close(); // stream.Dispose(); } }); } return (data); } I call: PromptMe(); when the Start button is pressed at the beginning. I call: if (Global.SaveDevice.IsReady){entries = LoadHighScores(HighScoresContainer, HighScoresFilename);} during the menu screen to try and display the highscore screen. I call: SaveHighScore(); when game ends. I've tried altering the struct code to a class but still no luck. Any help greatly appreciated.

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  • Direction of the bullet - how to have something else than left, right, top, bottom

    - by Florian Margaine
    I'm making a simple shooter game using canvas and javascript. The current code can be seen here. To know which way I want the bullet to be shot, I simply have a direction property that can have 4 values (left, right, bottom, top), and I can then calculate the next position of the bullet easily. However, I'd like to move the bullet to the mouse position, but I don't really see how to do this. How do I calculate the next position? I'm guessing there is some formula to calculate the line between two positions (the player's and the mouse's), but I don't have much idea yet. So there is no obstacle, but I don't see how to calculate this, and be able have the next position of the bullet at each frame.

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  • Implementing camera for 2d side scroller game ?

    - by Mr.Gando
    Hello, I'm implementing a 2D side scroller for iOS (using C/C++ with OpenGL) (beat'em up style like double dragon/final fight ). My scenes are composed of one cyclical background image ( the end of the image connects perfectly with the beginning ). This is to produce a cyclical scroll effect. I was wondering how could I implement a camera that follows my player movement ? ( Resources / Links are greatly appreciated with explanations :) )

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  • Calculate the Intersection of Two Volumes

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • CodePlex Daily Summary for Wednesday, July 04, 2012

    CodePlex Daily Summary for Wednesday, July 04, 2012Popular ReleasesMVC Controls Toolkit: Mvc Controls Toolkit 2.2.0: Added Modified all Mv4 related features to conform with the Mvc4 RC Now all items controls accept any IEnumerable<T>(before just List<T> were accepted by most of controls) retrievalManager class that retrieves automatically data from a data source whenever it catchs events triggered by filtering, sorting, and paging controls move method to the updatesManager to move one child objects from a father to another. The move operation can be undone like the insert, update and delete operatio...BlackJumboDog: Ver5.6.6: 2012.07.03 Ver5.6.6 (1) ???????????ftp://?????????、????LIST?????Mini SQL Query: Mini SQL Query (v1.0.68.441): Just a bug fix release for when the connections try to refresh after an edit. Make sure you read the Quickstart for an introduction.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.58: Fix for Issue #18296: provide "ALL" value to the -ignore switch to ignore all error and warning messages. Fix for issue #18293: if encountering EOF before a function declaration or expression is properly closed, throw an appropriate error and don't crash. Adjust the variable-renaming algorithm so it's very specific when renaming variables with the same number of references so a single source file ends up with the same minified names on different platforms. add the ability to specify kno...LogExpert: 1.4 build 4566: This release for the 1.4 version line contains various fixes which have been made some times ago. Until now these fixes were only available in the 1.5 alpha versions. It also contains a fix for: 710. Column finder (press F8 to show) Terminal server issues: Multiple sessions with same user should work now Settings Export/Import available via Settings Dialog still incomple (e.g. tab colors are not saved) maybe I change the file format one day no command line support yet (for importin...DynamicToSql: DynamicToSql 1.0.0 (beta): 1.0.0 beta versionCommonLibrary.NET: CommonLibrary.NET 0.9.8.5 - Final Release: A collection of very reusable code and components in C# 4.0 ranging from ActiveRecord, Csv, Command Line Parsing, Configuration, Holiday Calendars, Logging, Authentication, and much more. FluentscriptCommonLibrary.NET 0.9.8 contains a scripting language called FluentScript. Releases notes for FluentScript located at http://fluentscript.codeplex.com/wikipage?action=Edit&title=Release%20Notes&referringTitle=Documentation Fluentscript - 0.9.8.5 - Final ReleaseApplication: FluentScript Versio...SharePoint 2010 Metro UI: SharePoint 2010 Metro UI8: Please review the documentation link for how to install. Installation takes some basic knowledge of how to upload and edit SharePoint Artifact files. Please view the discussions tab for ongoing FAQsnopCommerce. Open source shopping cart (ASP.NET MVC): nopcommerce 2.60: Highlight features & improvements: • Significant performance optimization. • Use AJAX for adding products to the cart. • New flyout mini-shopping cart. • Auto complete suggestions for product searching. • Full-Text support. • EU cookie law support. To see the full list of fixes and changes please visit the release notes page (http://www.nopCommerce.com/releasenotes.aspx).THE NVL Maker: The NVL Maker Ver 3.51: http://download.codeplex.com/Download?ProjectName=nvlmaker&DownloadId=371510 ????:http://115.com/file/beoef05k#THE-NVL-Maker-ver3.51-sim.7z ????:http://www.mediafire.com/file/6tqdwj9jr6eb9qj/THENVLMakerver3.51tra.7z ======================================== ???? ======================================== 3.51 beta ???: ·?????????????????????? ·?????????,?????????0,?????????????????????? ·??????????????????????????? ·?????????????TJS????(EXP??) ·??4:3???,???????????????,??????????? ·?????????...????: ????2.0.3: 1、???????????。 2、????????。 3、????????????。 4、bug??,????。AssaultCube Reloaded: 2.5 Intrepid: Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, download the Linux package. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your own for Linux (source included) You should delete /home/config/saved.cfg to reset binds/other stuff If you us...Magelia WebStore Open-source Ecommerce software: Magelia WebStore 2.0: User Right Licensing ContentType version 2.0.267.1Bongiozzo Photosite: Alpha: Just first stable releaseMDS MODELING WORKBOOK: MDS MODELING WORKBOOK: This is the initial release. Works with SQL 2008 R2 Master Data Services. Also works with SQL 2012 Master Data Services but has not been completely tested.Logon Screen Launcher: Logon Screen Launcher 1.3.0: FIXED - Minor handle leak issueBF3Rcon.NET: BF3Rcon.NET 25.0: This update brings the library up to server release R25, which includes the few additions from R21. There are also some minor bug fixes and a couple of other minor changes. In addition, many methods now take advantage of the RconResult class, which will give error information on failed requests; this replaces the bool returned by many methods. There is also an implicit conversion from RconResult to bool (both of which were true on success), so old code shouldn't break. ChangesAdded Player.S...TelerikMvcGridCustomBindingHelper: Version 1.0.15.183-RC: TelerikMvcGridCustomBindingHelper 1.0.15.183 RC This is a RC (release candidate) version, please test and report any error or problem you encounter. Warning: There are many changes in this release and some of them break backward compatibility. Release notes (since 0.5.0-Alpha version): Custom aggregates via an inherited class or inline fluent function Ignore group on aggregates for better performance Projections (restriction of the database columns queried) for an even better performa...PunkBuster™ Screenshot Viewer: PunkBuster™ Screenshot Viewer 1.0: First release of PunkBuster™ Screenshot ViewerDesigning Windows 8 Applications with C# and XAML: Chapters 1 - 7 Release Preview: Source code for all examples from Chapters 1 - 7 for the Release PreviewNew ProjectsAzureMVC4: hiBoonCraft Launcher: BoonCraft Launcher V2.0 See http://352n.dyndns.org for more info on BoonCraftC# to Javascript: Have you ever wanted to automagically have access to the enums you use in your .NET code in the javascript code you're writing for client-side?CMCIC payment gateway provider for NB_Store: CMCIC payment gateway provider for NB_StoreCOFE2 : Cloud Over IFileSystemInfo Entries Extensions: COFE2 enable user to access the user-defined file system on local or foreign computer, using a System.IO-like interface or a RESTful Web API.Directory access via LDAP: .NET library for managing a directory via LDAP.E-mail processing: .NET library for processing e-mail.FAST Search for SharePoint Query Statistics: F4SP Query Statistics scans the FAST for SharePoint Query Logs and presents statistics based on the logs. Total Queries, Top Queries, Queries per user etc...File Backup: This project is an open source windows azure cloud backup win forms application.HanxiaoFu's personal: This will help synchronizing my work done in home and at workLifekostyuk: This is my first project on TFSNet WebSocket Server: NetWebSocket Server is c# based hight performance and scalable Websocket server. Posroid for Windows 8: ?? ??????? ????? ?? ?? ????? ??? ?? ??? ??? ???? ? ? ???, ???8??? ???? ?? ??? ? ? ??? ??? ????? ?????.PowerRules: PowerRules is a group of scripts that help you audit your farm for Configuration Drift (Configuration changes over time)Projet Niloc TETRAS: Student Project to know how to manage and coordinating a team.proyectobanco: PROFE AQUI ESTA EL PROYECTO DISCULPE NOMAS ATT SANCANsheetengine - Isometric HTML5 JavaScript Display Engine: Sheetengine is an HTML5 canvas based isometric display engine for JavaScript. It features textures, z-ordering, shadows, intersecting sheets, object movements.Shiny2: GTS Spoofing program for Generation IV and V of Pokemon.SMS Backup & Restore XML to MySQL: The purpose is to take the XML files created by SMS Backup and Restore (Android) and importing them via a Dropbox/Google Drive synch into a MySQL dbStundenplan TSST: App für Windows Phone um die einzelnen Vertretungspläne der technischen Schule Steinfurt anzusehenswalmacenamiento: Proyecto para el almacenamiento de registrosTFS Work Item Association Check-in Policy: This policy requires TFS source control check-ins to be associated with a single, in-progress task that is assigned to you.TurboTemplate: TurboTemplate is a fast source code generation helper which quick transforms between your SQL database and some templated text of your choice.visblog: this is short summary of my projectVisualHG_fliedonion: This is fork of VisualHG. This will used by improve VisualHG for me. support only Visual Studio 2008 (not SP1). Wave Tag Library: A very simple and modest .wav file tag library. With this library you can load .wav files, edit the tags (equivalent to mp3's ID3 tags) and save back to file.Wordpress: WordPress is web software you can use to create a beautiful website or blog. We like to say that WordPress is both free and priceless at the same time.ZEAL-C02 Bluetooth module Driver for Netduino: A class library for the .NET Micro Framework to support the Zeal-C02 Bluetooth module for Netduino.

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