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  • How to composite videos and make animations in Ubuntu?

    - by Naveen
    Well, I'm not talking about programs like NukeX, Cinelerra, Jahshaka because they aren't either free or feature rich. I have seen couple of cool videos done on Linux platform, most likely to be Ubuntu. How Linux is Built - Linux Foundation Ubuntu 12.10 Beta Overview - OMG! Ubuntu What is the magic application they are using to composit those videos..? Can upcoming LightWorks workout these effects...? Is there any Linux native OpenGL based application to deal with particles, just like Particle Illusion for Windows? Thanks!

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  • Rendering oily/polluted water?

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

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  • How to implement soft edge areas with particles

    - by OpherV
    My game is created using Phaser, but the question itself is engine-agnostic. In my game I have several environments, essentially polygonal areas that player characters can move into and be affected by. For example ice, fire, poison etc' The graphic element of these areas is the color filled polygon area itself, and particles of the suitable type (in this example ice shards). This is how I'm currently implementing this - with a polygon mask covering a tilesprite with the particle pattern: The hard edge looks bad. I'd like to improve by doing two things: 1. Making the polygon fill area to have a soft edge, and blend into the background. 2. Have some of the shards go out of the polygon area, so that they are not cut in the middle and the area doesn't have a straight line for example (mockup): I think 1 can be achieved with blurring the polygon, but I'm not sure how to go about with 2. How would you go about implementing this?

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  • Algorithm to calculate trajectories from vector field

    - by cheeesus
    I have a two-dimensional vector field, i.e., for each point (x, y) I have a vector (u, v), whereas u and v are functions of x and y. This vector field canonically defines a set of trajectories, i.e. a set of paths a particle would take if it follows along the vector field. In the following image, the vector field is depicted in red, and there are four trajectories which are partly visible, depicted in dark red: I need an algorithm which efficiently calculates some trajectories for a given vector field. The trajectories must satisfy some kind of minimum denseness in the plane (for every point in the plane we must have a 'nearby' trajectory), or some other condition to get a reasonable set of trajectories. I could not find anything useful on Google on this, and Stackexchange doesn't seem to handle the topic either. Before I start devising such an algorithm by myself: Are there any known algorithms for this problem? What is their name, for which keywords do I have to search?

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  • How can I create animated card graphics like in Hearthstone?

    - by Appeltaart
    In the game Hearthstone, there are cards with animated images on them. A few examples: http://www.hearthhead.com/card=281/argent-commander http://www.hearthhead.com/card=469/blood-imp The animations seem to be composed of multiple effects: Particle systems. Fading sprites in and out/rotating them Simple scrolling textures A distortion effect, very evident in the cape and hair of example 1. Swirling smoke effects, the light in example 1 and the green/purple glow in example 2. The first three elements are trivial, what I'd like to know is how the last two could be done. Can this even be done realtime in a game, or are they pre-rendered animations?

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  • Particles are not moving correctly [closed]

    - by cr33p
    I want to make a particle explosion, after something gets destroyed, but somehow only one line of mixed colors show up on the screen. Here's the header: http://pastebin.com/JW5bPLj2 Here's the source: http://pastebin.com/KHmFqytD I don't get what's wrong, as it's nearly the same as in "Programming Linux Games" Can somebody help me fix that? PS: "Uint32 delta" is needed to update the pixels based on time. PSS: Maybe I should add that it's programmed in C and includes SDL. EDIT: Found the problem. It was the "drawParticles" function. The problem was, that I passed a double to "offset" (as particles[i].x, etc are all doubles). So I ended up with values like ~MAX_INT because I didn't cast the doubles properly to ints.

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  • How can I keep straight alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles. Now,I changed the title.For some software like maya or AE,what I want is called [straight alpha].

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  • How to create a Raining Effect(Particles) on Android?

    - by user19495
    I am developing a 2d android strategy game, it runs on SurfaceView, so I can't(or can I?) use LibGdx's particle system. And I would like to make a raining effect, I am aiming for something like this( http://ridingwiththeriver.files.wordpress.com/2010/09/rain-fall-animation.gif ), I don't need the splash effect in the end (although that would be superb, but probably would take up a lot of system resources). How could I achieve that raining effect? Any ideas? Thank You a lot in advance!

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  • How can I keep the correct alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles.

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  • Generate Unique Abstract Backgrounds with Ablaze

    - by Jason Fitzpatrick
    If you want custom and unique backgrounds without having to code your own image-generating engine, Ablaze makes it simple (and fun) to create abstract images. You can customize a wide array of options in Ablaze including the base shape (ring, horizontal line, or random), number of particles, distance each particle travels, and the speed (if you increase the speed range you get more distinct lines and if you decrease it you get smoother smokier shapes). You can also seed the design with a color palette pulled from any image you provide (the sample above was seeded with a Wonder Woman comic panel). Tweak and reset the pattern generation as much as you want; when you create an abstract image worthy of your desktop just click the save button to grab a copy of it in PNG format. Ablaze [via Flowing Data] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Optimizing multiple dispatch notification algorithm in C#?

    - by Robert Fraser
    Sorry about the title, I couldn't think of a better way to describe the problem. Basically, I'm trying to implement a collision system in a game. I want to be able to register a "collision handler" that handles any collision of two objects (given in either order) that can be cast to particular types. So if Player : Ship : Entity and Laser : Particle : Entity, and handlers for (Ship, Particle) and (Laser, Entity) are registered than for a collision of (Laser, Player), both handlers should be notified, with the arguments in the correct order, and a collision of (Laser, Laser) should notify only the second handler. A code snippet says a thousand words, so here's what I'm doing right now (naieve method): public IObservable<Collision<T1, T2>> onCollisionsOf<T1, T2>() where T1 : Entity where T2 : Entity { Type t1 = typeof(T1); Type t2 = typeof(T2); Subject<Collision<T1, T2>> obs = new Subject<Collision<T1, T2>>(); _onCollisionInternal += delegate(Entity obj1, Entity obj2) { if (t1.IsAssignableFrom(obj1.GetType()) && t2.IsAssignableFrom(obj2.GetType())) obs.OnNext(new Collision<T1, T2>((T1) obj1, (T2) obj2)); else if (t1.IsAssignableFrom(obj2.GetType()) && t2.IsAssignableFrom(obj1.GetType())) obs.OnNext(new Collision<T1, T2>((T1) obj2, (T2) obj1)); }; return obs; } However, this method is quite slow (measurable; I lost ~2 FPS after implementing this), so I'm looking for a way to shave a couple cycles/allocation off this. I thought about (as in, spent an hour implementing then slammed my head against a wall for being such an idiot) a method that put the types in an order based on their hash code, then put them into a dictionary, with each entry being a linked list of handlers for pairs of that type with a boolean indication whether the handler wanted the order of arguments reversed. Unfortunately, this doesn't work for derived types, since if a derived type is passed in, it won't notify a subscriber for the base type. Can anyone think of a way better than checking every type pair (twice) to see if it matches? Thanks, Robert

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  • Can my loop be optimized any more? (C++)

    - by Sagekilla
    Below is one of my inner loops that's run several thousand times, with input sizes of 20 - 1000 or more. Is there anything I can do to help squeeze any more performance out of this? I'm not looking to move this code to something like using tree codes (Barnes-Hut), but towards optimizing the actual calculations happening inside, since the same calculations occur in the Barnes-Hut algorithm. Any help is appreciated! typedef double real; struct Particle { Vector pos, vel, acc, jerk; Vector oldPos, oldVel, oldAcc, oldJerk; real mass; }; class Vector { private: real vec[3]; public: // Operators defined here }; real Gravity::interact(Particle *p, size_t numParticles) { PROFILE_FUNC(); real tau_q = 1e300; for (size_t i = 0; i < numParticles; i++) { p[i].jerk = 0; p[i].acc = 0; } for (size_t i = 0; i < numParticles; i++) { for (size_t j = i+1; j < numParticles; j++) { Vector r = p[j].pos - p[i].pos; Vector v = p[j].vel - p[i].vel; real r2 = lengthsq(r); real v2 = lengthsq(v); // Calculate inverse of |r|^3 real r3i = Constants::G * pow(r2, -1.5); // da = r / |r|^3 // dj = (v / |r|^3 - 3 * (r . v) * r / |r|^5 Vector da = r * r3i; Vector dj = (v - r * (3 * dot(r, v) / r2)) * r3i; // Calculate new acceleration and jerk p[i].acc += da * p[j].mass; p[i].jerk += dj * p[j].mass; p[j].acc -= da * p[i].mass; p[j].jerk -= dj * p[i].mass; // Collision estimation // Metric 1) tau = |r|^2 / |a(j) - a(i)| // Metric 2) tau = |r|^4 / |v|^4 real mij = p[i].mass + p[j].mass; real tau_est_q1 = r2 / (lengthsq(da) * mij * mij); real tau_est_q2 = (r2*r2) / (v2*v2); if (tau_est_q1 < tau_q) tau_q = tau_est_q1; if (tau_est_q2 < tau_q) tau_q = tau_est_q2; } } return sqrt(sqrt(tau_q)); }

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  • Managing many objects at once.

    - by Jeff
    Hi, I want to find a way to efficiently keep track of a lot of objects at once. One practical example I can think of would be a particle system. How are hundreds of particles kept track of? I think I'm on the right track, I found the term 'instancing' and I also learned about flyweights. Hopefully somebody can shed some light on this and share some techniques with me. Thanks.

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  • Align 2 sets of 2D point clouds

    - by user108088
    From what I gather, there are two major methods to perform alignment on point clouds, Iterative Closest Point (ICP) and Particle Filtering. What are the advantages of each method? And can someone point me some good tutorials. For what I am currently doing, I think ICP would be easier, I can't seem to find any simple reference implementations online for 2d point sets. Has anyone seen (psuedo)code for ICP with details on the transformation step? Thanks in advance.

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  • CodePlex Daily Summary for Thursday, April 08, 2010

    CodePlex Daily Summary for Thursday, April 08, 2010New ProjectsBackUpAnyWhere: BackUpAnyWhereCustomFormbyEndUser: 在项目开发中,经常遇到不同的用户对同一报表有不同要求的情况,有时甚至用户需要从头生成一个报表,在以前可能使用第三方的开发工具来实现。在SQL Server2005中,通过使用Reporting Services可以使最终用户不通过编码,只要了解数据结构就能自行编辑报表。本例使用Adventur...DbExecutor - linq based database executor: IEnumerable based database reader. (linq like primitive sql executor)DeepZoomRenderingPack: A collection of libraries and plug-ins architecture that turns various files (like PDF, PS, etc.) into a "Visual" representation that the DeepZoom ...DotNetNuke Russian Language packs: DNNRussianLP - DotNetNuke Russian Language pack. F# Refactor: Deisgned to bring Code Refactoring capabilities to the F# Language in Visual Studio 2010. Invocando WebService e Site HTTP dinamicamente com HTTPWebRequest C#: Invocando Site HTTP e WebService dinamicamente com HTTPWebRequest Passando o SoapAction e Envelope XML Escrito em C# www.biztalkbrasil.c...Jitbit WYSWYG BBCode Editor: "Jitbit WYSIWYG-BBCode" is a browser-based JavaScript-powered WYSIWYG BBCode editorMRDS Services for Phidgets: MRDS (Microsoft Robotics Developer Studio) Services for Phidgets provides additional services for Phidgets sensors and controllers that are not inc...MSBuild Addin: This tool is a simple addin for VisualStudio 2008 used in association with Microsoft MSBuild. It allows you to run MSBuild directly inside Visual S...NISHIL-BizTalk Custom Eventlog Functiod: While testing our maps at times when it fails we cant trace it because we don’t know what the output of the functiods are. Normally in a single ma...Northest GNSG: Supinfo B3C Paris Northest University project. Galego, Neveu, Simon, Geissmann.Oily: Composite application project for oil parameters. It's developed in C#Outlook.Utility: The MSDN article Outlook Customization for Integrating with Enterprise Applications at http://msdn.microsoft.com/en-us/library/Aa479345 has quite a...Particle Plot Pivot: Scan select particle physics experiment web sites for plots and generate a Pivot display for easy browsing.project tca: project tca - translating chat application. Satisfyr: A new way of performing assertions on tests so that they remain agnostic to the underlying test framework, and leverage .NET built-in lambda syntax.sejce2008: jce se course wiki and projects linksSGB Controls: SGB Controls is a set of standard .net controls that include a number of enhancements to make life easier for the developer. These controls incl...Syringe: Syringe is a lightweight service container and dependency injection library designed for use with ASP.NET MVC2. Supported features: Dependency inj...topicbox: topicboxUr-Index: Ur-Index makes it a lot easier to create onomastic indexes for books in pdf format.VietGeeks ZohoDocApis: Implement .NET Zoho Document Apis library to help developer can intergrate Zoho Docs easy with their websitesWebometrics Dashboard: Webometrics Dashboardwebpress: It is a WebBased CMS and Blog platform.WPF Ink Canvas Toolbar: WPF Ink Canvas Toolbar makes it easy for WPF developers to use pen input in TabletPC or UMPC applications. The WPF InkCanvas control has drawing, e...WS-TMS: WS GISG HTT TMSNew ReleasesBatterySaver: Version 1.0: Fixed battery increase/decrease events not firing Fixed memory corruption error Added working set trimming (used very sparingly) Fixed poorly rende...Chargify.NET: Chargify.NET 0.65: Added in Transactions, Subscription Re-activation, and finally XML documentation (which has been missing in the previous releases).DbExecutor - linq based database executor: DbExecutor ver.1.0.0.1: renameDotNetNuke Russian Language packs: Russian Language Pack for DotNetNuke 04.09.02: Russian Language Pack for DotNetNuke 04.09.02Encrypted Notes: Encrypted Notes 1.6.3: This is the latest version of Encrypted Notes (1.6.3), with general improvements. It has an installer that will create a directory 'CPascoe' in My ...Invocando WebService e Site HTTP dinamicamente com HTTPWebRequest C#: Código projeto CallSiteHTTP: Código escrito em C#.NET 2.0 - VS2005 Contem: Solution completa(código e executável) XML de configuração - Config.xml ...Jitbit WYSWYG BBCode Editor: Main package: Contains the JS-file, CSS-file and a sample.Live Writer Picasa Plugin: Live Writer Picasa Plugin 1.1.0: Changelog Communication with Picasa Web Albums is done directly via HTTP now (v1.0.0 used Google's GData .NET Libraries) The plugin can search fo...MRDS Services for Phidgets: Phidgets for RDS 2008 R3: First Beta Release This ZIP file contains a web page called Readme_CodePlex.html that explains how to install the RDS Phidgets services for RDS 200...MSBuild Addin: MsBuildAddin-v1.0.0: Initial versionMSBuild Addin: MsBuildAddin-v1.0.0-src.zip: Initial versionOutlook.Utility: Outlook.Utility v1: I have used most of the code in previous projects and seems to be quite stable. Of course the point of open sourcing this is so this project is use...Scrum Dashboard: Scrum Dashboard v3 Alpha 1: Scrum Dashboard v3 is targeting .NET 4, TFS 2010 and the brand new Scrum for Team System v3 process templates. Most of the code has been rewritten ...SharePoint Labs: SPLab4004A-FRA-Level100: SPLab4004A-FRA-Level100 This SharePoint Lab will teach you the 4th best practice you should apply when writing code with the SharePoint API. Lab La...SharePoint Labs: SPLab5012A-FRA-Level100: SPLab5012A-FRA-Level100 This SharePoint Lab will teach you how to provision a new welcome page (how to change and rename the default.aspx page) on ...Shweet: SharePoint 2010 Team Messaging built with Pex: Shweet Source Code: Although the latest version pex and moles used with this project is not available, we thought it would be useful to provide a download to the source.Syringe: Syringe 1.0: Features Dependency injection on properties of services in container Dependency injection on constructors of services in container ASP.Net Mvc ...Text to HTML: 0.4.1.0: Cambios de la versiónOptimización del código de exportación reduciendo el código. Cambio en el icono de exportación. Añadido menú Seleccionar t...VsTortoise - a TortoiseSVN add-in for Microsoft Visual Studio: VsTortoise Build 23: Build 23 Fix: Executing "Blame" through the Solution Explorer on a file opens TortoiseMerge rather than TortoiseBlame. Build 22 (beta) New: Visua...WPF Ink Canvas Toolbar: WPF Ink Canvas Toolbar 1.0: First release - included custom colour selectionMost Popular ProjectsRawrWBFS ManagerMicrosoft SQL Server Product Samples: DatabaseASP.NET Ajax LibrarySilverlight ToolkitAJAX Control ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesFacebook Developer ToolkitMost Active ProjectsGraffiti CMSnopCommerce. Open Source online shop e-commerce solution.RawrShweet: SharePoint 2010 Team Messaging built with Pexpatterns & practices – Enterprise LibraryAcadsysAutoPocoIonics Isapi Rewrite FilterNcqrs Framework - The CQRS framework for .NETFarseer Physics Engine

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  • How to clean this Dell Precision M6400

    - by Daniel Pratt
    I have (well, ok, my employer has and I use) a Dell Precision M6400 notebook. It's a decent piece of hardware, but I have at least one major gripe: It's a dust and...uh...crumb (I repent! I repent!) magnet! And I cannot seem to exorcise the dust/crumbs from it! There is a strip of metal above the keyboard that is punched full of tiny holes. Well, maybe it's better to describe them as 'pits'. If a sufficiently small particle finds its way into one of those pits, there is only about a 50% that I will manage to get it out. Consequently, there is now a chorus of tiny little particles silently chiding me about eating cookies a cracker whilst I browse the intarwebs. Does anyone have any suggestions about how I could remove these particles from this machine...while still preserving the function of the machine?

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  • "const char *" is incompatible with parameter of type "LPCWSTR" error

    - by N0xus
    I'm trying to incorporate some code from Programming an RTS Game With Direct3D into my game. Before anyone says it, I know the book is kinda old, but it's the particle effects system he creates that I'm trying to use. With his shader class, he intialise it thusly: void SHADER::Init(IDirect3DDevice9 *Dev, const char fName[], int typ) { m_pDevice = Dev; m_type = typ; if(m_pDevice == NULL)return; // Assemble and set the pixel or vertex shader HRESULT hRes; LPD3DXBUFFER Code = NULL; LPD3DXBUFFER ErrorMsgs = NULL; if(m_type == PIXEL_SHADER) hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "ps_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); else hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "vs_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); } How ever, this generates the following error: Error 1 error C2664: 'D3DXCompileShaderFromFileW' : cannot convert parameter 1 from 'const char []' to 'LPCWSTR' The compiler states the issue is with fName in the D3DXCompileShaderFromFile line. I know this has something to do with the character set, and my program was already running with a Unicode Character set on the go. I read that to solve the above problem, I need to switch to a multi-byte character set. But, if I do that, I get other errors in my code, like so: Error 2 error C2664: 'D3DXCreateEffectFromFileA' : cannot convert parameter 2 from 'const wchar_t *' to 'LPCSTR' With it being accredited to the following line of code: if(FAILED(D3DXCreateEffectFromFile(m_pD3DDevice9,effectFileName.c_str(),NULL,NULL,0,NULL,&m_pCurrentEffect,&pErrorBuffer))) This if is nested within another if statement checking my effectmap list. Though it is the FAILED word with the red line. Like wise I get the another error with the following line of code: wstring effectFileName = TEXT("Sky.fx"); With the error message being: Error 1 error C2440: 'initializing' : cannot convert from 'const char [7]' to 'std::basic_string<_Elem,_Traits,_Ax' If I change it back to a Uni code character set, I get the original (fewer) errors. Leaving as a multi-byte, I get more errors. Does anyone know of a way I can fix this issue?

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  • Has "Killer Game Programming in Java" by Andrew Davison been rendered useless? What new tutorial should I follow? [duplicate]

    - by BDillan
    This question already has an answer here: Killer Game Programming [Java 3D] outdated? 5 answers Its pathetic how it was created in 2005 not so long ago when the Java 3D 1.31 API was released. Now after downloading the source code off the books website and implementing it onto my work-space it cant run. (The 3D Shooter Ch. 23) I downloaded Java 3D 1.5 API, installed it- went back to my source code and javax.media ect.., and EVERY imported class within the game simply couldn't be resolved... they are all outdated.. Please do not say how its meant for a positive curvature in your game development skills. No ~ I got the book to understand how to code 3D textures/particle systems/games. Without seeing results how can I learn? If there is still hope for this book please tell me. Otherwise what other books match this one in Game Programming? This one was very well organized, documented and long. I am not looking for a 3D game prog. book on Java. Rather one that has the same reputation as this one but is a bit newer..

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  • Is there ever a reason to use C++ in a Mac-only application?

    - by Emil Eriksson
    Is there ever a reason to use C++ in a Mac-only application? I not talking about integrating external libraries which are C++, what I mean is using C++ because of any advantages in a particular application. While the UI code must be written in Obj-C, what about logic code? Because of the dynamic nature of Objective-C, C++ method calls tend to be ever so slightly faster but does this have any effect in any imaginable real life scenario? For example, would it make sense to use C++ over Objective-C for simulating large particle systems where some methods would need to be called over and over in short time? I can also see some cases where C++ has a more appropriate "feel". For example when doing graphics, it's nice to have vector and matrix types with appropriate operator overloads and methods. This, to me, seems like it would be a bit clunkier to implement in Objective-C. Also, Objective-C objects can never be treated plain old data structures in the same manner as C++ types since Objective-C objects always have an isa-pointer. Wouldn't it make sense to use C++ instead in something like this? Does anyone have a real life example of a situation where C++ was chosen for some parts of an application? Does Apple use any C++ except for the kernel? (I don't want to start a flame war here, both languages have their merits and I use both equally though in different applications.)

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  • links for 2011-02-01

    - by Bob Rhubart
    OTN Virtual Developer Day for WebLogic Server and WebLogic Developer Broadcasts (WebLogic Server) Mike Lehmann with details on a whole bunch of upcoming online events for those with an interest in WebLogic. (tags: WebLogic oracle otn) IOUC Summit: Open Arms and Cheese Shoes (Oracle Technology Network Blog (aka TechBlog)) Event highlights from OTN head honcho Justin Kestelyn. (tags: oracle otn IOUC) Prognostications for the Future of BI (BI & Analytics Pulse) Jacqueline Coolidge looks into the Business Intelligence crystal ball. (tags: oracle otn businessintelligence) Edwin Biemond: Some handy code for your managed Beans ( ADF & JSF ) "Back in 2009, I already a made a blogpost about some handy code which you can use in your ADF Web Application. You can say this blogspot is part 2 and here I will show you the code, I use most in my own managed Beans." - Oracle ACE Edwin Biemond (tags: java SOA oracle oracleace) Leon Smiers: Process, content and collaboration "Taking a look at today’s business, most companies still have a lot [to do] as far as adapting to and leveraging Web 2.0 possibilities is concerned." - Leon Smiers (tags: e20 oracle enterprise2.0) Antony Reynolds: Using the SOA-BPM VIrtualBox Appliance Antony says: "Recently I have been setting up some machines for fellow engineers. My base setup consists of Oracle Enterprise Linux with Oracle Virtual Box." (tags: oracle otn soa virtualization virtualbox bpm) Oracle Weblogic Server Gets Smart with CERN | SiliconANGLE CERN, the home to European particle physics, chose Oracle Weblogic Server to handle technical applications and copious HR and administrative Java-based web applications used by CERN employees. Oracle got its start by scheduling the interventions of the Large Hadron Collider (LHC). (tags: Weblogic oracle CERN) Oracle Virtual Developers Day: WebLogic - February 10, 2011 Virtual Developer Day: WebLogic - February 10, 2011. Speakers: Frances Zhao - Principal Prod Mngr, Java Platform Group; Will Lyons - Dir, WebLogic Server Prod Mgmt; Steven Button - Principal Prod Mngr, WebLogic Server; Pyounguk Cho - Principal Prod Mngr, Java Platform Group. (tags: oracle otn weblogic java)

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  • Lightweight, dynamic, fully JavaScript web UI library recommendations

    - by Matt Greer
    I am looking for recommendations for a lightweight, dynamic, fully JavaScript UI library for websites. Doesn't have to be amazing visually, the end result is for simple demos I create. What I want can be summed up as "Ext-like, but not GPL'ed, and a much smaller footprint". I want to be able to construct UIs dynamically and fully through code. My need for this is currently driven by this particle designer. Depending on what query parameters you give it, the UI components change, example 1, example2. Currently this is written in Ext, but Ext's license and footprint are turn offs for me. I like UKI a lot, but it's not very good for dynamically building UIs since everything is absolutely positioned. Extending Uki to support that is something I am considering. Ideally the library would let me make UIs with a pattern along the lines of: var container = new SomeUI.Container(); container.add(new SomeUI.Label('Color Components')); container.add(new SomeUI.NumberField('R')); container.add(new SomeUI.NumberField('G')); container.add(new SomeUI.NumberField('B')); container.add(new SomeUI.CheckBox('Enable Alpha')); container.renderTo(someDiv);

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  • Broad topics needed for teaching game development

    - by livingtech
    I am going to be doing a presentation on game development to an iPhone user group in the near(ish) future. My audience are iPhone developers, but not necessarily very experienced ones, and this is meant to be an introduction. My question is, what broad topics are needed to understand game development? I acknowledge that this is fairly subjective, but I really am hoping for a comprehensive list of high-level topics that apply to a broad enough swath of games that anyone interested in the topic SHOULD know about them. I would be ecstatic with some pointers to any resources that attempt to make a list such as this this. (I have looked, but my google-fu is failing me tonight.) Here's what I have so far: The Game Loop a sub-note about event driven games 2D Animation sprites/texture maps 3D Animation importance of frameworks modeling software Particles and particle effects hit detection AI Obviously I will not be covering all these topics with any depth, more like simply defining them so that after my talk, the audience will (hopefully) be able to wrap their heads around how any given game might be developed. What am I missing?

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  • Sprite sorting issues

    - by TheBroodian
    I apologize for the vague title, I'm not sure how else to phrase this problem. I am using tIDE to assist me in my game's world development. To give a dynamic effect to map layers within tIDE, it has events that can be wired up to draw sprites before or after the draw of layers, to create foreground or background effects during runtime. This all works fine and well, however, the only way that I understand that this works, is by calling tIDE's internal spritebatch to create this effect. This creates a problem for me, because within tIDE's source code, its spritebatch's call block is set to SpriteSortMode.Deferred, and my characters have particle elements that I would like to draw in front of and behind themselves, via a drawdepth value. I can use a separate instance of spritebatch and call my character's draw method, and set sprite sorting there, but then my character is drawn ontop of all layers in my tIDE map. Which is even worse to me than my particles not being drawn as I want them to be. So, in summary, I want all of my crap to work, but at the moment the only way I can figure to do that is to ghetto rig the spritebatch within my characters' draw methods by calling a spritebatch.End();, then starting a new call to Begin() with SpriteSortMode.BackToFront, doing all of my characters' draw logic, and then calling another spritebatch.End(); followed once again by a new spritebatch.Begin(). Obviously that is pretty undesirable, but I don't know any other feasible alternatives. Anybody got any wisdom they could impart unto me as to how I could handle this?

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • Interesting fault attempting to install Ubuntu 12.0.4.3 OR 13.10 on MSI GS70 2OD-001US

    - by cjaredrun
    Attempting to install Ubuntu on an MSI GS70 2OD-001US notebook pre-installed with Windows 8. For the record this is what I have attempted: All cases were attempted with Ubuntu 12.0.4.3 AND 13.10 images via USB drives Case 1 - Attempt no changes and simply boot from USB Result: It seems to want to work initially. The Ubuntu logo pops up and the dots start moving. After a few seconds the dots freeze and this screen is shown: http://i.imgur.com/C7pyMRk.jpg Case 2 - Start playing with BIOS - In Windows turning off fast boot - In BIOS turning off Secure boot - In BIOS turning off UEFI and selecting LEGACY Result: Brought to a black screen with a - blinking at me. Case 3 - Alternating BIOS settings - In Windows turning off fast boot - In BIOS turning off Secure boot - in BIOS turning off UEFI and selecting UEFI with CSM Result: Brought to a black screen no other indication of change. It's pretty frustrating to feel locked out of a laptop that I have paid good money for, I'm sure I am not alone in that case. It does however appear that there has been some success, so I am hopeful that someone might be able to help me. FYI: Dual booting is not necessary for me, if that helps at all... I'm not sure if this is a reasonable option, but if I completely wipe clean the hdds, no particle of Windows at all, would this still be a problem? Also would opening up the laptop and replacing the HDDS with brand new ones be a solution as well? Thanks for any input or suggestions.

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