Search Results

Search found 26774 results on 1071 pages for 'distributed development'.

Page 513/1071 | < Previous Page | 509 510 511 512 513 514 515 516 517 518 519 520  | Next Page >

  • Some help understanding and modifying a 2D shader

    - by electroflame
    I have a similar question as the one posed here, except that I don't wish to use a 1D Color Palette. I simply wish to have it display 1 color of my choosing (red, for example). I plan to use this as a "shield" effect for a 2D ship. I also wish to understand how it works a little bit better, as I'll be the first to admit that shaders in general are not my strongest suit. I'm not asking for an overview of HLSL (as that is too broad of a subject), just an explanation of how this shader works, and the best way to implement it in a 2D game. Code examples would be ideal (even if they are theoretical) but if the answer is explained well enough, I might be able to manage with plain old text. This is also in XNA 4.0. Thanks in advance.

    Read the article

  • Dynamic Jump spot

    - by Pasquale Sada
    I have an initial velocity V(Vx,Vy,VZ) and a spot where he stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacle around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized;

    Read the article

  • Why is C++ used for game engines? How about its future in game engines?

    - by kasperov
    C++, as I have seen, is being heavily used in 3d video game engines.... Is it because of the performance issues, legecy code or libraries such as DriverX? If performance, libraries and code infrastructure are the reasons, dosen't that make C++ indispensible, at least for game engines? (ie, we have no other option even in the very distant future). I asked this because, I have the right to know the upcomming future trends in game engines.

    Read the article

  • Octrees as data structure

    - by Christian Frantz
    In my cube world, I want to use octrees to represent my chunks of 20x20x20 cubes for frustum and occlusion culling. I understand how octrees work, I just dont know if I'm going about this the right way. My base octree class is taken from here: http://www.xnawiki.com/index.php/Octree What I'm wondering is how to apply occlusion culling using this class. Does it make sense to have one octree for each cube chunk? Or should I make the octree bigger? Since I'm using cubes, each cube should fit into a node without overlap so that won't be an issue

    Read the article

  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

    Read the article

  • Should developers make their games easier with new versions?

    - by Gil Kalai
    It seems that the game Angry Birds is becoming gradually easier with new versions. Maybe so people get the illusion of progress and satisfaction of breaking new records? I would like to know if gradual small modifications of games to enhance the sense of improvement and learning by users is known/common/standard practice in game developing. (I don't mean to say that there is anything wrong with such a practice.)

    Read the article

  • Setting a leader from a sprite array

    - by Craig
    I'm looking to set a leader from an array of sprites, I keep on getting a NullReferenceException was unhandled error from within my main game class when calling the UpdateMouse Method. What have I dont wrong here? class MouseSprite { Random random = new Random(); private MouseSprite leader; public void UpdateBoundaryBox() { mouseBounds.X = (int)mousePosition.X - mouseTexture.Width / 2; mouseBounds.Y = (int)mousePosition.Y - mouseTexture.Height / 2; } public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; this.alive = true; mice[random.Next(0, mice.Length)] = leader;

    Read the article

  • OpenGL ES 2.0 gluUnProject

    - by secheung
    I've spent more time than I should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code: public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using OpenGL ES 2.0 code.

    Read the article

  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

    Read the article

  • Efficient way of detecting a touched object in a game?

    - by Pin
    Imagine a Sims-like 2D game for a touch based mobile phone where one can interact with virtually any object in the scene. How can I efficiently detect which object is being touched by the player? In my short experience, looping through all the visible objects in the scene and checking if they're touched has so far done the job, but when there may be many many moving objects in the screen that sounds kind of inefficient isn't it? Keeping the visible moving objects list can consume time in itself as one may have to loop through all of them each frame. Other solutions I've thought are: Spatial hashing. Divide the screen as a grid and place the visible objects in the corresponding bucket. Detection of the clicked object is fast but there's additional overhead for placing the objects in the correct bucket each frame. Maintaining a quad-tree. Moving objects have to be rearranged all the time, the previous solution looks better. What is usually done in this case?

    Read the article

  • Channelling an explosion along a narrow passage

    - by finnw
    I am simulating explosions in a 2D maze game. If an explosion occurs in an open area, it covers a circular region (this is the easy bit.) However if an explosion occurs in a narrow passage (i.e narrower than the blast range) then it should be "compressed", so that it goes further and also it should go around corners. Ultimately, unless it is completely boxed-in, then it should cover a constant number of pixels, spreading in whatever direction is necessary to reach this total area. I have tried using a shortest-path algorithm to pick the nearest N pixels to the origin avoiding walls, but the effect is exaggerated - the blast travels around corners too easily, making U-turns even when there is a clear path in another direction. I don't know whether this is realistic or not but it is counter-intuitive to players who assume that they can hide around a corner and the blast will take the path of least resistance in a different direction. Is there a well-known (and fast) algorithm for this?

    Read the article

  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

    Read the article

  • Handling buildings in isometric tile based games

    - by MustSeeMelons
    A simple question, to which i couldn't find a definitive answer - how to manage buildings on a tiled map? Should the building be sliced in to tiles or one big image? EDIT: The game is being built from scratch using C++/SDL 2.0, it will be a turn based strategy, something like Fallout 1 & 2 without the hex grid, a simple square grid, where the Y axis is squished by 50%. Buildings can span multiple tiles, the characters move tile by tile. For now, the terrain is completely flat. Some basic functionality is in place, so I'm aiming to advancing the terrain and levels them selves - adding buildings, gates, cliffs, not sure about the elevation.

    Read the article

  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

    Read the article

  • Using multiplication and division with delta time

    - by tesselode
    Using delta time with addition and subtraction is easy. player.x += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.x = player.x * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time?

    Read the article

  • Units in tile world

    - by Vilzow
    I've started to make a 2D sidescroller, the camera and world rendering works as I expect, but now comes the physics part of world. What I need is that one tile in x direction (or y direction) should correspond to 1 meter. Since I have a variable time step (android mobile game), I can't figure it out, since the timing and velocity always will be dependent of the device. So, is there any good way to make one tile to correspond 1 meter? This would be good, otherwise the physics implementation would later be weird.

    Read the article

  • Where to start in creating a massive multiplayer 3D Java game [on hold]

    - by user1373771
    I am planning on creating a massive multiplayer world and I am wondering where to start. I am quite inexperienced in the field of Java but I have researched into it and learned that it is perhaps my best bet in creating this project is Java for the fact that it has a much easier learning curve than C++ to beginners and still capable of holding massive amounts of players at a time. My question is simple: Should I start the game by creating a single player prototype and introducing multiplayer later as I become more experienced or start with multiplayer before I am completely experienced in the field. Thanks for your help!

    Read the article

  • swf file not playing aftre being published

    - by rsquare
    i am trying to run the 'connector' example that comes bundled with smartfoxserver2x downloads..there it connects to the server and loads the correct configuration file. when i run it in adobe flash professional 5,it runs correctly and connects to the server but after being published as SWF movie,it doesnt work.it loads the configuration file but cant connect and gives error connection failure..ERROR 2048 this is the example i am talking about. http://docs2x.smartfoxserver.com/ExamplesFlash/connector

    Read the article

  • problems programmatically creating UIView on iPad App

    - by user3871
    I have been struggling with this problem for a few days. My iPad app is designed to be a portrait game. To satisfy Apple's expection, I also support landscape mode. When it goes into landscape mode, the game goes into a letterbox format with back borders on the sides. My problem is I am creating the UIWindow and UIView programmatically. For some unkown reason, the touch controls are "locked" in to think I'm always in landscape mode. And even though visually in portrait mode everything looks correct, the top and bottom of the screen does not respond to touch. To summarize how I am setting this up, let me provide the skeletal framework of what I'm doing: in main.cpp: int retVal = UIApplicationMain(argc, argv, nil, @"derbyPoker_ipadAppDelegate"); In the delegate, I am doing this: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { CGRect screenBounds = [[UIScreen mainScreen] bounds]; CGFloat scale = [[ UIScreen mainScreen] scale ]; m_device_width = screenBounds.size.width; m_device_height = screenBounds.size.height; m_device_scale = scale; // Everything is built assuming 640x960 window = [[ UIWindow alloc ] initWithFrame:[[UIScreen mainScreen] bounds]]; viewController = [ glView new ]; [self doStateChange:[blitz class]]; return YES; } The last bit of code sets up the UIView... - (void) doStateChange: (Class) state{ viewController.view = [[state alloc] initWithFrame:CGRectMake(0, 0, m_device_width, m_device_height) andManager:self]; viewController.view.contentMode = UIViewContentModeScaleAspectFit; viewController.view.autoresizesSubviews = YES; [window addSubview:viewController.view]; [window makeKeyAndVisible]; } The problem seems to related to the line viewController.view.contentMode = UIViewContentModeScaleAspectFit; If I remove that line, touch works correctly in portrait mode. But the negative is when I'm landscape mode, the game stretches incorrectly. So That's not a option. The frustrating thing is, when I originally had this set up with a NIB file, it worked fine. I have read through the docs about UIWindow, UIViewController and UIView and have tried about everything to no avail. Any help would be greatly appreciated.

    Read the article

  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

    Read the article

  • problems texture mapping in modern OpenGL 3.3 using GLSL #version 150

    - by RubyKing
    Hi all I'm trying to do texture mapping using Modern OpenGL and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here http://www.youtube.com/watch?v=xbzw_LMxlHw and I have everything setup best I can have my texcords in my vertex array sent up to opengl I have my fragment color set to the texture values and texel values I have my vertex sending the textures cords to texture cordinates to be used in the fragment shader I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. here is my code FRAGMENT SHADER #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void){ gl_FragColor = texture(texture, texture_coord); } VERTEX SHADER #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit here is my vertex array with texture cordinates GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f , 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y HERE IS THE ACTUAL FULL SOURCE CODE if you need to see all the code in its fullest glory here is a link to every file http://ideone.com/7kQN3 thank you for your help

    Read the article

  • My game seems to be incompatible with recording software. What could be causing this?

    - by Lewis Wakeford
    I've just finished a little Game-Dev project for university and I need to record a video to accompany my submission (just in case they can't get my source to work). Basically my game doesn't work at all when FRAPS or Bandicam attempts to attach to it, I get a black screen and a stream of GL INVALID OPERATION messages from my error reporting code. Dxtory can't seem to hook into it correctly at all, it doesn't display it's FPS counter or anything. My game logic appears to be running correctly from the debug traces, it just seems like all the gl library calls break. I don't know a huge amount about how these programs operate so I don't really know what I could be doing to cause this. I've heard they read from the OpenGL frame buffers so maybe I'm doing something wrong there? I'm letting GLFW and GLEW do all the low level initialization, but I have successfully recorded projects with the same setup and recording software. Essentially, has anyone ever run into something like this before or do you know anything about how these programs work that could give a clue as to the cause of the issue?

    Read the article

  • List<T>.AddRange is causing a brief Update/Draw delay

    - by Justin Skiles
    I have a list of entities which implement an ICollidable interface. This interface is used to resolve collisions between entities. My entities are thus: Players Enemies Projectiles Items Tiles On each game update (about 60 t/s), I am clearing the list and adding the current entities based on the game state. I am accomplishing this via: collidableEntities.Clear(); collidableEntities.AddRange(players); collidableEntities.AddRange(enemies); collidableEntities.AddRange(projectiles); collidableEntities.AddRange(items); collidableEntities.AddRange(camera.VisibleTiles); Everything works fine until I add the visible tiles to the list. The first ~1-2 seconds of running the game loop causes a visible hiccup that delays drawing (so I can see a jitter in the rendering). I can literally remove/add the line that adds the tiles and see the jitter occur and not occur, so I have narrowed it down to that line. My question is, why? The list of VisibleTiles is about 450-500 tiles, so it's really not that much data. Each tile contains a Texture2D (image) and a Vector2 (position) to determine what is rendered and where. I'm going to keep looking, but from the top of my head, I can't understand why only the first 1-2 seconds hiccups but is then smooth from there on out. Any advice is appreciated.

    Read the article

  • No idea of how to simulate car crashes

    - by user2332868
    I have a simple car game with all the basic collision detection and movement in Unity with C#. But when I was building the "engine" for the game I didn't include a detail I later decided to include. I want the possibility so that cars can get damaged and so that the model can change. For example the car looked like it was new and after a crash it looks like a wreck. Please help me by pointing to some resources or by telling me approximate ways of implementing this new feature. Thanks!

    Read the article

  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

    Read the article

< Previous Page | 509 510 511 512 513 514 515 516 517 518 519 520  | Next Page >