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  • Is there a Java library with 3D spline functions?

    - by Liam
    In particular, I need a way to represent a curve/spline that passes through a set of known 3D points, and a way of finding other points on the curve/spline, by subdivision/interpolation. For example, if I have a set of points P0 to PN, I want to find 100 points between P0 and P1 that are on a spline that passes through P0 and P1. I see that Java3D's KBRotPosScaleSplinePathInterpolator performs such a calculation, but it is tied to that API's scenegraph model and I do not see how to return the values I need.

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  • Does anyone know where I can find the code for the carousel.us JavaScript 3D Carousel? Developer's s

    - by Jason Livesay
    Does anyone know where I can find the code for the carousel.us JavaScript 3D Carousel? Developer's site (http://www.piksite.com/carousel.us/) is down. I see it referenced all over in articles and tutorials but so far haven't been able to find the actual code to download except from that site which is just ads now. Client wants that specific thing and it doesn't make sense to code it from scratch. Thanks.

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  • What suggestions for a 3d game engine to support a huge terrain?

    - by codist
    There are a lot of 3d game engines around, does anyone with experience with them have advice on which one would likely be able to handle these (arbitrary) requirements? opengl mac/pc 1000x1000km terrain 1000 towns varying in size from 10 to 1000 buildings 128 people in any one location MMO type networking (no solo play) physics engine including airfoil c++ with optional scripting

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  • With 2 superposed cameras at different depths and switching their culling masks between layers to implement object-selective antialising:

    - by user36845
    We superposed two cameras, one of which uses AA as post-processing effect (AA filtering is cancelled). The camera with the AA effect has depth 0 and the camera with no effect has depth 1 as can be seen in the 5th and 6th Picture. The objects seen on the left are in layer 1 and the ones on the right are in layer 2. We then wrote a script that switches the culling masks of the cameras between the two layers at the push of buttons 1 and 2 respectively, and accomplishes object-selective antialiasing as seen in the first the three pictures. (The way two cameras separately switch culling masks between layers is illustrated in pictures 7,8 & 9.) HOWEVER, after making the environment 3D (see pictures 1-4), by parenting the 2 cameras under First-Person Controller, we started moving around in the environment and stumbled upon a big issue: When we look at the objects from such an angle as in the 4th Picture and we want to apply antialiasing to the first object (object on the left) which stands closer to our cameras now, the culling mask of 1st camera which is at depth 0, has to be switched to that object’s layer while the second object has to be in the culling mask of the 2nd camera at depth 1. And since the two image outputs of two superposed cameras are laid on top of one another; we obtain the erroneous/unrealistic result of the object farther in the back appearing closer to the camera than the front object (see 4th Picture). We already tried switching depths of cameras so that the 1st camera –with AA- now has depth 1 and the second has depth 0; BUT the camera with the AA effect Works in such a way that it applies the AA effect to its full view. So; the camera with the AA effect always has to remain at the lowest depth and the layer of the object to be antialiased has to be then assigned to the culling mask of the AA camera; otherwise all objects in the AA camera’s view (the two cubes in our case) become antialised, which we don’t want. So; how can we resolve this? The pictures are below and in the comments since each post can have 2 pics: Pic 1. No button is pushed: Both objects seem aliased. Pic 2. Button 1 is pushed: Left (1st) object is antialiased. 2nd object remains aliased. Pic 3. Button 2 is pushed: Right (2nd) object is antialiased. 1st object remains aliased. Pic 4. The problematic result in 3D, when using two superposed cameras with different depths Pic 5. Camera 1’s properties can be seen: using AA post-processing and its depth is 0 Pic 6. Camera 2’s properties can be seen: NOT using AA post-processing and its depth is 1 Pic 7. When no button is pushed, both objects are in the culling mask of Camera 2 and are aliased Pic 8. When pushed 1, camera 1 (bottom) shows the 1st object and camera 2 (top) shows the 2nd Pic 9. When pushed 2, camera 1 (bottom) shows the 2nd object and camera 2 (top) shows the 1st

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  • Need to know the origin and coordinates for 2d texture and 2d/3d vertices in webgl

    - by mathacka
    Long story short, I know my coordinates are off and I believe my indices might be off. I'm trying to render a simple 2d rectangle with a texture in webgl here's the code I have for the vbo/ibo: rectVertices.vertices = new Float32Array( [ -0.5, -0.5, // Vertice 1, bottom / left 0.0, 0.0, // UV 1 -0.5, 0.5, // Vertice 2, top / left 0.0, 1.0, // UV 2 0.5, 0.5, // Vertice 3, top / right 1.0, 1.0, // UV 3 0.5, -0.5, // Vertice 4, bottom / right 1.0, 0.0, // UV 4 ]); rectVertices.indices = new Int16Array([ 1,2,3,1,3,4 ]); /* I'm assuming the vertices go like this (-0.5, 0.5) ------ ( 0.5, 0.5) | | | | (-0.5,-0.5) ------ ( 0.5,-0.5) with the origin in the middle and the texture coordinates go like this: ( 0.0, 1.0) ------ ( 1.0, 1.0) | | | | ( 0.0, 0.0) ------ ( 1.0, 0.0) so as you can see I'm all messed up. I'm also using: gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); */ So, I need to know the origins.

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  • Export a .FBX file in Unity3D at runtime

    - by Timothy Williams
    What I'm looking to do is be able to export an object as a .FBX at runtime in Unity3D. I've made a C# script which can export a mesh filter or skinned mesh renderer to a .OBJ file at runtime, but .OBJ doesn't support the same kind of animations and skins that .FBX does. I've been researching this for a while, as of right now it looks like somehow using the Autodesk FBX SDK or some other external .dll would be my best option. Does anyone know of external .dlls I could use for this? Or how to make calls to Autodesk's FBX SDK at runtime? Another option could possibly be to write the mesh information as a text file then convert to .FBX on exporting. Just looking for fellow programmer's thoughts, or tips, or to see if this has been accomplished already. As far as I can tell there isn't any pre-existing scripts to export FBX at runtime in Unity.

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  • Create a trailing, ghosting effect of a sprite

    - by Neeko
    I want to create a trailing, ghosting like effect of a sprite that's moving fast. Something very similar to this image of Sonic (apologies of bad quality, it's the only example I could find of the effect I'm looking to achieve) However, I don't want to do this at the sprite sheet level, to avoid having to essentially double (or possibly quadruple) the amount of sprites in my atlas. It's also very labor intensive. So is there any other way to achieve this effect? Possibly by some shader voodoo magic? I am using Unity and 2D Toolkit, if that helps.

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  • How to report a crash when there isn't a .crash file

    - by Valorin
    I am suffering from a bug/crash in Natty, which I have logged in Launchpad: https://bugs.launchpad.net/unity/+bug/737928 The response I got back on my bug was a "provide us with a .crash file, or we won't look into it". Not very helpful really, but I can understand that the developers need something to work with. I have checked for this .crash file, which I can provide, but it isn't there. So, my question is, what else can I provide/do in order to get this bug looked at and fixed? It can't be a specific problem as it happens to both my 32bit laptop and my 64bit desktop, both being very different machines, and it is stopping me from connecting to my development & backup network machines so I can't do my work...

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  • Display date/time in Ubuntu lock screen (cinnamon-like)

    - by 3l4ng
    I was using Ubuntu 13.04 till a few days ago. I had installed Nemo and I guess cinnamon got installed too (I was still using Unity nonetheless). One of the good things about that was the lock screen somehow changed to mimick cinnamon's (with the background as a darkened version of desktop background and date/time displayed), something like this: I have no idea how this happened, but it looked great. It does not seem to work on Ubuntu 13.10. Anyone has any ideas to get a similar lock screen? I just need to display the date/time on one side with the bg as a darkened version of my desktop wallpaper

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  • Blender has weird fuzzy misbehaving icon in launcher

    - by TreefrogInc
    I got Blender 2.58 (stable) from blender.org (downloaded the package, extracted it). Everything works fine, but the only thing that bugs me is that the icon in the launcher (when I open it) is really fuzzy. I guess that's no big deal, but when I select "Keep in Launcher" and close Blender, the icon doesn't work when I try to open it again. Then, I created a Launcher on my desktop with the path to the blender executable, slapped on a shiny new non-fuzzy .svg icon that came with the package, and dragged the (desktop) Launcher to my (Unity) Launcher. Now, when I click on the new launcher, it keeps showing the flashing thing that says it's opening the program, and then the old fuzzy icon comes back but doesn't replace the new icon. Even after Blender opens, the new icon is still flashing. What is wrong with my launcher?

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Billboard shader without distortion

    - by Nick Wiggill
    I use the standard approach to billboarding within Unity that is OK, but not ideal: transform.LookAt(camera). The problem is that this introduces distortion toward the edges of the viewport, especially as the field of view angle grows larger. This is unlike the perfect billboarding you'd see in eg. Doom when seeing an enemy from any angle and irrespective of where they are located in screen space. Obviously, there are ways to blit an image directly to the viewport, centred around a single vertex, but I'm not hot on shaders. Does anyone have any samples of this approach (GLSL if possible), or any suggestions as to why it isn't typically done this way (vs. the aforementioned quad transformation method)? EDIT: I was confused, thanks Nathan for the heads up. Of course, Causing the quads to look at the camera does not cause them to be parallel to the view plane -- which is what I need.

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  • Arcad C1 3d cad

    - by borisha
    Recently I saw a version of Arcad in the Ubuntu software center. What kind of version is this? A trial version, evaluation version or full software for only 32 US? Second question. I tried to buy this software from software center but for some reason my transaction online couldn't end successfully. I contact my bank but they told me insufficent credit but is not possible. Anyway, is another way, like bank transfer order to buy this software?

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  • Is there a way to hide & reveal the launcher at will with the press of a key?

    - by thanos
    I'm using Ubuntu 12.04 with the default Unity desktop environment. I'm aware of all the keyboard shortcuts that relate to the launcher as well as the possible tweaks using Ubuntu Tweak Tool, Unsettings, MyUnity. What I'd like to know is this: Is there a way to hide & reveal the launcher at will with the press of a key? Example given, press Key A, launcher hides, press Key A again and launcher is revealed until I press the A Key once more and so forth. The autohide function won't do because I want the launcher to stay visible once revealed.

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  • Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

    - by MineMan287
    I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) Initially I Tried xr = M11 yr = M22 zr = M33 [1 0 0] [0 1 0] [0 0 1] Which did not work, please help, I have been struggling on this for days :( Re-Edit The blocks are stored in text files with Euler angles so it needs to be converted or the rendering engine will simply fail. I am now using the matrix in the text files. Example Block 1,1,1 'Size 0,0,0 'Position 255,255,255 'Colour 0,0,0,0,0,0,0,0,0 'Rotation Matrix

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  • Configurer un module Scaime eNod3-C en CANopen sur M340 en Unity, par Bruno Guérangé

    Contrairement à la série TSX57 Premium, la gamme M340 de Schneider ne comporte pas de carte de pesage. Pour ajouter des voies de pesage sur une configuration il faut donc installer et raccorder des modules externes sur l'automate. Nous avons donc cherché des modules raccordables sur le réseau CANopen, CANopen est un bus de terrain ouvert et rapide, de plus il est intégré de série sur certaines CPU de la gamme M340. Un des modules connectable sur le réseau CANopen est le transmetteur de pesage Scaime eNod3-C. Scaime est une marque reconnue dans le domaine du pesage et le module eNod3-C présente de très bonnes caractéristiques de mesure et filtrage. ...

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  • How to create list of installed packages for remove after testing?

    - by Wolf F.
    I like to test kmymoney. When trying to install there are a lot of kde packages that are needed by this program. That's ok, I'm using Unity and there are no kde packages installed at this moment. So, when I like to remove all this packages after testing kmymoney, how can I do that? sudo apt-get install kmymoney >> /some/folder/kmymoney.txt gives me the output of apt-get, but that's not what I'm looking for. Is there a way to remove this packages properly? Thanx in advance W.

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  • How can I reorient the axes of an object?

    - by d3vid
    I spent some time in Unity yesterday trying to fire a sphere from a horizontal cylinder (like a ball from a cannon). I was using Vector3.forward, but the sphere kept coming out the top of the cylinder rather than the front. Someone suggested using Vector3.up instead, and sure enough it worked! The cylinder is vertical by default. So, it appears that when I rotated the cylinder by 90 degrees to lay it flat, the local axes remained the same. The relative front of the cylinder remained at the same point, so when I fired the sphere it shot out the new "top", not what looked to me like the "front". If I had happened to be facing the other way, I would have had to fire at Vector3.down instead. How can I reorient/reset the axes of an object so that they match my expectations? (And if I can't, how can I tell by looking which way an object is oriented?)

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  • 13.10 cannot login to Ubuntu default desktop environment - must use GNOME Flashback or Cinnamon

    - by Scott Stensland
    On boot at the password prompt - after I enter my password I get some error popup which disappears too fast to see then it reverts back to same password login Greeter screen. Same screen has icons where I can choose : Select desktop environment Cinnamon GNOME Flashback Ubuntu I really want to login to the normal ubuntu 13.10 Unity using above Ubuntu, however I can successfully login using either : Cinnamon or GNOME. Suggestions ? I have researched around and no help after removing file ~/.Xauthority Also I see this : cat .xsession-errors Script for cjkv started at run_im. Script for default started at run_im. init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd main process ended, respawning init: at-spi2-registryd respawning too fast, stopped

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