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  • How can I customize an FPS game?

    - by monoceres
    I want to create a customized (modded) fps game where I can change the look and feel of the game to match my intended theme. Some of the things I would like to do: Create a custom map (terrain). Add custom sound effects Change AI (For example, running away instead of actively looking for combat). Change menus and add some storyboard. Script events in game (like a countdown until game over) Change the models of the NPC's. What options do I have? Is there any platform/game/engine/whatever that allows one to do the things above in a reasonable way? I work as a programmer so I'm not afraid of coding some part of the project, but to save time it would be nice to work in some high-level way (like scripting or configuration files).

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  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

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  • Windows 8 Pro : la mise à jour à 39,99 $ avec Media Center offert pour Windows 7, Vista et XP

    Windows 8 Pro : la mise à jour à 39,99 $ avec Media Center offert pour Windows 7, Vista et XP La sortie de Windows 8 est proche, et Microsoft doit préparer le terrain pour son futur système d'exploitation. Pour cela, l'éditeur lance des promotions pour que le prix ne soit pas un frein à l'adoption du produit. Du moins pendant les premiers mois du lancement de l'OS. La société avait lancé une première offre promotionnelle réservée uniquement aux récents acquéreurs de Windows 7 (depuis le 2 juin), qui pourront migrer vers Windows 8 pro moyennant un payement de 15 dollars seulement. Ceci jusqu'au 31 janvier. À cette campagne promotionnelle, vient s'ajouter une...

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  • Une semaine d'accès gratuit aux formations en ligne sur les technologies Microsoft de SoftFluent

    SoftFluent offre une semaine d'accès gratuit aux formations en ligne sur les technologies Microsoft Issues de son partenariat exclusif avec Pluralsight Grâce à un partenariat exclusif en France avec Pluralsight, entreprise de formation sur les technologies Microsoft aux Etats-Unis, SoftFluent, société experte en développement .NET, propose désormais des formations sur les technologies Microsoft, en plus du génie logiciel et du consulting. Les cours proposés sur toutes les technologies Microsoft sont enrichis par un retour d'expérience concret, issu du terrain, des instructeurs SoftFluent. L'ensemble du catalogue constitue une bibliothèque de plus de 120 cours disponibles en ligne 24/24. ...

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  • What is a right datatype in C++ for OpenGL scene representation with use of GLSL

    - by Rarach
    I am programming in C++ OpenGl with GLSL. Until now I have been using a data structure that is composed of std::vector filled with structures of vertexes and with their parameters (position , normal, color ...) as a global variable for all the code. My question is, as I am using VBOs for drawing - is this a good approach to this problem? I am asking because I happen to have a lot of memory related trouble with this structure. I am trying to generate a terrain with a lot of vertices - more than 1 million. This seems to work, but as I refill the buffer I get memory related issues (crushes that occur, more or less randomly). So again the question is, is this a good data structure to use / and look for the faults in my code, or should I change to something else? Or what data structure would be advisable?

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  • Unity3D 3.5 pro - Moving the camera vs setting draw distance

    - by stoicfury
    I move the camera mostly via right-click + WASD, sometimes with [shift] if I want it to move faster. Occasionally, instead of moving my camera, it alters the draw distance / FOV / some visual aspect of the editing scene that causes trees and other object to disappear when I scroll enough, and eventually even the terrain starts disappearing. It is not m "zooming out". My camera does not move, the width and height of the FOV stays the same (one might say the depth is being altered though). What key am I hitting to cause this to happen, and is it possible to disable it? side note: "keybinds" is probably the most spot-on tag for this question but it doesn't exist (surprisingly) and I lack the rep to create it.

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  • Drawing Transparency in XNA 4.0

    - by dpaz
    Using C# (VS2010) with XNA 4.0, I have a terrain layer (RenderTarget2D) in a 2D side-scroller. My visual system tracks updates to redraw individual tiles, but I am having trouble finding a way to clear out the rectangle where the tile will be drawn, which I must do because A) there may no longer be a tile or B) the tile may itself contain transparency. How can I draw a rectangle of transparency onto an existing RenderTarget2D? I essentially want to clear just that rectangular portion of it. My Google searches have not yielded anything relevant.

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  • Green IT : Les entreprises de plus en plus interessées par le "smart bluiding", pour des bureaux plus économes en énergie

    Green IT : Les entreprises sont de plus en plus interessées par le "smart bluiding", des firmes comme Microsoft, Google, IBM ou Cisco pourraient s'affronter sur ce terrain Un nouveau concept fait son apparition et commence a attirer les convoitises dans le domaine de l'écologie numérique : les "smart building". En effet, dans le futur proche, la prochaine grande tendance en Green IT sera d'améliorer la consommation d'énergie des bâtiments où sont installés des bureaux. Une belle concurrence en perspective, entre les fabriquants de systèmes de contrôles des immeubles (mais aussi les vendeurs d'éclairages, etc.) et les entreprises informatiques. Ces prédictions émanent d'un rapport re...

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  • Alternative ways to construct maps

    - by sideways8
    I've searched around and it seems like most people are using tile-based map systems. I suppose this question is more theoretical than practical (I am not very concerned about memory or performance speed), but I want to know: what other ways can a map be created in a game? A map being a graphic representation of terrain that can be navigated, has entrances and exits, and boundares (no-go zones). Besides using text files to store and arrays to load tile data, one idea I had was to store a map entirely as a graphic file and use queries on the pixel colour to determine boundaries (ie, you can only move in a certain direction if the way is bright enough in that direction). What other creative map systems are out there?

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  • Intersection of player and mesh

    - by Will
    I have a 3D scene, and a player that can move about in it. In a time-step the player can move from point A to point B. The player should follow the terrain height but slow going up cliffs and then fall back, or stop when jumping and hitting a wall and so on. In my first prototype I determine the Y at the player's centre's X,Z by intersecting a ray with every triangle in the scene. I am not checking their path, but rather just sampling their end-point for each tick. Despite this being Javascript, it works acceptably performance-wise. However, because I am modeling the player as a single point, the player can position themselves so that they are half-in a cliff face and so on. I need to model them as as a solid e.g. some cluster of spheres or a even their fuller mesh. I am also concerned that if they were moving faster they might miss the test altogether. How should I solve this?

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  • Firefox 13 disponible en version finale, un « Responsive Mode » pour développeurs débarque sur la Nighty Build du navigateur

    Firefox 13 disponible en version finale Un Responsive Mode pour développeurs débarque sur la Nighty Build du navigateur Mozilla vient de délivrer Firefox 13. Le navigateur de la fondation est téléchargeable en version finale depuis hier, soit un jour avant le délai et l'annonce officielle. Peu ambitieuse du premier abord, avec le peu de nouveauté qu'elle propose, Firefox 13 prépare le terrain à des versions ultérieures prometteuses pour les développeurs. Une alternance que le rapide cycle de développement semble imposer. Pour rappel (voir l'annonce de la bêta ci-devant), Firefox 13 supporte le protocole SPDY (un successeur du HTTP). Son Page Inspector a été amélioré et Styl...

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  • Twitter API 1.1 : à prendre ou à laisser, les développeurs tiers ont six mois pour se conformer aux nouvelles règles

    Twitter API 1.1 : plus de règles, moins de tweets Professionnalisation de l'écosystème ou volonté de monétisation ? [IMG]http://djug.developpez.com/rsc/twitter-money.jpg[/IMG] Twitter vient d'annoncer des changements anticipés à son API, dont l'intention affichée est de « fournir une expérience consistante de Twitter ». Mais pour certains, cette nouvelle mise à jour restreint encore davantage la manière dont les tweets des utilisateurs sont exploités en dehors du site des réseaux sociaux. Ce serait plutôt une préparation du terrain pour monétiser la croissance continue de Twitter. Cette nouvelle mise à jour de l'API prévoit trois changements. La première con...

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  • Showing range on hexagonal grid

    - by user23673
    Here is the situation. I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range. My solution was to check each hex in range of 4,with A* pathfinding,and if path cost was less than 4 then this hex was in range.Finally game nicely show me range of that unit. My question is: Is there other solution to search for range on hex grids or square grid,because even if i am really proud of what i did in my solution,i think,it is a little to exaggerated?:)) What make me ask this question?I noticed that when unit speed is 4 or 6 or even 8,time to computing range for my computer was really good,but when speed was 10 and more i noticed that i needed to wait few second to compute.Well in real games i rather dont see something like this and my A* pathfinding is rather well optimized,so im thinking that my solution is wrong. Thanks for any replies.

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • What is a good format for a 3d topview map?

    - by Tinco
    I am building a 3d topview game like GTA2. In this game the ground is mostly one level (except for tunnels and highways). Most of the ground is also city so the ground is usually covered by either roads or buildings. The buildings are simple 3d models which the player can walk around on. Most of the gameplay is 2d. How should I model the map? I have considered the following options: Bitmaps, I think this gives problems when I want to add data smaller than a tile. Also the problem of bridges and tunnels seems hard to solve with this. Polygons, define all roads, terrain types, buildings with polygons and save that along with physics and texture information. What approach would you take or have you ever implemented this or know of an implementation?

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  • Large Sprite Performance

    - by Iansen
    I've got a large Sprite generated using a set of vertices(x,y coordinates) and a bitmap pattern (using moveTo, lineTo, beginBitmapFill, endFill ...etc). It's about 15000 pixels wide and between 1500 - 2000 pixels high depending on the level -it's the terrain for a 2D game. My question is: what is the best way to display/move it on the stage - performance wise? Currently I'm just adding it to the stage as is...I get decent frame rate/ memory/ cpu usage but I want to optimize it for slower PCs. Any ideas? I've been reading a little about blitting but I'm not sure how to implement it in my case. Thanks.

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  • Pixel Shader, YUV-RGB Conversion failing

    - by TomTom
    I am tasked with playing back a video hthat comes in in a YUV format as an overlay in a larger game. I am not a specialist in Direct3d, so I am struggling. I managed to get a shader working and am rendering 3 textures (Y, V, U). Sadly I am totally unable to get anything like a decent image. Documentation is also failing me. I am currently loading the different data planes (Y,V,U) in three different textures: m_Textures = new Texture[3]; // Y Plane m_Textures[0] = new Texture(m_Device, w, h, 1, Usage.None, Format.L8, Pool.Managed); // V Plane m_Textures[1] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); // U Plane m_Textures[2] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); When I am rendering them as R, G and B respectively with the following code: float4 Pixel( float2 texCoord: TEXCOORD0) : COLOR0 { float y = tex2D (ytexture, texCoord); float v = tex2D (vtexture, texCoord); float u = tex2D (utexture, texCoord); //R = Y + 1.140 (V -128) //G = Y - 0.395 (U-128) - 0.581 (V-128) //B = Y + 2.028 (U-128) float r = y; //y + 1.140 * v; float g = v; //y - 0.395 * u - 0.581 * v; float b = u; //y + 2.028 * u; float4 result; result.a = 255; result.r = r; //clamp (r, 0, 255); result.g = g; //clamp (g, 0, 255); result.b = b; //clamp (b, 0, 255); return result; } Then the resulting image is - quite funny. I can see the image, but colors are totally distorted, as it should be. The formula I should apply shows up in the comment of the pixel shader, but when I do it, the resulting image is pretty brutally magenta only. This gets me to the question - when I read out an L8 texture into a float, with float y = tex2D (ytexture, texCoord); what is the range of values? The "origin" values are 1 byte, 0 to 255, and the forum I have assumes this. Naturally I am totally off when the values returned are somehow normalized. My Clamp operation at the end also will fail if for example colors in a pixel shader are normalized 0 to 1. Anyone an idea how that works? Please point me also to documentation - I have not found anything in this regard.

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  • The Windows Browser Ballot Screen Offers Web Browser Choice to European Users

    - by Matthew Guay
    Since March, our friends across the pond in Europe get to decide which browser they want to install with their Windows OS. Today we thought we would take a look at the ballot choices, some are well known, and others you may not have heard of. Windows users in European countries should start seeing the so called “Browser Ballot Screen” after installing the Windows Update KB976002 (link below). The browser ballot offers a dozen different browsers, including some you’ve likely never heard of.  They each have some unique features, and are all free, and here we take a quick look at each of them. Internet Explorer 8 Internet Explorer is the world’s most used web browser, as it’s bundled with Windows. It also includes several unique features, including Accelerators that make it easy to search or find a map of a location, and InPrivate filtering to directly control what sites can get personal information.  Additionally, it offers great integration with Windows Touch and the new taskbar in Windows 7. IE 8 runs on Windows XP and newer, and is bundled with Windows 7. Mozilla Firefox 3.6 Firefox is the most popular browser other than Internet Explorer.  It is the modern descendant of Netscape, and is loved by web developers for its adherence to web standards, openness, and expandability.  It offers thousands of Add-ons and themes to let you customize it to fit your preferences. The most recent version has added Personas, which are quick, lightweight themes to let you personalize the look your browser. It’s open source, and runs on all modern versions of Windows, Mac OS X, and Linux. Of course thanks to Asian Angel, our resident browser expert, you can check out several articles regarding this popular IE alternative. Google Chrome 4 Google Chrome has gained an impressive amount of market share during its short time in the market. It offers a minimalistic interface and fast speeds with intensive web applications. The address bar is also a search bar, so you can enter a search query or web address and quickly get the information you need. With version 4 you can add a growing number of extensions, personalize it with a variety of stylish themes, and automatically translate foreign websites into your own language. Opera 10.50 Although Opera has been around for over a decade, relatively few users have used it. With the new 10.50 release, Opera has many unique features packed in a sleek UI. It integrates great with Aero and the Windows 7 taskbar, and lets you preview the contents of your websites in the tab bar. It also includes Opera Unite, a small personal web server to make file sharing easy, Opera Turbo to speed up your internet when the connection is slow, and Opera Link to keep all your copies of Opera in sync. It’s a popular browser on many mobile devices, and version 10.50 has a lot of enhancements. Apple Safari 4 Safari is the default browser in Mac OS X, and starting with version 3 it has been available for Windows as well. It’s based on Webkit, the popular new rendering engine that provides great speed and standards compatibility.  Safari 4 lets you browse your browsing history in a unique Coverflow interface, and shows your Top Sites in a fancy, 3D interface.  It’s also great for viewing mobile websites for the iPhone and other mobile devices through Developer Tools. Flock 2.5 Based on the popular Firefox core, Flock brings a multitude of social features to your browsing experience. You can view the latest YouTube videos, Flickr pictures, update your favorite social network, and keep up with your webmail thanks to It’s integration with a wide variety of services. You can even post to your blog through the integrated blog editor. If your time online is mostly spent in social services, this may be a browser you want to check out. Maxthon 2.5 Maxthon is a unique browser that builds on Internet Explorer to bring more features with IE’s rendering. Formerly known as MyIE2, Maxthon was popular for bringing tabbed browsing with IE rendering during the days of IE 6.  Today Maxthon supports a wide range of plugins and skins, so you can customize it however you want. It includes mouse gestures, a web accelerator to speed up pokey internet connections, a content blocker to remove unwanted content from sites, an online account to backup your favorites, and a nice download manager. Avant Browser Another nice browser based on Internet Explorer, Avant brings a wide variety of features in a nice brushed-metal interface. It includes an integrated AutoFill for forms, mouse gestures, customizable skins, and privacy protection features. It also includes a Flash blocker that will only load flash in webpages when you select them. You can also integrate Avant with an online account to store your bookmarks, feeds, settings and passwords online. Sleipnir Sleipnir is a customizable browser meant for advance users that is quite popular in Japan. It’s built on the Trident engine and virtually every aspect of is customizable unlike Internet Explorer.   FlashPeak SlimBrowser SlimBrowser from FlashPeak incorporates a lot of features like Popup Killer, Auto Login, site filtering and more. It’s based on Internet Explorer but offers a lot more customizable options out of the box.   K-meleon This basic browser is light on system resources and based on the Gecko engine. It’s been in development for years on SourceForge, and if you like to tweak virtually any aspect of your browser, this might be a good choice for you.   GreenBrowser GreenBrowser is based on Internet Explorer and is available in several languages. It has a large amount of features out of the box and is light on system resources.   Conclusion The European Union asked for more choices in the web browser they could choose from when installing Windows, and with the Browser Ballot Screen, they certainly get a variety to choose from.  If you’ve tried out some of the lesser known browsers, or think some important ones have been left out, leave a comment and tell us about it. Learn More About the Browser Ballot Screen and Download Alternatives to IE Windows Update KB976002 Similar Articles Productive Geek Tips Set the Default Browser on Ubuntu From the Command LineQuick Tip: Empty Internet Explorer 7 Cache when Browser is ClosedView Hidden Files and Folders in Ubuntu File BrowserSet the Default Browser and Email Client in UbuntuAccess Multiple Browsers from Firefox with Browser View Plus TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Play Music in Chrome by Simply Dragging a File 15 Great Illustrations by Chow Hon Lam Easily Sync Files & Folders with Friends & Family Amazon Free Kindle for PC Download Stretch popurls.com with a Stylish Script (Firefox) OldTvShows.org – Find episodes of Hitchcock, Soaps, Game Shows and more

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  • RSS feeds in Orchard

    - by Latest Microsoft Blogs
    When we added RSS to Orchard , we wanted to make it easy for any module to expose any contents as a feed. We also wanted the rendering of the feed to be handled by Orchard in order to minimize the amount of work from the module developer. A typical example Read More......(read more)

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  • The Battle of Helm’s Deep in LEGO [Video]

    - by Jason Fitzpatrick
    Not only is this an impressive rendering of the Lord of the Ring’s series Battle of Helm’s Deep, but the animator threw in some great cameos and jokes along the way. LEGO The Battle of Helm’s Deep [via Geeks Are Sexy] Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • "exception at 0x53C227FF (msvcr110d.dll)" with SOIL library

    - by Sean M.
    I'm creating a game in C++ using OpenGL, and decided to go with the SOIL library for image loading, as I have used it in the past to great effect. The problem is, in my newest game, trying to load an image with SOIL throws the following runtime error: This error points to this part: // SOIL.c int query_NPOT_capability( void ) { /* check for the capability */ if( has_NPOT_capability == SOIL_CAPABILITY_UNKNOWN ) { /* we haven't yet checked for the capability, do so */ if( (NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), "GL_ARB_texture_non_power_of_two" ) ) ) //############ it points here ############// { /* not there, flag the failure */ has_NPOT_capability = SOIL_CAPABILITY_NONE; } else { /* it's there! */ has_NPOT_capability = SOIL_CAPABILITY_PRESENT; } } /* let the user know if we can do non-power-of-two textures or not */ return has_NPOT_capability; } Since it points to the line where SOIL tries to access the OpenGL extensions, I think that for some reason SOIL is trying to load the texture before an OpenGL context is created. The problem is, I've gone through the entire solution, and there is only one place where SOIL has to load a texture, and it happens long after the OpenGL context is created. This is the part where it loads the texture... //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); //Create the internal rendering components prepareScreen(); //Init glew glewExperimental = GL_TRUE; int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); <-- Sucessfully creates an OpenGL context //Initialize the app g_app = new App(); g_app->PreInit(); g_app->Init(); g_app->PostInit(); <-- Loads the texture (after the context is created) ...and debug printing to the console CONFIRMS that the OpenGL context was created before the texture loading was attempted. So my question is if anyone is familiar with this specific error, or knows if there is a specific instance as to why SOIL would think OpenGL isn't initialized yet.

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  • Creating a bare bone web-browser: After the html parser, javascript parser, etc have done their work, how do I display the content of the webpage?

    - by aste123
    This is a personal project to learn computer programming. I took a look at this: https://www.udacity.com/course/viewer#!/c-cs262 The following is the approach taken in it: Abstract Syntax Tree is created. But javascript is still not completely broken down in order not to confuse with the html tags. Then the javascript interpreter is called on it. Javascript interpreter stores the text from the write() and document.write() to be used later. Then a graphics library in Python is called which will convert everything to a pdf file and then we convert it into png or jpeg and then display it. My Question: I want to display the actual text in a window (which I will design later) like firefox or chrome does instead of image files so that the data can be selected, copied, etc by the user of the browser. How do I accomplish this? In other words, what are the other elements of a bare bone web browser that I am missing? I would prefer to implement most of the stuff in C++ although if things seem too complicated I might go with Python to save time and create a prototype and later creating another bare bone browser in C++ and add more features. This is a project to learn more. I do realize we already have lots of reliable browsers like firefox, etc. The way I feel it is done: I think after all the broken down contents have been created by the parsers and interpreters, I will need to access them individually from within the window's code (like qt) and then decide upon a good way to display them. I am not sure if it is the way this should be done. Additions after useful comment by Kilian Foth: I found this page: http://friendlybit.com/css/rendering-a-web-page-step-by-step/ 14. A DOM tree is built out of the broken HTML 15. New requests are made to the server for each new resource that is found in the HTML source (typically images, style sheets, and JavaScript files). Go back to step 3 and repeat for each resource. 16. Stylesheets are parsed, and the rendering information in each gets attached to the matching node in the DOM tree 17. Javascript is parsed and executed, and DOM nodes are moved and style information is updated accordingly 18. The browser renders the page on the screen according to the DOM tree and the style information for each node 19. You see the page on the screen I need help with step 18. How do I do that? How much work do Webkit and Gecko do? I want to use a readymade layout renderer for step number 18 and not for anything that comes before that.

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Google I/O 2011: GIS with Google Earth and Google Maps

    Google I/O 2011: GIS with Google Earth and Google Maps Josh Livni, Mano Marks Building a robust interactive map with a lot of data involves more than just adding a few placemarks. We'll talk about integrating with existing GIS software, importing data from shapefiles and other formats, map projections, and techniques for managing, analyzing, and rendering large datasets. From: GoogleDevelopers Views: 3785 19 ratings Time: 52:25 More in Science & Technology

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  • Interpolation using a sprite's previous frame and current frame

    - by user22241
    Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which is based on a sprite's position at it's last (rendered) frame and it's current one. Assuming an interpolation value of 0.5 this is, (visually), how I understand it should affect my sprite's position.... This is how I'm obtaining an inerpolation value: public void onDrawFrame(GL10 gl) { // Set/re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; tics++; } interpolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(interpolation); } I am then applying it like so (in my rendering call): render(float interpolation) { spriteScreenX = (spriteScreenX - spritePreviousX) * interpolation + spritePreviousX; spritePreviousX = spriteScreenX; // update and store this for next time } Results This unfortunately does nothing to smooth the movement of my sprite. It's pretty much the same as without the interpolation code. I can't get my head around how this is supposed to work and I honestly can't find any decent resources which explain this in any detail. My understanding of extrapolation is that when we arrive at the rendering call, we calculate the time between the last update call and the render call, and then adjust the sprite's position to reflect this time (moving the sprite forward) - And yet, this (Interpolation) is moving the sprite back, so how can this produce smooth results? Any advise on this would be very much appreciated. Edit I've implemented the code from OriginalDaemon's answer like so: @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*25)) frameTime = (dt*25); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; t += dt; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(); } Interpolation values are now being produced between 0 and 1 as expected (similar to how they were in my original loop) - however, the results are the same as my original loop (my original loop allowed frames to skip if they took too long to draw which I think this loop is also doing). I appear to have made a mistake in my previous logging, it is logging as I would expect it to (interpolated position does appear to be inbetween the previous and current positions) - however, the sprites are most definitely choppy when the render() skipping happens.

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