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  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

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  • flashplugin installer works for firefox but not chromium-browser

    - by user829755
    I'm on Ubuntu precise (12.04.5 LTS) and I do have flashplugin-installer installed. When I click on flash videos in chromium-browser I get "An error occurred, please try again later". In firefox they display fine. I opened chrome://plugins to see if the flash plugin is installed and indeed it's not listed. Also http://www.codegeek.net/flash-version.php displays: "You do not have Flash player installed", while with firefox it says: You have Flash player 11.2.202 installed. Following some instructions on some ubuntu page I copied the plugin using sudo cp /usr/lib/flashplugin-installer/libflashplayer.so /usr/lib/chromium-browser/plugins/ and I started chromium using chromium-browser --enable-plugins but this didn't help. chrome://chrome/ says: Version 36.0.1985.125 Ubuntu 12.04 (283153). what else can I try?

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  • Why don't C++ Game Developers use the boost library?

    - by James
    So if you spend any time viewing / answering questions over on Stack Overflow under the C++ tag, you will quickly notice that just about everybody uses the boost library; some would even say that if you aren't using it, you're not writing "real' C++ (I disagree, but that's not the point). But then there is the game industry, which is well known for using C++ and not using boost. I can't help but wonder why that is. I don't care to use boost because I write games (now) as a hobby, and part of that hobby is implementing what I need when I am able to and using off-the-shelf libraries when I can't. But that is just me. Why don't game developers, in general, use the boost library? Is it performance or memory concerns? Style? Something Else? I was about to ask this on stack overflow, but I figured the question is better asked here. EDIT : I realize I can't speak for all game programmers and I haven't seen all game projects, so I can't say game developers never use boost; this is simply my experience. Allow me to edit my question to also ask, if you do use boost, why did you choose to use it?

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  • Two graphical entities, smooth blending between them (e.g. asphalt and grass)

    - by Gabriel Conrad
    Supposedly in a scenario there are, among other things, a tarmac strip and a meadow. The tarmac has an asphalt texture and its model is a triangle strip long that might bifurcate at some point into other tinier strips, and suppose that the meadow is covered with grass. What can be done to make the two graphical entities seem less cut out from a photo and just pasted one on top of the other at the edges? To better understand the problem, picture a strip of asphalt and a plane covered with grass. The grass texture should also "enter" the tarmac strip a little bit at the edges (i.e. feathering effect). My ideas involve two approaches: put two textures on the tarmac entity, but that involves a serious restriction in how the strip is modeled and its texture coordinates are mapped or try and apply a post-processing filter that mimics a bloom effect where "grass" is used instead of light. This could be a terrible failure to achieve correct results. So, is there a better or at least a more obvious way that's widely used in the game dev industry?

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  • Efficiently rendering to 3D texture

    - by TravisG
    I have an existing depth texture and some other color textures, and want to process the information in them by rendering to a 3D texture (based on the depth contained in the depth texture, i.e. a point at (x/y) in the depth texture will be rendered to (x/y/texture(depth,uv)) in the 3D texture). Simply doing one manual draw call for each slice of the 3D texture (via glFramebufferTextureLayer) is terribly slow, since I don't know beforehand to what slice of the 3D texture a given texel from one of the color textures or the depth texture belongs. This means the entire process is effectively for each slice for each texel in depth texture process color textures and render to slice So I have to sample the depth texture completely per each slice, and I also have to go through the processing (at least until to discard;) for all texels in it. It would be much faster if I could rearrange the process to for each texel in depth texture figure out what slice it should end up in process color textures and render to slice Is this possible? If so, how? What I'm actually trying to do: the color textures contain lighting information (as seen from light view, it's a reflective shadow map). I want to accumulate that information in the 3D texture and then later use it to light the scene. More specifically I'm trying to implement Cryteks Light Propagation Volumes algorithm.

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  • Bad texture on model with different GPU

    - by Pacha
    I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a problem with the rest of my entities as they are not scaled. The models with the problems are scaled, as my engine supports different sizes for the platforms. I am using Ogre3D as rendering engine, and GLSL as shader language. Vertex shader: #version 120 varying vec2 UV; void main() { UV = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment shader: #version 120 varying vec2 UV; uniform sampler2D diffuseMap; void main(void) { gl_FragColor = texture(diffuseMap, UV); } Screenshot (the error is on the right and left side, the top and bottom part are rendered perfectly well):

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  • Avoiding lag when rendering Texture2D for first time

    - by Emir Lima
    I have found a similar question here, but it is about playing sounds. I am using 2048 x 2048 textures for sprite sheets and every time I call spriteBatch.Draw using a sheet for the first time in game execution, causes a considerable lag. The lag doesn't appears for the next times. Someone has faced this problem before? What can I do to overcome this? Update: I inserted a code in the end of content load routine that draws EVERY Texture2D that is loaded into ContentManager before follow to the game screen. This works well. None lag occurs when different textures are rendered over the time, EXCEPT if the IsFullScreen are changed. Apparently, changing this property makes the textures loaded in the GPU gone. Is that correct?

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  • What are the pros and cons of a non-fixed-interval update loop?

    - by akonsu
    I am studying various approaches to implementing a game loop and I have found this article. In the article the author implements a loop which, if the processing falls behind in time, skips frame renderings and just updates the game in a loop (the last variant called "Constant Game Speed independent of Variable FPS"). I do not understand why it is acceptable to call update_game() in a loop without making sure the update function is called at a particular interval. I do not see any value in doing this. I would think that in my game I want to be sure the game is updated periodically with a known period. So maybe it is worthwhile to have two threads, one would call update periodically, and the other one would redraw the game, also periodically? Would this be a good and practical approach? Of course I would need to synchronise the threads.

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  • How do I create a bounding frustrum from a view & projection matrix?

    - by Narf the Mouse
    Given a left-handed Projection matrix, a left-handed View matrix, a ViewProj matrix of View * Projection - How do I create a bounding Frustum comprised of near, far, left, right and top, bottom planes? The only example I could find on Google (Tutorial 16: Frustum Culling) seems to not work; for example, if the math is used as given, the near-plane's distance is a negative. This places the near-plane behind the camera...

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  • Unable to find good parameters for behavior of a puck in Farseer

    - by Krumelur
    EDIT: I have tried all kinds of variations now. The last one was to adjust the linear velocity in each step: newVel = oldVel * 0.9f - all of this including your proposals kind of work, however in the end if the velocity is little enough, the puck sticks to the wall and slides either vertically or horizontally. I can't get rid of this behavior. I want it to bounce, no matter how slow it is. Retitution is 1 for all objects, Friction is 0 for all. There is no gravity. What am I possibly doing wrong? In my battle to learn and understand Farseer I'm trying to setup a simple Air Hockey like table with a puck on it. The table's border body is made up from: Vertices aBorders = new Vertices( 4 ); aBorders.Add( new Vector2( -fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, -fHalfHeight ) ); aBorders.Add( new Vector2( -fHalfWidth, -fHalfHeight ) ); FixtureFactory.AttachLoopShape( aBorders, this ); this.CollisionCategories = Category.All; this.CollidesWith = Category.All; this.Position = Vector2.Zero; this.Restitution = 1f; this.Friction = 0f; The puck body is defined with: FixtureFactory.AttachCircle( DIAMETER_PHYSIC_UNITS / 2f, 0.5f, this ); this.Restitution = 0.1f; this.Friction = 0.5f; this.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic; this.LinearDamping = 0.5f; this.Mass = 0.2f; I'm applying a linear force to the puck: this.oPuck.ApplyLinearImpulse( new Vector2( 1f, 1f ) ); The problem is that the puck and the walls appear to be sticky. This means that the puck's velocity drops to zero to quickly below a certain velocity. The puck gets reflected by the walls a couple of times and then just sticks to the left wall and continues sliding downwards the left wall. This looks very unrealistic. What I'm really looking for is that a puck-wall-collision does slow down the puck only a tiny little bit. After tweaking all values left and right I was wondering if I'm doing something wrong. Maybe some expert can comment on the parameters?

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  • Creating a 2D Line Branch

    - by Danran
    I'm looking into creating a 2D line branch, something for a "lightning effect". I did ask this question before on creating a "lightning effect" (mainly though referring to the process of the glow & after effects the lightning has & to whether it was a good method to use or not); Methods of Creating a "Lightning" effect in 2D However i never did get around to getting it working. So i've been trying today to get a seconded attempt going but i'm getting now-were :/. So to be clear on what i'm trying to-do, in this article posted; http://drilian.com/2009/02/25/lightning-bolts/ I'm trying to create the line segments seen in the images on the site. I'm confused mainly by this line in the pseudo code; // Offset the midpoint by a random amount along the normal. midPoint += Perpendicular(Normalize(endPoint-startPoint))*RandomFloat(-offsetAmount,offsetAmount); If someone could explain this to me it would be really grateful :).

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  • Libgdx 2D Game, Random generated World of random size, how to get mouse coordinates?

    - by Solom
    I'm a noob and English is not my mothertongue, so please bear with me! I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based on that value. Now, my problem is to match mouse coordinates on screen with the actual block the mouse is pointing at. public class GameScreen implements Screen { private static final int WIDTH = 100; private static final int HEIGHT = 70; private OrthographicCamera camera; private Rectangle glViewport; private Spritebatch spriteBatch; private Map map; private Block block; ... @Override public void show() { camera = new OrthographicCamera(WIDTH, HEIGHT); camera.position.set(WIDTH/2, HEIGHT/2, 0); glViewport = new Rectangle(0, 0, WIDTH, HEIGHT); map = new Map(16384, 256); map.printTileMap(); // Debugging only spriteBatch = new SpriteBatch(); } @Override public void render(float delta) { // Clear previous frame Gdx.gl.glClearColor(1, 1, 1, 1 ); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); GL30 gl = Gdx.graphics.getGL30(); // gl.glViewport((int) glViewport.x, (int) glViewport.y, (int) glViewport.width, (int) glViewport.height); spriteBatch.setProjectionMatrix(camera.combined); camera.update(); spriteBatch.begin(); // Draw Map this.drawMap(); // spriteBatch.flush(); spriteBatch.end(); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { // Bounds check (y) if(camera.position.y + camera.viewportHeight < a)// || camera.position.y - camera.viewportHeight > a) break; for(int b = 0; b < map.getWidth(); b++) { // Bounds check (x) if(camera.position.x + camera.viewportWidth < b)// || camera.position.x > b) break; // Dynamic rendering via BlockManager int id = map.getTileMap()[a][b]; Block block = BlockManager.map.get(id); if(block != null) // Check if Air { block.setPosition(b, a); spriteBatch.draw(block.getTexture(), b, a, 1 ,1); } } } } As you can see, I don't use the viewport anywhere. Not sure if I need it somewhere down the road. So, the map is 16384 blocks wide. One block is 16 pixels in size. One of my naive approaches was this: if(Gdx.input.isButtonPressed(Input.Buttons.LEFT)) { Vector3 mousePos = new Vector3(); mousePos.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); System.out.println(Math.round(mousePos.x)); // *16); // Debugging // TODO: round // map.getTileMap()[mousePos.x][mousePos.y] = 2; // Draw at mouse position } I confused myself somewhere down the road I fear. What I want to do is, update the "block" (or rather the information in the Map/2D-Array) so that in the next render() there is another block. Basically drawing on the spriteBatch g So if anyone could point me in the right direction this would be highly appreciated. Thanks!

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  • Are there any open source projects for car engine sound simulation?

    - by Petteri Hietavirta
    I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm. Edit: Something like http://www.sonory.org/examples.html

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • Best way to mask 2D sprites in XNA?

    - by electroflame
    I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The final result. Now, I'm aware that in XNA you can do two things to accomplish this: Use the Stencil Buffer. Use a Pixel Shader. I have tried to do a pixel shader, which essentially did this: float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(BaseTexture, texCoord); float4 bitMask = tex2D(MaskTexture, texCoord); if (bitMask.a > 0) { return float4(tex.r, tex.g, tex.b, tex.a); } else { return float4(0, 0, 0, 0); } } This seems to crop the images (albeit, not correct once the image starts to move), but my problem is that the images are constantly moving (they aren't static), so this cropping needs to be dynamic. Is there a way I could alter the shader code to take into account it's position? Alternatively, I've read about using the Stencil Buffer, but most of the samples seem to hinge on using a rendertarget, which I really don't want to do. (I'm already using 3 or 4 for the rest of the game, and adding another one on top of it seems overkill) The only tutorial I've found that doesn't use Rendertargets is one from Shawn Hargreaves' blog over here. The issue with that one, though is that it's for XNA 3.1, and doesn't seem to translate well to XNA 4.0. It seems to me that the pixel shader is the way to go, but I'm unsure of how to get the positioning correct. I believe I would have to change my onscreen coordinates (something like 500, 500) to be between 0 and 1 for the shader coordinates. My only problem is trying to work out how to correctly use the transformed coordinates. Thanks in advance for any help!

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  • How do I use D3DXVec3Unproject with D3D11?

    - by Miguel P
    I'm having a small issue with D3DXVec3Unproject. I'm currently using Direct3D 11 and not 10, and the signature for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld As you may have noticed, it requires a D3D10_VIEWPORT, and I'm using a Direct3D 11 viewport, D3D11_VIEWPORT. Do you have any ideas how I can use D3DXVec3Unproject with Direct3D 11?

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  • lwjgl custom icon

    - by melchor629
    I have a little problem with the icon in lwjgl, it doesn't work. I google about it, but i haven't found anything that works for me yet. This is my code for now: PNGDecoder imageDecoder = new PNGDecoder(new FileInputStream("res/images/Icon.png")); ByteBuffer imageData = BufferUtils.createByteBuffer(4 * imageDecoder.getWidth() * imageDecoder.getHeight()); imageDecoder.decode(imageData, imageDecoder.getWidth() * 4, PNGDecoder.Format.RGBA); imageData.flip(); System.err.println(Display.setIcon(new ByteBuffer[]{imageData}) == 0 ? "No se ha creado el icono" : "Se ha creado el icono"); The png file is a 128x128px with transparency. PNGDecoder is from the matthiasmann utility (de.matthiasmann.twl.utils). I'm using Mac OS, 10.8.4 with lwjgl 2.9.0. Thanks :)

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  • What are the factors that determine the default frequency of a shader call?

    - by user827992
    After i have been played for some days with various vertex and fragments shaders seems clear to me that this programs are called by the GPU at every and each rendering cycle, the problem is that I can't really quantify this frequency and I can't tell if is based on some default values or not because I don't have a big collection of hardware right now to do extensive tests. For what i know the answer could be really trivial like "it's the same of the refresh rate of your monitor", but i would like some good answers on that to be clear on this. For instance looks really odd to me that all the techniques used to control the amount of FPS that i have seen until now uses a call for the OpenGL function glutGet(GLUT_ELAPSED_TIME) to retrieve a value in ms about when the rendering started but I have to relies on the CPU to do the math. Why I can't set an FPS value in OpenGL if OpenGL clearly has a counter and a timer/clock? PS I'm referring to OpenGL 3.0+

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  • CodePlex Daily Summary for Tuesday, November 12, 2013

    CodePlex Daily Summary for Tuesday, November 12, 2013Popular ReleasesExport Version History Of SharePoint 2010 List Items to Microsoft Excel.: ExportVersionHistory_R9: Fix for "&" in List TitleSharePoint Client Browser for SharePoint 2010 and 2013: SharePoint 2013 Client Browser v1.1: SharePoint 2013 Client Browser v1.1, released: 11/12/2013 - Added splash screen on startup for better user experience - Added support for Taxonomy (Term Store, Group, Term Set and Terms) - Added limited support for User Profiles, only showing current user profile - Fixed columns issue with Raw Data tab (clearing columns)sb0t v.5: sb0t 5.16 r2: Fixed PM blocking bug. Allow room scribbles by supported clients. Link user list bug hopefully fixed. Ignore scribbles for ignored users. Fixed additional PM bug.NuGet: NuGet 2.7.2: 2.7.2 releaseDomain Oriented N-Layered .NET 4.5: AutoNLayered v1.1.1: - MVC 5 - Entity Framework 6 (Asynchronous architecture - TAP) - Improvements in services, repository, uow...Paint.NET PSD Plugin: 2.4.0: PSDPlugin version 2.4.0 requires Paint.NET 3.5.11. Changes: Multichannel images can now be loaded, with each channel showing up as a separate grayscale layer. More reliable loading of files with layer groups created in Photoshop CS5 and CS6. Faster loading of PSD files. Speed improvement of 1.1x to 1.5x on 8-bit images, and about 15% on 32-bit RGB images. More efficient RLE compression, with file sizes reduced by about 4% on average. The PsdFile class can now load and save most PSD...Lib.Web.Mvc & Yet another developer blog: Lib.Web.Mvc 6.3.3: Lib.Web.Mvc is a library which contains some helper classes for ASP.NET MVC such as strongly typed jqGrid helper, XSL transformation HtmlHelper/ActionResult, FileResult with range request support, custom attributes and more. Release contains: Lib.Web.Mvc.dll with xml documentation file Standalone documentation in chm file and change log Library source code Sample application for strongly typed jqGrid helper is available here. Sample application for XSL transformation HtmlHelper/ActionRe...Magick.NET: Magick.NET 6.8.7.501: Magick.NET linked with ImageMagick 6.8.7.5. Breaking changes: - Refactored MagickImageStatistics to prepare for upcoming changes in ImageMagick 7. - Renamed MagickImage.SetOption to SetDefine.Media Companion: Media Companion MC3.587b: Fixed* TV - Locked shows display correctly after refresh * TV - missing episodes display in correct colour for missed or to be aired * TV - Rescrape of Multi-episodes working. * TV - Cache fix where was writing episodes multiple times * TV - Fixed Cache writing missing episodes when Display missing eps was disabled. Revision HistoryGenerate report of user mailbox size for Exchange 2010: Script Download: Script Download http://gallery.technet.microsoft.com/scriptcenter/Generate-report-of-user-e4e9afcaCheck SQL Server a specified database index fragmentation percentage (SQL): Script Download: Script Download http://gallery.technet.microsoft.com/scriptcenter/Check-SQL-Server-a-a5758043Save attachments from multiple selected items in Outlook (VBA): Script Download: Script Download: http://gallery.technet.microsoft.com/scriptcenter/Save-attachments-from-5b6bf54bRemove Windows Store apps in Windows 8: Script Download: Script Download http://gallery.technet.microsoft.com/scriptcenter/Remove-Windows-Store-Apps-a00ef4a4PCSX-Reloaded: 1.9.94: General changes:Support for compressed audio in cue files. ECM support. OS X changes:32-bit support has been dropped Partial French and Hungarian translationsVidCoder: 1.5.12 Beta: Added an option to preserve Created and Last Modified times when converting files. In Options -> Advanced. Added an option to mark an automatically selected subtitle track as "Default". Updated HandBrake core to SVN 5878. Fixed auto passthrough not applying just after switching to it. Fixed bug where preset/profile/tune could disappear when reverting a preset.Toolbox for Dynamics CRM 2011/2013: XrmToolBox (v1.2013.9.25): XrmToolbox improvement Correct changing connection from the status dropdown Tools improvement Updated tool Audit Center (v1.2013.9.10) -> Publish entities Iconator (v1.2013.9.27) -> Optimized asynchronous loading of images and entities MetadataDocumentGenerator (v1.2013.11.6) -> Correct system entities reading with incorrect attribute type Script Manager (v1.2013.9.27) -> Retrieve only custom events SiteMapEditor (v1.2013.11.7) -> Reset of CRM 2013 SiteMap ViewLayoutReplicator (v1.201...Microsoft SQL Server Product Samples: Database: SQL Server 2014 CTP2 In-Memory OLTP Sample, based: This sample showcases the new In-Memory OLTP feature, which is part of SQL Server 2014 CTP2. It shows the new memory-optimized tables and natively-compiled stored procedures, and can be used to show the performance benefit of in-memory OLTP. Installation instructions for the sample are included in the file ‘awinmemsample.doc’, which is part of the download. You can ask a question about this sample at the SQL Server Samples Forum Composite C1 CMS - Open Source on .NET: Composite C1 4.1: Composite C1 4.1 (4.1.5058.34326) Write a review for this release - help us improve, recommend us. Getting started If you are new to Composite C1 and want to install it: http://docs.composite.net/Getting-started What's new in Composite C1 4.1 The following are highlights of major changes since Composite C1 4.0: General user features: Drag-and-drop images and files like PDF and Word documents directly from your own desktop and folders into page content Allow you to install Composite For...CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.9.0: Implemented Recent Scripts list Added checking for plugin updates from AboutBox Multiple formatting improvements/fixes Implemented selection of the CLR version when preparing distribution package Added project panel button for showing plugin shortcuts list Added 'What's New?' panel Fixed auto-formatting scrolling artifact Implemented navigation to "logical" file (vs. auto-generated) file from output panel To avoid the DLLs getting locked by OS use MSI file for the installation.WPF Extended DataGrid: WPF Extended DataGrid 2.0.0.10 binaries: Now row summaries are updated whenever autofilter value sis modified.New Projectsasmhighlighter fork for Visual Studio 2013: asmhighlighter fork for Visual Studio 2013 Added more customizable colors in Visual Studio 2013->Options->Font and colors Centrafuse Plugin for Mapfactor Navigator: This Centrafuse plugin embeds Mapfactor Navigator as a window into Centrafuse and integrates it as the Navigation Engine.Coded UI Hybrid Test Automation Framework: A blueprint of a Hybrid Coded UI Test Automation Framework which aims to eliminate hardships and increase its adoption across various organizations.Excel add-in for Generalized Jarrow-Rudd option pricing: Excel add-in to call fmsgjr code.FindFileTool: This is the program file has been released Lotte search toolFJYC_PLAN(new): PLANGeneralized Jarrow-Rudd Option Pricing: Perturb cumulants of normal distributions instead of lognormal.Hawk LAN Messenger: My First LAN Messenger Project............ Hydration Kit for App-V 5 Sequencing: This kit builds automated installers for Microsoft Application Virtualization (App-V) 5.0 sequencing environments.MDCC Taxi: Overwrite of the scheduled and ordeder taxis to drive employees of Microsoft Development Centre Copenhagen to the local train in SkodsborgMeetSomeNearbyStranger: This project represents a web service for an android application with the same name.MsgBox: This project contains a message box service locator implementation implemented in C# and WPF.SuperSocket FTP Server: A pure C# FTP Server base on SuperSocketxRM Import-Export Solution Manager for Microsoft Dynamics CRM: This tool provides the ability to automatise the Import-Export of Solutions in Microsoft Dynamics CRM 2011 and 2013, also generating a powershell outcome

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  • Sending Graphics to the C drive [on hold]

    - by CodeOfGenius
    I'm trying to create image files on the users' desktop. Let's say i have a picture of an orange in my eclipse workspace in the resource folder. When somebody downloads the project, I want to take that image of an orange and put it in a folder called fruit on their desktop. Whenever i export my game it can't read the images anymore which is wierd so I prefer to try this method. Just like minecraft has its' stuff in %Appdata%, I want to put a folder with my images the game uses on the desktop. There isn't any errors, I'm just asking how do i do this.

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  • Any interesting thesis topic?

    - by revers
    Hi, I study Computer Science at Technical University of Lodz (in Poland) with Computer Game and Simulation Technology specialization. I'm going to defend BSc thesis next year and I was wondering what topic I could choose but nothing really interesting is coming to my mind. Maybe You could help me and suggest some subjects related to programming graphics, games or simulations? (or maybe something else that is interesting enough :) ). I would be very grateful for any suggestion!

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  • Is it a good idea to use a formula to balance a game's complexity, in order to keep players in constant flow?

    - by user1107412
    I read a lot about Flow theory and its applications to video games, and I got an idea sticking in my mind. If a number of weight values are applied to different parameters of a certain game level (i.e. the size of the level, the number of enemies, their overal strength, the variance in their behavior, etc), then it should be technically possible to find an overal score mechanism for each level in the game. If a constant ratio of complexity increase were empirically defined, for instance 1,3333, or say, the Golden Ratio, would it be a good idea to arrange the levels in such an order that the increase of overal complexity tends to increase that much? Has somebody tried it?

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  • Writing a Master's Thesis on evaluating visual scripting systems

    - by user1107412
    I am thinking to write my Master's thesis around theorizing, and then implementing a PlayMaker or Kismet-like (building game logic by visually arranging FSMs) tool in Unity. The only thing I am still concerned about is the actual research question that I should pose. I was kinda hoping that the more experienced game designers out there might know. Update: What about reducing the use of visual programming to graphically designing FSM-Action-Transition flows, which can then be attached to game entities (very much like http://playmaker.com does it)?

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  • Why distance field text rendering have clear outline?

    - by jinhwan
    http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf All the process for doing distance rendering is clear, but 'how does it work' is not clear for me. It looks like that distance field pixels which are created around original pixel may affect 2d texture sampling interpolation process. But I can't understand the interpolation process. I've read that the distance field rendering is processed under nearest-neighbour interpolation. If it is true, shouldn't the distance field redering creates non interpolated result? In my thought, they should looks liked retro style pixel art. Where do i misunderstand in this process? So far, It is no difference with alpha test for me. Both of them throw away all pixcel which are not in. How does extra distance field pixel affect rendering under nearest-neighbour interpolation?

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  • GPU based procedual terrain borders?

    - by OnePie
    I'm working on a game that preferibly should feature a combination of designed and procedually generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given area will have (grasslands, forest etc...) and then a precedual algorithm takes care of the rest. I'm not talking about minecraft style biomoes, but rather the game map for a strategy game. Each 'area' will not take up that much of the screen, and thus be more akin to a tile whose texture is procedually generated. While procedually generating terrain textures on the GPU are not that difficult, the hard part is making the borders between them look good. Currently, the 'tiles' are large enough to be visible (due to memory constraints mainly, we are talking planetary sized textures for a game taking place in space and on a continental ground view with seamless transitions between them) and creating good borders between them with an algorithm that is fast enough to be useful has proven difficult. Sampling the n-surrounding pixels and using the combiened result did not yield very good borders and was fairly slow on the GPU to boot (ca 12ms for me, that is without any lighning or shading and with very simple terrain texture shaders). So are there any practical known methods to solve this problem?

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