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  • Hidden form and SEO

    - by AntonAL
    I'm using hidden forms, to collects some statistics. Will it have any penalty from search engines ? Update 1: I'm collecting some statistics, based on user interaction with my website. For example, POST requests will be sent to server, when: user stops a playing video user has watched a video till it's end etc. Using form_remote_for in Rails, i'm just rendering the form and keep it invisible. The reason on doing that - is to utilize authencity tokens, and just have less to code. Via JavaScript i'm only filling some hidden fields up and initiating form submission.

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  • ASP.NET MVC 2 Released!

    - by kaleidoscope
    ASP.NET MVC 2 Released! ASP.NET MVC 2 Features ASP.NET MVC 2 adds a bunch of new capabilities and features. Some of the new features and capabilities include: § New Strongly Typed HTML Helpers § Enhanced Model Validation support across both server and client § Auto-Scaffold UI Helpers with Template Customization § Support for splitting up large applications into ‘Areas’ § Asynchronous Controllers support that enables long running tasks in parallel § Support for rendering sub-sections of a page/site using Html.RenderAction § Lots of new helper functions, utilities, and API enhancements § Improved Visual Studio tooling support More details can be found at http://www.azurejournal.com/2010/03/aspnet-MVC-2-released/ http://www.asp.net/mvc/   Anish, S

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  • Interpolation gives the appearance of collisions

    - by Akroy
    I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game updates by just using the position and velocity of objects at the last update. This makes things look really smooth in general, but when something hits a wall/floor, it appears to go through the wall for a moment before being positioned correctly. This is because the interpolator is not taking walls into account, so it guesses the position into walls until the actual game update fixes it. Are there any particularly elegant solutions for this? Simply increasing the update rate seems like a band-aid solution, and I'm trying to avoid increasing the system reqs. I could also check for collisions in the actual interpolator, but that seems like heavy overhead, and then I'm no longer dividing the drawing and the game updating.

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  • Dynamic body implementation

    - by ArturoVM
    I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to grow and shrink (as in actually growing, not just scaling), and it has to have collision detection (even if it's basic). Because of this requirements, it obviously can't be based on a sprite, so direct rendering of the shape should be the logical thing to do. I assume this is no easy task, but I just couldn't find a good physics engine that covers these requirements (or at least no tutorial on how to do it; I particularly searched for Box2D tutorials). Is there a way of doing this with Box2D, SDL, or any other physics or game engine out there? If not, what's a good place to start? I am really clueless as far as soft-body physics are concerned.

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  • Why is chunk size often a power of two?

    - by danijar
    There are many Minecraft clones out there and I am working on my own implementation. A principle of terrain rendering is tiling the whole world in fixed size chunks to reduce the effort of localized changes. In Minecraft the chunk size is 16 x 16 x 256 as far as I now. And in clones I also always saw chunk sizes of a power of the number 2. Is there any reason for that, maybe performance or memory related? I know that powers of 2 play a special role in binary computers but what has that to do with the chunk size?

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  • Multi-Threaded Pipelined Game Engine Data Synchronization Questions

    - by Douglas
    Let's say I'm setting up a worker pool based game engine with pipelining. Let's say I have 4 stages in my pipeline as such: Stage 1: Physics Stage 2: AI/Input Stage 3: Game Logic Stage 4: Rendering Now let's say that the physics detects a collision between a bullet and a character in stage 1. Two frames later the game logic may choose to remove that bullet from the simulation, however none of the other copies of the data for the other pipeline stages will get this information. How is this sort of thing and other things like it get handled? Do you generally make changes like this to every pipeline stage's data at the end of a frame?

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  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

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  • Which will be faster? Switching shaders or ignore that some cases don't need full code?

    - by PolGraphic
    I have two types of 2d objects: In first case (for about 70% of objects), I need that code in the shader: float2 texCoord = input.TexCoord + textureCoord.xy But in the second case I have to use: float2 texCoord = fmod(input.TexCoord, texCoordM.xy - textureCoord.xy) + textureCoord.xy I can use second code also for first case, but it will be a little slower (fmod is useless here, input.TexCoord will be always lower than textureCoord.xy - textureCoord.xy for sure). My question is, which way will be faster: Making two independent shaders for both types of rectangles, group rectangles by types and switch shaders during rendering. Make one shader and use some if statement. Make one shader and ignore that sometimes (70% of cases) I don't need to use fmod.

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  • xmonad keyboard doesn't work

    - by Mikkel Paulson
    I'm experimenting with xmonad, which I installed from the Ubuntu Software Centre on Ubuntu 12.10. It looks cool, but when I invoke it (using xmonad --replace from the command line) my title bars disappear and my keyboard stops working. At all. The terminal stops working, the keystrokes I've seen in online "getting started" guides are ignored, and the only way for me to actually power the system off is to hit the reset button or ssh in from my phone. Ironically, my mouse still works. One guide I saw suggested replacing the default window environment with xmonad, but I'm afraid of rendering my system completely inoperable if I do that. Any suggestions?

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  • Changing DisplayMode seems not to update Input&Graphic Dimension

    - by coding.mof
    I'm writing a small game using Slick and Nifty-GUI. At the program startup I set the DisplayMode using the following lines: AppGameContainer app = new ... app.setDisplayMode( 800, 600, false ); app.start(); I wrote a Nifty-ScreenController for my settings dialog in which the user can select the desired DisplayMode. When I try to set the new DisplayMode within this controller class the game window gets resized correctly but the Graphics and Input objects aren't updated accordingly. Therefore my rendering code just uses a part of the new window. I tried to set different DisplayModes in the main method to test if it's generally possible to invoke this method multiple times. It seems that changing the DisplayMode only works before I call app.start(). Furthermore I tried to update the Graphics & Input object manually but the init and setDimensions methods are package private. :( Does someone know what I'm doing wrong and how to change the DisplayMode correctly?

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  • Object-Oriented OpenGL

    - by Sullivan
    I have been using OpenGL for a while and have read a large number of tutorials. Aside from the fact that a lot of them still use the fixed pipeline, they usually throw all the initialisation, state changes and drawing in one source file. This is fine for the limited scope of a tutorial, but I’m having a hard time working out how to scale it up to a full game. How do you split your usage of OpenGL across files? Conceptually, I can see the benefits of having, say, a rendering class that purely renders stuff to screen, but how would stuff like shaders and lights work? Should I have separate classes for things like lights and shaders?

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  • Photo Gallery Software - reads from a local directory - watches folder- user and group permissions

    - by Darkflare
    Use Case: Photos are organised in a folder structure by date (by software lightroom/picasa) Want to run a local webserver to host a web gallery from (already know how to run lamp etc) I want to be able to attach metadata to the photos (probably through a database not residing in the photos folder) such that they can be tagged/categoried/albumed without affecting the original photos I want to be able to assign permissions to different albums to set users I want the software to watch the photo source folder for changes so that new photos are indexed ready for applying metadata and albums. I'd like the software to handle the rendering of numerous file types (photo formats) as well as video formatts I am language agnostic so php/python heck even c#, just want software that forfills the requirements. The main reason I am asking this question here as I am unsure what this software would even be called so google searching is quite difficult! Thanks for reading.

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  • Bad anti-aliasing in some applications

    - by Matty
    There was an update a few weeks ago that seemed to mess with anti-aliasing in some applications. Firefox, Thunderbird, and the text in some apps such as Mousepad and Leafpad (but not the rest of the window) are affected, whereas Chrome and everything else seems to be just fine. Attached are two screenshots showing the difference between rendering in Firefox and Chrome. The anti-aliasing settings are the same as they've always been, which have worked just fine - full hinting, RGB sub-pixel order. I'm really not sure what's going on and am thinking that it might be faster to fix this problem by re-installing, but is there anything I can try first as re-installing is the last thing I want to do? I'm running Xubuntu 12.04.

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  • How do I design a game framework for fast reaction to user input?

    - by Miro
    I've played some games at cca 30 fps and some of them had low reaction time - cca 0.1sec. I hadn't knew why. Now when I'm designing my framework for crossplatform game, I know why. Probably they've been preparing new frame during rendering the previous. RENDER 1 | RENDER 2 | RENDER 3 | RENDER 4 PREPARE 2 | PREPARE 3 | PREPARE 4 | PREPARE 5 I see first frame when second frame is being rendered and third frame being prepared. If I react in that time to 1st frame it will result in forth frame. So it takes 3/FPS seconds to appear results. In 30 fps it would be 100ms, what is quite bad. So i'm wondering what should I design my framework to response to user interaction quickly?

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  • Samsung 7 Graphics Nightmare

    - by tanner
    I just bought a Samsung 7 laptop with the Amd Radeon hd 6490m an I installed the driver. Everything was working smooth and it was rendering nice until I rebooted it. I noticed that it wouldn't boot my favorite game because of a GLSBadRenderRequest. So I went over to the AMD Catalyst program, and it wouldn't fire up because it couldn't find the graphics card!! What do you think is going on? Oh, and that was the latest driver straight from AMD. Im running 12.04lts.

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  • Windows Error After Wubi Install

    - by user106563
    The initial install on my laptop was Windows 7. I installed Wubi on Sunday - the install seemed fine. I was able to log in and use both Ubuntu and Windows. On Monday I started receiving the following error in Windows: windows cannot access the specified device path or file This occurs on every link I click on - essentially rendering Windows unusable. I do not experience the same problem when Windows is started up in safe mode. I have tried numerous virus scans (Malware bytes, Avg, AdAware) and have removed various trojans etc. Windows is still unusable. Ubuntu seems fine so far. My question is, can this error be attributed to the Wubi install?

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  • Where can a list of Desktop web browsers be found at?

    - by Sn3akyP3t3
    I have another question posted in regards to the practicality of whitelisting. In this question I'm simply looking for an frequently updated list of top known used Desktop web browsers to use as part of my whitelist. I'm not trying to target any specific OS so please show one, show all. The list of browsers for desktops isn't exploding, but it does grow. I've only recently been made aware of other browsers that have multiple rendering engines. I'm not always on top of the text based browsers found out there either. I'm aware of the mobile browser platform and there is an active list used with regular expression for identification purposes that I will use as well as whatever I can find for the desktop platforms.

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  • Triple buffering causes input lag?

    - by user782220
    Consider some time in between two vsyncs. Suppose the first display buffer is being used to display the current image, and suppose the game was really fast and computed and rendered the next image to the second display buffer and the next one after that to the third display buffer. That is the rendering to the second and third display buffer happens so fast that it occurs before the next vsync. Suppose input from the user comes in now. What you would like is for the results of the input to show up on the next vsync or (probably more typical) the vsync after that. However, with the third display buffer already rendered the input can only effect the image after that. Meaning the input will only take effect at best 3 vsyncs later. I wish i had an image to show the exact timings of what I mean.

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  • easy visualization of usage statistics (web app)

    - by sova
    I have some usage queries for my web app's database, the results of which I want to display graphically. Is there an easy-to-use api that exists for this purpose? I want to show things like average query-time per user (a small user-base), average query time per day, and things like that. I think it would be cool to show these on a two-axis graph. I am displaying this data on my site, so a jQuery/javascript/html solution for rendering information into graphs would be ideal. Thank you :) P.S. I wasn't sure if I should ask this on SO, but I am looking more for which product to use, not how to program with it.

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  • 6 Great Alternative Browsers for Your Android Device

    - by Chris Hoffman
    Android’s default browser, named “Internet,” is a very simple browser that’s tied to your Android OS version. Other, third-party browsers offer more powerful interfaces, greater configurability, and more frequent updates. Unlike on Apple’s iOS, Android browsers can implement their own rendering engines, although not all do. That Firefox app isn’t just a shell over the stock browser, like it is on iOS – it brings Mozilla’s Gecko to Android. How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS

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  • Telerik Becomes the First Vendor to Offer Reporting for All .Net Desktop and Web Platforms

    Telerik adds a new WPF Report Viewer to its reporting solution making it thefirst tool to supportall .NET desktop and web platforms:ASP.NET, Silverlight, Windows Forms, and WPF Telerik, a leading vendor of developer tools and UI components for .NET,isthe first vendor to offer built-in support for report rendering in all .NET desktop and web platformswith the addition of a WPF Report Viewer to their product Telerik Reporting. Telerik Reportingis a lightweight embedded .NET reporting solution, which...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Can these game be fully coded in html5/javascript?

    - by RufioLJ
    I mean the mechanics of the game. Would it be possible? -Pokemon GBA series, rendering the world would be easy, but what about battle mechanics? -MapleStory, after seen dragonbound.net which is an identical copy of Gunbound I would think it's rather possible, but I'm still not sure if javascript can handle all the mechanics of the world. It would be heavy on resources I guess? I'm asking this because I'm really interested in html5 game develop(I really think in a future will destroy flash on game dev ground). I want to have an idea of how far games developed with the html5/javascript technology can go. I got especially inspired by dragonbound. I really think it pushes htmlt/javascript to the limits (game dev).

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  • GWT (Google Web Toolkit) Designer not working on Ubuntu 12.10

    - by Marian Lux
    The GWT Desinger is not working on Ubuntu 12.10. It worked on Ubuntu 12.04. I installed the Eclipse Plugin as described on the GWT Homepate If I want to open the Design-View (for an xml-GWT-File), Eclipse crashes (prompt closing of the application). I found this two workarounds for which are for 12.04 (but on 12.04 i did not need this to get it working - it worked out of the box for me). I tried them on my 12.10 Ubuntu but they are not working. But I have to say that I can't find the "Use WebKit for rendering GWT UI (if available)"-Flag. What can I do to get the GWT Designer working? I tested it successfully again on a 12.04 Ubuntu VMware image. If I don't get a solution, I have to downgrade my Ubuntu to 12.04 again.

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  • About floating point precision and why do we still use it

    - by system_is_b0rken
    Floating point has always been troublesome for precision on large worlds. This article explains behind-the-scenes and offers the obvious alternative - fixed point numbers. Some facts are really impressive, like: "Well 64 bits of precision gets you to the furthest distance of Pluto from the Sun (7.4 billion km) with sub-micrometer precision. " Well sub-micrometer precision is more than any fps needs (for positions and even velocities), and it would enable you to build really big worlds. My question is, why do we still use floating point if fixed point has such advantages? Most rendering APIs and physics libraries use floating point (and suffer it's disadvantages, so developers need to get around them). Are they so much slower? Additionally, how do you think scalable planetary engines like outerra or infinity handle the large scale? Do they use fixed point for positions or do they have some space dividing algorithm?

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  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

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