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  • How to handle multiple effect files in XNA

    - by Adam 'Pi' Burch
    So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question is, how do I handle shaders that have unique parameters? For example, I want a 'shiny' parameter that affects shaders with Phong-type specular components, but for an environment mapping shader such a parameter doesn't make a lot of sense. How I have it right now is that every time I call the ModelMesh's Draw() function, I set all the Effect parameters as so foreach (ModelMesh m in model.Meshes) { if (isDrawBunny == true)//Slightly change the way the world matrix is calculated if using the bunny object, since it is not quite centered in object space { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position + bunnyPositionTransform); } else //If not rendering the bunny, draw normally { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position); } foreach (Effect e in m.Effects) { Matrix ViewProjection = camera.ViewMatrix * camera.ProjectionMatrix; e.Parameters["ViewProjection"].SetValue(ViewProjection); e.Parameters["World"].SetValue(world); e.Parameters["diffuseLightPosition"].SetValue(lightPositionW); e.Parameters["CameraPosition"].SetValue(camera.Position); e.Parameters["LightColor"].SetValue(lightColor); e.Parameters["MaterialColor"].SetValue(materialColor); e.Parameters["shininess"].SetValue(shininess); //e.Parameters //e.Parameters["normal"] } m.Draw(); Note the prescience of the example! The solutions I've thought of involve preloading all the shaders, and updating the unique parameters as needed. So my question is, is there a best practice I'm missing here? Is there a way to pull the parameters a given Effect needs from that Effect? Thank you all for your time!

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • The Best Data Integration for Exadata Comes from Oracle

    - by maria costanzo
    Oracle Data Integrator and Oracle GoldenGate offer unique and optimized data integration solutions for Oracle Exadata. For example, customers that choose to feed their data warehouse or reporting database with near real-time throughout the day, can do so without decreasing  performance or availability of source and target systems. And if you ask why real-time, the short answer is: in today’s fast-paced, always-on world, business decisions need to use more relevant, timely data to be able to act fast and seize opportunities. A longer response to "why real-time" question can be found in a related blog post. If we look at the solution architecture, as shown on the diagram below,  Oracle Data Integrator and Oracle GoldenGate are both uniquely designed to take full advantage of the power of the database and to eliminate unnecessary middle-tier components. Oracle Data Integrator (ODI) is the best bulk data loading solution for Exadata. ODI is the only ETL platform that can leverage the full power of Exadata, integrate directly on the Exadata machine without any additional hardware, and by far provides the simplest setup and fastest overall performance on an Exadata system. We regularly see customers achieving a 5-10 times boost when they move their ETL to ODI on Exadata. For  some companies the performance gain is even much higher. For example a large insurance company did a proof of concept comparing ODI vs a traditional ETL tool (one of the market leaders) on Exadata. The same process that was taking 5hrs and 11 minutes to complete using the competing ETL product took 7 minutes and 20 seconds with ODI. Oracle Data Integrator was 42 times faster than the conventional ETL when running on Exadata.This shows that Oracle's own data integration offering helps you to gain the most out of your Exadata investment with a truly optimized solution. GoldenGate is the best solution for streaming data from heterogeneous sources into Exadata in real time. Oracle GoldenGate can also be used together with Data Integrator for hybrid use cases that also demand non-invasive capture, high-speed real time replication. Oracle GoldenGate enables real-time data feeds from heterogeneous sources non-invasively, and delivers to the staging area on the target Exadata system. ODI runs directly on Exadata to use the database engine power to perform in-database transformations. Enterprise Data Quality is integrated with Oracle Data integrator and enables ODI to load trusted data into the data warehouse tables. Only Oracle can offer all these technical benefits wrapped into a single intelligence data warehouse solution that runs on Exadata. Compared to traditional ETL with add-on CDC this solution offers: §  Non-invasive data capture from heterogeneous sources and avoids any performance impact on source §  No mid-tier; set based transformations use database power §  Mini-batches throughout the day –or- bulk processing nightly which means maximum availability for the DW §  Integrated solution with Enterprise Data Quality enables leveraging trusted data in the data warehouse In addition to Starwood Hotels and Resorts, Morrison Supermarkets, United Kingdom’s fourth-largest food retailer, has seen the power of this solution for their new BI platform and shared their story with us. Morrisons needed to analyze data across a large number of manufacturing, warehousing, retail, and financial applications with the goal to achieve single view into operations for improved customer service. The retailer deployed Oracle GoldenGate and Oracle Data Integrator to bring new data into Oracle Exadata in near real-time and replicate the data into reporting structures within the data warehouse—extending visibility into operations. Using Oracle's data integration offering for Exadata, Morrisons produced financial reports in seconds, rather than minutes, and improved staff productivity and agility. You can read more about Morrison’s success story here and hear from Starwood here. From an Irem Radzik article.

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  • Loading content (meshes, textures, sounds) in the background

    - by Boreal
    In my game, I am aiming for a continuous world, that is, a world where you can go anywhere without breaking the immersion through load times and "virtual seams". My world is broken up into regions, which are nodes in a graph. A region is considered adjacent to another if it can be travelled to or seen from that region. In order to keep this continuous, I want to preload the assets needed in the adjacent regions (such as world meshes, textures, and music) before they are actually used. As for actually loading the content, I use a manager that keeps at most one copy of each asset in memory at a time, accessible by its filename. When I try to access an asset, it loads it (if necessary) and then returns it. I can then unload any asset that is currently loaded to save memory. Clearly, I want to do this in the background so there are no hiccups. I assume I have to use threads in some way, but I'm not sure how.

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  • How do I tackle top down RPG movement?

    - by WarmWaffles
    I have a game that I am writing in Java. It is a top down RPG and I am trying to handle movement in the world. The world is largely procedural and I am having a difficult time tackling how to handle character movement around the world and render the changes to the screen. I have the world loaded in blocks which contains all the tiles. How do I tackle the character movement? I am stumped and can't figure out where I should go with it. EDIT: Well I was abstract with the issue at hand. Right now I can only think of rigidly sticking everything into a 2D array and saving the block ID and the player offset in the Block or I could just "float" everything and move about between tiles so to speak.

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  • Limiting the speed of the mouse cursor

    - by idlewire
    I am working on a simple game where you can drag objects around with the mouse cursor. As I drag the object around quickly, I notice there is some juddering, which seems to be due to the fact that I can move the mouse cursor faster than the game's update/draw. So, although I maintain the offset from where the player initially clicked on the object, the mouse's relative position to the object shifts around slightly before settling as I move the object very quickly. The only way I have found to get smooth, exact 1:1 movement is if I turn both IsFixedTimeStep and SynchronizeWithVerticalRetrace to false. However, I'd rather not have to do that. I have also tried making a custom mouse cursor, hiding the real mouse, taking the real mouse delta and clamping it to a maximum speed. Here is the problem: In windowed mode, the "real" mouse cursor moves off the window while the custom mouse cursor (since it's movement is being scaled) is still somewhere inside the game window. This becomes bizarre and is obviously not desired, as clicking at this point means clicking on things outside the game window. Is there any way to accomplish this in windowed mode? In fullscreen mode, the "real" mouse cursor is bounded to the edges of the screen. So I get to a point where there is no more mouse delta, yet my custom cursor is still somewhere in the middle of the screen and hence can't move further in that direction. If I wanted to clamp it to the edge of the screen when the real cursor is at the edge, then I would get an abrupt jump to the edge of the screen, which isn't desired either Any help would be appreciated. I'd like to be able to limit the speed of the mouse, but also would appreciate help with the first issue (the non-smooth relative offset between mouse cursor movement and object movement).

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  • Using a Vertex Buffer and DrawUserIndexedPrimitives?

    - by MattMcg
    Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them up and they work fine however if I throw in another draw call to DrawUserIndexedPrimitives (to draw my one single moving object) after the call to DrawIndexedPrimitives, it will error out saying a valid vertex buffer must be set. I can only assume the DrawUserIndexedPrimitive call destroyed/replaced the vertex buffer I set. In order to get around this I must call device.SetVertexBuffer(vertexBuffer) every frame. Something tells me that isn't correct as that kind of defeats the point of a buffer? To shed some light, the large vertex buffer is the final merged mesh of many repeated cubes (think Minecraft) which I manually create to reduce the amount of vertices/indexes needed (for example two connected cubes become one cuboid, the connecting faces are cut out), and also the amount of matrix translations (as it would suck to do one per cube). The moving objects would be other items in the world which are dynamic and not fixed to the block grid, so things like the NPCs who move constantly. How do I go about handling the large static world but also allowing objects to freely move about?

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  • Car brands and models licensing

    - by Ju-v
    We are small team which working on car racing game but we don't know about licensing process for branded cars like Nissan, Lamborghini, Chevrolet and etc. Do we need to buy any licence for using real car brand names, models, logos,... or we can use them for free? Second option we think about using not real brand with real models is it possible? If someone have experience with that, fell free to share it. Any information about that is welcome.

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  • The Benefits of JD Edwards Latest Product Version

    During this session, Fred speaks with World customer Dave Hyzy, Director of IT for Benderon Development and John Schiff, VP and GM for JD Edwards World about how the first new major release for World in almost 10 years will be significant component to the future roadmap of the product, how the merger with Oracle has positively effected them, and how Oracle continues to have the best interests of its customers at heart.

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  • Can the following Domain Entity contain logic for creating/deleting other entities?

    - by user702769
    a) As far as I understand it, in most cases Domain Model DM doesn't contain code for creating/deleting domain entities, but instead it is the job of layers ( ie service layer or UI layer ) on top of DM to create/delete domain entities? b) Domain entities are modelled after real world entities. Assuming particular real world entity being abstracted does have the functionality of creating/deleting other real world entities, then I assume the domain entity abstracting this real world entity could also contain logic for creating/deleting other entities? class RobotDestroyerCreator { ... void heavyThinking() { ... if(...) unitOfWork.registerDelete(robot); ... if(...) { var robotNew = new Robot(...); unitOfWork.registerNew(robotNew); { ... } } Thank you

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  • S&OP best practices that can help your organization be more responsive and effective

    - by user717691
    If you want to increase revenue by quickly responding to market changes or want to ensure that your operating plans drive towards corporate financial goals, you need real-time sales and operations planning.Watch the replay of our recent Webcast to hear Christopher Neff from NCR Corporation discuss how NCR Corporation is leveraging Oracle's Real-Time Sales and Operations Planning solutions. Learn best practices that can help your organization be more responsive and effective. Discover how Oracle's comprehensive suite of best-in-class capabilities can: Synchronize plans and actions across the extended enterprise Maximize profits with the ability to sense, influence, and fulfill demand with industry leading demand management and real-time sales & operations Drive tactical decisions into operational planning and execution, while monitoring performance Profitably balance supply, demand, and budgets Move planning processes from periodic and reactive to real-time, iterative and proactive Register now for the on demand Webcast! http://www.oracle.com/webapps/dialogue/ns/dlgwelcome.jsp?p_ext=Y&p_dlg_id=8664804&src=6811174&Act=99NCR Corporation is a leader in Self Service Solution such as POS Solutions, Payment and Imaging Systems.

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  • How do you verify that your prototype/application meets the requirements?

    - by Roflcoptr
    Recently I wrote an small prototype that uses some relatively new technology. Now I wanted to verify if this prototype is usefull and could be used in real world example. But now I have a problem, how can I do that? Normally, it would be a good thing to compare the prototype with already existing similar applications and compare if you perform better, provide better usability, etc. Since I'm not aware of something similar, this is quite difficult Normally, I would see if the requirements of the customers are met. But there aren't any real requirements and no real customers. It as just an idea. So the problem is, how can I get feedback on my prototype to see how it is accepted by potential users and what should be improved in a real implementation?

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  • Sell Yourself As an SEO Expert

    It seems that we are now all of a sudden living in a time where the search engines (such as Yahoo and Google) rule the world (certainly the business world at least) and where SEO (Search Engine Optimisation) experts are the mercenaries of that world. It also seems that if you know a thing or two about SEO you can quickly find yourself a lot of work, depending on how well you sell and advertise yourself.

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  • SEO Providers - Freelancers, Professionals, Or Spam Artists?

    Again, many of these offers you'll receive look legit enough. They come complete from a real email address, with a realistic name, a real phone number, and all of the other necessary credentials to look respectable. Sure, they're real people on the other end of the line, but unlike most reputable freelancers in the SEO business, these folks have chosen to use dubious tactics (sending mass emails and spam) to thousands and thousands of people in the hopes that one or two follow up and fall into the trap.

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  • New Secure Website with Apache Reverse Proxy

    - by jtnire
    I wish to set up a new website that will be accessed by users using HTTPS. I think it is good practise to put the "real" web server in a seperate subnet, and then install an Apache Reverse Proxy in a DMZ. My question is, where should I put the SSL cert(s)? Should I a) Use a self-signed cert on the "real" web server, and a proper cert on the reverse proxy? b) Use 2 real certs on both the "real" web server and the reverse proxy? c) Don't use any cert on the "real" web server, and use a proper cert on the reverse proxy? I'd like to use a) or c), if possible. I also don't want anyone's browser complaining of a self-signed cert. Thanks

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  • Box2Dweb very slow on node.js

    - by Peteris
    I'm using Box2Dweb on node.js. I have a rotated box object that I apply an impulse to move around. The timestep is set at 50ms, however, it bumps up to 100ms and even 200ms as soon as I add any more edges or boxes. Here are the edges I would like to use as bounds around the playing area: // Computing the corners var upLeft = new b2Vec2(0, 0), lowLeft = new b2Vec2(0, height), lowRight = new b2Vec2(width, height), upRight = new b2Vec2(width, 0) // Edges bounding the visible game area var edgeFixDef = new b2FixtureDef edgeFixDef.friction = 0.5 edgeFixDef.restitution = 0.2 edgeFixDef.shape = new b2PolygonShape var edgeBodyDef = new b2BodyDef; edgeBodyDef.type = b2Body.b2_staticBody edgeFixDef.shape.SetAsEdge(upLeft, lowLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowLeft, lowRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowRight, upRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(upRight, upLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) Can box2d really become this slow for even two bodies or is there some pitfall? It would be very surprising given all the demos which successfully use tens of objects.

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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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  • What online games would let me practice AI development?

    - by Myn
    I am working on a project experimenting with Artificial Intelligence design methodologies for online world avatars. Online world here is quite open to interpretation; Second Life is just as applicable as Counter Strike, for example. To carry out these experiments, I must first develop an intelligent agent for the world in question. However, I am honestly quite stuck as to which game I could use for this. My preference was to develop an intelligent "bot" to play an MMORPG, but the legal restrictions of such games prevent me. Likewise with most FPS games the use of an intelligent agent in place of a human player is considered cheating. The alternative, of course, is to create an NPC bot; an intelligent agent that populates the world alongside the player(s) rather than replacing a particular player. However, I'm struggling to find a game that would enable me to create an intelligent opponent either. I suppose the main requirements would be a game allows a third party program to use the function calls usually utilised by players and read feedback on the state of the world. Quake III and Unreal Tournament have been suggested before, but they have already been the subject of work on this research project. Short of writing my own online game from scratch, what games would allow me, through middleware, an API, or otherwise, to create either an artificially intelligent player or a bot?

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  • In wow 6.0 expansion, where to buy wow gold?

    - by user50866
    Rs3gold.com is a leading provider of MMORPG virtual currency and other assets around the world, when is the new world of warcraft expansion, you can buy cheapest wow gold from Rs3gold. 8% discount code for your World of Warcraft Gold - RS3GOLD Once your payment on our site is completed successfully, we will deliver your WOW gold instantly within 10-30 minutes! http://www.rs3gold.com/Gold/wow_us.aspx  

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • The best programmer is N times more effective than the worst? Who Cares?

    - by StevenWilkins
    There is a latent belief in programming that the best programmer is N times more effective than the worst. Where N is usually between 10 and 100. Here are some examples: http://www.devtopics.com/programmer-productivity-the-tenfinity-factor/ http://www.joelonsoftware.com/articles/HighNotes.html http://haacked.com/archive/2007/06/25/understanding-productivity-differences-between-developers.aspx There is some debate as to whether or not it's been proven: http://morendil.github.com/folklore.html I'm confident in the accuracy of these statements: The best salesmen in the world are probably 10-100 times better than the worst The best drivers in the world are probably 10-100 times better than the worst The best soccer players in the world are probably 10-100 times better than the worst The best CEOs in the world are probably 10-100 times better than the worst In some cases, I'm sure the difference is greater. In fact, you could probably say that The best [insert any skilled profession here] in the world are probably 10-100 times better than the worst We don't know what N is for the rest of these professions, so why concern ourselves with what the actual number is for programming? Can we not just say that the number is large enough so that it's very important to hire the best people and move on already?

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