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  • Convert mkv/h264 video so it can be played on a "mid-range" Sony Ericsson phone. (using Ubuntu).

    - by Johan
    Hi As a little experiment I thinking of converting some video/movies/tv-series into a format that could be playable on my K850, but to be a little bit more generic in this question let's say "mid range Sony Ericsson" phone since they all more or less behave the same and has the same screen resolution (240 x 320). I am looking for command line based tools (for Ubuntu), since I am thinking about writing a "convert and move" script later if it is successful. A lot of the video I have is encoded in mkv/h264, but since that is not supported by the phone I guess that I need to convert it into some mp4/mpeg4 low quality video. After some googling it seems like a good candidate for the job is ffmpeg, but that seems to be a very versatile tool with a lot of magic tricks. Am I on the right track? And if so how do I use ffmpeg to do this? Thanks Johan Update: After plating a little bit with ffmeg I noticed that it only uses 1 of my 4 cores, so the transcoding takes forever. I found a arg called -threads but that did not change much, maybe I got it wrong. I also found that something like this plays in the phone. ffmpeg -i Mythbusters\ S1D1_1.mkv -threads 4 -t 180 -vcodec mpeg4 -r 15 -s 320x240 Mythbusters\ S1D1_1_mini.mp4 It was possible to use 3gp/h263, but the quality was really useless. ffmpeg -i Mythbusters\ S1D1_1.mkv -t 180 -vcodec h263 -acodec libfaac -s cif Mythbusters\ S1D1_1_cif.3gp And it seems like mp4/h264 is also possible and the result is ok, thanks to this question, this one seem to use more than one core as well so it was a little bit faster for me. ffmpeg -i Mythbusters_S1D1_1.mkv -t 180 -acodec libfaac -ab 60k -s 320x240 -vcodec libx264 -b 500k -flags +loop -cmp +chroma -partitions +parti4x4+partp8x8+partb8x8 -flags2 +mixed_refs -me_method umh -subq 6 -trellis 1 -refs 5 -coder 0 -me_range 16 -g 250 -keyint_min 25 -sc_threshold 40 -i_qfactor 0.71 -bt 500k -maxrate 768k -bufsize 2M -qcomp 0.6 -qmin 10 -qmax 51 -qdiff 4 -level 13 -threads 0 -f mp4 Mythbusters_S1D1_1_qvga.mp4 Update: I have tried to use HandBrakeCLI and it is no problem creating a new file that seem to be the same as the one created with ffmpeg with something like this. HandBrakeCLI -i Mythbusters_S1D1_1.mkv --size 100 -E faac -B 60 --maxHeight 240 -r 15 -e x264 -o Mythbusters_S1D1_1_hand.mp4 But that one did not play in the phone... I found this in the official manual: If you transfer video clips using another program than Media Go™, we recommend that you select H.264 Baseline profile video, up to QVGA at 30 fps, VBR 384 kbps (max 768 kps) with AAC+ audio at 128 kbps (max 255 kbps), 48 kHz and stereo audio in mp4 file format. So the idea to use H264 seems to be correct.

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  • protect purchased games to be downloaded on other pc

    - by JoJo
    I want to make a downloads managing system on my website, that when you purchase a download, you can always re-download it again for free. (i have read that Steam does something similar) The problem is, that someone would be able to create a account, purchase something and then give the account password to friends and family, so they can all download copies for free. Is there a way to prevent this? Or is it impossible.

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  • Are high powered 3D game engines better at 2D games than engines made for 2D

    - by Adam
    I'm a software engineer that's new to game programming so forgive me if this is a dumb question as I don't know that much about game engines. If I was building a 2D game am I better off going with an engine like Torque that looks like it's built for 2D, or would higher powered engines like Unreal, Source and Unity work better? I'm mainly asking if 2D vs 3D is a large factor in choosing an engine. For the purpose of comparison, let's eliminate variables by saying price isn't a factor (even though it probably is). EDIT: I should probably also mention that the game we're developing has a lot of RTS and RPG elements regarding leveling up

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  • George Bush Talks About Facebook With Mark Zuckerberg [Video]

    - by Gopinath
    George W Bush, the former President of USA, stopped by Facebook office yesterday to talk about Facebook as well as to promote his book. Facebook Mark Zuckerberg joined him during the conversation. Check out the embedded video. This article titled,George Bush Talks About Facebook With Mark Zuckerberg [Video], was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Une interface holographique pour le futur Android, Google sort la première vidéo de présentation de « Honeycomb »

    Une interface holographique pour le futur Android Google sort une vidéo de présentation de « Honeycomb » Dans une vidéo publiée sur son blog mobile, Google a levé le voile sur la future version d'Android (3.0 ou 2.4) alias « Honeycomb ». Cette prochaine version sera dotée de plusieurs nouvelles fonctionnalités. Google affirme avoir mit l'accent sur l'amélioration de l'expérience utilisateur, notamment en dotant Honeycomb d'une UI virtuelle et holographique. Plusieurs fonctionnalités existantes ont été revues, parmi lesquelles le traitement multi-tâches, le système de notification - qualifié « de plus élégant », l'écran d'accueil (avec désormais des effets 3D et des Widgets...

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  • Awesome Serenity (Firefly) – My Little Pony Movie Trailer Mashup [Video]

    - by Asian Angel
    Recently we featured an awesome Watchmen – My Little Pony mashup and today we are back with another great movie trailer mixer. This latest mashup video from BronyVids once again features the ever popular ponies and the movie trailer from the 2005 movie Serenity. Just for fun here is the original Serenity trailer that the video above is based on. My Little Serenity [via Geeks are Sexy] Serenity (2005) Trailer 1080p HD [YouTube] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

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  • Detecting wins in peer to peer RTS games like Starcraft

    - by user782220
    A typical RTS game is implemented with the standard networking model: peer to peer lockstep. Consider Starcraft 2, given that Battle.net presumably doesn't know anything about the state of game given that there is only communication between the two players in a peer to peer model, how does Battle.net know who was the winner in the end. Relying on the two peers to not try to cheat and report accurate results is naive.

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  • Nuevo Video del Curso Introducción a C# con Visual Studio 2012

    - by carlone
    Estimad@s Amig@s, Ya se encuentra publicado un Nuevo video del curso Introducción a C# con Visual Studio 2012.  13:3211WATCHEDIntroducción a C# con Visual Studio 2012: Estructuras Cíclicas (Bucle For)by Carlos Lone 35 viewsEn este video daremos una introducción al concepto de las estructuras cíclicas y aprenderemos a utilizar el Bucle For  El código de los ejemplos utilizados pueden descargarlos en https://latamcsharpvs2012.codeplex.com/ Saludos, Carlos A. Lone  

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  • How can I change the amount of video memory with a Mobile Intel 4 Series Express Chipset?

    - by user45924
    I have the chipset in the title. The Intel control panel says the following: Intel® Graphics Media Accelerator Driver for Mobile Report Report Date: 8/11/2010 Report Time[hr:mm:ss]: 20:2:54 Driver Version: 8.15.10.2182 Operating System: Windows 7 (6.1.7600) Default Language: English (Canada) DirectX* Version: 10.0 Physical Memory: 3963 MB Minimum Graphics Memory: 128 MB Maximum Graphics Memory: 1759 MB Graphics Memory in Use: 17 MB Processor: Intel64 Family 6 Model 23 Stepping 10 Processor Speed: 1995 MHz Vendor ID: 8086 Device ID: 2A42 Device Revision: 07 Even while playing games, the Graphics Memory in Use only ever goes up to 26 MB. I've looked in the BIOS; there's nothing there. Is there any way I can force it to go higher? Thanks :)

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  • A few meta questions about making flash games

    - by idan
    A few questions for a beginner game maker without an artist. Is there a site where flash game creators can download (and use) free art? I don't need character sprites but environments like trees, clouds, platforms, etc. Is there a site where a programmer can collaborate with an artist and a composer? (Even if so, the chances are low for a beginner with no portfolio to find an artist willing to collaborate, right?) Do you have recommended sites for asking action script questions (dedicated solely to flash?) Thanks!

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  • What is the best way to downscale mp4 video while keeping it as sharp as possible?

    - by Brandon Durham
    I've got an .mp4 file that's currently 830x1100 (it's a screencast) that I need to resize down to 114x150. I've been experimenting for hours with ffmpeg settings and nothing comes out looking nice and sharp. The original file looks decent, and I can't figure out why the downscaling makes it look so blurry. Unfortunately I can't share the video because it contains a walkthrough for software that hasn't yet been released.

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  • Query Tuning Mastery at PASS Summit 2012: The Video

    - by Adam Machanic
    An especially clever community member was kind enough to reverse-engineer the video stream for me, and came up with a direct link to the PASS TV video stream for my Query Tuning Mastery: The Art and Science of Manhandling Parallelism talk, delivered at the PASS Summit last Thursday. I'm not sure how long this link will work , but I'd like to share it for my readers who were unable to see it in person or live on the stream. Start here. Skip past the keynote, to the 149 minute mark. Enjoy!...(read more)

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  • List of Commonly Used Value Types in XNA Games

    - by Michael B. McLaughlin
    Most XNA programmers are concerned about generating garbage. More specifically about allocating GC-managed memory (GC stands for “garbage collector” and is both the name of the class that provides access to the garbage collector and an acronym for the garbage collector (as a concept) itself). Two of the major target platforms for XNA (Windows Phone 7 and Xbox 360) use variants of the .NET Compact Framework. On both variants, the GC runs under various circumstances (Windows Phone 7 and Xbox 360). Of concern to XNA programmers is the fact that it runs automatically after a fixed amount of GC-managed memory has been allocated (currently 1MB on both systems). Many beginning XNA programmers are unaware of what constitutes GC-managed memory, though. So here’s a quick overview. In .NET, there are two different “types” of types: value types and reference types. Only reference types are managed by the garbage collector. Value types are not managed by the garbage collector and are instead managed in other ways that are implementation dependent. For purposes of XNA programming, the important point is that they are not managed by the GC and thus do not, by themselves, increment that internal 1 MB allocation counter. (n.b. Structs are value types. If you have a struct that has a reference type as a member, then that reference type, when instantiated, will still be allocated in the GC-managed memory and will thus count against the 1 MB allocation counter. Putting it in a struct doesn’t change the fact that it gets allocated on the GC heap, but the struct itself is created outside of the GC’s purview). Both value types and reference types use the keyword ‘new’ to allocate a new instance of them. Sometimes this keyword is hidden by a method which creates new instances for you, e.g. XmlReader.Create. But the important thing to determine is whether or not you are dealing with a value types or a reference type. If it’s a value type, you can use the ‘new’ keyword to allocate new instances of that type without incrementing the GC allocation counter (except as above where it’s a struct with a reference type in it that is allocated by the constructor, but there are no .NET Framework or XNA Framework value types that do this so it would have to be a struct you created or that was in some third-party library you were using for that to even become an issue). The following is a list of most all of value types you are likely to use in a generic XNA game: AudioCategory (used with XACT; not available on WP7) AvatarExpression (Xbox 360 only, but exposed on Windows to ease Xbox development) bool BoundingBox BoundingSphere byte char Color DateTime decimal double any enum (System.Enum itself is a class, but all enums are value types such that there are no GC allocations for enums) float GamePadButtons GamePadCapabilities GamePadDPad GamePadState GamePadThumbSticks GamePadTriggers GestureSample int IntPtr (rarely but occasionally used in XNA) KeyboardState long Matrix MouseState nullable structs (anytime you see, e.g. int? something, that ‘?’ denotes a nullable struct, also called a nullable type) Plane Point Quaternion Ray Rectangle RenderTargetBinding sbyte (though I’ve never seen it used since most people would just use a short) short TimeSpan TouchCollection TouchLocation TouchPanelCapabilities uint ulong ushort Vector2 Vector3 Vector4 VertexBufferBinding VertexElement VertexPositionColor VertexPositionColorTexture VertexPositionNormalTexture VertexPositionTexture Viewport So there you have it. That’s not quite a complete list, mind you. For example: There are various structs in the .NET framework you might make use of. I left out everything from the Microsoft.Xna.Framework.Graphics.PackedVector namespace, since everything in there ventures into the realm of advanced XNA programming anyway (n.b. every single instantiable thing in that namespace is a struct and thus a value type; there are also two interfaces but interfaces cannot be instantiated at all and thus don’t figure in to this discussion). There are so many enums you’re likely to use (PlayerIndex, SpriteSortMode, SpriteEffects, SurfaceFormat, etc.) that including them would’ve flooded the list and reduced its utility. So I went with “any enum” and trust that you can figure out what the enums are (and it’s rare to use ‘new’ with an enum anyway). That list also doesn’t include any of the pre-defined static instances of some of the classes (e.g. BlendState.AlphaBlend, BlendState.Opaque, etc.) which are already allocated such that using them doesn’t cause any new allocations and therefore doesn’t increase that 1 MB counter. That list also has a few misleading things. VertexElement, VertexPositionColor, and all the other vertex types are structs. But you’re only likely to ever use them as an array (for use with VertexBuffer or DynamicVertexBuffer), and all arrays are reference types (even arrays of value types such as VertexPositionColor[ ] or int[ ]). * So that’s it for now. The note below may be a bit confusing (it deals with how the GC works and how arrays are managed in .NET). If so, you can probably safely ignore it for now but feel free to ask any questions regardless. * Arrays of value types (where the value type doesn’t contain any reference type members) are much faster for the GC to examine than arrays of reference types, so there is a definite benefit to using arrays of value types where it makes sense. But creating arrays of value types does cause the GC’s allocation counter to increase. Indeed, allocating a large array of a value type is one of the quickest ways to increment the allocation counter since a .NET array is a sequential block of memory. An array of reference types is just a sequential block of references (typically 4 bytes each) while an array of value types is a sequential block of instances of that type. So for an array of Vector3s it would be 12 bytes each since each float is 4 bytes and there are 3 in a Vector3; for an array of VertexPositionNormalTexture structs it would typically be 32 bytes each since it has two Vector3s and a Vector2. (Note that there are a few additional bytes taken up in the creation of an array, typically 12 but sometimes 16 or possibly even more, which depend on the implementation details of the array type on the particular platform the code is running on).

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  • Query Tuning Mastery at PASS Summit 2012: The Video

    - by Adam Machanic
    An especially clever community member was kind enough to reverse-engineer the video stream for me, and came up with a direct link to the PASS TV video stream for my Query Tuning Mastery: The Art and Science of Manhandling Parallelism talk, delivered at the PASS Summit last Thursday. I'm not sure how long this link will work , but I'd like to share it for my readers who were unable to see it in person or live on the stream. Start here. Skip past the keynote, to the 149 minute mark. Enjoy!...(read more)

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  • Available for Download: SharePoint Video Library Template

    SharePoint Video Library provides a simple way to share and organize flash video files (.FLV) in a SharePoint site.  read moreBy Alon HaviviDid 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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  • Sun Ray 3 Plus Unboxing video

    - by [email protected]
    Shot using a prototype Sun Ray 3 Plus weeks before the Oracle acquisition of Sun was completed, this video gives you the sense of how this newly announced Sun Ray 3 Plus is packaged when shipped.   It also shows what the bits of the SR 3 Plus are all about, including the most commonly asked about specs.  While the Production unit is available for ordering NOW, it will obviously have the Oracle logo in addition to the Sun logo.Enjoy the video here:

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  • Coding different states in Adventure Games

    - by Cardin
    I'm planning out an adventure game, and can't figure out what's the right way to implement the behaviour of a level depending on state of story progression. My single-player game features a huge world where the player has to interact with people in a town at various points in the game. However, depending on story progression, different things would be presented to the player, for e.g. the Guild Leader will change locations from the town square to various locations around the city; Doors would only unlock at certain times of the day after finishing a particular routine; Different cut-screen/trigger events happen only after a particular milestone has been reached. I naively thought of using a switch{} statement initially to decide what the NPC should say or which he could be found at, and making quest objectives interact-able only after checking a global game_state variable's condition. But I realised I would quickly run into a lot of different game states and switch-cases in order to change the behaviour of an object. That switch statement would also be massively hard to debug, and I guess it might also be hard to use in a level editor. So I thought, instead of having a single object with multiple states, maybe I should have multiple instances of the same object, with a single state. That way, if I use something like a level editor, I can put an instance of the NPC at all the different locations he could ever appear at, and also an instance for each conversation state he has. But that means there'll be a lot of inactive, invisible game objects floating around the level, which might be trouble for memory, or simply hard to see in a level editor, i don't know. Or simply, make an identical, but separate level for each game state. This feels the cleanest and bug-free way to do things, but it feels like massive manual work making sure each version of the level is really identical to each other. All my methods feel so inefficient, so to recap my question, is there a better or standardised way to implement behaviour of a level depending on state of story progression? PS: I don't have a level editor yet - thinking of using something like JME SDK or making my own.

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  • Stats on Screen Size for Flash Games

    - by ashes999
    I'm working on a Flash game after many, many years. I'm trying to figure out size to make my application run (eg. 600x800). Because it's a tall (not wide) game, I'm confused. I know about (and love) the Steam hardware stats. However, for Flash gaming, I have two nit-picks with their survey sample: 1) Caters to more hardcore gamers with better hardware (overall) 2) Captures only a subset of Flash gamers. Doesn't capture people who play at school, work, etc. or not netbooks and lighter machines. Are there any sort of statistics I can use to determine which size to use? Ideally, I would like to know something like: 800x600 will fit 94% of users screens 1024x768 will fit 74% of users screens 1200x960 will fit 53% of users screens etc.

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  • SharePoint Video Library Template Available For Download

    SharePoint Video Library provides a simple way to share and organize flash video files (.FLV) in a SharePoint site.  read moreBy Alon HaviviDid 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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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • SOA Management in 3 minutes - Video explainer

    - by J Swaroop
    Today’s CIOs and IT executives face challenges that take valuable time away from more strategic business objectives. They have to keep their systems running 24/7, manage increasingly complex applications, and more as part of their SOA environment. Watch this quick 3 minute video explainer to learn how Oracle EM Management Pack Plus for SOA is engineered to deliver value right out of the box with a fully centralized management console - with a rich set of service and system level dashboards, administrators can view service levels for key business processes and SOA infrastructure components from a central location. Watch the 3 minute video explainer

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

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