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  • Implementing AS 2.0 with FSM?

    - by Up2u
    i have seen many of references of AI and FSM like : http://www.richardlord.net/blog/fini...n-actionscript and sadly im still can't understand the point of the FSM on AS2.0 is it a must to create a class of each state ? i have a project of game and also it has an AI, the AI has 3 state n i said the state is distanceCheck, ChaseTarget, and Hit the target, the game that i create is FPS game and play via by mouse so what i mean is i have create an AI ( and is success ) but i want to convert it to FSM method ... i create : function of CheckDistanceState() and in that function i have to locked the target with an array, and sort it with the nearest distance and locked it and it trigger the function ChaseState(), and in the ChaseState() i insert the Hit() function to destroy the enemy, the 3 function that i created , i call it in the AI_cursor.onEnterframe, ( FPS game that only have a cursor in stage ) is there any chance to implement FSM to my code without to create a class ?? from what i read before , to create a class mean to create an external code outside of the frame ( i used to code in frame) and i stil dont understand about it. sorry if my explaination not clear ...

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  • help with migrating from Widows, x64 FGLRX, CPU load, Java and Minecraft

    - by joxer
    Im new to ubuntu, it is the second time i have installed it. This comp is Dell studio 1558. some specs: CPU- intel core i7 Q720 1.6GHz, GPU- ATI Mobility Radeon HD 5400 FGLRX- i've fallowed these instructions among inspecting many others, i have tried all of the variants mentioned in that tread before reverting back to the drivers supplied with Ubuntu ( through additional drivers ) which apparently seem to work best. i am testing them with minecraft as silly as it may sound. in 2 to 60 minutes the FPS drop from 70+ to somewhere between 0 and 5. while "fgl_glxgears" runs at between 400 and 800 FPS smoothly.. I am using oracle ( sun ) JRE6 to run minecraft, i have gotten it through a tutorial linked on oracle's website, i currently have no other version of java installed ( was worse when i had a few others here ). after closing the game Ubuntu is similarly slow, i've checked the CPU load using System Monitor and it shows one of the CPU's jumping to 80%~100% load at a time.. a reboot solves it. i realize my mess is up to me to solve but a hand is always appreciated. tyvm in advance.

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  • How do I stop video tearing? (Nvidia prop driver, non-compositing window manager)

    - by Chan-Ho Suh
    I have that problem which seemingly afflicts many using the proprietary Nvidia driver: Video tearing: fine horizontal lines (usually near the top of my display) when there is a lot of panning or action in the video. (Note: switching back to the default nouveau driver is not an option, as its seemingly nonexistent power-management drains my battery several times faster) I've tried Totem, Parole, and VLC, and tearing occurs with all of them. The best result has been to use X11 output in VLC, but there is still tearing with relatively moderate action. Hardware: MacBook Air 3,2 -- which has an Nvidia GeForce 320M. There are two common fixes for tearing with Nvidia prop drivers: Turn off compositing, since Nvidia proprietary drivers don't usually play nice with compositing window managers on Linux (Compiz is an exception I'm aware of). But I use an extremely lightweight window manager (Awesome window manager) which is not even capable of compositing (or any cool effects). I also have this problem in Xfce, where I have compositing disabled. Enabling sync to VBlank. To enable this, I set the option in nvidia-settings and then autostart it as nvidia-settings -l with my other autostart programs. This seems to work, because when I run glxgears, I get: $ glxgears Running synchronized to the vertical refresh. The framerate should be approximately the same as the monitor refresh rate. 303 frames in 5.0 seconds = 60.500 FPS 300 frames in 5.0 seconds = 59.992 FPS And when I check the refresh rate using nvidia-settings: $ nvidia-settings -q RefreshRate Attribute 'RefreshRate' (wampum:0.0; display device: DFP-2): 60.00 Hz. All this suggests sync to VBlank is enabled. As I understand it, this is precisely designed to stop tearing, and a lot of people's problem is even getting something like glxgears to output the correct info. I don't understand why it's not working for me. xorg.conf: http://paste.ubuntu.com/992056/ Example of observed tearing::

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  • Is Protune for video only or may be used for photo too?

    - by Green
    I have Hero3+ Black Edition. I can't understand if Protune is for video only or may be applied for photos? The manual says it is both for video and for photo (page 35): High-Quality Image Capture Protune’s high data rate captures images with less compression, giving content creators higher quality for professional productions. Film/TV Rate Standard While shooting in Protune, you have the option of recording video in cinema quality 24 fps to easily intercut GoPro content with other source media without the need to perform fps conversion. But at the same time their site says that Protune is for video only: To record Protune footage, you’ll need to turn Protune ON in your camera’s settings menu. What for is Protune? Photo? Video? Or both?

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  • Problem with scrolling background in one OpenGL loop

    - by GvS
    I have 960x3000 map image in png and I'm scrolling it in a loop like this (it's called in 60 FPS loop): glPushMatrix(); glBindTexture( GL_TEXTURE_2D, mapTex[iBgImg]); glBegin(GL_QUADS); double mtstart = 0.0f - fBgVPos/(double)BgSize; double mtend = mtstart + mtsize; glTexCoord2d(0.0, mtstart); glVertex2f(fBgX, TOP_MARGIN); glTexCoord2d(1.0, mtstart); glVertex2f(fBgX + MAP_WIDTH, TOP_MARGIN); glTexCoord2d(1.0, mtend); glVertex2f(fBgX + MAP_WIDTH, BOTTOM_MARGIN); glTexCoord2d(0.0, mtend); glVertex2f(fBgX, BOTTOM_MARGIN); glEnd(); glPopMatrix(); unfortunately it isn't smooth when the game is in windowed mode. However, it is smooth in full screen mode. I'm using GLFW for windows. Maybe there is something wrong with my method? Is there anything better? Or could this be hardware problem? Edit: Window is created using glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE); glfwOpenWindowHint(GLFW_REFRESH_RATE, 60); and main loop is using glfwSwapInterval(1) to ensure 60 FPS;

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  • Problems with 3D transformation - (SharpDX)

    - by Morphex
    First of all , I have been trying to get this right for a couple of day already, I have read so much info and still fail miserably to understand this. So I am going to tell you that even though I have done fairly amount of research myself, I failed to implement it. I must say miserably I am trying to create a generic camera class for a game engine of sorts - for research purposes only - the thing is I have no idea how to go about it. I have read about quaternions and matrices, but when it comes to the actual implementation I suck at it. Sharpdx has already Matrices and QUaternions implemented. SO no big deal on the map behind it. How in the world would I go about creating a camera? I have seen so many camera examples and still can't make one that works as expected. I would like to implement diferent types too (Orbital, 6DoF, FPS). So what is need for a camera? UP, Forward and Right vectors I read they are needed, also a quaternion for rotations, and View and Projection matrices. I understand that a FPS camera for instance only rotates around the World Y and the Right Axis of the camera. the 6DoF rotates always around their own axis, and the orbital is just translating for set distance and making it look always at a fixed target point. The concepts are there, now implementing this is not trivial for me. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts. Thank you for readin, a frustrated coder.

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  • Extremely slow desktop and laggy. Need help with graphics driver

    - by user171624
    I am a fresh newbie Ubuntu user and I just installed my first Ubuntu 13.04 onto my HP Slate 2. I did a liveCD on my USB drive and installed everything perfectly fine...nice and smooth, not a trace of lag. Then I rebooted using Ubuntu itself on the computer, it was extremely slow and laggy. Icons or any buttons doesn't trigger right away, the performance of the entire thing looks like either 0.25 fps to 1 fps. My HP Slate 2 information: Processor: Intel Atom Z670 1.5Ghz Memory Ram: 2.0 GB Videocard: Intel GMA 600 (PowerVr SGX535) SolidStateDrive(SSD): 32GB I tried installing the intel linux graphics driver and it failed to install because it said I don't have any intel based graphics card. Well...I do as you see above. What can I do? I can't get on the internet on it, I'm using my primary computer (Windows 7) to do all the searchings and put the files onto the USB to move it over to my tablet. Simply...I don't get it...using liveCD on USB, it was all nice and smooth...then after the installation...BOOM! Slow, laggy, and etc. Can anyone help me? Thanks!

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  • Why are browsers so heavy?

    - by Kaivosukeltaja
    Back in 1998 I had a computer with 233MHz Pentium MMX CPU and a GFX card with no 3D acceleration. It was able to run games like Quake II at a decent FPS rate. My current computer has tons more performance and a mid-class GPU, yet struggles to reach 20 FPS when rendering a single model inside a skybox with WebGL. Even regular pages with lots of 2D CSS animations bring many modern computers to their metaphorical knees. As a web developer I understand there's a lot going on in a web page but not what makes it that heavy. Modern browsers compile JavaScript to CPU native machine code before running it and rendering into a canvas element shouldn't trigger DOM rebuilds so theoretically it should be a lot faster than it is. What am I missing here and is it possible to avoid or minimize whatever is making the browsers slow to build more efficient websites?

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  • When spliting MP4s with ffmpeg how do I include metadata?

    - by Josh
    I have a few MP4s that i want to upload to my flickr account but they have a maximum size of 500mb as mine is only about 550 i was planing to simply split them in half then upload them, but i want to make sure all the meta data is included but it does not seem to be. I have tried each of the following with no luck, (at the end of this post i have the original and the new ffprobe outputs): ffmpeg -ss 00:00:00.00 -t 00:04:19.35 -i SANY0069.MP4 -acodec copy -vcodec copy -map_metadata 0:0 SANY0069A.MP4 ffmpeg -ss 00:00:00.00 -t 00:04:19.35 -i SANY0069.MP4 -acodec copy -vcodec copy -map_meta_data SANY0069.MP4:SANY0069A.MP4 SANY0069A.MP4 with the this one I manually produced the individual meta tags that i took from this command ffmpeg -i SANY0069A.MP4 -f ffmetadata meta.txt ffmpeg -ss 00:00:00.00 -t 00:04:19.35 -i SANY0069.MP4 -acodec copy -vcodec copy -metadata major_brand="mp42" -metadata minor_version="1" -metadata compatible_brands="mp42avc1" -metadata creation_time="2012-09-29 09:05:50" -metadata comment="SANYO DIGITAL CAMERA CA9" -metadata comment-eng="SANYO DIGITAL CAMERA CA9" SANY0069A.MP4 using the output of the former command i also tried this: ffmpeg -ss 00:00:00.00 -t 00:04:19.35 -i SANY0069.MP4 -acodec copy -vcodec copy -f ffmetadata -i meta.txt SANY0069A.MP4 Output: sample output from my first command: ffmpeg -ss 00:00:00.00 -t 00:04:19.35 -i SANY0069.MP4 -acodec copy -vcodec copy -map_metadata 0:0 SANY0069A.MP4 ffmpeg version 0.8.12, Copyright (c) 2000-2011 the FFmpeg developers built on Jun 13 2012 09:57:38 with gcc 4.6.3 20120306 (Red Hat 4.6.3-2) configuration: --prefix=/usr --bindir=/usr/bin --datadir=/usr/share/ffmpeg --incdir=/usr/include/ffmpeg --libdir=/usr/lib64 --mandir=/usr/share/man --arch=x86_64 --extra-cflags='-O2 -g -pipe -Wall -Wp,-D_FORTIFY_SOURCE=2 -fexceptions -fstack-protector --param=ssp-buffer-size=4 -m64 -mtune=generic' --enable-bzlib --enable-libcelt --enable-libdc1394 --enable-libdirac --enable-libfreetype --enable-libgsm --enable-libmp3lame --enable-libopenjpeg --enable-librtmp --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-libvpx --enable-libx264 --enable-libxvid --enable-x11grab --enable-avfilter --enable-postproc --enable-pthreads --disable-static --enable-shared --enable-gpl --disable-debug --disable-stripping --shlibdir=/usr/lib64 --enable-runtime-cpudetect libavutil 51. 9. 1 / 51. 9. 1 libavcodec 53. 8. 0 / 53. 8. 0 libavformat 53. 5. 0 / 53. 5. 0 libavdevice 53. 1. 1 / 53. 1. 1 libavfilter 2. 23. 0 / 2. 23. 0 libswscale 2. 0. 0 / 2. 0. 0 libpostproc 51. 2. 0 / 51. 2. 0 Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'SANY0069.MP4': Metadata: major_brand : mp42 minor_version : 1 compatible_brands: mp42avc1 creation_time : 2012-09-29 09:05:50 comment : SANYO DIGITAL CAMERA CA9 comment-eng : SANYO DIGITAL CAMERA CA9 Duration: 00:08:38.71, start: 0.000000, bitrate: 9142 kb/s Stream #0.0(eng): Video: h264 (Constrained Baseline), yuv420p, 1280x720 [PAR 1:1 DAR 16:9], 9007 kb/s, 29.97 fps, 29.97 tbr, 30k tbn, 59.94 tbc Metadata: creation_time : 2012-09-29 09:05:50 Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16, 127 kb/s Metadata: creation_time : 2012-09-29 09:05:50 File 'SANY0069A.MP4' already exists. Overwrite ? [y/N] y Output #0, mp4, to 'SANY0069A.MP4': Metadata: major_brand : mp42 minor_version : 1 compatible_brands: mp42avc1 creation_time : 2012-09-29 09:05:50 comment : SANYO DIGITAL CAMERA CA9 comment-eng : SANYO DIGITAL CAMERA CA9 encoder : Lavf53.5.0 Stream #0.0(eng): Video: libx264, yuv420p, 1280x720 [PAR 1:1 DAR 16:9], q=2-31, 9007 kb/s, 30k tbn, 29.97 tbc Metadata: creation_time : 2012-09-29 09:05:50 Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, 127 kb/s Metadata: creation_time : 2012-09-29 09:05:50 Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop, [?] for help frame= 7773 fps=4644 q=-1.0 Lsize= 289607kB time=00:04:19.35 bitrate=9147.4kbits/s video:285416kB audio:4033kB global headers:0kB muxing overhead 0.054571% and finaly, when i compare the ffprobe of the original and the first split part i get the 2 following outputs: original ffprobe version 0.8.12, Copyright (c) 2007-2011 the FFmpeg developers built on Jun 13 2012 09:57:38 with gcc 4.6.3 20120306 (Red Hat 4.6.3-2) configuration: --prefix=/usr --bindir=/usr/bin --datadir=/usr/share/ffmpeg --incdir=/usr/include/ffmpeg --libdir=/usr/lib64 --mandir=/usr/share/man --arch=x86_64 --extra-cflags='-O2 -g -pipe -Wall -Wp,-D_FORTIFY_SOURCE=2 -fexceptions -fstack-protector --param=ssp-buffer-size=4 -m64 -mtune=generic' --enable-bzlib --enable-libcelt --enable-libdc1394 --enable-libdirac --enable-libfreetype --enable-libgsm --enable-libmp3lame --enable-libopenjpeg --enable-librtmp --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-libvpx --enable-libx264 --enable-libxvid --enable-x11grab --enable-avfilter --enable-postproc --enable-pthreads --disable-static --enable-shared --enable-gpl --disable-debug --disable-stripping --shlibdir=/usr/lib64 --enable-runtime-cpudetect libavutil 51. 9. 1 / 51. 9. 1 libavcodec 53. 8. 0 / 53. 8. 0 libavformat 53. 5. 0 / 53. 5. 0 libavdevice 53. 1. 1 / 53. 1. 1 libavfilter 2. 23. 0 / 2. 23. 0 libswscale 2. 0. 0 / 2. 0. 0 libpostproc 51. 2. 0 / 51. 2. 0 Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'SANY0069.MP4': Metadata: major_brand : mp42 minor_version : 1 compatible_brands: mp42avc1 creation_time : 2012-09-29 09:05:50 comment : SANYO DIGITAL CAMERA CA9 comment-eng : SANYO DIGITAL CAMERA CA9 Duration: 00:08:38.71, start: 0.000000, bitrate: 9142 kb/s Stream #0.0(eng): Video: h264 (Constrained Baseline), yuv420p, 1280x720 [PAR 1:1 DAR 16:9], 9007 kb/s, 29.97 fps, 29.97 tbr, 30k tbn, 59.94 tbc Metadata: creation_time : 2012-09-29 09:05:50 Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16, 127 kb/s Metadata: creation_time : 2012-09-29 09:05:50 Split ffprobe version 0.8.12, Copyright (c) 2007-2011 the FFmpeg developers built on Jun 13 2012 09:57:38 with gcc 4.6.3 20120306 (Red Hat 4.6.3-2) configuration: --prefix=/usr --bindir=/usr/bin --datadir=/usr/share/ffmpeg --incdir=/usr/include/ffmpeg --libdir=/usr/lib64 --mandir=/usr/share/man --arch=x86_64 --extra-cflags='-O2 -g -pipe -Wall -Wp,-D_FORTIFY_SOURCE=2 -fexceptions -fstack-protector --param=ssp-buffer-size=4 -m64 -mtune=generic' --enable-bzlib --enable-libcelt --enable-libdc1394 --enable-libdirac --enable-libfreetype --enable-libgsm --enable-libmp3lame --enable-libopenjpeg --enable-librtmp --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-libvpx --enable-libx264 --enable-libxvid --enable-x11grab --enable-avfilter --enable-postproc --enable-pthreads --disable-static --enable-shared --enable-gpl --disable-debug --disable-stripping --shlibdir=/usr/lib64 --enable-runtime-cpudetect libavutil 51. 9. 1 / 51. 9. 1 libavcodec 53. 8. 0 / 53. 8. 0 libavformat 53. 5. 0 / 53. 5. 0 libavdevice 53. 1. 1 / 53. 1. 1 libavfilter 2. 23. 0 / 2. 23. 0 libswscale 2. 0. 0 / 2. 0. 0 libpostproc 51. 2. 0 / 51. 2. 0 Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'SANY0069A.MP4': Metadata: major_brand : isom minor_version : 512 compatible_brands: isomiso2avc1mp41 creation_time : 1970-01-01 00:00:00 encoder : Lavf53.5.0 comment : SANYO DIGITAL CAMERA CA9 Duration: 00:04:19.37, start: 0.000000, bitrate: 9146 kb/s Stream #0.0(eng): Video: h264 (Constrained Baseline), yuv420p, 1280x720 [PAR 1:1 DAR 16:9], 9015 kb/s, 29.97 fps, 29.97 tbr, 30k tbn, 59.94 tbc Metadata: creation_time : 1970-01-01 00:00:00 Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16, 127 kb/s Metadata: creation_time : 1970-01-01 00:00:00 I know this is incredibly long but its actually a quite simple question. I thought it would be best to provide as much detail as possible. any advice here would be great, Thanks

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  • Why aren't we programming on the GPU???

    - by Chris
    So I finally took the time to learn CUDA and get it installed and configured on my computer and I have to say, I'm quite impressed! Here's how it does rendering the Mandelbrot set at 1280 x 678 pixels on my home PC with a Q6600 and a GeForce 8800GTS (max of 1000 iterations): Maxing out all 4 CPU cores with OpenMP: 2.23 fps Running the same algorithm on my GPU: 104.7 fps And here's how fast I got it to render the whole set at 8192 x 8192 with a max of 1000 iterations: Serial implemetation on my home PC: 81.2 seconds All 4 CPU cores on my home PC (OpenMP): 24.5 seconds 32 processors on my school's super computer (MPI with master-worker): 1.92 seconds My home GPU (CUDA): 0.310 seconds 4 GPUs on my school's super computer (CUDA with static domain decomposition): 0.0547 seconds So here's my question - if we can get such huge speedups by programming the GPU instead of the CPU, why is nobody doing it??? I can think of so many things we could speed up like this, and yet I don't know of many commercial apps that are actually doing it. Also, what kinds of other speedups have you seen by offloading your computations to the GPU?

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  • Problem with room/screen/menu controller in python game: old rooms are not removed from memory

    - by Jordan Magnuson
    I'm literally banging my head against a wall here (as in, yes, physically, at my current location, I am damaging my cranium). Basically, I've got a Python/Pygame game with some typical game "rooms", or "screens." EG title screen, high scores screen, and the actual game room. Something bad is happening when I switch between rooms: the old room (and its various items) are not removed from memory, or from my event listener. Not only that, but every time I go back to a certain room, my number of event listeners increases, as well as the RAM being consumed! (So if I go back and forth between the title screen and the "game room", for instance, the number of event listeners and the memory usage just keep going up and up. The main issue is that all the event listeners start to add up and really drain the CPU. I'm new to Python, and don't know if I'm doing something obviously wrong here, or what. I will love you so much if you can help me with this! Below is the relevant source code. Complete source code at http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip MAIN.PY class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() EVENT_MANAGER.PY class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.last_listeners = {} self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def clear(self): del self.listeners[:] #---------------------------------------------------------------------- def post(self, event): # if isinstance(event, MouseButtonLeftEvent): # debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" print 'Number of listeners: ' + str(len(self.listeners)) for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) def notify(self, event): pass #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent) or isinstance(incoming_event, BoardCreationTick): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 2: #Button 2 pos = pygame.mouse.get_pos() ev = MouseButtonRightEvent(pos) elif event.type == pygame.MOUSEBUTTONUP and not self.input_freeze: if event.button == 2: #Button 2 Release pos = pygame.mouse.get_pos() ev = MouseButtonRightReleaseEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) # elif isinstance(event, BoardCreationTick): # #Share some time with other processes, so we don't hog the cpu # pygame.time.wait(5) # # #If this event manager has an associated PGU GUI app, notify it of the event # if self.ev_manager.gui_app: # self.ev_manager.gui_app.event(event) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent(fps=fps)) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False EXAMPLE CLASS USING EVENT MANAGER class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1

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  • JPanel Layout Image Cutoff

    - by Trizicus
    I am adding images to a JPanel but the images are getting cut off. I was originally trying BorderLayout but that only worked for one image and adding others added image cut-off. So I switched to other layouts and the best and closest I could get was BoxLayout however that adds a very large cut-off which is not acceptable either. So basically; How can I add images (from a custom JComponent) to a custom JPanel without bad effects such as the one present in the code. Custom JPanel: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.BoxLayout; import javax.swing.JPanel; import javax.swing.Timer; public class GraphicsPanel extends JPanel implements MouseListener { private Entity test; private Timer timer; private long startTime = 0; private int numFrames = 0; private float fps = 0.0f; GraphicsPanel() { test = new Entity("test.png"); Thread t1 = new Thread(test); t1.start(); Entity ent2 = new Entity("images.jpg"); ent2.setX(150); ent2.setY(150); Thread t2 = new Thread(ent2); t2.start(); Entity ent3 = new Entity("test.png"); ent3.setX(0); ent3.setY(150); Thread t3 = new Thread(ent3); t3.start(); //ESSENTIAL setLayout(new BoxLayout(this, BoxLayout.X_AXIS)); add(test); add(ent2); add(ent3); //GAMELOOP timer = new Timer(30, new Gameloop(this)); timer.start(); addMouseListener(this); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D) g.create(); g2.setClip(0, 0, getWidth(), getHeight()); g2.setColor(Color.BLACK); g2.drawString("FPS: " + fps, 1, 15); } public void getFPS() { ++numFrames; if (startTime == 0) { startTime = System.currentTimeMillis(); } else { long currentTime = System.currentTimeMillis(); long delta = (currentTime - startTime); if (delta > 1000) { fps = (numFrames * 1000) / delta; numFrames = 0; startTime = currentTime; } } } public void mouseClicked(MouseEvent e) {} public void mousePressed(MouseEvent e) {} public void mouseReleased(MouseEvent e) {} public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent e) { } class Gameloop implements ActionListener { private GraphicsPanel gp; Gameloop(GraphicsPanel gp) { this.gp = gp; } public void actionPerformed(ActionEvent e) { try { gp.getFPS(); gp.repaint(); } catch (Exception ez) { } } } } Main class: import java.awt.EventQueue; import javax.swing.JFrame; public class MainWindow { public static void main(String[] args) { new MainWindow(); } private JFrame frame; private GraphicsPanel gp = new GraphicsPanel(); MainWindow() { EventQueue.invokeLater(new Runnable() { public void run() { frame = new JFrame("Graphics Practice"); frame.setSize(680, 420); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.add(gp); } }); } } Custom JComponent import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.image.BufferedImage; import javax.imageio.ImageIO; import javax.swing.JComponent; public class Entity extends JComponent implements Runnable { private BufferedImage bImg; private int x = 0; private int y = 0; private int entityWidth, entityHeight; private String filename; Entity(String filename) { this.filename = filename; } public void run() { bImg = loadBImage(filename); entityWidth = bImg.getWidth(); entityHeight = bImg.getHeight(); setPreferredSize(new Dimension(entityWidth, entityHeight)); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g.create(); g2d.drawImage(bImg, x, y, null); g2d.dispose(); } public BufferedImage loadBImage(String filename) { try { bImg = ImageIO.read(getClass().getResource(filename)); } catch (Exception e) { } return bImg; } public int getEntityWidth() { return entityWidth; } public int getEntityHeight() { return entityHeight; } public int getX() { return x; } public int getY() { return y; } public void setX(int x) { this.x = x; } public void setY(int y) { this.y = y; } }

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  • FFMPEG based Theora Video Decoder performance??

    - by goldenmean
    Hi, I am in process of porting and optimization of the theora video decoder in the ffmpeg-0.5 package to ARM-Cortex-A8 -Neon processor @ 667 MHz. I am looking for some target estimate for frames per second the decoder library alone should achieve after full optimization (C level and Neon assembly / Intrinsics) for 720x480 Progressive content for a 2Mbps stream. I have a Real Video 9 decoder on cortex-A8 which gives around 40 fps for the same stream above.(720x480, 2Mbps) How can i extrapolate this data based on relative complexities of RV9 and Theora and get a fps estimate for theora decoder Cortex-A8? I am aware the performance depends upon the cache configuration of the h/w, etc...,but any Any pointers will help. Thanks, -AD

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  • Make a compiled binary run at native speed flawlessly without recompiling from source on a another system?

    - by unknownthreat
    I know that many people, at a first glance of the question, may immediately yell out "Java", but no, I know Java's qualities. Allow me to elaborate my question first. Normally, when we want our program to run at a native speed on a system, whether it be Windows, Mac OS X, or Linux, we need to compile from source codes. If you want to run a program of another system in your system, you need to use a virtual machine or an emulator. While these tools allow you to use the program you need on the non-native OS, they sometimes have problems of performance and glitches. We also have a newer compiler called "JIT Compiler", where the compiler will parse the bytecode program to native machine language before execution. The performance may increase to a very good extent with JIT Compiler, but the performance is still not the same as running it on a native system. Another program on Linux, WINE, is also a good tool for running Windows program on Linux system. I have tried running Team Fortress 2 on it, and tried experiment with some settings. I got ~40 fps on Windows at its mid-high setting on 1280 x 1024. On Linux, I need to turn everything low at 1280 x 1024 to get ~40 fps. There are 2 notable things though: Polygon model settings do not seem to affect framerate whether I set it low or high. When there are post-processing effects or some special effects that require manipulation of drawn pixels of the current frame, the framerate will drop to 10-20 fps. From this point, I can see that normal polygon rendering is just fine, but when it comes to newer rendering methods that requires graphic card to the job, it slows down to a crawl. Anyway, this question is rather theoretical. Is there anything we can do at all? I see that WINE can run STEAM and Team Fortress 2. Although there are flaws, they can run at lower setting. Or perhaps, I should also ask, "is it possible to translate one whole program on a system to another system without recompiling from source and get native speed?" I see that we also have AOT Compiler, is it possible to use it for something like this? Or there are so many constraints (such as DirectX call or differences in software architecture) that make it impossible to have a flawless and not native to the system program that runs at native speed?

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  • Creating Videos: Which Framerate is common in the US?

    - by Stebi
    I know that there are differences in different regions of the world regarding the framerate of videos. E.g. a DVD in Europe is in PAL with 720x756 and 25.0 fps. In the US its the NTSC standard with 720x480 and 29.97 fps. When I don't want to generate a DVD but a plain video file, e.g. WMV oder AVI what framerate is used in USA? I have a end user application where the user can generate videos, so what framerate does the US user expect it to have? Is there a difference in SD and HD video?

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  • Can I prevent Flash's Input Events from stacking up when my framerate low?

    - by Matt W
    My Flash game targets 24 fps, but slows to 10 on slower machines. This is fine, except Flash decides to throttle the queue of incoming MouseEvent and KeyboardEvents, and they stack up and the Events fall behind. Way behind. It's so bad that, at 10 fps, if I spam the Mouse and Keyboard for a few seconds not much happens, then, after I stop, the game seems to play itself for the next 5 seconds as the Events trickle in. Spooky, I know. Does anyone know a way around this? I basically need to say to Flash, "I know you think we're falling behind, but throttling the input events won't help. Give them to me as soon as you get them, please."

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  • Configuring a html page from an original demo page

    - by Wold
    I forked into rainyday.js through github, an awesome javascript program made by maroslaw at this link: https://github.com/maroslaw/rainyday.js. Basically I tried taking his demo page and my own photo city.jpg and changed the applicable fields so that I could run it on my own site, but only the picture loads and the script itself doesn't start to run. I'm pretty new to html and javascript so I'm probably omitting something very simple, but here is the script for the demo code: <script src="rainyday.js"></script> <script> function getURLParameter(name) { return decodeURIComponent((new RegExp('[?|&]' + name + '=' + '([^&;]+?)(&|#|;|$)').exec(location.search)||[,''])[1].replace(/\+/g, '%20'))||null; } function demo() { var image = document.getElementById('background'); image.onload = function () { var engine = null; var preset = getURLParameter('preset') || '1'; if (preset === '1') { engine = new RainyDay({ element: 'background', blur: 10, opacity: 1, fps: 30, speed: 30 }); engine.rain([ [1, 2, 8000] ]); engine.rain([ [3, 3, 0.88], [5, 5, 0.9], [6, 2, 1] ], 100); } else if (preset === '2') { engine = new RainyDay({ element: 'background', blur: 10, opacity: 1, fps: 30, speed: 30 }); engine.VARIABLE_GRAVITY_ANGLE = Math.PI / 8; engine.rain([ [0, 2, 0.5], [4, 4, 1] ], 50); } else if (preset === '3') { engine = new RainyDay({ element: 'background', blur: 10, opacity: 1, fps: 30, speed: 30 }); engine.trail = engine.TRAIL_SMUDGE; engine.rain([ [0, 2, 0.5], [4, 4, 1] ], 100); } }; image.crossOrigin = 'anonymous'; if (getURLParameter('imgur')) { image.src = 'http://i.imgur.com/' + getURLParameter('imgur') + '.jpg'; } else if (getURLParameter('img')) { image.src = getURLParameter('img') + '.jpg'; } var youtube = getURLParameter('youtube'); if (youtube) { var div = document.getElementById('sound'); var player = document.createElement('iframe'); player.frameborder = '0'; player.height = '1'; player.width = '1'; player.src = 'https://youtube.com/embed/' + youtube + '?autoplay=1&controls=0&showinfo=0&autohide=1&loop=1'; div.appendChild(player); } } </script> This is where I am naming my background and specifying the photo from within the directory. <body onload="demo();"> <div id="sound" style="z-index: -1;"></div> <div id="parent"> <img id='background' alt="background" src="city.jpg" /> </div> </body> The actual code for the whole entire rainyday.js script can be found here: https://github.com/maroslaw/rainyday.js/blob/master/rainyday.js Thanks in advance for any help and advice!

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  • continously add picture to video

    - by m.sr
    Every x minutes I grab an image from a network-cam. Now i want to add this picture to an existing video file - on the fly. I don't want to keep numerous image files and then encode them once in a while with e.g. mencoder mf://@${LIST} -mf type=jpg:fps=${FPS} ... The video format/codec doesn't really matter, as long as standard tools (mplayer, ffmpeg, vlc, ...) can handle it. Any ides or suggestions? Thanks in advance!

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  • C: using a lot of structs can make a program slow?

    - by nunos
    I am coding a breakout clone. I had one version in which I only had one level deep of structures. This version runs at 70 fps. For more clarity in the code I decided the code should have more abstractions and created more structs. Most of the times I have two two three level deep of structures. This version runs at 30 fps. Since there are some other differences besides the structures, I ask you: Does using a lot of structs in C can slow down the code significantly? Thanks.

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  • FFMPEG dropping frames while encoding JPEG sequence at color change

    - by Matt
    I'm trying to put together a slide show using imagemagick and FFMPEG. I use imagemagick to expand a single photo into 30fps video (imagemagick also handles things like putting some text captions on the frames along the way). When I go to let ffmpeg digest it into a video it clips along nicely on the color parts of the video, but when it gets to a black and white section it reports "frame= 2030 fps=102 q=32766.0 Lsize= 5203kB time=00:01:07.60 bitrate= 630.5kbits/s dup=0 drop=703" and drops every frame of video until it hits something with color. As you can imagine this results in entire photos being removed from the slideshow. Here is my latest dump... ffmpeg -y -r 30 -i "teststream/%06d.jpg" -c:v libx264 -r 30 newffmpeg.mp4 ffmpeg version git-2012-12-10-c3bb333 Copyright (c) 2000-2012 the FFmpeg developers built on Dec 10 2012 22:02:04 with gcc 4.6.1 (Ubuntu/Linaro 4.6.1-9ubuntu3) configuration: --enable-gpl --enable-libfaac --enable-libmp3lame --enable-libopencore-amrnb --enable-libopencore-amrwb --enable-librtmp --enable-libtheora --enable-libvorbis --enable-libx264 --enable-nonfree --enable-version3 libavutil 52. 12.100 / 52. 12.100 libavcodec 54. 79.101 / 54. 79.101 libavformat 54. 49.100 / 54. 49.100 libavdevice 54. 3.102 / 54. 3.102 libavfilter 3. 26.101 / 3. 26.101 libswscale 2. 1.103 / 2. 1.103 libswresample 0. 17.102 / 0. 17.102 libpostproc 52. 2.100 / 52. 2.100 Input #0, image2, from 'teststream/%06d.jpg': Duration: 00:12:02.80, start: 0.000000, bitrate: N/A Stream #0:0: Video: mjpeg, yuvj444p, 720x480 [SAR 72:72 DAR 3:2], 25 fps, 25 tbr, 25 tbn, 25 tbc [libx264 @ 0x3450140] using SAR=1/1 [libx264 @ 0x3450140] using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE4.2 [libx264 @ 0x3450140] profile High, level 3.0 [libx264 @ 0x3450140] 264 - core 129 r2 1cffe9f - H.264/MPEG-4 AVC codec - Copyleft 2003-2012 - http://www.videolan.org/x264.html - options: cabac=1 ref=3 deblock=1:0:0 analyse=0x3:0x113 me=hex subme=7 psy=1 psy_rd=1.00:0.00 mixed_ref=1 me_range=16 chroma_me=1 trellis=1 8x8dct=1 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=-2 threads=12 lookahead_threads=2 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=3 b_pyramid=2 b_adapt=1 b_bias=0 direct=1 weightb=1 open_gop=0 weightp=2 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=40 rc=crf mbtree=1 crf=23.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 ip_ratio=1.40 aq=1:1.00 Output #0, mp4, to 'newffmpeg.mp4': Metadata: encoder : Lavf54.49.100 Stream #0:0: Video: h264 ([33][0][0][0] / 0x0021), yuvj420p, 720x480 [SAR 1:1 DAR 3:2], q=-1--1, 15360 tbn, 30 tbc Stream mapping: Stream #0:0 - #0:0 (mjpeg - libx264) Press [q] to stop, [?] for help Input stream #0:0 frame changed from size:720x480 fmt:yuvj444p to size:720x480 fmt:yuvj422p Input stream #0:0 frame changed from size:720x480 fmt:yuvj422p to size:720x480 fmt:yuvj444pp=584 frame= 2030 fps=102 q=32766.0 Lsize= 5203kB time=00:01:07.60 bitrate= 630.5kbits/s dup=0 drop=703 video:5179kB audio:0kB subtitle:0 global headers:0kB muxing overhead 0.472425% [libx264 @ 0x3450140] frame I:9 Avg QP:20.10 size: 33933 [libx264 @ 0x3450140] frame P:636 Avg QP:24.12 size: 6737 [libx264 @ 0x3450140] frame B:1385 Avg QP:27.04 size: 514 [libx264 @ 0x3450140] consecutive B-frames: 2.5% 15.2% 13.2% 69.2% [libx264 @ 0x3450140] mb I I16..4: 8.3% 80.3% 11.5% [libx264 @ 0x3450140] mb P I16..4: 1.5% 2.5% 0.2% P16..4: 41.7% 18.0% 10.3% 0.0% 0.0% skip:25.9% [libx264 @ 0x3450140] mb B I16..4: 0.0% 0.0% 0.0% B16..8: 26.6% 0.6% 0.1% direct: 0.2% skip:72.3% L0:35.0% L1:60.3% BI: 4.7% [libx264 @ 0x3450140] 8x8 transform intra:64.1% inter:75.1% [libx264 @ 0x3450140] coded y,uvDC,uvAC intra: 51.6% 78.0% 43.7% inter: 10.6% 14.9% 2.1% [libx264 @ 0x3450140] i16 v,h,dc,p: 29% 19% 6% 46% [libx264 @ 0x3450140] i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 23% 15% 17% 5% 9% 10% 7% 8% 6% [libx264 @ 0x3450140] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 31% 18% 11% 5% 9% 10% 6% 6% 4% [libx264 @ 0x3450140] i8c dc,h,v,p: 46% 18% 24% 12% [libx264 @ 0x3450140] Weighted P-Frames: Y:20.1% UV:18.7% [libx264 @ 0x3450140] ref P L0: 59.2% 23.2% 13.1% 4.3% 0.2% [libx264 @ 0x3450140] ref B L0: 88.7% 8.3% 3.0% [libx264 @ 0x3450140] ref B L1: 95.0% 5.0% [libx264 @ 0x3450140] kb/s:626.88 Received signal 2: terminating. One last note: If I remove the -r 30 from the input and output it works flawlessly. I have no idea why the -r 30 is causing it to freak out.

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  • Networking for RTS games with lockstep using UDP

    - by user782220
    Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give over TCP given that the network model is lockstep? I suppose another way to phrase this is: what features of TCP make TCP inferior compared to UDP with resend, etc. implemented in the context of rts lockstep networking model?

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  • fmod getWaveData() export to WAVE file help (C++)

    - by eddietree
    I am trying to export the current sound that is being played by the FMOD::System into a WAVE file by calling getWaveData(). I have the header of the wave file correct, and currently trying to write to the wave file each frame like so: const unsigned int samplesPerSec = 48000; const unsigned int fps = 60; const int numSamples = samplesPerSec / fps; float data[2][numSamples]; short conversion[numSamples*2]; m_fmodsys->getWaveData( &data[0][0], numSamples, 0 ); // left channel m_fmodsys->getWaveData( &data[1][0], numSamples, 1 ); // right channel int littleEndian = IsLittleEndian(); for ( int i = 0; i < numSamples; ++i ) { // left channel float coeff_left = data[0][i]; short val_left = (short)(coeff_left * 0x7FFF); // right channel float coeff_right = data[1][i]; short val_right = (short)(coeff_right * 0x7FFF); // handle endianness if ( !littleEndian ) { val_left = ((val_left & 0xff) << 8) | (val_left >> 8); val_right = ((val_right & 0xff) << 8) | (val_right >> 8); } conversion[i*2+0] = val_left; conversion[i*2+1] = val_right; } fwrite((void*)&conversion[0], sizeof(conversion[0]), numSamples*2, m_fh); m_dataLength += sizeof(conversion); Currently, the timing of the sound is correct, but the sample seems clipped way harshly. More specifically, I am outputting four beats in time. When I playback the wave-file, the beats timing is correct but it just sounds way fuzzy and clipped. Am I doing something wrong with my calculation? I am exporting in 16-bits, two channels. Thanks in advance! :) Reference (WAVE file format): http://www.sonicspot.com/guide/wavefiles.html

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  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

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  • Camera rotation flicker in OpenGL ES 2.0

    - by seahorse
    I implemented an orbit camera in my own OpenGL ES 2.0 application. I was getting extensive amount of flicker while rotating the camera using the mouse. When I added the line eglSwapInterval( ..., 0.1); after eglSwapBuffers() and then the flicker immediately stopped. I am not able to understand why eglSwapInterval solves the flicker problem? (The FPS of my app prior to eglSwapInterval was around 700FPS) (The flicker is NOT due to z-fighting because I have set near and far clip planes as 100 and 500)

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  • Multiple Audio listeners in Scene

    - by Kevin Jensen Petersen
    THIS IS UNITY Im trying to make a FPS game over networking, it works fine. But now, when im trying to implement sound, it won't work. My guess would be, to add a Audio listener to the prefab, that gets instansiated whenever a player connects to the server, however the problem about this is that each player's audiolistener have been switched out which the other player(s), so the AudioSource won't play at the player, but at someone else in the game. Any suggestions ?

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