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  • Profiling Startup Of VS2012 &ndash; JustTrace Profiler

    - by Alois Kraus
    JustTrace is made by Telerik which is mainly known for its collection of UI controls. The current version (2012.3.1127.0) does include a performance and memory profiler which does cost 614€ and is currently with a special offer for 306€ on sale. It does include one year of free upgrades. The uneven € numbers are calculated from the 799€ and 50% dicsount price. The UI is already in Metro style and simple to use. Multi process, attach, method recording filter are not supported. It looks like JustTrace is like Ants a Just My Code profiler. For stuff where you do not have the pdbs or you want to dig deeper into the BCL code you will not get far. After getting the profile data you get in the All Methods grid a plain list with hit count and own time. The method list for all methods is also suspiciously short which is a clear sign that you will not get far during the analysis of foreign code. But at least there is also a memory profiler included. For this I have to choose in the first window for Profiling Type “Memory Profiler” to check the memory consumption of VS.  There are some interesting number to see but I do really miss from YourKit the thread stack window. How am I supposed to get a clue when much memory is allocated and the CPU consumption is high in which places I should look? The Snapshot summary gives a rough overview which is ok for a first impression. Next is Assemblies? This gives you a list of all loaded assemblies. Not terribly useful.   The By Type view gives you exactly what it is supposed to do. You have to keep in mind that this list is filtered by the types you did check in the Assemblies list. The By Type instance list does only show types from assemblies which do not originate from Microsoft. By default mscorlib and System are not checked. That is the reason why for the first time my By Type window looked like The idea behind this feature is to show only your instances because you are ultimately responsible for the overall memory consumption. I am not sure if I do like this feature because by default it does hide too much. I do want to see at least how many strings and arrays are allocated. A simple namespace filter would also do it in my opinion. Now you can examine all string instances and look who in the object graph does keep a reference on them. That is nice but YourKit has the big plus that you can also look into the string contents.  I am also not sure how in the graph cycles are visualized and what will happen if you have thousands of objects referencing you. That's pretty much it about JustTrace. It can help the average developer to pinpoint performance and memory issues by just looking at his own code and instances. Showing them more will not help them because the sheer amount of information will overwhelm them. And you need to have a pretty good understanding how the GC and the CLR does work. When you have a performance issue at a customer machine it is sometimes very helpful to be able a bring a profiler onto the machine (no pdbs, …) and to get a full snapshot of all processes which are in the problematic use case involved. For these more advanced use cased JustTrace is certainly the wrong tool. Next: SpeedTrace

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  • Particle Effect Completion

    - by Siddharth
    In my game I use particle effect for various purposes. In that I detect the completion of the particle effect. Basically I want to do something after completion of the particle effect. But the problem is that I didn't able to find the particle effect completion. So any community member please help me. EDIT : I was creating particle effect using following code pointParticleEmtitter = new PointParticleEmitter(pX, pY); particleSystem = new ParticleSystem(pointParticleEmtitter, maxRate, minRate, maxParticles, mParticleTextureRegion.deepCopy()); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new ColorInitializer(0f, 0f, 1f)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 0, 0.5f)); particleSystem.addParticleModifier(new ExpireModifier(0.5f)); gameObject.getScene().attachChild(particleSystem); Using above code the particle effect was started but when finished that I want to detect. After finishing effect I want to remove the object from the scene.

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  • Do hiring managers have a hard time accepting developers who have a "business look alike" personal app but are NOT entrepreneurs?

    - by shadesco
    Directly post graduation from University, I decided to build my own web app (Ease My Day) while waiting to get a job as a software Engineer. The reasons to build this app: Gain solid hands on software experience before hitting the job scene Providing a solution to a common problem Not sitting doing nothing while searching for jobs The app is Not an entrepreneurial tryout nor a business to be sold. Still throughout interviews I noticed that at the rate of 4 of each 5 interviews I pass through the app is being confused with a business and I am asked the same questions: Why did you build the business? Why do you want to stop the app? Do you want to sell the app? Knowing that I didn't build a business nor make any income from this application. Do candidates who take initiatives and like to craft their own apps on the side cause a red flag on the hiring manager's radar?

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  • Le PDF en 3D avec WebGL inventé par des membres de Developpez.com, ils fondent la société SPACEGOO

    Le PDF en 3D avec WebGL inventé par des membres de Developpez.com Qui créent un nouveau mode de navigation et fondent SPACEGOO La standardisation de la technologie WebGL à l'été 2010, et son implémentation par les navigateurs récents (Firefox 4, Chrome 7, Opera 11.50, Webkit) ont permis de faire simplement du rendu 3D de qualité dans le navigateur. La scène 3D est rendue dans un canvas HTML5, ce qui permet d'intégrer ces éléments 3D à un site « standard », développé en PHP et CSS par exemple. Utilisée essentiellement pour les jeux, les démos, et la visualisation d'objets 3D, des membres de développez ont fondé la société SPACEGOO et ont eu l'idée d'utiliser le WebGL pour représenter du contenu te...

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  • Programmer, software engineer, computer scientist What's the difference? [closed]

    - by ForgottenKahz
    Possible Duplicate: What are the key differences between software engineers and programmers? What's the difference between computer science and programming? Whats the difference between a Software Architect, a Software Engineer, and a Software Developer (Programmer)? What is the actual difference between Computer Programmers and Software Engineers? Is this description accurate? What's the difference between computer science and programming? I want to know the difference between a programmer, a software engineer and a computer scientist. I'm new to the scene and I don't want to step on anybody's toes. I once gloated to a programmer that I was learning MS Access. Boy, was that a mistake. But when my father in law contracted some of his work out to software engineers their code was junk. In the world of software development, who goes by what title? Does it matter?

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  • Continue with Java for pc or go to android? [on hold]

    - by Chris London
    so I have been learning java from Deitel's learn java 9th edition. I am up to GUI's and a have a pretty good grasp on OOP etc. I want to go straight to the mobile app development scene, I believe I will learn a fair bit there on using API's, and other tools to develop apps. I am not sure weather I should carry on with PC coding (GUI's etc etc) or skip it all and go direct to learning the Android SDK. So, should I carry on, learn about sockets, writing and reading files, GUI's for PC etc or get a book and jump into android? Thanks a lot guys.

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  • Polygon count budget

    - by Lautaro
    Is there any smart way to think about polygon budget relating to PC gaming today? My game will have one static 3d background scene and two fighters. No more enemies. I am thinking about having animated 3d models in the background for atmosphere, like spectators. So how could i find out what the polygon count for the player models and background scenarios could be. I guess the question is, what is a for today typical polygon count that most PCs can handle?

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  • ideas on multiplayer games which include lots of collaboration?

    - by user494461
    For my master thesis I wanted to design a small multiplayer game which includes more than one player(maybe 5), has 2-3 players collaborating at a time to achieve some task. The most important thing is realistic simulation of the movable objects in the scene which more than one player should simultaneously interact with. I would also prefer large virtual environments (VEs) like mmogs where groups of players are interacting in different areas of the VE. tasks for players should include 2-3 players touching movable objects at same time. e,g, a very basic task can be users lifting a cube together and pushing it through a hole I am not new to designing virtual environments with openGL, but have never designed games before and rarely play other than few of my favorite ones like Fifa. I wanted some ideas on what kind of games should I look at which should help me with ideas for my tasks for the users to gain points and win in games? any current indie games which might inspire me?

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  • "Light Field" : prendre une photo puis faire le point, la technologie est-elle la prochaine révolution du traitement informatique de l'image ?

    Lytro : prendre une photo puis faire le point La technologie "Light Field" est-elle la prochaine révolution du traitement informatique de l'image ? Depuis quelques années, différents centres de recherche étudient une méthode de prise de vue nommée "light field". Le but est de remplacer la capture d'une image par la capture du flux de lumière de la scène. Il est alors possible de générer une image en modifiant le point de netteté. Après, une exploitation industrielle par la société RayTrix, une solution pour les smartphone par la société Pelican Imagine, c'est au tour de

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  • Free Models and Related Animations for AI project in Unity [on hold]

    - by zhed
    Does anybody know a good website where to find free models and animations for AI projects? I'm not talking about anything good looking, like stuff you would look for when building a proper game, but, for example, a bunch of male/female models that are able to walk around and that would substitute my ugly "capsules", just to give a better -yet, still rough - idea of what's going on in the scene. On the Unity Asset Store there are a bunch of nice male/female models, but i haven't found any free general-purpose(i.e. normal walking) animation attachable to them. Any tip would we appreciated, thanks :)

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  • Why do we move the world instead of the camera

    - by sharethis
    I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: http://open.gl/transformations In real life you're used to moving the camera to alter the view of a certain scene, in OpenGL it's the other way around. The camera in OpenGL cannot move and is defined to be located at (0,0,0) facing the negative Z direction. That means that instead of moving and rotating the camera, the world is moved and rotated around the camera to construct the appropriate view. Why do we do that?

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  • Why are my sprite sheet's frames not visible in Cocos Builder?

    - by Ramy Al Zuhouri
    I have created a sprite sheet with zwoptex. Then I just dragged the .plist and .png files to my Cocos Builder project. After this I wanted to take a sprite frame and set it to a sprite: But the sprite image is empty! At first I thought it was just empty in Cocos Builder, and that it must have been working correctly when imported to a project. But if I try to run that scene with CCBReader I still see an empty sprite. Why?

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  • Unity3D 3.5 pro - Moving the camera vs setting draw distance

    - by stoicfury
    I move the camera mostly via right-click + WASD, sometimes with [shift] if I want it to move faster. Occasionally, instead of moving my camera, it alters the draw distance / FOV / some visual aspect of the editing scene that causes trees and other object to disappear when I scroll enough, and eventually even the terrain starts disappearing. It is not m "zooming out". My camera does not move, the width and height of the FOV stays the same (one might say the depth is being altered though). What key am I hitting to cause this to happen, and is it possible to disable it? side note: "keybinds" is probably the most spot-on tag for this question but it doesn't exist (surprisingly) and I lack the rep to create it.

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  • Windows Phone 8, l'essentiel des nouveautés de la preview : IE 10, Nokia Maps, NFC, UI personnalisable et usages professionnels

    Windows Phone 8 : l'essentiel des nouveautés Du prochain OS mobile de Microsoft Windows Phone 8 a été dévoilé pour la première fois hier soir sur la scène du Windows Phone Summit de San Francisco. Son rapprochement avec Windows 8 ? à demi-attendu ? a de nombreuses conséquences pour les développeurs. Il en a aussi pour les utilisateurs et les professionnels. Tout d'abord, Windows Phone 8 prendra en charge trois résolutions d'écran (sans aucun travail supplémentaire pour les développeurs ayant déjà créé une application, précise Microsoft). « Deux nouvelles résolutions ? 1280x768 et 1280x720, ouvrant l...

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  • XNA Octree with batching

    - by Alex
    I'm integrating batching in my engine. However I'm using an octree which is auto generated around my scene. Now batching renders a hole group at ones while an octree sorts out which objects that should be rendered within the camera frustum, therefore dividing the group. Batching and octree doesn't go along very well, right? Problem: The way I see it I have two options, either create batch groups based on objects who are close to one another within the octree or I can rebuild the batching matrixbuffer for the instances visible each frame. Which approach should I go with or does there exist another solution?

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  • Game Asset Size Over Time

    - by jterrace
    The size (in bytes) of games have been growing over time. There are probably many factors contributing to this: trailer/cut scene videos being bundled with the game, more and higher-quality audio, multiple levels of detail being used, etc. What I'd really like to know is how the size of 3D models and textures that games ship with have changed over time. For example, if one were to look at the size of meshes and textures for Quake I (1996), Quake II (1997), Quake III: Arena (1999), Quake 4 (2005), and Enemy Territory: Quake Wars (2007), I'd imagine a steady increase in file size. Does anyone know of a data source for numbers like this?

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  • How can I keep straight alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles. Now,I changed the title.For some software like maya or AE,what I want is called [straight alpha].

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  • How can I keep the correct alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles.

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  • Touch Event Not Work With PinchZoom

    - by Siddharth
    I was implemented pinch zoom functionality for my tower of defense game. I manage different entity to display all the towers. From that entity game player select the tower and drag to the actual position where he want to plot the tower. I set the entity in HUD also, so user scroll and zoom the region, the tower become visible all the time. Basically I have created the different entity to show and hide towers only so I can manage it easily. My problem is when I have not perform the scroll and zoom the tower touch and the dragging easily done but when I zoom and scroll the scene at that time the tower touch event does not call so the player can not able to drag and drop it to actual position. So anybody please help me to come out of it.

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  • Will javascript be in the HTML5 standard

    - by Robz
    I'm pretty new to the web development scene, and I just want to be absolutely clear on this because I've read a few conflicting statements. I was under the impression that "html5" is a particular way of constructing xml to represent data for a webpage and "javascript" is a programming language that runs as client-side code in the browser. But left and right I see APIs for javascript (workers, geolocation, local storage, etc.) being referred to as an "html5 technology". Wikipedia says that html5 doesn't have a standard yet, so I can't look it up to see if it somehow mandates stuff about javascript. So will APIs for javascript somehow be apart of the html5 standard? Or has it become a common bad practice to label javascript APIs "html5 technology"?

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  • Visual Studio 2012 : le développement pour desktop réintroduit dans la version Express gratuite, l'EDI s'ouvre à l'open-source

    Visual Studio 2012 : Microsoft réintroduit le développement d'applications desktop dans la version Express Gratuite, et poursuit son ouverture à l'open-source avec son EDI star Microsoft a écouté. Plusieurs décisions qui viennent d'être prises concernant la prochaine version de son EDI star, Visual Studio 2012 (ex-Visual Studio 11), feront certainement plaisir à la communauté. Tout d'abord, l'interface monochrome (ou plus exactement bicolore dans les gris) pourra être remplacée par une UI « à l'ancienne », avec plus de couleurs. C'est ce qu'a montré avant-hier un VP Microsoft sur la scène du TechEd d'Orlando. Deuxième bonne nouvelle, la version Express (gratuite) de Visual ...

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  • Ouverture d'un espace pour vos applications mobiles : faites découvrir vos applications aux 220.000 professionnels de notre communauté

    Ouverture d'un espace pour vos applications mobiles Faites découvrir vos créations (Android, BlackBerry, iPhone, MeeGo, WinPhone, etc.) aux 220 000 professionnels de notre communauté Dans l'optique de vous offrir un service de qualité, Developpez.com vous propose un espace pour présenter vos applications mobiles. Quels sont les avantages ? En présentant votre projet sur Developpez.com, vous le mettez sur le devant de la scène francophone, en l'exposant aux 220 000 développeurs et professionnels de l'informatique qui visitent chaque jour Developpez.com, vous serez à même de trouver des personnes intéressées pour contribuer, tester ou vous faire des retours constructifs...

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  • AT&T brevète une technologie permettant de tracer le téléchargement de contenu illicite sur les réseaux P2P

    Serait ce vraiment la fin du réseau peer-to-peer ? AT&T vient de breveter une technologie permettant de tracer le téléchargement de contenu illicite dans les réseaux P2PLes réseaux P2P : adulés par une très forte communauté d'utilisateurs, détestés par les organismes de protection de la propriété intellectuelle attirent de nouveau l'attention des médias. Cette fois-ci, le P2P est mis au-devant de la scène par la compagnie AT&T. Cette dernière vient de breveter une technologie qui permet une bonne traçabilité du contenu des réseaux peer-to-peer.La principale cible de cette technologie sont les fichiers torrents auxquels les utilisateurs ont accès par le biais des flux RSS et moteurs de recherche de ...

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • Fog with Blend in OpenGL

    - by MhdAljobory
    I want to add fog in my scene which contain transparent textures made by Blend , when i enable the fog the transparent textures appear white From a distance but when i disable it the textures appear well. What is the solution to the problem of whiteness? Fog Code: GLfloat fogColor[4]= {0.5f, 0.5f, 0.5f, 1.0f}; glClearColor(0.5f,0.5f,0.5f,1.0f); glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.35f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 1.0f); glFogf(GL_FOG_END, 1000.0f); glEnable(GL_FOG); Screenshot

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