Search Results

Search found 12064 results on 483 pages for 'tcp offload engine'.

Page 8/483 | < Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >

  • Game Engine with a real time renderer

    - by Maik Klein
    I am studying computer graphics since 3 semester and we just started with opengl. I really enjoy it and want to create my own little engine for learning purpose. I already read tons of different forum posts and saw the following engines. Panda3d, Ogre3d, NeoAxis, Irrlicht and Horde3d(graphics only). Now I don't want to use something like unity or cryengine because I want to start more lowlevel. Which of those engines is suited for realtime rendering? Something that cryengine offers - no baked lightmaps. Or at least gives me the option to add a realtime renderer?

    Read the article

  • TTS on App Engine

    - by yati sagade
    I have written a small front-end to the Festival TTS system using Python/Django. I wish to deploy it on the Google App Engine cloud. A few questions: My application uses the Festival app 'text2wave'. Will is work on the cloud? I have used Python primitives like subprocess.call() to invoke the aforementioned program. Will that work? If your answer to any or both of (1) and (2) is no, is there a free api on the web that I can use (from the appengine)? I read somewhere about placing calls from Phono to a Voxeo backend, but I'm not sure what that means. I am aware of the Google Translate extension that allows translation using an HTTP GET (REST) request, but here the text is limited to 100 chars. Bad. Plus, they may take it down any point of time.

    Read the article

  • Game engine IDE template [on hold]

    - by Spencer Killen
    Hey so I'm working on a fairly basic javascript game, and it's beginning to get to the point where my 'engine' to which I wrote, is difficult to manage in an all text environment, Iv already thought of using a javascript IDE like jet brains, but i was wondering if I could go 1 step further and have use a piece of software to purpose as an IDE and have a customizable GUI that I could use to automate class construction and such, for example, I have it set up right now so that everytime I want to create a new block (it's a platformer) I must copy a text file and fill in all the setting such as bounding box, sprite ect, it would be a lot easier if I could press a button and have a menu apear where I would fill in these values (I have a game maker background) is there software like this? If not what are some similar solutions to my problem?

    Read the article

  • Best Game Engine/Framework and Language for 2D actor/sprite intensive game

    - by Grungetastic
    I'm new to the game dev world. I have a rather large project in mind (I learn by setting myself challenges :P ) and I'm wondering what the best engine/framework/language is for a 2D game with thousands of sprites/actors on screen at a time. Bare metal type stuff. I need to still be able to zoom in and out with that many actors at once. This game will have no 3D elements. Any thoughts? Suggestions?

    Read the article

  • Pro Google App Engine developer interview questions (with answers)

    - by WooYek
    What are good questions to determine if applicant is pro Google App Engine developer? Questions that can distinguish that someone is not an ad-hoc GAE programmer, but is really doing professional GAE development, with all areas concerned (eg. performance, transactions, async/batch data processing). Please provide answers, so an intermediate developer (such as myself :) can interview someone more experienced. Please avoid open questions. If possible please provide a link to a documentation part that's covering a topic in question. Please keep one interview question/answer per response for better reading experience and easier interview preparation.

    Read the article

  • Multi-Threaded Pipelined Game Engine Data Synchronization Questions

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

    Read the article

  • Game engine like Unity 3D that allow me to use .NET code

    - by Pking
    I've been looking at Unity 3D for developing a 3D PC game and I really like the scene editor and how it simplifies the process of constructing 3D scenes, managing assets, animations, transitions etc. However, I don't want to restrict myself to using the Unity 3D scripts for handling every bit of game logic in the game. E.g. If I want to construct a RPG dialogue system I don't want to do it with unity 3d scripts - I'd like to use C#/.net. Also, I might want to use e.g. windows azure and sql azure as backend, and use 3rd party .net libraries such as reactive-extensions etc. Is there a .net engine out there that helps me with asset loading, animations, physics, transitions, etc. with a scene editor, but allow me to plug it into a visual studio .net project? Thanks

    Read the article

  • Page for Page Redirect in Google App Engine

    - by clifgray
    I have recently changed domain name for a webapp I run on Google App Engine and I am wondering if there is a simple way to do a page for page redirect from my old website to the new domain. Everything code wise is staying exactly the same but I just want it to go to the new domain. I am using python and the webapp2 framework for the webapp. I know I could go through and for every single handler do: webapp2.redirect('the specific url', permanent=True) But I am hoping for a simpler solution.

    Read the article

  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

    Read the article

  • App Engine charges in November 2011 [closed]

    - by broiyan
    I had a billing enabled test application on Google App Engine left over from early 2011. I have not received a bill in many months because I have not been hitting the URL and according to the activity monitor, nobody has. Then unexpectedly in November 2011, I received 2 bills in as many weeks for quite minimal amounts. Checking the monitor it looks like nobody has been hitting the URL and according to the SQL-like search, there is nothing in the Datastore. I know that GAE has left the "preview" in recent weeks but I am not sure how that would affect what is essentially a dormant application with no Datastore objects. Has GAE started charging for completely unused applications in recent weeks? Edit: Most of my applications were already disabled and I have just disabled the only one that was enabled but unused the past several months. If I get another bill next week that should be informative.

    Read the article

  • IP Tables won't save the rule.

    - by ArchUser
    Hello, I'm using ArchLinux and I have an IP tables rule that I know works (from my other server), and it's in /etc/iptables/iptables.rules, it's the only rule set in that directory. I run, /etc/rc.d/iptables save, then /etc/rc.d/iptables/restart, but when I do "iptables --list", I get ACCEPTs on INPUT,FORWARD & OUTPUT. # Generated by iptables-save v1.4.8 on Sat Jan 8 18:42:50 2011 *filter :INPUT DROP [0:0] :FORWARD DROP [0:0] :OUTPUT ACCEPT [216:14865] :BRUTEGUARD - [0:0] :interfaces - [0:0] :open - [0:0] -A INPUT -p icmp -m icmp --icmp-type 18 -j DROP -A INPUT -p icmp -m icmp --icmp-type 17 -j DROP -A INPUT -p icmp -m icmp --icmp-type 10 -j DROP -A INPUT -p icmp -m icmp --icmp-type 9 -j DROP -A INPUT -p icmp -m icmp --icmp-type 5 -j DROP -A INPUT -p icmp -j ACCEPT -A INPUT -m state --state RELATED,ESTABLISHED -j ACCEPT -A INPUT -j interfaces -A INPUT -j open -A INPUT -p tcp -j REJECT --reject-with tcp-reset -A INPUT -p udp -j REJECT --reject-with icmp-port-unreachable -A INPUT -p tcp -m tcp ! --tcp-flags FIN,SYN,RST,ACK SYN -m state --state NEW -j DROP -A INPUT -f -j DROP -A INPUT -p tcp -m tcp --tcp-flags FIN,SYN,RST,PSH,ACK,URG FIN,SYN,RST,PSH,ACK,URG -j DROP -A INPUT -p tcp -m tcp --tcp-flags FIN,SYN,RST,PSH,ACK,URG NONE -j DROP -A INPUT -i eth+ -p icmp -m icmp --icmp-type 8 -j DROP -A BRUTEGUARD -m recent --set --name BF --rsource -A BRUTEGUARD -m recent --update --seconds 600 --hitcount 20 --name BF --rsource -j LOG --log-prefix "[BRUTEFORCE ATTEMPT] " --log-level 6 -A BRUTEGUARD -m recent --update --seconds 600 --hitcount 20 --name BF --rsource -j DROP -A interfaces -i lo -j ACCEPT -A open -p tcp -m tcp --dport 80 -j ACCEPT -A open -p tcp -m tcp --dport 10011 -j ACCEPT -A open -p udp -m udp --dport 9987 -j ACCEPT -A open -p tcp -m tcp --dport 30033 -j ACCEPT -A open -p tcp -m tcp --dport 8000 -j ACCEPT -A open -p tcp -m tcp --dport 8001 -j ACCEPT -A open -s 76.119.125.61 -p tcp -m tcp --dport 21 -j ACCEPT -A open -s 76.119.125.61 -p tcp -m tcp --dport 3306 -j ACCEPT -A open -p tcp -m tcp --dport 22 -j BRUTEGUARD -A open -s 76.119.125.61 -p tcp -m tcp --dport 22 -m state --state NEW,RELATED,ESTABLISHED -j ACCEPT COMMIT # Completed on Sat Jan 8 18:42:50 2011

    Read the article

  • tcp flags in iptables: What's the difference between RST SYN and RST and SYN RST ? When to use ALL?

    - by Kris
    I'm working on a firewall for a virtual dedicated server and one of the things I'm looking into is port scanners. TCP flags are used for protection. I have 2 questions. The rule: -p tcp --tcp-flags SYN,ACK,FIN,RST SYN -j DROP First argument says check packets with flag SYN Second argument says make sure the flags ACK,FIN,RST SYN are set And when that's the case (there's a match), drop the tcp packet First question: I understand the meaning of RST and RST/ACK but in the second argument RST SYN is being used. What's the difference between RST SYN and RST and SYN RST ? Is there a "SYN RST" flag in a 3 way handshake ? Second question is about the difference between -p tcp --tcp-flags SYN,ACK,FIN,RST SYN -j DROP and -p tcp --tcp-flags ALL SYN,ACK,FIN,RST SYN -j DROP When should ALL be used ? When I use ALL, does that mean if the tcp packet with the syn flag doesn't have the ACK "and" the FIN "and" the RST SYN flags set, there will be no match ?

    Read the article

  • Single TCP-CLOSE_WAIT connection brings down application till restart

    - by broun
    Recently found a behaviour where my application had a connection in TCP Close_wait state till the app was restarted (after about 5 hours). But during this period the SUnreclaim space was also increasing constantly and went down on restart. The application is runnning on a rhel5 os and Im not very familiar with the memory management system. Would appreciate if someone clould tell me what extactly is the Ureclaim space and why it is increasing in sync with the close_wait.

    Read the article

  • SUnreclaim size increasing in syc with a TCP-CLOSE_WAIT till application restart

    - by maver1k
    Recently found a behaviour where my application had a connection in TCP Close_wait state till the app was restarted (after about 5 hours). But during this period the SUnreclaim space was also increasing constantly and went down on restart. The application is runnning on a rhel5 os and Im not very familiar with the memory management system. Would appreciate if someone clould tell me what extactly is the Ureclaim space and why it is increasing in sync with the close_wait. Thanks.

    Read the article

  • triple duplicate acknowledgement in TCP congestion control

    - by Salvador Dali
    If this doesn't belong here, please tell me where is an appropriate place for such question. I am trying to understand ideas behind tcp congestion control mechanisms, and I am failing to understand why we need triple duplicate acknowledgement to trigger window change. In my opinion, double duplicate acknowledgement will be enough to get that the previous package is lost. So why we need the third ack?

    Read the article

  • Persistent TCP connection in DMZ

    - by G33kKahuna
    A vendor is requesting to allow persistent tcp (not port 80) connection between a server in the DMZ and the internal network. I don't have much experience with this setting. Can anyone shed some light on disadvantages of allowing persistent connection? Guidance is much apprciated.

    Read the article

  • Alternate Out of Order TCP Packets problem

    - by Sunil
    I am having a network of windows and embedded nodes connected on a series of cisco switch. I have been seeing some serious network problems from few days. Used wireshark to capture the network trace and see every alternate tcp packets being marked as "out of order". Any pointers on how to troubleshoot this problem?

    Read the article

  • Windows TCP timeout

    - by hs2d
    Is there on windows any default timeout for tcp connection? So when no answere is received the connection would be closed. Why im asking is that on one machine the connection is closed afther 5 minutes.(Windows XP) Running the same client - server connection on other machine the connection is kept open forever like it should be. Or maybe there is some global java virtual machine setting somewhere i should know about? The server and client run on the same local machine

    Read the article

  • basic unique ModelForm field for Google App Engine

    - by Alexander Vasiljev
    I do not care about concurrency issues. It is relatively easy to build unique form field: from django import forms class UniqueUserEmailField(forms.CharField): def clean(self, value): self.check_uniqueness(super(UniqueUserEmailField, self).clean(value)) def check_uniqueness(self, value): same_user = users.User.all().filter('email', value).get() if same_user: raise forms.ValidationError('%s already_registered' % value) so one could add users on-the-fly. Editing existing user is tricky. This field would not allow to save user having other user email. At the same time it would not allow to save a user with the same email. What code do you use to put a field with uniqueness check into ModelForm?

    Read the article

  • Implementing a wrapping wire (like the Worms Ninja Rope) in a 2D physics engine

    - by Andrew Russell
    I've been trying out some rope-physics recently, and I've found that the "standard" solution - making a rope from a series of objects strung together with springs or joints - is unsatisfying. Especially when rope swinging is relevant to gameplay. I don't really care about a rope's ability to wrap up or sag (this can be faked for visuals anyway). For gameplay, what is important is the ability for the rope to wrap around the environment and then subsequently unwrap. It doesn't even have to behave like rope - a "wire" made up of straight line segments would do. Here's an illustration: This is very similar to the "Ninja Rope" from the game Worms. Because I'm using a 2D physics engine - my environment is made up of 2D convex polygons. (Specifically I am using SAT in Farseer.) So my question is this: How would you implement the "wrapping" effect? It seems pretty obvious that the wire will be made up of a series of line segments that "split" and "join". And the final (active) segment of that line, where the moving object attaches, will be a fixed-length joint. But what is the maths / algorithm involved for determining when and where the active line segment needs to be split? And when it needs to be joined with the previous segment? (Previously this question also asked about doing this for a dynamic environment - I've decided to split that off into other questions.)

    Read the article

  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

    Read the article

  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

    Read the article

  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

    Read the article

< Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >