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  • How could you parallelise a 2D boids simulation

    - by Sycren
    How could you program a 2D boids simulation in such a way that it could use processing power from different sources (clusters, gpu). In the above example, the non-coloured particles move around until they cluster (yellow) and stop moving. The problem is that all the entities could potentially interact with each other although an entity in the top left is unlikely to interact with one in the bottom right. If the domain was split into different segments, it may speed the whole thing up, But if an entity wanted to cross into another segment there may be problems. At the moment this simulation works with 5000 entities with a good frame rate, I would like to try this with millions if possible. Would it be possible to use quad trees to further optimise this? Any other suggestions?

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  • Mercurial Conversion from Team Foundation Server

    - by mhawley
    I’m using Twitter. Follow me @matthawley One of my many (almost) daily tasks when working on the CodePlex platform since releasing Mercurial as a supported version control system, is converting projects from Team Foundation Server (TFS) to Mercurial. I'm happy to say that of all the conversions I have done since mid-January, the success rate of migrating full source history is about 95%. To get to this success point, I have had to learn and refine several techniques utilizing a few different tools… (read more)

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  • Good fix vs Quick fix [duplicate]

    - by Andrea Girardi
    This question already has an answer here: Does craftsmanship pay off? [duplicate] 16 answers Good design: How much hackyness is acceptable? [duplicate] 9 answers How do you balance between “do it right” and “do it ASAP” in your daily work? 14 answers Let's start from this principle: quality is a feature that you can't add to a project in the middle of the development process. This is the scenario: two weeks to go live with my project and, one of the developers added a specific method used only for one web application to our framework (Our framework is a bounce of java classes used to extract content from MongoDB, Alfresco, mySql and it's used by web applications). I'm the team leader and I told him to generalize the method to keep the framework to keep reusable but he said "no, I prefer don't do that because there are a lot of bugs that need to be fixed". The manager is agree with him and of course I'm not. Is it better to made extra effort to keep a framework free from any specific implementation (probably used only by one web application) or just add the methods because it works? So, my question is: is it correct to write code that only works or is better to write code that works but it doesn't sucks (i.e. adding embedded value, specific methods, extra classes, add column to database, etc)? How is it possible to justify the extra time (to be honest, this kind of fix requires 10 minutes extra to write a good generic code) to the management? How is possible to argue it's the right way to write code to young developers and PM? in general, good fix or quick fix? Ah, 10 minutes after I get the email from PM, he asked me why on a url of application 2 there was the name of application 1 during the login? I like to quote Jeff Atwood: "Don't leave "broken windows" (bad designs, wrong decisions, or poor code) unrepaired. Fix each one as soon as it is discovered. " Excerpt From: Hyperink. "How-To-Stop-Sucking-And-Be-Awesome-Instead." iBooks.

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  • A project idea for project ideas!?

    - by Auxiliary
    First take a look at this question which I asked a few months ago. I still can't find a place where programmers and computer specialists can discuss their projects and ideas. I found OpenHatch.com. It's good but not sufficient, it's only for open-source projects and is not really a place to discuss ideas. OK, so here's an idea, Why don't we make one? The question is do you think there is a need for such a social programmer's lounge? A place where they can discuss their ideas? Do you think it's worth the time and money to start such a website? Do you think it has the potential of getting enough traffic to keep it alive? Many thanks

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  • How to train yourself to avoid writing “clever” code?

    - by Dan Abramov
    Do you know that feeling when you just need to show off that new trick with Expressions or generalize three different procedures? This does not have to be on Architecture Astronaut scale and in fact may be helpful but I can't help but notice someone else would implement the same class or package in a more clear, straightforward (and sometimes boring) manner. I noticed I often design programs by oversolving the problem, sometimes deliberately and sometimes out of boredom. In either case, I usually honestly believe my solution is crystal clear and elegant, until I see evidence to the contrary but it's usually too late. There is also a part of me that prefers undocumented assumptions to code duplication, and cleverness to simplicity. What can I do to resist the urge to write “cleverish” code and when should the bell ring that I am Doing It Wrong? The problem is getting even more pushing as I'm now working with a team of experienced developers, and sometimes my attempts at writing smart code seem foolish even to myself after time dispels the illusion of elegance.

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  • How common are "bandage" fixes?

    - by gablin
    Imagine the following scenario: You've detected that your (or someone else's) program has a bug - a function produces the wrong result when given a particular input. You examine the code and can't find anything wrong: it just seem to bog out when given this input. You can now do one of two things: you either examine the code further until you've found the actual cause; or you slap on a bandage by adding an if statement checking if the input is this particular input - if it is, return the expected value. To me, applying the bandage would be completely unacceptable. If the code is behaving unexpectingly on this input, what other input that you've missed will it react strangely to? It just doesn't seem like a fix at all - you're just shoveling the problem under the rug. As I wouldn't even consider doing this, I'm surprised at how often the professors and books keep reminding us about how applying "bandage" fixes is not a good idea. So this makes me wonder: just how common are these kinds of "fixes"?

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  • How would i down-sample a .wav file then reconstruct it using nyquist? - in matlab [closed]

    - by martin
    This is all done in MatLab 2010 My objective is to show the results of: undersampling, nyquist rate/ oversampling First i need to downsample the .wav file to get an incomplete/ or impartial data stream that i can then reconstuct. Heres the flow chart of what im going to be doing So the flow is analog signal - sampling analog filter - ADC - resample down - resample up - DAC - reconstruction analog filter what needs to be achieved: F= Frequency F(Hz=1/s) E.x. 100Hz = 1000 (Cyc/sec) F(s)= 1/(2f) Example problem: 1000 hz = Highest frequency 1/2(1000hz) = 1/2000 = 5x10(-3) sec/cyc or a sampling rate of 5ms This is my first signal processing project using matlab. what i have so far. % Fs = frequency sampled (44100hz or the sampling frequency of a cd) [test,fs]=wavread('test.wav'); % loads the .wav file left=test(:,1); % Plot of the .wav signal time vs. strength time=(1/44100)*length(left); t=linspace(0,time,length(left)); plot(t,left) xlabel('time (sec)'); ylabel('relative signal strength') **%this is were i would need to sample it at the different frequecys (both above and below and at) nyquist frequency.*I think.*** soundsc(left,fs) % shows the resaultant audio file , which is the same as original ( only at or above nyquist frequency however) Can anyone tell me how to make it better, and how to do the various sampling at different frequencies?

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  • Download Microsoft MSDN Magazine PDF Issues For Offline Reading

    - by Kavitha
    MSDN Magazine is a must read for every Microsoft developer. It provides in-depth analysis and excellent guides on all the latest Microsoft development tools and technologies. Every month one can grab this magazine on the stands or read it online for free. What if you want to read the magazine offline on your PC or mobile devices? Just grab a PDF version of the magazine and read it whenever you want. The PDF version of MSDN magazines are very handy for travellers who don’t get access to internet always. In this post we are going to provide you links to download PDF version, source code and online version of every month MSDN Magazine issue starting from 2010. Bookmark this post and keep checking it monthly to get access to MSDN Magazine links. December 2010 Issue    Download PDF(not yet available)    Download Source Code    Read Magazine Online        November 2010 Issue    Download PDF (not yet available)    Read Magazine Online    Download Source Code       October 2010 Issue    Download PDF    Download Source Code    Read Magazine Online        September 2010 Issue    Download PDF    Download Source Code    Read Magazine Online       August 2010 Issue    Download PDF    Download Source Code    Read Magazine Online       July 2010 Issue    Download PDF    Download Source Code    Read Magazine Online       June 2010 Issue    Download PDF    Download Source Code    Read Magazine Online       May 2010 Issue      Download PDF    Download Source Code    Read Magazine Online       April 2010 Issue    Download PDF    Read Magazine Online    Download Source Code       March 2010 Issue    Download PDF    Download Source Code    Read Magazine Online       February 2010 Issue    Download PDF    Download Source Code    Read Magazine Online       January 2010 Issue    Download PDF    Download Source Code    Read Magazine Online This article titled,Download Microsoft MSDN Magazine PDF Issues For Offline Reading, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • OpenGL ES 2.0: Using VBOs?

    - by Bunkai.Satori
    OpenGL VBOs (vertex buffer objects) have been developed to improve performance of OpenGL (OpenGL ES 2.0 in my case). The logic is that with the help of VBOs, the data does not need to be copied from client memory to graphics card on per frame basis. However, as I see it, the game scene changes continuously: position of objects change, their scaling and rotating change, they get animated, they explode, they get spawn or disappear. In such highly dynamic environment, such as computer game scene is, what is the point of using VBOs, if the VBOs would need to be constructed on per-frame basis anyway? Can you please help me to understand how to practically take beneif of VBOs in computer games? Can there be more vertex based VBOs (say one per one object) or there must be always exactly only one VBO present for each draw cycle?

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  • MBA versus MSIS

    - by user794684
    I am considering going back to school for my masters and I've been looking at several avenues I can take. I've been considering either an MBA or an MSIS degree. Overall I know that an MBA is going to give me a solid skill set that can help me become an executive. However they seem to be a dime a dozen these days and the University I can get into is good, but it's not exactly in the top 100 anything. My undergrad MINOR was in Business Information Systems. I'm rusty as hell, considering I haven't touched it, but an MSIS would be more in the direction of my past academic experience and seems to touch both on business management and IT. Question... With an MSIS will I just be a middleman? Will I really be an important person with a real skill set or will I merely be someone who isn't quite cut out to be a manager and who is clueless about the tech side? Is an MSIS degree going to give me a real chance to move up the pay scale quickly or am I better off learning programing, networking through another BS degree? What will give me more upward mobility career wise? An MBA or an MSIS?

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  • Where do we put "asking the world" code when we separate computation from side effects?

    - by Alexey
    According to Command-Query Separation principle, as well as Thinking in Data and DDD with Clojure presentations one should separate side effects (modifying the world) from computations and decisions, so that it would be easier to understand and test both parts. This leaves an unanswered question: where relatively to the boundary should we put "asking the world"? On the one hand, requesting data from external systems (like database, extental services' APIs etc) is not referentially transparent and thus should not sit together with pure computational and decision making code. On the other hand, it's problematic, or maybe impossible to tease them apart from computational part and pass it as an argument as because we may not know in advance which data we may need to request.

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  • Games to Vista Game explorer with Inno Setup

    - by Kraemer
    Ok, i'm trying to force my inno setup installer to add a shortcut of my game to Vista Games Explorer. Theoretically this should do the trick: [Files] Source: "GameuxInstallHelper.dll"; DestDir: "{app}"; Flags: ignoreversion overwritereadonly; [Registry] Root: HKLM; Subkey: SOFTWARE\dir\dir; Flags: uninsdeletekeyifempty Root: HKLM; Subkey: SOFTWARE\dir\dir; ValueName: Path; ValueType: String; ValueData: {app}; Flags: uninsdeletekey Root: HKLM; Subkey: SOFTWARE\dir\dir; ValueName: AppFile; ValueType: String; ValueData:{app}\executable.exe ; Flags: uninsdeletekey [CustomMessages] en.Local=en en.removemsg=Do you wish to remove game saves and settings? en.taskentry=Play [Code] const PlayTask = 0; AllUsers = 2; Current = 3; type TGUID = record Data1: Cardinal; Data2, Data3: Word; Data4: array [0..7] of char; end; var GUID: TGUID; function GetDC(HWND: DWord): DWord; external '[email protected] stdcall'; function GetDeviceCaps(DC: DWord; Index: Integer): Integer; external '[email protected] stdcall'; function ReleaseDC(HWND: DWord;DC: DWord): Integer; external '[email protected] stdcall'; function ShowWindow(hWnd: DWord; nCmdShow: Integer): boolean; external '[email protected] stdcall'; function SetWindowLong(hWnd: DWord; nIndex: Integer; dwNewLong: Longint):Longint; external '[email protected] stdcall'; function GenerateGUID(var GUID: TGUID): Cardinal; external 'GenerateGUID@files:GameuxInstallHelper.dll stdcall setuponly'; function AddToGameExplorer(Binary: String; Path: String; InstallType: Integer; var GUID: TGUID): Cardinal; external 'AddToGameExplorerW@files:GameuxInstallHelper.dll stdcall setuponly'; function CreateTask(InstallType: Integer; var GUID: TGUID; TaskType: Integer; TaskNumber: Integer; TaskName: String; Binary: String; Parameters: String): Cardinal; external 'CreateTaskW@files:GameuxInstallHelper.dll stdcall setuponly'; function RetrieveGUIDForApplication(Binary: String; var GUID: TGUID): Cardinal; external 'RetrieveGUIDForApplicationW@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function RemoveFromGameExplorer(var GUID: TGUID): Cardinal; external 'RemoveFromGameExplorer@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function RemoveTasks(var GUID: TGUID): Cardinal; external 'RemoveTasks@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function InitializeSetup(): Boolean; var appath: string; ResultCode: Integer; begin if RegKeyExists(HKEY_LOCAL_MACHINE, 'SOFTWARE\dir\dir') then begin RegQueryStringValue(HKEY_LOCAL_MACHINE, 'SOFTWARE\dir\dir', 'Path', appath) Exec((appath +'\unins000.exe'), '', '', SW_SHOW, ewWaitUntilTerminated, ResultCode) end else begin Result := TRUE end; end; procedure CurUninstallStepChanged(CurUninstallStep: TUninstallStep); begin if CurUninstallStep = usUninstall then begin if GetWindowsVersion shr 24 > 5 then begin RetrieveGUIDForApplication(ExpandConstant('{app}\AWL_Release.dll'), GUID); RemoveFromGameExplorer(GUID); RemoveTasks(GUID); UnloadDll(ExpandConstant('{app}\GameuxInstallHelper.dll')); end; end; if CurUninstallStep = usPostUninstall then begin if MsgBox(ExpandConstant('{cm:removemsg}'), mbConfirmation, MB_YESNO)=IDYES then begin DelTree(ExpandConstant('{app}'), True, True, True); end; end; end; procedure CurStepChanged(CurStep: TSetupStep); begin if GetWindowsVersion shr 24 > 5 then begin if CurStep = ssInstall then GenerateGUID(GUID); if CurStep = ssPostInstall then begin AddToGameExplorer(ExpandConstant('{app}\AWL_Release.dll'), ExpandConstant('{app}'), Current, GUID); CreateTask(3, GUID, PlayTask, 0, ExpandConstant('{cm:taskentry}'), ExpandConstant('{app}\executable.exe'), ''); CreateTask(3, GUID, 1, 0, 'Game Website', 'http://www.gamewebsite.com/', ''); end; end; end; The installer works just fine, but it doesn't place a shortcut of my game to Games explorer. Since i believe that the problem is on the binary file i guess for that part i should ask for some help. So, can anyone please give me a hand here?

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  • Code Review tools - to use or not?

    - by liortal
    On my dev team, we're doing code reviews, however not in a proper way i believe. The issues our process suffers from: Not enough time is allocated for proper code review. Doing reviews is not mandatory - many times it is simply not done. Devs sit together for reviews, due to lack of another easy mechanism for doing it "offline" without spending both developers' time. My question is: can integration of a tool for code reviews improve the points mentioned above? Is it not needed? I would love to hear from positive/negative experiences.

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  • Tellago announces SQL Server 2008 R2 BI quick adoption programs

    - by gsusx
    During the last year, we (Tellago) have been involved in various business intelligence initiatives that leverage some emerging BI techniques such as self-service BI or complex event processing (CEP). Specifically, in the last few months, we have partnered with Microsoft to deliver a series of events across the country where we present the different technologies of the SQL Server 2008 R2 BI stack such as PowerPivot, StreamInsight, Ad-Hoc Reporting and Master Data Services. As part of those events...(read more)

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  • OpenGL ES 2.0: Vertex and Fragment Shader for 2D with Transparency

    - by Bunkai.Satori
    Could I knindly ask for correct examples of OpenGL ES 2.0 Vertex and Fragment shader for displaying 2D textured sprites with transparency? I have fairly simple shaders that display textured polygon pairs but transparency is not applied despite: texture map contains transparency information Blending is enabled: glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); My Vertex Shader: uniform mat4 uOrthoProjection; uniform vec3 Translation; attribute vec4 Position; attribute vec2 TextureCoord; varying vec2 TextureCoordOut; void main() { gl_Position = uOrthoProjection * (Position + vec4(Translation, 0)); TextureCoordOut = TextureCoord; } My Fragment Shader: varying mediump vec2 TextureCoordOut; uniform sampler2D Sampler; void main() { gl_FragColor = texture2D(Sampler, TextureCoordOut); }

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  • How do I set up pairing email addresses?

    - by James A. Rosen
    Our team uses the Ruby gem hitch to manage pairing. You set it up with a group email address (e.g. [email protected]) and then tell it who is pairing: $ hitch james tiffany Hitch then sets your Git author configuration so that our commits look like commit 629dbd4739eaa91a720dd432c7a8e6e1a511cb2d Author: James and Tiffany <[email protected]> Date: Thu Oct 31 13:59:05 2013 -0700 Unfortunately, we've only been able to come up with two options: [email protected] doesn't exist. The downside is that if Travis CI tries to notify us that we broke the build, we don't see it. [email protected] does exist and forwards to all the developers. Now the downside is that everyone gets spammed with every broken build by every pair. We have too many possible pair to do any of the following: set up actual [email protected] email addresses or groups (n^2 email addresses) set up forwarding rules for [email protected] (n^2 forwarding rules) set up forwarding rules for [email protected] (n forwarding rules for each of n developers) Does anyone have a system that works for them?

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  • Jack of all trades, master of none [closed]

    - by Rope
    I've got a question similar to this one: Is looking for code examples constantly a sign of a bad developer? though not entirely. I got off college 2 years ago and I'm currently struggling with a University study. Most likely I'll have to drop out and start working within the next couple of months. Now here's the pickle. I have no speciality what so ever. When I got out of college I had worked with C, C++ and Java. I had had an internship at NEC-Philips and got familiar with C# (.NET) and I taught myself how it worked. After college I started working with PHP, HTML,SQL, MySQL Javascript and Jquery. I'm currently teaching myself Ruby on Rails and thus Ruby. At my university I also got familiar with MATLAB. As you can see I've got a broad scope of languages and frameworks I'm familiar with, but none I know inside-out. So I guess this kinda applies to me: "Jack of all trades, master of none.". I've been looking for jobs and I've noticed that most of them require some years of experience with a certain language and some specifications that apply to that language. My question is: How do I pick a speciality? And how do I know if I'll actually enjoy it? As I've worked with loads of languages how would I be able to tell this is right for me? I don't like being tied down to a specific role and I quite like being a generalist. But in order to make more money I would need a specialisation. How would I pick something that goes against my nature? Thanks in advance, Rope.

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  • Event system architecture for networking when performance is concerned

    - by Vandell
    How should I design a system for an action game (think in Golden Axe) where events can happen remotely? I'm using TCP for this because the client is in flash. There's so many options, I can make a binary protocol (I don't like this idea, I found it to be too hard to mantain) but I was also thinking that passing jsons through clients and server can be slow (Is that a exaggerated concern?). What about the internal architecture for the server? And for the client? I'm really lost, If it's a question that is too big, please indicate me some material so I can formulate a better question next time.

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  • What's a nice explanation for recursion?

    - by Gulshan
    This question is inspired by What's a nice explanation for pointers? So, what can be a nice explanation of the recursion? Update: The idea of recursion is not very common in real world. So, it seems a bit confusing to the novice programmers. Though, I guess, they become used to the concept gradually. So, what can be a nice explanation for them to grasp the idea easily? I expected some detailed answers. N.B. : Even I am going to post one answer. But to be fair, it will be few hours later.

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  • T-SQL Tuesday #006: Tiger/Line Spatial Data

    - by Mike C
    This month’s T-SQL Tuesday post is about LOB data http://sqlblog.com/blogs/michael_coles/archive/2010/05/03/t-sql-tuesday-006-what-about-blob.aspx . For this one I decided to post a sample Tiger/Line SQL database I use all the time in live demos. For those who aren't familiar with it, Tiger/Line data is a dataset published by the U.S. Census Bureau . Tiger/Line has a lot of nice detailed geospatial data down to a very detailed level. It actually goes from the U.S. state level all the way down to...(read more)

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  • Is Python Interpreted or Compiled?

    - by crodjer
    This is just a wondering I had while reading about interpreted and compiled languages. Ruby is no doubt an interpreted language, since source code is compiled by an interpreter at the point of execution. On the contrary C is a compiled language, as one have to compile the source code first according to the machine and then execute. This results is much faster execution. Now coming to Python: A python code (somefile.py) when imported creates a file (somefile.pyc) in the same directory. Let us say the import is done in a python shell or django module. After the import I change the code a bit and execute the imported functions again to find that it is still running the old code. This suggests that *.pyc files are compiled python files similar to executable created after compilation of a C file, though I can't execute *.pyc file directly. When the python file (somefile.py) is executed directly ( ./somefile.py or python somefile.py ) no .pyc file is created and the code is executed as is indicating interpreted behavior. These suggest that a python code is compiled every time it is imported in a new process to crate a .pyc while it is interpreted when directly executed. So which type of language should I consider it as? Interpreted or Compiled? And how does its efficiency compare to interpreted and compiled languages? According to wiki's Interpreted Languages page it is listed as a language compiled to Virtual Machine Code, what is meant by that? Update Looking at the answers it seems that there cannot be a perfect answer to my questions. Languages are not only interpreted or only compiled, but there is a spectrum of possibilities between interpreting and compiling. From the answers by aufather, mipadi, Lenny222, ykombinator, comments and wiki I found out that in python's major implementations it is compiled to bytecode, which is a highly compressed and optimized representation and is machine code for a virtual machine, which is implemented not in hardware, but in the bytecode interpreter. Also the the languages are not interpreted or compiled, but rather language implementations either interpret or compile code. I also found out about Just in time compilation As far as execution speed is concerned the various benchmarks cannot be perfect and depend on context and the task which is being performed. Please tell if I am wrong in my interpretations.

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  • Howto install google-mock on Ubuntu 12.10

    - by user1459339
    I am having hard time trying to install Google C++ Mocking Framework. I have successfully run sudo apt-get install google-mock. Then I tried to compile this sample file #include "gmock/gmock.h" int main(int argc, char** argv) { ::testing::InitGoogleMock(&argc, argv); return RUN_ALL_TESTS(); } with g++ -lgmock main.cpp and these errors have shown main.cpp:(.text+0x1e): undefined reference to `testing::InitGoogleMock(int*, char**)' main.cpp:(.text+0x23): undefined reference to `testing::UnitTest::GetInstance()' main.cpp:(.text+0x2b): undefined reference to `testing::UnitTest::Run()' collect2: error: ld returned 1 exit status I guess the linker can not find the library files. Does anybody know how to fix this?

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  • OpenGL ES 2.0: Filtering Polygons within VBO

    - by Bunkai.Satori
    Say, I send 10 polygon pairs (one polygon pair == one 2d sprite == one rectangle == two triangles) into OpenGL ES 2.0 VBO. The 10 polygon pairs represent one animated 2D object consisting of 10 frames. The 10 frames, of course, can not be rendered all at the same time, but will be rendered in particular order to make up smooth animation. Would you have an advice, how to pick up proper polygon pair for rendering (4 vertices) inside Vertex Shader from the VBO? Creating separate VBO for each frame would end up with thousands of VBOs, which is not the right way of doing it. I use OpenGL ES 2.0, and VBOs for both Vertices and Indices.

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  • Is Haskell worth learning?

    - by Jason K
    I am looking at this question primarily from a career point of view, so I hope you answer it accordingly. I am fairly proficient with Python, can write C++ and I am a final year student of computer science engineering I am looking to learn Haskell because I have heard a lot about it. My question is: apart from learning it because of all the good I have heard about it, is it any good for my career? Is it used in the industry? I am curious to learn it but unless it helps me somehow in my career, I am not willing to make that change at this stage. Looking for some personal experiences here. Thanks!

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  • Reflections based on distance from plane

    - by Andrea Benedetti
    Let's consider, for example, a surface like the volleyball court, we can see that legs and shoes of the players are reflected, with a blur effect, but body and stadium don't (as each object not near to the court). I've already made a reflection effect, but it works as a specular reflection, and I need to achieve an effect like the photo above. So, I would like to make a reflection that is based on the distance between the object and the plane, in this manner a close object would reflect more than an object that is positioned far away from the plane. What is the best way to achieve this effect? My first idea was to use the depth value (taken from the reflected camera), and use that value to blend between reflection and court. But I don't know if it's a correct way. Edit: as rendering engine I use Ogre that already provides a reflections system: reflecting the camera through a plane (obviously I can select the models to draw from the reflected camera). After a render to texture pass I can blend the reflected texture with the original plane. So, if possible, I'm looking for a way that best suits my system.

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