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  • [MINI HOW-TO] Create Keyboard Shortcuts to Applications in Windows

    - by Asian Angel
    Do you need just one or a few special keyboard shortcuts for your favorite program(s)? A quick modification to program shortcuts will get you up and running without installing additional software. Creating New Keyboard Shortcuts Go to the start menu shortcut for the program, right-click on it, and select properties. When the properties window opens click in the shortcut key text area. All that you need to do is choose an appropriate letter for the program (i.e. O for Opera, E for Editra, etc.) and type it in the blank. You will not need to type any other keys or combination in…the “Ctrl + Alt +” will be automatically entered for you as soon as you type the letter in. Click OK to finish creating the new keyboard shortcut. Those new keyboard shortcuts will speed up access to your favorite software. Another example from our system using “I” for Iron Browser. Certainly much quicker than using the start menu. Conclusion If you only need one or just a few special keyboard shortcuts then this method provides a quick and simple solution. Similar Articles Productive Geek Tips Show Keyboard Shortcut Access Keys in Windows VistaUse the Windows Key for the "Start" Menu in Ubuntu LinuxCreate Custom Windows Key Keyboard Shortcuts in WindowsHow-To Geek on Lifehacker: Control Your Computer with Shortcuts & Speed Up Vista SetupKeyboard Ninja: 21 Keyboard Shortcut Articles TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox) Hyperwords addon (Firefox) Backup Outlook 2010

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  • Friday Fun: Vehicles

    - by Mysticgeek
    Friday has finally arrived and it’s time to ignore spreadsheets and TPS reports and waste time playing a flash game. Today we take a look at the fun puzzle game called Vehicles. Vehicles This is a fun game with cartoon style graphics where you navigate vehicles to solve different puzzles. You navigate the vehicles through different puzzle situations by clicking on them with your mouse. You’re given basic instructions on how to complete each level. You’ll need to strategically place the vehicles so you can knock the black vehicles off the screen. As you progress up the levels, they become more challenging and if you need to, you can restart it at any time. Since it’s Friday, and you’re sick of your job, Vehicles is a fun puzzle game to keep your mind of the boringness of work until it’s time for weekend freedom. Play Vehicles at FreeWebArcade Similar Articles Productive Geek Tips Friday Fun: Relieve Workweek Frustration Playing Mad MondayFriday Fun: Uphill RushFriday Fun: Battlefield HeroesFriday Fun: Portal, the Flash VersionFriday Fun: Play 3D Rally Racing in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips VMware Workstation 7 Acronis Online Backup DVDFab 6 Revo Uninstaller Pro FetchMp3 Can Download Videos & Convert Them to Mp3 Use Flixtime To Create Video Slideshows Creating a Password Reset Disk in Windows Bypass Waiting Time On Customer Service Calls With Lucyphone MELTUP – "The Beginning Of US Currency Crisis And Hyperinflation" Enable or Disable the Task Manager Using TaskMgrED

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  • Programming concepts taken from the arts and humanities

    - by Joey Adams
    After reading Paul Graham's essay Hackers and Painters and Joel Spolsky's Advice for Computer Science College Students, I think I've finally gotten it through my thick skull that I should not be loath to work hard in academic courses that aren't "programming" or "computer science" courses. To quote the former: I've found that the best sources of ideas are not the other fields that have the word "computer" in their names, but the other fields inhabited by makers. Painting has been a much richer source of ideas than the theory of computation. — Paul Graham, "Hackers and Painters" There are certainly other, much stronger reasons to work hard in the "boring" classes. However, it'd also be neat to know that these classes may someday inspire me in programming. My question is: what are some specific examples where ideas from literature, art, humanities, philosophy, and other fields made their way into programming? In particular, ideas that weren't obviously applied the way they were meant to (like most math and domain-specific knowledge), but instead gave utterance or inspiration to a program's design and choice of names. Good examples: The term endian comes from Gulliver's Travels by Tom Swift (see here), where it refers to the trivial matter of which side people crack open their eggs. The terms journal and transaction refer to nearly identical concepts in both filesystem design and double-entry bookkeeping (financial accounting). mkfs.ext2 even says: Writing superblocks and filesystem accounting information: done Off-topic: Learning to write English well is important, as it enables a programmer to document and evangelize his/her software, as well as appear competent to other programmers online. Trigonometry is used in 2D and 3D games to implement rotation and direction aspects. Knowing finance will come in handy if you want to write an accounting package. Knowing XYZ will come in handy if you want to write an XYZ package. Arguably on-topic: The Monad class in Haskell is based on a concept by the same name from category theory. Actually, Monads in Haskell are monads in the category of Haskell types and functions. Whatever that means...

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  • OpenGL ES 2 shaders for drawing buildings and roads like Google Maps does

    - by Pris
    I'm trying to create a shader that'll give me an effect similar to what buildings and roads look like on 3D Google Maps. You can see the effect interactively if you enable WebGL at maps.google.com, and I also found a couple of screenshots that illustrate what I'm trying to achieve: Thing I noticed: There's some kind of transparency thing going on with the roads/ground and the buildings, but not between the buildings themselves. It might be that they're rendering the ground and roads after the buildings with the right blend functions to achieve that effect. If you look closely, you'll see parts of the building profiles have an outline. The roads also have nice clean outlines. There are a lot of techniques for outlining things with shaders... but I'm curious to find out what might have been used in this case considering mobile hardware and a large number of entities with outlines (roads and buildings) I'm assuming that for the lighting, some sort of simple diffuse per-vertex shader is being used for the buildings though I could be wrong. I'm especially curious about the 'look' they achieved with buildings (clean, precise outlines/shading). It reminds me a little of what you'd see when designing stuff with CAD applications like SolidWorks: I'd appreciate any advice on achieving this kind of look with ES 2 shaders.

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  • Set Firefox to Be On Top of Other Windows

    - by Asian Angel
    Sometimes you need to keep a close watch on a website and have Firefox remain in view regardless of the other apps running. See how you can keep Firefox in constant view with the Always on Top extension. Before If you have a webpage that you like to watch throughout the day but have a very busy desktop then Firefox can get lost in all of the clutter. Note: You can read about the ReloadEvery extension here. Even with a widescreen monitor sometimes there is just not enough room to keep everything in easy view while you are working on something. Always on Top in Action Once you have installed the extension you will notice that a new Toolbar Button has automatically been added to your Navigation Toolbar. At the moment this is the only on/off switch for the extension. Clicking on the Toolbar Button will enable Always on Top and the button will change to a blue color to indicate its’ active status. Click on it again to disable it. Do anything that you like in the other windows…Firefox will still be the topmost window and easy to view. Conclusion The Always on Top extension was made to do just one thing and it does it very well…keeping your Firefox window on top. Being able to turn it on or off without digging through a bunch of menus adds that extra level of convenience. Links Download the Always on Top extension (Mozilla Add-ons) Similar Articles Productive Geek Tips Quick Hits: 11 Firefox Tab How-TosQuick Tip: Save Windows and Tabs When Restarting FirefoxInstalling Windows Media Player Plugin for FirefoxDisable Web Site Window Resizing in FirefoxFix for Firefox memory leak on Windows TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup The iPod Revolution Ultimate Boot CD can help when disaster strikes Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox)

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  • Friday Fun: Play MineSweeper in Google Chrome

    - by Asian Angel
    Are you addicted to MineSweeper and love to play it when taking a break from work? Now you can add that mine sweeping goodness to Google Chrome with the Chrome MineSweeper extension. Find Those Mines! Once the extension has been installed simply click on the “Toolbar Button” to access the game (opens in a new tab). The “emoticons” at the top of the tab window indicate the difficulty level of game play available. Sometimes you can make quick progress in a short time with this game… Only to lose moments later. So you do have to plan your strategy out carefully. You will be surprised (or perhaps alarmed?) at just how quickly you get addicted to playing “just one more round”! Want a bigger challenge? Click on the “middle emoticon” to access a tougher level. The ultimate level…how much mine sweeping punishment are you up for?   Conclusion If you are a MineSweeper fan then this will be a perfect addition to your browser. For those who are new to this game then you have a lot of fun just waiting for you. Links Download the Chrome MineSweeper extension (Google Chrome Extensions) Similar Articles Productive Geek Tips How to Make Google Chrome Your Default BrowserPlay a New Random Game Each Day in ChromeEnable Vista Black Style Theme for Google Chrome in XPIncrease Google Chrome’s Omnibox Popup Suggestion Count With an Undocumented SwitchFriday Fun: Play 3D Rally Racing in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional YoWindoW, a real time weather screensaver Optimize your computer the Microsoft way Stormpulse provides slick, real time weather data Geek Parents – Did you try Parental Controls in Windows 7? Change DNS servers on the fly with DNS Jumper Live PDF Searches PDF Files and Ebooks

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  • CodePlex Daily Summary for Monday, May 10, 2010

    CodePlex Daily Summary for Monday, May 10, 2010New ProjectsAzure Publish-Subscribe: Infrastructure implementing the publish-subscribe pattern in a Windows Azure context. The unit of publishing is an XML document with an optional l...Bakalarska prace SCSF: This work dealing with the technology of Microsoft Software Factories which makes possible an efficient development of applications under MS Windows.Begtostudy-Test: NoteExpress User Tool (NEUT) is a opensource project for NoteExpress user developpers to share their tools and ideas using secondary development. N...CodeReview: Code Review is an open source development tool based on the same approach than FxCop - check the compiled assemblies to enforce good practices rule...CommonFilter: CommonFilter is a subset of the CommonData project, containing just the functions and unit tests for filtering user input.Custom SharepointDesigner Actions: These are a couple of custom actions that i use in sharepoint designer to ease workflow creation.Customer Portal Accelerator for Microsoft Dynamics CRM: The Customer Portal accelerator for Microsoft Dynamics CRM provides businesses the ability to deliver portal capabilities to their customers while ...Danzica Asset Management System: Danzica is an asset management system written in C# that can ingest all of your hardware management systems into a single cohesive portal, giving y...Dot2Silverlight: Dot2Silverlight is a project thats enables to render graphs (written in Dot format) in Silverlight. dot2silverlight, dot, silverlight, C#, graphviz...eGrid_Windows7: This project will include a new platform independent version of the eGrid project. The new version will run on windows 7, using WPF 4 and the Surfa...Game project JAMK: game project on jamkHamcast for multi station coordination: Amateur Radio multiple station operation tends to have loggers and operators striving to get particular information from each other, like what IP a...Headspring Labs: Headspring Labs showcases presentations, samples, and starter kits developed by Headspring.Hongrui Software Development Management Platform: Hongrui Software Development Management Platform 鸿瑞软件开发管理平台(HrSDMP) LinkField: 带有链接的多列 Field migre.me plugin for Seesmic Desktop Platform: migre.me is a brazilian service created to reduces the size of URLs and provides tracking data for shortened links. migre.me plugin for Seesmic ...MISAO: MISAO is a presentation tool.Mongodb Management Studio: Mongodb Management Studio makes it easier for mongodb users (including DBA/Developers/Administrators) to use mongodb. It's developed in ASP.NET 4.0...MS Build for DotNetNuke module development: Automate the task of creating DotNetNuke module PA packs easily using MS Build. Create manifest files, include version #'s automatically and more.Rubyish: C# extensions providing a rubyish syntax to C#SharePoint 2007 Web Parts: The goal of this project is to develop a set of web parts for SharePoint 2007.SharePoint 2010 Web Parts: The goal of this project is to develop a set of web parts for SharePoint 2010.Taxomatic: Taxomatic adds the ability to bulk create Content Types and Columns to a SharePoint site collection. It also caters for the export of the Content T...trackuda: trackuda - track the motion!Web Camera Shooter: Small tool for taking screenshots from web camera and saving them to disk with few image filters as options.Windows API Code Pack Contrib: Extensions to Windows API Code PackNew ReleasesAlan Platform: Technical Preview 1: В центре данного релиза интерфейс, точнее не сам интерфейс, а принцип, по которому он построен. Используя парочку предоставленных свойств, можно со...Begtostudy-Test: Test: Don't Download.BFBC2 PRoCon: PRoCon 0.3.5.1: Release Notes ComingCBM-Command: 2010-05-09: Release Notes - 2010-05-09New Features FILE COPYING Changes Removed the Swap Panels functionality to make room for file copying. It's still in th...CBM-Command: 2010-05-10: Release Notes - 2010-05-10New Features Launching PRG Files New color schemes to better match the C128 and C64 platforms Function Keys Changes ...CommonFilter: CommonFilter0.3D: This initial release of CommonFilter 0.3D is a subset of the CommonData solution that contains just the filter functions.Custom SharepointDesigner Actions: Custom SPD Actions v1.0: This is the first version of the actions library, it includes: Calling a Webservice. Convert a string to a double. Convert a string to an integ...Customer Portal Accelerator for Microsoft Dynamics CRM: Customer Portal Accelerator for Dynamics CRM: The Customer Portal accelerator for Microsoft Dynamics CRM provides businesses the ability to deliver portal capabilities to their customers while ...EPiMVC - EPiServer CMS with ASP.NET MVC: EPiMVC CTP1: First release that mainly addresses routing. The release is described in greater detail here.Helium Frog Animator: Helium Frog 2_06SW3: This is a first release (not for end users as it is not packaged) of mods intended to make the program run easier on netbooks and customised for us...HouseFly controls: HouseFly controls alpha 0.9.8.0: HouseFly controls release 0.9.8.0 alphaID3Tag.Net: ID3TagLib.Net 1.1: The ID3Tag team is proud to release a new version of the ID3tag lib! New features: Removing of ID3V1 and ID3V2 tags Logging operations ( if enab...IT Tycoon: IT Tycoon 0.2.1: Switched to .NET Framework 4 and implemented some Parallel.ForEach calls.MeaMod Playme: MeaMod Playme 0.9.6.5 Bucking Bunny: MeaMod Playme 0.9.6.5 Bucking Bunny Version 0.9.6.5 | Change Set: 48050 -- Added Playme Store -- Added Buy Album -- Added OCDS/Core system -- Adde...migre.me plugin for Seesmic Desktop Platform: migre.me plugin 0.7.0.1: Initial release. Compatible with Seesmic Desktop Platform 0.7.0.772.MISAO: Ver. 5 Alpha(2010-05-10): Alpha versionMultiwfn: multiwfn1.3.2_source: multiwfn1.3.2_sourcePocket Wiki: Desktop Wiki (in dev): Full screen wiki for the PC - supports the same parsers that Pocket Wiki does. Currently in development but usable. Left side shows listbox of all ...Rubyish: alpha: intial buildSevenZipLib Library: v9.13 beta: New release to match 7-zip 9.13 betaShake - C# Make: Shake v0.1.11: Initial version of Shake's services (API), command line parameters (dynamic) now available via ShakeServices class. Introducing interfaces and bas...SharpNotes: SharpNotes (New): This is the release of SharpNotes.SharpNotes: SharpNotes Source (New): This is the source release of SharpNotes.StackOverflow Desktop Client in C# and WPF: StackOverflow Client 1.0: Improved UI Showing votes/answers/views on popups. Bug fixesTaxomatic: Design_0: Design documentThe Movie DB API: TMDB API v1.2: Updated to reflect changes in The Movie DB API.Web Camera Shooter: 1.0.0.0: Initial release. Unstable. Often exception AccessViolation from Touchless SDK.WF Personalplaner: Personalplaner v1.7.29.10127: - Drag und Drop wurde beim Plan und in der Maske unter Plan\Plan-Layout anpassen in die Grids eingefügt - Weitere kleine bugfixesWindows Phone 7 Panorama & Pivot controls: panorama + pivot controls v0.7 (samples included): Panorama and Pivot Controls source code + sample projects. - Phone.Controls.Samples : source code for the PanoramaControl and PivotControl. - Pic...XmlCodeEditor: Release 0.9 Alpha: Release 0.9 AlphaMost Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesASP.NETPHPExcelMost Active Projectspatterns & practices – Enterprise LibraryRawrThe Information Literacy Education Learning Environment (ILE)Mirror Testing SystemCaliburn: An Application Framework for WPF and SilverlightjQuery Library for SharePoint Web Serviceswhitepatterns & practices - UnityTweetSharpBlogEngine.NET

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  • Correct drivers for AMD Radeon™ HD 7650M

    - by Hailwood
    So, I have a Sony Vaio sve15118fg running Ubuntu 12.10 which comes with an AMD Radeon™ HD 7650M graphics chip. This was all working fine until some updates (note sure what they were) came through, after installing my laptop now no longer boots properly, specifically: Upon attempting to boot the screen starts flicking violent striped horizontal lines. This can only be corrected via the power button. Attempting to do anything in recovery - bar dropping to a root shell - runs fsck which ends up hanging (although the system still responds there is no HDD activity). This is remedied via Ctrl+Alt+Delete to restart the system. Running fsck manually from the root shell completes successfully. I have attempted numerous things including removing all propriety drivers, Trying the two installed propriety drivers, installing the latest beta driver from AMD. etc. These all yeild various results, such as the same as above, or a gnome-fallback session, or a gnome-shell session with various flickers and graphical artifacts. So, I am wondering, what the heck do I have to do to get this to work?!? I don't really game, especially in ubuntu, so I just want a working system! not fussed about 3d acceleration of whatever...

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  • View Word Definitions in IE 8 with the Define with Bing Accelerator

    - by Asian Angel
    Do you need an easy way to view word definitions while browsing with Internet Explorer? The Define with Bing Accelerator will display definitions in the same (or a new) tab and save you time while browsing. Using Define with Bing The installation consists of two steps. First, click on Add to Internet Explorer to start the process. Next you will be asked to confirm the installation. Once you have clicked Add your new accelerator is ready to use (no browser restart required). Whenever you encounter a word that needs defining highlight it, click on the small blue square, go to All Accelerators, and then Define with Bing. There are two ways to access the definition: Hover your mouse over the Define with Bing text to open a small popup window Click on Define with Bing to open a definition search in a new tab Being able to access a definition or explanation in the same tab will definitely save you time while browsing. In the example shown here you can get an idea of what SCORM means but clicking on the links inside the popup window is not recommended (webpage opens in popup and is not resizable). In the situation shown above it is better to click on Define with Bing and see more information in a new tab. Conclusion The Define with Bing Accelerator can be a very useful time saver while browsing with Internet Explorer. Finding those word definitions will be a much more pleasant experience now. Add the Define with Bing Accelerator to Internet Explorer Similar Articles Productive Geek Tips Add Google Dictionary Power to ChromeChoose Custom New Tab Pages in ChromeSearch Alternative Search Engines from within Bing’s Search PageView Word Definitions in Google Chrome with DictionaryTipThe New Bing Bar Provides Easy Access to Searches and Microsoft Live Services TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox) Hyperwords addon (Firefox) Backup Outlook 2010 Daily Motivator (Firefox)

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  • Understanding DeviceContext and Shaders in Direct3D/SlimDX

    - by Carson Myers
    I've been working through this tutorial about drawing triangles with SlimDX, and while it works, I've been trying to structure my program differently than in the tutorial. The tutorial just has everything in the main method, I'm trying to separate components into their own classes. But I'm not sure where certain components belong: namely, contexts and shaders. The tutorial (as it's just rendering one triangle) has one device, one swapchain, one device context and one set of shaders. intuition says that there is only one device/swapchain for one game, but with contexts I don't know. I made a Triangle class and put the vertex stuff in there. Should it also create a context? Should it load its own shaders? Or should I pass some global context and shaders to the triangle class when it is constructed? Or pass the shaders and construct a new context? I'm just getting started with 3D programming, so in addition to answering this question, if anyone knows of a tutorial or article or something about the larger-scale structure of a game, I'd be interested in seeing that as well.

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  • Apple iPhone 3GS 8GB now available for Rs 19,990

    - by samsudeen
    Well it is almost 2 years after the original launch, Apple has re-launched its  iPhone 3GS 8GB model for a much cheaper price of Rs.19,990 in India. This is an quite interesting move by Apple to wow the Indian smart phone market which is dominated by the cheaper android phones from Samsung , HTC and others. These are the specifications of the iPhone 3GS version ( just in case you have forgotten as it is too old) 3.5″ capacitive display with pixel dimensions of 320×480 3 MP camera with auto focus High speed connectivity up to 7.2 Mbps on 3G HSDPA 600 MHz  processor speed iOS 4.3 unlocked and upgradable to iOS 5.0 Hardware support for 3D graphics Millions of apps which are unique to iPhone. With only few months left for release of the much anticipated “iPhone 5″ and a market which is already loaded with a wide range of cheaper & feature rich smart phones the competition is going to be tougher for Apple This article titled,Apple iPhone 3GS 8GB now available for Rs 19,990, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • CodePlex Daily Summary for Monday, July 01, 2013

    CodePlex Daily Summary for Monday, July 01, 2013Popular ReleasesQuickMon: Version 2.10.3: Mainly just a service release - no major changes. Toolbar buttons on main and config window can now be re-arrange (using ALT key) Added property to disable corrective scriptsDotNetNuke® IFrame: IFrame 04.05.00: New DNN6/7 Manifest file and Azure Compatibility.VidCoder: 1.5.2 Beta: Fixed crash on presets with an invalid bitrate.Roadkill - .NET Wiki engine: Roadkill v1.7: New features in 1.7: New file manager: Multiple file uploads Drag and drop uploads Delete folders (admins only) Delete files (admins only) (Experimental) Syntaxhighlighting custom variable (using https://github.com/alexgorbatchev/SyntaxHighlighter) - use [[[code lang=c#|your code here]]] (Experimental) MathJax custom variable - use [[[Mathjax]]] and $$your tex$$ on the page. Improved black bar theme Site speed improvements for Javascript/CSS files - now just two files files ea...Download Sharepoint Solution package: Release 4: version updated for SP2013WinRT XAML Toolkit: WinRT XAML Toolkit - 1.5: WinRT XAML Toolkit based on the Windows 8.0 and 8.1 Preview SDKs. Do not download the source code from here if you are looking for latest updates! You can download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features Attachable Behaviors AwaitableUI extensions Composition library for visual tree rende...Gardens Point LEX: Gardens Point LEX version 1.2.1: The main distribution is a zip file. This contains the binary executable, documentation, source code and the examples. ChangesVersion 1.2.1 has new facilities for defining and manipulating character classes. These changes make the construction of large Unicode character classes more convenient. The runtime code for performing automaton backup has been re-implemented, and is now faster for scanners that need backup. Source CodeThe distribution contains a complete VS2010 project for the appli...ZXMAK2: Version 2.7.5.7: - fix TZX emulation (Bruce Lee, Zynaps) - fix ATM 16 colors for border - add memory module PROFI 512K; add PROFI V03 rom image; fix PROFI 3.XX configTwitter image Downloader: Twitter Image Downloader 2 with Installer: Application file with Install shield and Dot Net 4.0 redistributableUltimate Music Tagger: Ultimate Music Tagger 1.0.0.0: First release of Ultimate Music TaggerBlackJumboDog: Ver5.9.2: 2013.06.28 Ver5.9.2 (1) ??????????(????SMTP?????)?????????? (2) HTTPS???????????Outlook 2013 Add-In: Configuration Form: This new version includes the following changes: - Refactored code a bit. - Removing configuration from main form to gain more space to display items. - Moved configuration to separate form. You can click the little "gear" icon to access the configuration form (still very simple). - Added option to show past day appointments from the selected day (previous in time, that is). - Added some tooltips. You will have to uninstall the previous version (add/remove programs) if you had installed it ...Terminals: Version 3.0 - Release: Changes since version 2.0:Choose 100% portable or installed version Removed connection warning when running RDP 8 (Windows 8) client Fixed Active directory search Extended Active directory search by LDAP filters Fixed single instance mode when running on Windows Terminal server Merged usage of Tags and Groups Added columns sorting option in tables No UAC prompts on Windows 7 Completely new file persistence data layer New MS SQL persistence layer (Store data in SQL database)...NuGet: NuGet 2.6: Released June 26, 2013. Release notes: http://docs.nuget.org/docs/release-notes/nuget-2.6Python Tools for Visual Studio: 2.0 Beta: We’re pleased to announce the release of Python Tools for Visual Studio 2.0 Beta. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, Edit/Intellisense/Debug/Profile, Cloud, HPC, IPython, and cross platform debugging support. For a quick overview of the general IDE experience, please watch this video: http://www.youtube.com/watch?v=TuewiStN...Player Framework by Microsoft: Player Framework for Windows 8 and WP8 (v1.3 beta): Preview: New MPEG DASH adaptive streaming plugin for Windows Azure Media Services Preview: New Ultraviolet CFF plugin. Preview: New WP7 version with WP8 compatibility. (source code only) Source code is now available via CodePlex Git Misc bug fixes and improvements: WP8 only: Added optional fullscreen and mute buttons to default xaml JS only: protecting currentTime from returning infinity. Some videos would cause currentTime to be infinity which could cause errors in plugins expectin...AssaultCube Reloaded: 2.5.8: SERVER OWNERS: note that the default maprot has changed once again. Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we continue to try to package for those OSes. Or better yet, try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compi...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.95: update parser to allow for CSS3 calc( function to nest. add recognition of -pponly (Preprocess-Only) switch in AjaxMinManifestTask build task. Fix crashing bug in EXE when processing a manifest file using the -xml switch and an error message needs to be displayed (like a missing input file). Create separate Clean and Bundle build tasks for working with manifest files (AjaxMinManifestCleanTask and AjaxMinBundleTask). Removed the IsCleanOperation from AjaxMinManifestTask -- use AjaxMinMan...VG-Ripper & PG-Ripper: VG-Ripper 2.9.44: changes NEW: Added Support for "ImgChili.net" links FIXED: Auto UpdaterDocument.Editor: 2013.25: What's new for Document.Editor 2013.25: Improved Spell Check support Improved User Interface Minor Bug Fix's, improvements and speed upsNew ProjectsAerCloud.net Client - Java, Linux & Windows: This project source code provides a step by step guide for using AerCloud.net Framework as a Service API. For more information please visit http://www.aercloudAmiClient – Asterisk Manager Interface (AMI) client based on the Rx Framework: Asterisk Manager Interface (AMI) client based on the Rx Frameworkbaidupan: cdcddddC#??????: C#??????ImageHelper: imagehelperIP switcher: IP switcher is a simple tool for switching settings, and store presets, on networkadapters.MastersProject: A MS project with a goal of creating a fully Code Contracts verified physics engine and a relatively simple game that uses it.Multiplatform card game: Example multipatform project.PhoneTools: A collection of tools designed to help developers create beautiful Windows Phone 8 apps.rodidexter: lllSharePoint 2013 List Item Encryption: This coding exercise project enables you to encrypt/decrypt list item text field in the browser using industry standard algorithms.tvaSoft: simulation, rotor dynamics, Finite Element Analisys, FEM, ODE, torsional vibration, flexural vibrationX3DML Project: X3DML is an xml-based markup language that defines rules for modeling 3D scenes from a tag-based document. It may be usefull in 3D web design and VR.zhuang-tfs: zhuang tfs

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  • Adding graph in excel based on the content of ADFdi Table

    - by Arun
    Often we tend to represent the data present in the table in a graphical format to give a visual impression of the data. This article would be explaining the way to achieve it using the data we have in ADFdi table of the integrated workbook. Pre-requisites: Microsoft Office 2007 JDeveloper 11.1.1.1.0 and above Assuming we are already having an ADFdi enabled workbook with a table based on an Employee table as shown in the image below. Also, add the table.download to the ribbon toolbar as menu item / as action for the startup event. From excel, we'll add a new 3D bar chart Now, we need to select the data range for the chart. We will take an example of chart based on the salary of the employees. So, the data for the X-Axis of the chart would be the Ename and the data for the Y-Axis being the salary. We can do that by right clicking on the Chart and selecting Select Data. We would select the Legend Entry Series name as the Sal header column in the table, and for the data, we select both the header row and the row below it (by holding Shift key). And, for the Category Axis, we select the Ename header row and the row below it (by holding Shift key). We can get the chart now, by running the Workbook and downloading the data into the table. This simple example can be enhanced for complex graphs by using the data from the ADFdi table to use the power of excel along with ADF Desktop Integration.

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  • Suggestions for implementing a dynamic 2D level

    - by Wouter
    I am working on a game that needs a level that is completely generated. Currently my approach is to draw textures for the levels pixel by pixel during the game (in XNA with SpriteBatch). This is too intensive unfortunately. The game has frame drops even when I only draw 1 level texture each draw cycle. Here is an example of the current prototype. It is a simple sidescroller with the avatar swimming through a cave. The shape of this cave will alter throughout the level (textures and physics collision shapes). You can clearly see the boundaries of the level tiles in the screenshot below. These are generated just before they move into camera view. For inspiration I looked at PixelJunk Shooter 2. These levels are obviously not generated, but some of the levels have movement. How do you guys think they implemented it? My guess is that the level and other objects in the game are actually flat 3d models, but I am not sure..

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  • Questions about XNA

    - by Maik Klein
    I've read tons of different threads about XNA, but I still have some questions. First of all: I have 2 years of experience programming and C# is my main language, so XNA would fit perfectly for me, but I have some concerns. People mentioned that C# has a performance loss compared to C++. Is this true? XNA only supports DirectX 9. I found the ANX framework which is pretty similar to XNA but it is capable of DirectX 11. Would this be a good alternative ? Because I'm worried about the performance loss of C#, I searched for a C++ framework and found SFML. It's based on C++ but can be integrated into C#. I already have some experience with UDK, but I am really interested in creating more by myself ( lighting physics etc ). I didn't start yet, what would you recommend me to use / learn ? I am going to create a first person shooter (3D) and I have plenty of time for this. My aim is realtime lighting, realtime global illumination, image-based reflections etc. I want to develop for Windows. Edit: I found something interesting: OpenTK. It supports the latest version of OpenGL which is on the same level as DX11 (if my knowledge is correct). It makes use of mono.

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  • How to Best Optimize up Model Transforms, Import 3DS Animations Into XNA 4.0?

    - by Jason R. Mick
    Relative beginner to XNA, but trying to build a multi-purpose (3D) game frameworking in XNA 4. Been using the Reed (O'Reilly) and Cawood/McGee (McGraw Hill) guides. My question is multi-faceted and involves how to most efficiently handle models. I'm using 3DS Max 2010 with kw-Xport to ship out my models as .X files. Solved an early problem by using my depth stencil state. My models are now loading properly (yay!) and I have basic bounding working, I just want to optimize transforming models and get animations working as a next step. My questions on models are: 1. Do you have any suggestions for good resources on exporting 3DS animations to XNA? I've seen some resources on how to handle animations in XNA, but most skimp on basic topics of how to convert multi-animation 3DS files. For example how do I take one big long string of keyframed animations (say running, frame 5-20, climbing frames 25-45, etc.) and turned them into named XNA animations. To my understanding every XNA animation has to have a name, but I haven't seen any tutorials on creating a new named animation from a subset of frames. 2. Is it faster to load a model once and animate/transform that base model on the fly @ draw time, or to load multiple models? My game will have multiple enemies, and I've already seen some lagginess in XNA, so II want to make my code efficient... 3. I've heard people on app hub talking about making custom content processors for models-- what is the benefit of this? Does it speed up transforming or animating the models? If so, can you point me towards any good (model-centric) tutorials? (I've built a custom height map content processor to generate terrain, following Cawood's examples, I'm just a bit confused as to how a model content processor would be implemented.)

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  • Solaris: What comes next?

    - by alanc
    As you probably know by now, a few months ago, we released Solaris 11 after years of development. That of course means we now need to figure out what comes next - if Solaris 11 is “The First Cloud OS”, then what do we need to make future releases of Solaris be, to be modern and competitive when they're released? So we've been having planning and brainstorming meetings, and I've captured some notes here from just one of those we held a couple weeks ago with a number of the Silicon Valley based engineers. Now before someone sees an idea here and calls their product rep wanting to know what's up, please be warned what follows are rough ideas, and as I'll discuss later, none of them have any committment, schedule, working code, or even plan for integration in any possible future product at this time. (Please don't make me force you to read the full Oracle future product disclaimer here, you should know it by heart already from the front of every Oracle product slide deck.) To start with, we did some background research, looking at ideas from other Oracle groups, and competitive OS'es. We examined what was hot in the technology arena and where the interesting startups were heading. We then looked at Solaris to see where we could apply those ideas. Making Network Admins into Socially Networking Admins We all know an admin who has grumbled about being the only one stuck late at work to fix a problem on the server, or having to work the weekend alone to do scheduled maintenance. But admins are humans (at least most are), and crave companionship and community with their fellow humans. And even when they're alone in the server room, they're never far from a network connection, allowing access to the wide world of wonders on the Internet. Our solution here is not building a new social network - there's enough of those already, and Oracle even has its own Oracle Mix social network already. What we proposed is integrating Solaris features to help engage our system admins with these social networks, building community and bringing them recognition in the workplace, using achievement recognition systems as found in many popular gaming platforms. For instance, if you had a Facebook account, and a group of admin friends there, you could register it with our Social Network Utility For Facebook, and then your friends might see: Alan earned the achievement Critically Patched (April 2012) for patching all his servers. Matt is only at 50% - encourage him to complete this achievement today! To avoid any undue risk of advertising who has unpatched servers that are easier targets for hackers to break into, this information would be tightly protected via Facebook's world-renowned privacy settings to avoid it falling into the wrong hands. A related form of gamification we considered was replacing simple certfications with role-playing-game-style Experience Levels. Instead of just knowing an admin passed a test establishing a given level of competency, these would provide recruiters with a more detailed level of how much real-world experience an admin has. Achievements such as the one above would feed into it, but larger numbers of experience points would be gained by tougher or more critical tasks - such as recovering a down system, or migrating a service to a new platform. (As long as it was an Oracle platform of course - migrating to an HP or IBM platform would cause the admin to lose points with us.) Unfortunately, we couldn't figure out a good way to prevent (if you will) “gaming” the system. For instance, a disgruntled admin might decide to start ignoring warnings from FMA that a part is beginning to fail or skip preventative maintenance, in the hopes that they'd cause a catastrophic failure to earn more points for bolstering their resume as they look for a job elsewhere, and not worrying about the effect on your business of a mission critical server going down. More Z's for ZFS Our suggested new feature for ZFS was inspired by the worlds most successful Z-startup of all time: Zynga. Using the Social Network Utility For Facebook described above, we'd tie it in with ZFS monitoring to help you out when you find yourself in a jam needing more disk space than you have, and can't wait a month to get a purchase order through channels to buy more. Instead with the click of a button you could post to your group: Alan can't find any space in his server farm! Can you help? Friends could loan you some space on their connected servers for a few weeks, knowing that you'd return the favor when needed. ZFS would create a new filesystem for your use on their system, and securely share it with your system using Kerberized NFS. If none of your friends have space, then you could buy temporary use space in small increments at affordable rates right there in Facebook, using your Facebook credits, and then file an expense report later, after the urgent need has passed. Universal Single Sign On One thing all the engineers agreed on was that we still had far too many "Single" sign ons to deal with in our daily work. On the web, every web site used to have its own password database, forcing us to hope we could remember what login name was still available on each site when we signed up, and which unique password we came up with to avoid having to disclose our other passwords to a new site. In recent years, the web services world has finally been reducing the number of logins we have to manage, with many services allowing you to login using your identity from Google, Twitter or Facebook. So we proposed following their lead, introducing PAM modules for web services - no more would you have to type in whatever login name IT assigned and try to remember the password you chose the last time password aging forced you to change it - you'd simply choose which web service you wanted to authenticate against, and would login to your Solaris account upon reciept of a cookie from their identity service. Pinning notes to the cloud We also all noted that we all have our own pile of notes we keep in our daily work - in text files in our home directory, in notebooks we carry around, on white boards in offices and common areas, on sticky notes on our monitors, or on scraps of paper pinned to our bulletin boards. The contents of the notes vary, some are things just for us, some are useful for our groups, some we would share with the world. For instance, when our group moved to a new building a couple years ago, we had a white board in the hallway listing all the NIS & DNS servers, subnets, and other network configuration information we needed to set up our Solaris machines after the move. Similarly, as Solaris 11 was finishing and we were all learning the new network configuration commands, we shared notes in wikis and e-mails with our fellow engineers. Users may also remember one of the popular features of Sun's old BigAdmin site was a section for sharing scripts and tips such as these. Meanwhile, the online "pin board" at Pinterest is taking the web by storm. So we thought, why not mash those up to solve this problem? We proposed a new BigAddPin site where users could “pin” notes, command snippets, configuration information, and so on. For instance, once they had worked out the ideal Automated Installation manifest for their app server, they could pin it up to share with the rest of their group, or choose to make it public as an example for the world. Localized data, such as our group's notes on the servers for our subnet, could be shared only to users connecting from that subnet. And notes that they didn't want others to see at all could be marked private, such as the list of phone numbers to call for late night pizza delivery to the machine room, the birthdays and anniversaries they can never remember but would be sleeping on the couch if they forgot, or the list of automatically generated completely random, impossible to remember root passwords to all their servers. For greater integration with Solaris, we'd put support right into the command shells — redirect output to a pinned note, set your path to include pinned notes as scripts you can run, or bring up your recent shell history and pin a set of commands to save for the next time you need to remember how to do that operation. Location service for Solaris servers A longer term plan would involve convincing the hardware design groups to put GPS locators with wireless transmitters in future server designs. This would help both admins and service personnel trying to find servers in todays massive data centers, and could feed into location presence apps to help show potential customers that while they may not see many Solaris machines on the desktop any more, they are all around. For instance, while walking down Wall Street it might show “There are over 2000 Solaris computers in this block.” [Note: this proposal was made before the recent media coverage of a location service aggregrator app with less noble intentions, and in hindsight, we failed to consider what happens when such data similarly falls into the wrong hands. We certainly wouldn't want our app to be misinterpreted as “There are over $20 million dollars of SPARC servers in this building, waiting for you to steal them.” so it's probably best it was rejected.] Harnessing the power of the GPU for Security Most modern OS'es make use of the widespread availability of high powered GPU hardware in today's computers, with desktop environments requiring 3-D graphics acceleration, whether in Ubuntu Unity, GNOME Shell on Fedora, or Aero Glass on Windows, but we haven't yet made Solaris fully take advantage of this, beyond our basic offering of Compiz on the desktop. Meanwhile, more businesses are interested in increasing security by using biometric authentication, but must also comply with laws in many countries preventing discrimination against employees with physical limations such as missing eyes or fingers, not to mention the lost productivity when employees can't login due to tinted contacts throwing off a retina scan or a paper cut changing their fingerprint appearance until it heals. Fortunately, the two groups considering these problems put their heads together and found a common solution, using 3D technology to enable authentication using the one body part all users are guaranteed to have - pam_phrenology.so, a new PAM module that uses an array USB attached web cams (or just one if the user is willing to spin their chair during login) to take pictures of the users head from all angles, create a 3D model and compare it to the one in the authentication database. While Mythbusters has shown how easy it can be to fool common fingerprint scanners, we have not yet seen any evidence that people can impersonate the shape of another user's cranium, no matter how long they spend beating their head against the wall to reshape it. This could possibly be extended to group users, using modern versions of some of the older phrenological studies, such as giving all users with long grey beards access to the System Architect role, or automatically placing users with pointy spikes in their hair into an easy use mode. Unfortunately, there are still some unsolved technical challenges we haven't figured out how to overcome. Currently, a visit to the hair salon causes your existing authentication to expire, and some users have found that shaving their heads is the only way to avoid bad hair days becoming bad login days. Reaction to these ideas After gathering all our notes on these ideas from the engineering brainstorming meeting, we took them in to present to our management. Unfortunately, most of their reaction cannot be printed here, and they chose not to accept any of these ideas as they were, but they did have some feedback for us to consider as they sent us back to the drawing board. They strongly suggested our ideas would be better presented if we weren't trying to decipher ink blotches that had been smeared by the condensation when we put our pint glasses on the napkins we were taking notes on, and to that end let us know they would not be approving any more engineering offsites in Irish themed pubs on the Friday of a Saint Patrick's Day weekend. (Hopefully they mean that situation specifically and aren't going to deny the funding for travel to this year's X.Org Developer's Conference just because it happens to be in Bavaria and ending on the Friday of the weekend Oktoberfest starts.) They recommended our research techniques could be improved over just sitting around reading blogs and checking our Facebook, Twitter, and Pinterest accounts, such as considering input from alternate viewpoints on topics such as gamification. They also mentioned that Oracle hadn't fully adopted some of Sun's common practices and we might have to try harder to get those to be accepted now that we are one unified company. So as I said at the beginning, don't pester your sales rep just yet for any of these, since they didn't get approved, but if you have better ideas, pass them on and maybe they'll get into our next batch of planning.

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  • Cross-platform desktop programming: C++ vs. Python

    - by John Wells
    Alright, to start off, I have experience as an amateur Obj-C/Cocoa and Ruby w/Rails programmer. These are great, but they aren't really helpful for writing cross-platform applications (hopefully GNUStep will one day be complete enough for the first to be multi platform, but that day is not today). C++, from what I can gather, is extremely powerful but also a huge, ugly behemoth that can take half a decade or more to master. I've also read that you can very easily not only shoot yourself in the foot, but blow your entire leg off with it since memory management is all manual. Obviously, this is all quite intimidating. Is it correct? Python seems to provide most of the power of C++ and is much easier to pick up at the cost of speed. How big is this sacrifice? Is it meaningful or can it be ignored? Which will have me writing fast, stable, highly reliable applications in a reasonable amount of time? Also, is it better to use Qt for your UI or instead maintain separate, native front ends for each platform? EDIT: For extra clarity, there are two types applications I want to write: one is an extremely friendly and convenient database frontend and the other, which no doubt will come much later on, is a 3D world editor.

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  • Friday Fun: Play Air Hockey in Google Chrome

    - by Asian Angel
    Do you like the challenge of fast-paced games? Then get ready to put yourself to the test with the Air Hockey extension for Google Chrome during company time. Air Hockey in Action There are two ways that you can play Air Hockey…either using the drop-down window or opening the game in a new tab. For our example we chose to play in a new tab. Before starting the game you can choose the difficulty level, to enable/disable the sound, and/or to go to full screen if desired. Note: Screenshot of “Full Screen” version shown below. While playing you really have to stay on top of things…the computer player will beat you rather quickly if you do not. Hustle hustle hustle! With a little bit of practice it does become easier but even the “Easy Level” on this game will keep you busy. If the normal size game screen seems just a bit small you can easily get a larger version using the “Full Screen Link” below the game window. Whether your browser is non-maximized as shown here or totally maximized it will fill the entire browser window area. Conclusion If you like fast paced games then the Air Hockey extension certainly fits that criteria and will keep you on your toes. Make sure and keep the sound off while playing during Friday afternoon though! Links Download the Air Hockey extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Friday Fun: Play Tetris in Google ChromeFriday Fun: Play MineSweeper in Google ChromeFriday Fun: Play 3D Rally Racing in Google ChromeHow to Make Google Chrome Your Default BrowserPlay a Webpage Display Prank in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 LocPDF is a Visual PDF Search Tool Download Free iPad Wallpapers at iPad Decor Get Your Delicious Bookmarks In Firefox’s Awesome Bar Manage Photos Across Different Social Sites With Dropico Test Drive Windows 7 Online Download Wallpapers From National Geographic Site

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  • Is HTML5/WebGL performance bad on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • What is the kd tree intersection logic?

    - by bobobobo
    I'm trying to figure out how to implement a KD tree. On page 322 of "Real time collision detection" by Ericson The text section is included below in case Google book preview doesn't let you see it the time you click the link text section Relevant section: The basic idea behind intersecting a ray or directed line segment with a k-d tree is straightforward. The line is intersected against the node's splitting plane, and the t value of intersection is computed. If t is within the interval of the line, 0 <= t <= tmax, the line straddles the plane and both children of the tree are recursively descended. If not, only the side containing the segment origin is recursively visited. So here's what I have: (open image in new tab if you can't see the lettering) The logical tree Here the orange ray is going thru the 3d scene. The x's represent intersection with a plane. From the LEFT, the ray hits: The front face of the scene's enclosing cube, The (1) splitting plane The (2.2) splitting plane The right side of the scene's enclosing cube But here's what would happen, naively following Ericson's basic description above: Test against splitting plane (1). Ray hits splitting plane (1), so left and right children of splitting plane (1) are included in next test. Test against splitting plane (2.1). Ray actually hits that plane, (way off to the right) so both children are included in next level of tests. (This is counter-intuitive - shouldn't only the bottom node be included in subsequent tests) Can some one describe what happens when the orange ray goes through the scene correctly?

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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

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