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  • login to account reverts to login screen, guest login ok

    - by Emil Hansen
    When I get to the login screen, I put my password, and I only get a black screen for 2 seconds, then we're back at the login screen. When I log in to the guest account everything works perfectly. What I've tried; I deleted .Xauthority as per instructions from elsewhere. No luck I removed 2 lines I put in .profile. No change Installed Gnome, but Unity, Unity 2D, various vers of gnome, same thing. according to other q/a's, this could be caused by lack of disk space. I have 80 gigs free, so I would assume it's not that if I Ctrl+Alt+F2 at login, I can login in to my account in the "terminal" with no problem. I would really appreciate any help to restore my account, and thank you very much beforehand

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  • A game, any game.

    - by dapostolov
    Armed with a game idea from my past, it is my intention to code and release this game idea using the Microsoft XNA technology. The game? A 2D isometric-ish battlefield type game to allow 2 players to fling and dodge fireballs. I called this game Wizard Wars. I've axed most of the content from my old game design document to keep the game as simple as possible. So let's see how easy it is to make a video game! D.

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  • Comparison between Cocos2d and Corona

    - by dontangg
    I'm having a really hard time deciding which way to go on this. I'm about to start developing a game and I haven't been able to find many good comparisons between these approaches. I don't have many requirements for the game yet, but here is what I do know. needs to work on iPhone I don't have much money ($400 for Unity for iPhone is probably too much. I can probably afford $99 for Corona.) Graphics will be 2D Physics support is not needed Ability to use particles would be nice Game Center support would be nice (Corona is planning to support it soon) It would be nice to be able to support Android as well if it isn't much effort. I have done my own research, so I know basic things about them. I know Corona uses Lua and Cocos2D uses Objective C. I know that Corona allows deployment to iPhone and Android, but how easy is it? Cocos2D is free, but so many people talk about how easy it is to use Corona, but I don't like being restricted to features Corona supports or the price tag. I feel so torn here.

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  • Unity 3D hangs after power blackout

    - by Yusuf
    Unity 3D was working just fine till we had a blackout in the area (I have not yet bought a UPS :(). I tried the solutions here, but it does not help. I tried issuing a unity --reset and it gives me this output: http://pastebin.com/UW83w5cG What seems to be important (to me) from that log is this part: (compiz:6510): GConf-CRITICAL **: gconf_client_add_dir: assertion `gconf_valid_key (dirname, NULL)' failed ERROR 2012-05-29 21:50:41 unity.launcher.trashlaunchericon TrashLauncherIcon.cpp:62 Could not create file monitor for trash uri: Operation not supported For the time being, I can use Unity-2D, but I would like the 3D to work as well. Can you please help? Edit: Output when issuing $ unity --replace: http://pastebin.com/sBCPbyrT (compiz:2811): GConf-CRITICAL **: gconf_client_add_dir: assertion `gconf_valid_key (dirname, NULL)' failed ERROR 2012-06-01 20:21:24 unity.launcher.trashlaunchericon TrashLauncherIcon.cpp:62 Could not create file monitor for trash uri: Operation not supported Initializing unityshell options...done WARN 2012-06-01 20:21:25 unity.screeneffectframebufferobject ScreenEffectFramebufferObject.cpp:167 unsupported internal format Segmentation fault (core dumped)

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  • How can I change guest session defaults with a script?

    - by Mauricio Andrés
    I need to create a script to change the guest session defaults because the computers I installed Ubuntu on have only 448mb RAM, which is not enough to have two sessions running simultaneously. I want to write a script that will... create the guest-session folder in /etc; create the skel folder in /etc/guest-session/; copy all the content (including subfolders and files) in /tmp/guest-xxxx/; paste all that content into /etc/guest-session/skel/; and change the default desktop to GNOME Classic instead of Unity 2D (this can be separate from the script if it's easier to do as a general setting), ...all within the guest-session. This is for a project installing Ubuntu in cyber-cafes so it's critical to the project. I appreciate any help you can offer.

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  • CodePlex Daily Summary for Sunday, April 25, 2010

    CodePlex Daily Summary for Sunday, April 25, 2010New Projects281slides: 281slides is a project to demonstrate how one could go about implementing something similar to http://280slides.com in Silverlight3.Alex.XP's ARMA2 Chinese Language Pack Tools: Alex.XP's ARMA2 Chinese Language ToolsAuto Version Web Assets: The AVWA project is an HTTP Module written in C# that is designed to allow for versioning of various web assets such as .CSS and .JS files. This a...CAECE Twitter Clon: Proyecto para hacer un clon de twitter alumnos CAECE 2010DNSExchanger: Provides users to switch their PC's DNSs with pre-defined DNS with one click. Fluent ViewModel Configuration for WPF (MVVM): Fluent MVVM Configuration for WPF. A powerful yet simple interface for configuring view models for WPF. Eliminates INotifyPropertyChanged duplic...Genetic Algorithm N-Queens Solver: Genetic Algorithm N-Queens Solver with Multithreaded GUI.Hangmanondotnet: Just a starterHelium Frog Animator: Here is the Source code for the Helium Frog Animator. It is released under the GNU General Public Licence. The software enables stop motion animati...LISCH Collision Resolution, AVL Trees: LISCH Collision Resolution, AVL Trees Last Insertion Standart Colesced HashingNetPE: NetPE is a Portable Executable(PE) editor with full Metadata support. It is developed in pure C#.Proyecto Nilo: nada por ahoraSQL Schema Source Control: Track database schema changes automatically C# application that you can run against your SQL Databases (supports SQL 2008 right now, but you cou...uTorrent-Net-Client: A network client for uTorrent over the uTorrent-WebAPI. The Client use the API implementation from "uTorrent Web Client API Wrapper Library" (http:...Visual Leak Detector for Visual C++ 2008/2010: Enhanced Memory Leak Detection for Visual C++Visual Studio 2010 AutoScroller Extension: This is an extension to provide auto-scrolling to the Visual Studio 2010 environment. Simply middle click and drag the mouse in the direction yo...Vje: Vje projectVs2010-TipSite - Enter Island: This project is a visual studio 2010 project created in Silverligt. The project used to give using tips about visual studio 2010 by movies clips an...WKURM: Research Methods project @ western kentucky universityYupsky: yupsky webNew Releases.NET DiscUtils: Version 0.8: This is the 0.8 release of DiscUtils. New in this release are: An NFS client, supporting access to virtual disks held on an NFS server. A PowerS...Bluetooth Radar: Version 2.2: Add Settings window Get installed services on the deveice Check if Object Exchange is installed and changed properties. Add Windows Bluetooth...CSharp Intellisense: V1.7: major improvements: - Select best suggestion - on going changes filters (the filters will changed according to the current typing) - remember last ...DNSExchanger: DNSExchanger Beta v0.1: First release of the project, DNSExchanger. It requires, 32-bit Operating System (XP, Vista, 7) and need to be runned with administration credent...DotNetNuke® Form and List (formerly User Defined Table): 05.01.03: Form and List 05.01.03What's New: This release, Form and List 05.01.03, will be a stabilization release. It requires at least DotNetNuke 5.1.3 for...Enki Char 2 BIN: Enki Char 2 Bin: This program converts Characters to Binary and vice versaFluent ViewModel Configuration for WPF (MVVM): FluentViewModel Alpha1: This is a debug build of the FluentViewModel library. This has been provided to get feed back on the API and to look for bugs. For an example on h...Hangmanondotnet: Hangman: Just a previewHelium Frog Animator: Helium Frog 2.06 Documentation: Complete User Guide documentation in html formatHelium Frog Animator: Helium Frog 2.06 Source Code: Zip file contains all Visual Basic 6 source code, Artwork, sound files etc.Helium Frog Animator: Helium Frog Version 2.06: This file is the released version on Helium Frog 2.06. It contains binary files and required runtime libraries.Helium Frog Animator: Motion Jpeg Handling 10: Source code , module and debugging application in C# a) Module concatenates .jpg files to motion jpeg .avi file. b) Module retrieves any required ...Helium Frog Animator: Sample Grabber 03: Source code and debug program in C# a) Module lists all the available DirextX source devices b) Sets up video streaming to a picturebox by creating...Henge3D Physics Library for XNA: Henge3D Source (2010-04): The biggest change in this release was the addition of the OnCollision and OnSeparation "events" in the RigidBody class. An attached handler will r...HouseFly controls: HouseFly controls alpha 0.9.4.1: HouseFly controls release 0.9.4.1 alphaHTML Ruby: 6.22.0: Added new options for adjusting ruby line height and text line height Live preview for options Adjusted applied styles Added option to report...HTML Ruby: 6.22.1: space by word if ASCII character improved handling of unclosed ruby tagMultiwfn: Multiwfn1.3_binary: Multiwfn1.3_binaryMultiwfn: multiwfn1.3_source: multiwfn1.3_sourceRapid Dictionary: Rapid Dictionary Alpha 1.0: Try auto updatable version: http://install.rapiddict.com/index.html Rapid Dictionary Alpha 1.0 includes such functionality:you can run translation...Silverlight Input Keyboard: Version 1.5 for Silverlight 4: Dependency System.Windows.Interactivity.dll from Blend 4 RC http://www.microsoft.com/downloads/details.aspx?FamilyID=88484825-1b3c-4e8c-8b14-b05d02...SQL Schema Source Control: 1.0: Initial ReleaseUDC indexes parser: UDC indexex parser Beta: LALR(1): 1) Невозможно использовать знак распространения на общие и специальные определители, за исключением определителей в скобках (), (0), (=), ...uTorrent-Net-Client: uTorrent-Net-Client: This download contains the uTorrentNetClient and the 7Zip Windows-Service. Before you can use both, you must configuration some points in the App.C...VidCoder: 0.3.0: Changes: Added customizable columns on the Queue. Right click->Customize columns, then drag and drop to choose and reorder. Column sizes will also...Visual Leak Detector for Visual C++ 2008/2010: v2.0: New version of VLD. This adds support for x64 applications and VS 2010.Visual Studio 2010 AutoScroller Extension: AutoScroller v0.1: Initial release of Visual studio 2010 auto-scroller extension. Simply middle click and drag the mouse in the direction you wish to scroll, further...Yasbg: It's Static GUI: Many changes have been made from the previous release. Read the README! This release adds a GUI and RSS support. From now on, this program is only...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitSilverlight ToolkitMicrosoft SQL Server Product Samples: Databasepatterns & practices – Enterprise LibraryWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesPHPExcelMost Active Projectspatterns & practices – Enterprise LibraryRawrGMap.NET - Great Maps for Windows Forms & PresentationBlogEngine.NETParticle Plot PivotNB_Store - Free DotNetNuke Ecommerce Catalog ModuleDotNetZip LibraryN2 CMSFarseer Physics Enginepatterns & practices: Composite WPF and Silverlight

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  • Sources (other than tutorials) on Game Mechanics

    - by Holland
    But, I'm not quite sure where I should start from here. I know I have to go and grab an engine to use with some prebuilt libraries, and then from there learn how to actually code a game, etc. All I have right now is some "program Tetris" tutorial for C++ open right now, but I'm not even sure if that will really help me with what I want to accomplish. I'm curious if there are is any good C++ documentation related to game development which provides information on building a game in more of a component model (by this I'm referring to the documentation, not the actual object-oriented design of the game itself), rather than an entire tutorial designed to do something specific. This could include information based on various design methodologies, or how to link hardware with OpenGL interfaces, or just simply even learning how to render 2D images on a canvas. I suppose this place is definitely a good source :P, but what I'm looking for is quite a bit of information - and I think posting a new question every ten minutes would just flood the site...

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Billboarding + aligning with velocity direction

    - by roxlu
    I'm working on a particle system where I'm orientating the billboard using the inverted orientation matrix of my camera. This works quite well and my quad are rotated correctly towards the camera. But, now I want to to rotate the quads in such a way that they point towards the direction they are going to. In 2D this can be done by normalizing the velocity vector and using that vector for a rotation around the Z-axis (where vel.x = cos(a) and vel.y = sin(a)). But how does this work in 3D? Thanks roxlu

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  • Collision library for bullet hell in Python

    - by darkfeline
    I am making a bullet hell game in Python and am looking for a suitable collision library, taking the following into consideration: The library should do 2D polygon collision. It should be very fast. As a bullet hell game, I expect to do collision checks between hundreds, likely thousands of objects every frame at a consistent 60fps. Good documentation Permissive license (like MIT, not GPL) I am also considering writing my own library in C/C++ and wrapping with python ctypes in the event that no such library exists, though I do not have experience with collision detection algorithms, so I am not sure if this would be more trouble than it's worth. Could someone provide some guidance on this matter?

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  • How do you deal with translating theory into practice?

    - by Mr. Shickadance
    Hello all! Being a computer scientist in a research field I am often tasked with working alongside professionals outside of the software domain (think math people, electrical engineer etc), and then translating their theories and ideas into real-world implementations. I often find it difficult when they present a theoretical problem which appears to be somewhat disconnected from reality. I am not saying that the theory is bogus, only that it is difficult to translate into real-world situations. For example, recently I have been working with software defined radios. We are exploring many different areas, but often the math specialists in my group would present a problem which is heavily grounded in theory (signal processing, physics, whatever). I often struggle at times where it is hard to draw direct parallels between the theory and the real-world implementation that I need to develop. Say we are working on an energy detector, the theory person in my group would say "you need to measure the noise variance with no signal present." This leads me to think "how the hell do I isolate noise from a signal in reality?" There are many examples, but I hope you see where I am going. So, my question is how does one deal with implementation of theoretical concepts when the theory seems detached from reality? Or at least when the connections are not so clear. Or perhaps, the person with the 'theory' may be ignorant of real restrictions? Note: I found this to be a hard question to ask - hopefully you are following me. If you have suggestions on how I could improve it, by all means let me know! Thanks for looking! EDIT: To be a bit more clear, I understand in situations like this that I must learn that specific domain myself to an extent (i.e. signal processing), but I am more concerned with when those theoretical concepts do not appear to be as grounded in practice as one would like.

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  • Download Angry Birds For Windows 7 & Windows XP

    - by Gopinath
    The famous Angry Birds game from Rovio is now available for your personal computers. You can download the game from Intel’s App Store for windows. It costs $5 and supported on Windows 7 and Windows XP computers. Here is a video of Angry Birds running on Windows 7 Laptop. The survival of the Angry Birds is at stake. Dish out revenge on the green pigs who stole the Birds’ eggs. Use the unique destructive powers of the Angry Birds to lay waste to the pigs’ fortifications. Angry Birds features hours and hours of challenging physics-based demolition gameplay, with lots of replay value. Each level requires a mixture of logic, skill, and brute force to crush the enemy. Download Angry Birds For PCs From Intel AppUp This article titled,Download Angry Birds For Windows 7 & Windows XP, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Get to Know a Candidate (7 of 25): Will Christensen&ndash;Independent American Party

    - by Brian Lanham
    DISCLAIMER: This is not a post about “Romney” or “Obama”. This is not a post for whom I am voting. Information sourced for Wikipedia. NOTE: Wikipedia does not have a page for Christensen.  If you follow links to the party site you can find information about him. Christensen served in the United States Marine Corps and has degrees from Penn State University (my alma mater), Drexel Institute of Technology, University of Utah, and Brigham Young University (BYU) focusing on Math, Physics, and Electrical Engineering.  He has worked for IBM and BYU but for the last 35 years has run small businesses including an Internet book business as well as an Amway franchise. He has held numerous offices in various political parties including, County Campaign Chairman for Barry Goldwater in 1964, County Central Committee, Republican Party; National Committeeman, and State Chairman of the American Party; one of the Founders, and the State Chairman of the Independent American Party of Utah; Vice-Chairman, Chairman, and the Treasurer of the National Independent American Party. The Independent American Party (IAP) officially started in 1998 and began as the Utah Independent American Party. The founders claim to have been inspired by a speech given by Ezra Taft Benson, former United States Secretary of Agriculture, entitled “The Proper Role of Government”. The 15 principles for the proper role of government, taken from his speech, are held as the IAP’s basis for recruiting. Learn more about the Independent American Party on Wikipedia.

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  • Hide collision layer in libgdx with TiledMap?

    - by Daniel Jonsson
    I'm making a 2D game with libgdx, and I'm using its TileMapRenderer to render my map which I have made in the map editor Tiled. In Tiled I have a dedicated collision layer. However, I can't figure out how I'm supposed to hide it and its tiles in the game. This is how a map is loaded: TiledMap map = TiledLoader.createMap(Gdx.files.internal("maps/map.tmx")); TileAtlas atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 32, 32); Currently the collision tiles are rendered on top of everything else, as I see them in the map editor.

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  • component Initialization in component-based game architectures

    - by liortal
    I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed functionality as components, i'm now faced with an issue -- who should initialize components? Are components usually passed in initialized into an entity, or some other entity initialized them? In my current design, i have an issue where the component, when created, requires knowledge regarding an attached entity, however these 2 events may not happen at the same time (component construction, attaching to a game entity). I am looking for a standard approach or examples of implementations that work, that overcome this issue or present a clear way to resolve it

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  • Lost transparency in SDL surfaces drawn manually

    - by Christian Ivicevic
    I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have transparent areas this works well, however I am not able to create a SDL_Surface with transparent pixels everywhere to be able to draw some tiles on specific parts which should be visible (I do NOT want the whole surface to appear with a specific opacity - I want to create overlaying tiles where one can look through). Currently I am creating my layers like this to draw with SDL_BlitSurface on them: SDL_Surface* layer = SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA, layerWidth, layerHeight, 32, 0, 0, 0, 0); If you have a look at this screenshot I have provided here you can see that the bottom layer with no transparent parts gets rendered correctly. However the overlay with the tree tile (which is transparent in the top left corner) is drawn own its own surface which is black and not transparent as expected. The expected result (concerning the transparency) can be seen here Can anyone explain me how to handle surfaces which are actually transparent rather than drawing all my overlay tiles separately?

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  • Can i make money with my Android Engine or should I focus on game-making?

    - by Roger Travis
    I have dedicated past few month to developing my own android 2d engine. You can see its description, demo and tutorials here http://www.aboxengine.com/ ( jar files will be up in a day or two ). While working on the engine I believed it to be better then most available alternatives ( such as andengine, etc. ) and that people would love to use it in their games and, hopefully, would give me some royalties. Yet as I started posting about my engine on other forums, it start looking like people are only interested in free/opensource engines. Based on your experience, what do you think, is there some way for me to make money with that engine or should I forget about selling it and more focus on making games with it myself? Thanks!

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  • Tiled game: how to correct load background image ?

    - by stighy
    Hi, i'm a newbie. I'm trying to develop a 2d game (top-down view). I would like to load a standard background, a textured ground... My "world" is big, for example 3000px X 3000px. I think it is not a good idea to load a 3000px x 3000px image and move it... So, how is the best practice ? To load a single small image (64x64) and repeat it for N times ? If yes, ok, but how i can manage the "background" movement ? Thanks Bye!

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  • Collision Detection and Resolution in Three.js

    - by androidmaster
    So at the moment am making a simple game using three.js and three.firstpersonControls.js but with the current Three.js r66, they apparently removed checkWallCollision and then in the r67 firstpersonControls removed support for that collision. SO my question is how would i go about checking collision in 3D using three.js and then resolution to that collision. (Pushing player out of the block) Note I used a 2D array to generate the world so it's only cubes that I have to check collision with.... if this is a bad question or am lacking something please tell me before you -rep me, am just not sure how to do this and google doesn't want to help

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  • Handling multiple Scene in AndEngine

    - by Asad
    I am Developing a game in AndEngine Gles2. I have splash scene, loading scene, menu scene and Level1 scene. I am using a Screen Manager to manage all scenes through which i can easily switch between splash, loading and menu scene, the level1 scene is also loaded from menu perfectly but problem occur when i go back to menu scene on the completion of level, screen turned to black and nothing shown after that. I think the problem is with unloading the resources of Level1 because the switching between other scene is perfect. I can't give complete code, as it is to much lengthy. I am using bitmapTexture region, Sprites, bodies, physics Word, hud and fixtures etc. here is my unload method.. 1 more thing when i loaded the menu scene at the end of level 1 screen turn to black, but the music played and all logs are showed in logcat which i set in menu scene. unload(){ setChildrenIgnorUpdate(); clearChildScene(); clearEntityModifier(); clearTouchAreas(); clearUpdateHandler(); BitmapTextureManager.getInstance().destroyInstance(); destroyPhysics(); } Please Any help...

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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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  • Why did my power supply fry itself?

    - by ULTRA_POROV
    I am in europe. There was a switch on my psu that could switch the voltage between 230v and 130v (not 100% sure). In europe we use 230. I switched the psu to 110 and turned it on. Several sparks and a power failiure resulted, the psu was fried. Can someone explain why this happened. I was assuming that because the system was using 230 and the psu only draws 130 it would be safe cause it's less. I guess i was wrong. Can someone explain me the physics behind this.

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  • AS3 Stage3D Mouse click problem?

    - by Martin K
    I have a problem with Mouse interaction and Stage3D. The only way I found to register to listen to mouse clicks and interact with Stage3D, is to add a mouse eventListener directly to the .stage. However this will result in any time i click anywhere in the flash application the mouse click will fire, even if there is an overlaid 2D menu where the user intended to click. IE I have a 3D application running in the background, which listens to clicks, and I have some floating User Interface elements in the foreground, and ideally if I clicked a button in the foreground, then that would NOT fire a click event that the Stage3D would register. Any idea how to solve this problem?

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  • Will I have an easier time learning OpenGL in Pygame or Pyglet? (NeHe tutorials downloaded)

    - by shadowprotocol
    I'm looking between PyGame and Pyglet, Pyglet seems to be somewhat newer and more Pythony, but it's last release according to Wikipedia is January '10. PyGame seems to have more documentation, more recent updates, and more published books/tutorials on the web for learning. I downloaded both the Pyglet and PyGame versions of the NeHe OpenGL tutorials (Lessons 1-10) which cover this material: lesson01 - Setting up the window lesson02 - Polygons lesson03 - Adding color lesson04 - Rotation lesson05 - 3D lesson06 - Textures lesson07 - Filters, Lighting, input lesson08 - Blending (transparency) lesson09 - 2D Sprites in 3D lesson10 - Moving in a 3D world What do you guys think? Is my hunch that I'll be better off working with PyGame somewhat warranted?

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  • Is there a way to use scala with html5?

    - by Maik Klein
    I want to create a very simple 2d multiplayer browsergame in html5. Something like Scalatron I mainly want to do this to improve my scala skills, the problem is I would have to code the clientside code in javascript and the serverside code in scala. This would result in duplicated code. Another option would be to ignore the html5 part and write it in opengl. But I would still prefer to have a html5 game. I could do this is in javascript, but then it would destroy the whole purpose of learning scala. Is there a way to use scala with html5? Or what would you recommend me to do?

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