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  • About C# objects and the possibilties it has

    - by user527825
    As a novice programmer and I always wonder about c# capabilities. I know it is still early to judge that but all i want to know is can c# do complex stuffs or something outside windows OS. I think C# is a proprietary language (I don't know if I said that right) meaning you can't do it outside Visual Studio or Windows. Also you can't create your own controller (called object right?) like you are forced to use these available in toolbox and their properties and methods. Can C# be used with OpenGL API or DirectX API Finally it always bothers me when I think I start doing things in Visual Studio, I know it sounds arrogant to say but sometimes I feel that I don't like to be forced to use something even if its helpful, like I feel (do I have the right to feel?) that I want to do all things by myself? Don't laugh I just feel that this will give me a better understanding. Is Visual C# like using MaxScript inside 3ds max in that C# is exclusive to do Windows and Forms and Components that are Windows related and maxscript is only for 3d editing and manipulation for various things in the software. If it is too difficult for a beginner I hope you don't answer the fourth question as I don't have enough motivation and I want to keep the little I have. Note: Sorry for my English, I am self taught and never used the language with native speakers so expect so errors. I have a lot of questions regarding many things, what is the daily ratio you think for asking (number of questions) that would not bother the admins of the site and the members here. Thank you for your time.

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  • Memory allocation strategy for the vertex buffers (DirectX 10/11)

    - by Alex
    I have the following question. I write CAD system. So I have a 3D scene and there are many different objects (walls, doors, windows and so on). User can add or delete some objects. The question is: how can I organise the keeping of vertices for all my objects. I can create vertex buffer for every object. But I think drawing/switching from one buffer to another would have performance penalty. Another way - I can create several big buffers for every object type. But I don't understand how to update such buffers. It is too big to update whole buffer (for example buffer for all walls). What I need to do if I want to delete the object from the middle of the buffer? Actually I have the similar question: http://stackoverflow.com/questions/5515700/how-to-properly-update-vertex-buffers-in-directx-10 Most examples I've found work with very static models. Therefore, they tend to create a single vertex buffer with their list of points, and then are just manipulated by matrix transformations. I, on the other hand, will be updating the scene very often.

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  • Impact Earth Lets You Simulate Asteroid Impacts

    - by Jason Fitzpatrick
    If you’re looking for a little morbid simulation to cap off your Friday afternoon, this interactive asteroid impact simulator makes it easy to the results of asteroid impacts big and small. The simulator is the result of a collaboration between Purdue University and the Imperial College of London. You can adjust the size, density, impact angle, and impact velocity of the asteroid as well as change the target from water to land. The only feature missing is the ability to select a specific location as the point of impact (if you want to know what a direct strike to Paris would yield, for example, you’ll have to do your own layering). Once you plug all that information in, you’re treated to a little 3D animation as the simulator crunches the numbers. After it finishes you’ll see a breakdown of a variety of effects including the size of the crater, the energy of the impact, seismic effects, and more. Hit up the link below to take it for a spin. Impact Earth [via Boing Boing] How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • How to sync client and server at the first frame

    - by wheelinlight
    I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to set a destination for the character, much like in the Diablo series. I've read most information I can find online about interpolation, reconciliation, and general networking architecture (Valve's for instance). I think I understand everything but one thing seems to be missing in every article I read. Let say we have an interpolation delay of 100ms, server tickrate=50ms, latency=200ms; How do I know when 100ms has past on the client? If the server sends the first update on t=0, can I assume it arrives at t=200, therefore assuming that all packets takes the same amount of time to reach the client? What if the first packet arrives a little quick, for instance at t=150. I would then be starting the client with t=150 and at t=250 it will think it has past 100ms since its connect to the server when it in fact only 50ms has past. Hopefully the above paragraph is understandable. The summarized question would be: How do I know at what tick to start simulating the client? EDIT: This is how I ended up doing it: The client keeps a clock (approximately) in sync with the server. The client then simulates the world at simulationTime = syncedTime - avg(RTT)/2 - interpolationTime The round-trip time can fluctuate so therefore I average it out over time. By only keeping the most recent values when calculating the average I hope to adapt to more permanent changes in latency. It's still to early to draw any conclusion. I'm currently simulating bad network connections, but it's looking good so far. Anyone see any possible problems?

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  • Ubuntu 13.10, kernel 3.11 blank screen issue with hybrid graphics

    - by Lagerbaer
    On my HP Envy, which has both an Intel on-chip graphics card and an Nvidia Geforce: *-display UNCLAIMED description: 3D controller product: GK208M [GeForce GT 740M] vendor: NVIDIA Corporation physical id: 0 bus info: pci@0000:01:00.0 version: a1 width: 64 bits clock: 33MHz capabilities: cap_list configuration: latency=0 resources: memory:d2000000-d2ffffff memory:a0000000-afffffff memory:b0000000-b1ffffff ioport:5000(size=128) memory:b2000000-b207ffff *-display description: VGA compatible controller product: 4th Gen Core Processor Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 06 width: 64 bits clock: 33MHz capabilities: vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:d3000000-d33fffff memory:c0000000-cfffffff ioport:6000(size=64) I have trouble with all newer kernels. I basically had to install 12.04 LTS and use their 3.5 kernel family to get the system to boot. The 3.8 from 12.10 or the newest 3.11 from Ubuntu 13.10 leave me with a black screen upon boot. On one occasion I did hear the "log in" sound, but the screen did not display anything. I have purged all nvidia drivers so I guess it should just use the intel drivers, but apparently this is all messed up with newer kernel versions. This is different from the other "nvidia boots into blank screen" bug in that I don't rely solely on an nvidia card. Surely the intel on-chip card should be supported and leave me with something different from a blank screen? Again, it only works with kernel versions 3.5.0-41-generic, not with the 3.11.0-12 one that ships with Ubuntu 13.10. When I go into the grub menu and change the boot options from 'quiet splash' to 'nomodeset' I am able to boot the system, but then I don't get any graphics and trying 'sudo service lightdm start' doesn't succeed (I get 100% CPU for apport, but this doesn't do anything either, so I kill it). Help, I'm all out of ideas. EDIT: Let me add that I'm using the EFI boot system and have a dual-boot installation with Windows 8.

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  • Adding root bone in 3DS Max?

    - by carlturtle
    my animation artist has made me a nice first person pair of arms, animated it, textured it, and given it to me. Then he went on vacation. I am programming my animations, and I am trying to test the model he has given me. Building my project gives me a warning: Multiple skeletons were found in the file. The first skeleton, named "frame l upperarm" has been moved to be a child of the scene root. The other, "frame r upperarm", will be ignored. Fragment identifier "frame r upperarm". Then an error: "Vertex is bound to bone "frame l forearm", but this bone is not present in the skeleton." I realize this means that there are two skeletons, as said in this problem: Importing 3d model with multiple skeletons I have 3DS Max, but I have no idea how to use it, and Google/CGTalk/Plycount turn up nothing relevant on how to add a root bone or combine skeletons. If anyone knows how, it would help me out greatly. Thanks.

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  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • Unity on Ubuntu 11.10 - The Dash Home button brings up the panel, but is empty

    - by David M. Coe
    The dash home button brings up a panel that is greyed out, but it is totally empty. It seems to be the very same issue as this: Dash home button brings up blank window which is unanswered. /usr/lib/nux/unity_support_test -p returns OpenGL vendor string: X.Org R300 Project OpenGL renderer string: Gallium 0.4 on ATI RV370 OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes I've tried a unity --reset but that doesn't seem to work. Unity seems to reset, but I get the following warning over and over: cs space validation failed unity What should I do next to try and fix this? Edit: Attempted fixes: I've refomatted, did not work. I've done apt-get remove unity then apt-get update then apt-get install unity, did not work. I've switched to Unity 2d and this seems to work. How can I get regualar Unity working or atleast find the error?

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  • Sweden Windows Azure Group Meeting in November &amp; Fast with Windows Azure Competition

    - by Alan Smith
    SWAG November Meeting There will be a Sweden Windows Azure Group (SWAG) meeting in Stockholm on Monday 19th November. Chris Klug will be presenting a session on Windows Azure Mobile Services, and I will be presenting a session on Web Site Authentication with Social Identity Providers. Active Solution have been kid enough to host the event, and will be providing food and refreshments. The registration link is here: http://swag14.eventbrite.com If you would like to join SWAG the link is here: http://swagmembership.eventbrite.com Fast with Windows Azure Competition I’ve entered a 3 minute video of rendering a 3D animation using 256 Windows Azure worker roles in the “Fast with Windows Azure” competition. It’s the last week of voting this week, it would be great if you can check out the video and vote for it if you like it. I have not driven a car for about 15 years, so if I win you can expect a hilarious summery of the track day in Vegas. My preparation for the day would be to play Project Gotham Racing for a weekend, and watch a lot of Top Gear.   My video is “Rapid Massive On-Demand Scalability Makes Me Fast!”. The link is here: http://www.meetwindowsazure.com/fast/

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  • Unity , libgdx, or something else to develop my first game for Android?

    - by capcom
    I want to start by saying that I absolutely love Unity (even more when I team it up with Blender). I really want to start developing games for Android, but it seems like Unity poses way too many roadblocks in terms of which devices it supports (and even if it does support them, it doesn't work well on all of them). I've been looking around for alternatives, and found something called libgdx. Well, it's nothing like Unity unfortunately, but at least it seems like I may be able to reach a larger audience in the market. I'd like to start by making 2D games, but with 3D graphics (say, imported from Blender). I can do this very easily in Unity, and it seems like it should be alright with libgdx too. But I really want to know if ditching Unity is a smart idea, considering how comfortable I am with it already, and how much I like it. Finally, is libgdx something you would recommend considering my requirements/situation? BTW, I am quite familiar with Eclipse too. Many thanks. Feel free to request further details.

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance. EDIT: 1. I don't have normals of objects. 2. Object can be concave. 3. I can't use shaders(see below why).

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  • Natural talent vs experience [on hold]

    - by Tord Johansson Munk
    Hi i have a question for you guys if you had a choice of hiring one of two programmers. One of them is a natural born programming talent, he has been programming since he was 14 year old and he has been programming all sorts of things by him self, 3d renders,games,his own frameworks, he is really good at algorithms and problem solving. He is now about 25 years old and is looking for a job after some unchallenged years of college the only experience he has is working on his own/university stuff and some open source project. This guy spends all his free time programming and has several pet projects at home. The other person is a 37 year old career programmer. He has been programming since he graduated from university at the age of 26 and have been working since then. He did not have an interest in programming before university. During his studies he discovered that programming was fun and challenging but it never was a "passion". During his career he mainly worked with "enterprise" platforms such as .net or javaEE. He mainly have done database business applications and thus is lacking skills of the young talent like abstract problem solving or algorithms. But he know the tools he has been using during the years and is reliable and almost always makes his boss happy. He keeps him self updated in the platform and tools he has and is using. But outside the office walls he don't touch any code at all. Witch one would you hire? Would you favor one of them in certain projects? Do you think that if the young talent learns his tools he will be a better programmer than the older one? Would your decision be different if both of them where lacking a degree? or if only one of them was lacking a degree be the old and experienced or the young genius.

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  • Text on a model

    - by alecnash
    I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3D button). It now looks like that: Is there a way to have the text centered only on one side?

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  • How can I create an orthographic display that handles different screen dimensions?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Effective and simple matching for 2 unequal small-scale point sets

    - by Pavlo Dyban
    I need to match two sets of 3D points, however the number of points in each set can be different. It seems that most algorithms are designed to align images and trimmed to work with hundreds of thousands of points. My case are 50 to 150 points in each of the two sets. So far I have acquainted myself with Iterative Closest Point and Procrustes Matching algorithms. Implementing Procrustes algorithms seems like a total overkill for this small quantity. ICP has many implementations, but I haven't found any readily implemented version accounting for the so-called "outliers" - points without a matching pair. Besides the implementation expense, algorithms like Fractional and Sparse ICP use some statistics information to cancel points that are considered outliers. For series with 50 to 150 points statistic measures are often biased or statistic significance criteria are not met. I know of Assignment Problem in linear optimization, but it is not suitable for cases with unequal sets of points. Are there other, small-scale algorithms that solve the problem of matching 2 point sets? I am looking for algorithm names, scientific papers or C++ implementations. I need some hints to know where to start my search.

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  • Isometric Camera trouble - can't rotate or move correctly

    - by Deukalion
    I'm trying to create a 3D editor, but I've been having some trouble with the Camera and understanding each component. I've created 2 camera that works OK, but now I'm trying to implement an Isometric Camera in XNA without success on the rotation and movement of the camera. All I get working is Zoom. (Cube with x=3f, y=3f, z=1f in center) And this is the constructor for my IsometricCamera (inherits from ICamera, with methods for Rotation, Movement and Zoom, and Properties for World/View/Projection matrices) public IsometricCamera3D(GraphicsDevice device, float startClip = -1000f, float endClip = 1000f) { matrix_projection = Matrix.CreateOrthographic(device.Viewport.Width, device.Viewport.Height, startClip, endClip); rotation = Vector3.Zero; matrix_view = Matrix.CreateScale(zoom) * Matrix.CreateRotationY(MathHelper.ToRadians(45 + 180)) * Matrix.CreateRotationX(MathHelper.ToRadians(30)) * Matrix.CreateRotationZ(MathHelper.ToRadians(120)) * Matrix.CreateTranslation(rotation.X, rotation.Y, rotation.Z); } Problem is when I rotate it, all that happens is that the Cube gets more or less shiny and nothing happens. What is wrong and how should I create my View matrix to move it / rotate it correctly? Rotate, Move and Zoom looks like: MethodName(Vector3 rotation/movement), Zoom(float value); and just increases the value, then calls an update to recreate the View Matrix according to the code in the constructor. Currently, in my editor I use MiddleButton + Mouse Movement to rotate the camera, but it's not working as the other camera. But in my default camera I use World Matrix to move, but I guess that's not the best way to go which is why I'm trying this.

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  • What is the breakdown of jobs in game development?

    - by Destry Ullrich
    There's a project I'm trying to start for Indie Game Development; specifically, it's going to be a social networking website that lets developers meet through (It's a secret). One of the key components is showing what skills members have. Question: I need to know what MAJOR game development roles are not represented in the following list, keeping in mind that many specialist roles are being condensed into more broad, generalist roles: Art Animator (Characters, creatures, props, etc.) Concept Artist (2D scenes, environments, props, silhouettes, etc.) Technical Artist (UI artists, typefaces, graphic designers, etc.) 3D Artist (Modeling, rigging, texture, lighting, etc.) Audio Composer (Scores, music, etc.) Sound Engineer (SFX, mood setting, audio implementation, etc.) Voice (Dialog, acting, etc.) Design Creative Director (Initial direction, team management, communications, etc.) Gameplay Designer (Systems, mechanics, control mapping, etc.) World Designer (Level design, aesthetics, game progression, events, etc.) Writer (Story, mythos, dialog, flavor text, etc.) Programming Engine Programming (Engine creation, scripting, physics, etc.) Graphics Engineer (Sprites, lighting, GUI, etc.) Network Engineer (LAN, multiplayer, server support, etc.) Technical Director (I don't know what a technical director would even do.) Post Script: I have an art background, so i'm not familiar with what the others behind game creation actually do. What's missing from this list, and if you feel some things should be changed around how so?

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  • What would be a good opensource software for graphing circles, circular regions, and regions bounded by curves and/or arcs?

    - by Michael Dykes
    Hullo all. I have just started s job with Chegg, and my 1st assignment has me writign solutions for Stewart's Essential Calculus. I am dealing with the chapter on multiple integration, and need a good open-source software that I can easily use to draw regions (domains) that would require multiple integrals: i.e. circular regions, portions of circles, regions bounded by curves and/or arcs, and at some point 3D pictures. In most of these cases, I am not working with an exact equation or perhaps need to draw the region bounded by r (radius) between 1 and 2, and the angle theta bounded between pi/4 and 3 pi/4. I am not too terribly familiar with programs like Corel Draw, but the documents I have from this company suggest Corel Draw. So I think I am looking for an open-source free program like Corel Draw or something similar. Any additional suggestions would also be appreciated. I know I can do most, if not all of this using TikZ, but the learning curve is a bit steep, and at the moment I an on a time constraint. Thanks.

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  • How to get Nvidia graphics working on Sony Z laptop?

    - by projectshave
    I have an older Sony VAIO Z 590 laptop with switchable graphics between Intel and Nvidia GeForce 9300M. It is NOT Optimus. I did a clean install of Ubuntu 12.04. Everything works, but it's using Unity 2D with the Intel drivers. I've tried loading the Nvidia drivers from "Additional Drivers", but it says "this driver is activated but not currently in use". When I run "nvidia-settings", an error window pops up to say "You do not appear to be using the NVIDIA X drivers." "lspci" shows both graphics cards. Let me know if I should add more info. How do I get the Nvidia graphics and Unity 3D working? More info: $ lshw -short -class display H/W path Device Class Description ============================================== /0/100/1/0 display G98 [GeForce 9300M GS] /0/100/2 display Mobile 4 Series Chipset Integrated Graphics C $ glxinfo name of display: :0 Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Error: couldn't find RGB GLX visual or fbconfig Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Xlib: extension "GLX" missing on display ":0". Excerpts from Xorg.0.log: [ 16.373] (II) LoadModule: "glx" [ 16.373] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/libglx.so [ 16.386] (II) Module glx: vendor="NVIDIA Corporation" [ 16.386] compiled for 4.0.2, module version = 1.0.0 [ 16.386] Module class: X.Org Server Extension [ 16.386] (II) NVIDIA GLX Module 295.49 Tue May 1 00:09:10 PDT 2012 [ 16.608] (II) NVIDIA dlloader X Driver 295.49 Mon Apr 30 23:48:24 PDT 2012 [ 16.608] (II) NVIDIA Unified Driver for all Supported NVIDIA GPUs [ 17.693] (EE) Failed to initialize GLX extension (Compatible NVIDIA X driver not found)

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  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

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  • Recommended formats to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • How to disable discrete GPU using NVIDIA drivers?

    - by penzoiders
    I have a DELL studio XPS 13 (aka 1340) as of 12.04 most things run smoothly out of the box, but I have some power draining and warmness issues (if not to be called terrible heat issues) The system came with a NVIDIA GeForce 9500M (which has Hybrid SLI) and it shows up in "lspci" as these 2 cards 02:00.0 VGA compatible controller: NVIDIA Corporation G98 [GeForce 9200M GS] (rev a1) 03:00.0 VGA compatible controller: NVIDIA Corporation C79 [GeForce 9400M G] (rev b1) I had to install nvidia-current over noveau driver 'cause noveau does freeze the system after suspension. By installing nvidia-current and running nvidia-xconfig the resume process after suspension is fixed. By the way both with nvidia-current and noveau the system drains a lot of battery and heats up a lot. I suppose this is because the discrete GPU is always on. I don't really need 3D graphics on this system, if not the minimal to run unity and compiz for window management. So my question is: How do I disable, using nvidia-current, the discrete GPU 9200M and use only the integrated one 9400M? notes: In BIOS I have no option to disable discrete GPU This I think is not applicable because of the suspension-freeze issue (with noveau): https://help.ubuntu.com/community/HybridGraphics I've found this but I don't know which --sli option I should choose to fit my needs: http://manpages.ubuntu.com/manpages/hardy/man1/nvidia-xconfig.1.html My system has not optimus or cuda, but anyone can tell me if bumblebee can work for me?

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  • 2D Tile Collision free movement

    - by andrepcg
    I'm coding a 3D game for a project using OpenGL and I'm trying to do tile collision on a surface. The surface plane is split into a grid of 64x64 pixels and I can simply check if the (x,y) tile is empty or not. Besides having a grid for collision, there's still free movement inside a tile. For each entity, in the end of the update function I simply increase the position by the velocity: pos.x += v.x; pos.y += v.y; I already have a collision grid created but my collide function is not great, i'm not sure how to handle it. I can check if the collision occurs but the way I handle is terrible. int leftTile = repelBox.x / grid->cellSize; int topTile = repelBox.y / grid->cellSize; int rightTile = (repelBox.x + repelBox.w) / grid->cellSize; int bottomTile = (repelBox.y + repelBox.h) / grid->cellSize; for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { if (grid->getCell(x, y) == BLOCKED){ Rect colBox = grid->getCellRectXY(x, y); Rect xAxis = Rect(pos.x - 20 / 2.0f, pos.y - 20 / 4.0f, 20, 10); Rect yAxis = Rect(pos.x - 20 / 4.0f, pos.y - 20 / 2.0f, 10, 20); if (colBox.Intersects(xAxis)) v.x *= -1; if (colBox.Intersects(yAxis)) v.y *= -1; } } } If instead of reversing the direction I set it to false then when the entity tries to get away from the wall it's still intersecting the tile and gets stuck on that position. EDIT: I've worked with Flashpunk and it has a great function for movement and collision called moveBy. Are there any simplified implementations out there so I can check them out?

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  • Support our movement?

    - by Mirchi Sid
    | Imagine Freedom 2013 | mnearth Student Programs This is to inform you about the world’s first online student competition called imagine freedom which is conducted by mnearth corporation India .The imagine freedom will be one of the most popular student IT competition in the world .The program will be fully functioned with free and open source software and operating system like Ubuntu Linux and Linux . The Competition have a lot of other categories like web designing , software development and much more .The program coordinates will contact your schools for the selection process and giving the first steps for registration . If you are an expert in Open source free software? Then it is the time for you ! Otherwise do you know anyone who have the skills ? Then inform them about the program . The competitions will be done as a part of Mnearth Student Programs . The program schedule and the local competition information will be send after getting the applications . The competitions are categorized into three . |Categories Of Participants Animation Films Multimedia Presentation 3D Animation Web Designing Software Development Innovations Cloud Apps Games etc. . . . . . |Levels Of Participants High School Level Higher Secondary Level Collage Level University Level |High School level This levels is for the students who is students . It’s age limit is 12 - 24 years . The competitions will be started on this year for selecting the good students who have the talent . For more information Send to : [email protected] Call us on :04936312206 (india) Join with the Community on facebook : follow us on twitter : www.twitter.com/imaginatingkids www.facebook.com/imaginefreedomonce

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  • Anyone can suggest some Game Frameworks for GNU/Linux? [closed]

    - by dysoco
    So I've been developing a little bit with XNA + C# in Windows, not really much: just some 2D stuff, but I've found that XNA is a really good framework. I'm a GNU/Linux user, and I'm definitely migrating my desktop to Gentoo Linux (I've been using Arch in my laptop for a while now). But, of course, I need a C# + XNA alternative... I'm not really an expert in any language, so I can really pick up anything (except, maybe, Functional ones), I prefer C-Like languages like Java or Ruby, I tried Python but found the Whitespace syntax confusing. I would like to hear some of you'r suggestions, I'm not asking for "the best", but for "some suggestions", so I think this is objective enough. Probably you're going to suggest C++ + SDL, but I would prefer something more "High Level" like XNA, but I'm open to discuss anything. So... any ideas ? Note: I think this questions meets the guidelines for this site, if it doesn't: please not only downvote this question, but comment on what can I do to improve it. Thanks. PS: 2D Games, not 3D

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