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  • Project Corndog: Viva el caliente perro!

    - by Matt Christian
    During one of my last semesters in college we were required to take a class call Computer Graphics which tried (quite unsuccessfully) to teach us a combination of mathematics, OpenGL, and 3D rendering techniques.  The class itself was horrible, but one little gem of an idea came out of it.  See, the final project in the class was to team up and create some kind of demo or game using techniques we learned in class.  My friend Paul and I teamed up and developed a top down shooter that, given the stringent timeline, was much less of a game and much more of 3D objects floating around a screen. The idea itself however I found clever and unique and decided it was time to spend some time developing a proper version of our idea.  Project Corndog as it is tentatively named, pits you as a freshly fried corndog who broke free from the shackles of fair food slavery in a quest to escape the state fair you were born in.  Obviously it's quite a serious game with undertones of racial prejudice, immoral practices, and cheap food sold at high prices. The game itself is a top down shooter in the style of 1942 (NES).  As a delicious corndog you will have to fight through numerous enemies including hungry babies, carnies, and the corndog serial-killer himself the corndog eating champion!  Other more engaging and frighteningly realistic enemies await as the only thing between you and freedom. Project Corndog is being developed in Visual Studio 2008 with XNA Game Studio 3.1.  It is currently being hosted on Google code and will be made available as an open source engine in the coming months.

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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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  • Getting into game/game engine programming

    - by Darkslash
    So I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have openGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesnt teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? Im sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Optimizing lifestyle and training

    - by Gabe
    I am a college freshman who has recently discovered a passion for computer science. Having had my first lick of formal python training last semester, I have cast aside my previously hedonist way of life and tunneled my sights on becoming the most rounded and proficient programmer I can be. I know that I'm taking strides in the right direction (I've stopped smoking, I've been exercising every day, I've taught myself C++ and OpenGL, and I've begun training in kung-fu and meditation), yet I am still finding myself struggling to achieve satisfactory results. I would like to be able to spend a good 3-4 hours every day burning through textbooks. I have the time cleared and the resources allocated. The problem lies in the logistics-- I have never taken anything seriously before. Recently I've realized that I am clueless when it comes to taking care of myself and gaining control of my mind, and it drastically hinders my productivity. My question is this: How can I learn to manage my time and take care of myself such that I can spend the maximum amount of time every day studying with steady concentration? Personal tricks would be key here: techniques you use to get yourself to sleep, a diet that yields focus, even computer break stretching routines or active reading techniques. Anything you could think of here would be great. I was a low-life in high school and I have the drive to turn my life around, I'm just quite a bit behind in the way of good habits :)

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  • Diamond-square terrain generation problem

    - by kafka
    I've implemented a diamond-square algorithm according to this article: http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2 The problem is that I get these steep cliffs all over the map. It happens on the edges, when the terrain is recursively subdivided: Here is the source: void DiamondSquare(unsigned x1,unsigned y1,unsigned x2,unsigned y2,float range) { int c1 = (int)x2 - (int)x1; int c2 = (int)y2 - (int)y1; unsigned hx = (x2 - x1)/2; unsigned hy = (y2 - y1)/2; if((c1 <= 1) || (c2 <= 1)) return; // Diamond stage float a = m_heightmap[x1][y1]; float b = m_heightmap[x2][y1]; float c = m_heightmap[x1][y2]; float d = m_heightmap[x2][y2]; float e = (a+b+c+d) / 4 + GetRnd() * range; m_heightmap[x1 + hx][y1 + hy] = e; // Square stage float f = (a + c + e + e) / 4 + GetRnd() * range; m_heightmap[x1][y1+hy] = f; float g = (a + b + e + e) / 4 + GetRnd() * range; m_heightmap[x1+hx][y1] = g; float h = (b + d + e + e) / 4 + GetRnd() * range; m_heightmap[x2][y1+hy] = h; float i = (c + d + e + e) / 4 + GetRnd() * range; m_heightmap[x1+hx][y2] = i; DiamondSquare(x1, y1, x1+hx, y1+hy, range / 2.0); // Upper left DiamondSquare(x1+hx, y1, x2, y1+hy, range / 2.0); // Upper right DiamondSquare(x1, y1+hy, x1+hx, y2, range / 2.0); // Lower left DiamondSquare(x1+hx, y1+hy, x2, y2, range / 2.0); // Lower right } Parameters: (x1,y1),(x2,y2) - coordinates that define a region on a heightmap (default (0,0)(128,128)). range - basically max. height. (default 32) Help would be greatly appreciated.

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  • Young C++ student lacking direction

    - by ephaitch
    I was hoping for some direction or guidance regarding my C++ learning experience. I have now read two books, from cover to cover, twice. The first was Ivor Horton's Beginning Visual C++ 2010 and Starting out with C++ Early Objects (7th Edition). At this point and after several months I feel like all I know how to do in C++ is create a basic class, define some methods, use the STL, and read and write info to and from the console buffer (cin/cout). But simple things like saving data to a file, reading from a file, printing, connecting to an FTP site, doing some basic graphic manipulation on the screen (not even DirectX/OpenGL), and so-on I can't do or don't even know where to start. I feel I still haven't learned C++ thoroughly. I think you guys get where I'm going with this. I tried downloading SFML and compiling it in Visual C++ 2010 Professional. After quite a bit of time, I got it, but then I was lost. I followed the tutorials and one didn't work. I kept getting an error regarding a missing symbol and after an hour or so on Google, I couldn't figure it out. Can anyone point me in a direction of where one goes from here? I would imagine others have been at this point sometime during their early days.

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  • Bad 3D Performance in Ubuntu 12.04

    - by Pandem
    I already posted a question before but I didn't really get any advice/help. I'll be a bit more brief/general in hope it'll help. I have an MSI HD 7850 with the Catalyst 12.4 drivers installed. I've found that I'm having bad 3D performance for some reason but I'm not entirely sure what. I suspect it may just that the graphics card is new and AMD just need to work on their drivers but it would be nice to get advice and narrow the problem down so that I can be sure rather than wait for driver updates that may not even help. I ran gxlgears to give some general idea of how bad the performance is. At default size it is averaging around 2000 FPS. The command glxinfo confirms the renderer is using AMD Radeon HD 7800 Series with OpenGL version 4.2. Edits below: As asked for others: lspci -v output is here. fglrxinfo output is here xvinfo output is here glxinfo | grep rendering says yes for direct rendering. These confirmed that everything was configured correctly. Within Unity and Gnome Classic: glxgears had an FPS of around 2000 FPS fgl_glxgears had an FPS of around 544 FPS Within LDXE: glxgears had an FPS of around 4600 FPS fgl_glxgears had an FPS of around 1600 FPS In the end it was discovered that Compiz was causing a large performance decrease and solution was simply to change window manager for the time being. Thanks to TechZilla for all his help!

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  • What are the pros and cons about developing under MAC OS? [closed]

    - by user827992
    Sometimes i get the chance to program under MAC OS, i knew about this OS since Apple shipped its computers with a PowerPC by Motorola ( since Panther, more or less ), these days they are all X86 and i see no particular advantages about adopting this platform, also i see only downsides for the main part, i do not want to cause flames, please reply if you have a good answer or you can contribute in some constructive way. I'm trying to write a list of the natively supported languages, or the languages that comes only under MAC OS with some particular technology, my list is this: Objective C with Cocoa/Carbon I'm not considering personal preferences here, if a person X likes to code under Xcode it's probably ok to have a MAC, if a person Y likes to code under Visual Studio it's probably ok to not having a MAC, my purpose is to clarify what MAC OS is good for. I also do not get why people glorify the MAC for historical reasons, I mean a language like Java just comes for MAC only in the 7th edition of its JDK, things like GCC are just a porting and many technologies are out of the question like C# ( I'm sorry, i do not consider MonoDevelop like a serious alternative ) , .Net, ASP, DirectX, and many others are just, again, porting or free software, like PHP, MySQL, Javascript, XML, CSS, OpenGL, etc etc. My question is: what is so special about being a programmer under MAC OS? There is something that I have not seen? I also noticed that a significant portion of MAC users end up using their MAC like a normal Windows PC with Parallels or something like that. I can afford to buy a MAC, show me why this machine is so unique.

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  • Advice on a good comeback strategy after years of java abstinence

    - by simou
    It's almost 5 yrs since I left the java IT-project/enterprise business. Before I was a highly skilled enterprise developer / OO architect with more than 10 years experience in the business. I was proficient in many of those enterprise related technologies, including DWHing. Since then I haven't been doing any large scale programming, a little bit of C, Python, some dips into Scala, hacking a small java-plugin framework, opengl, but only as fun projects. Now I want to re-enter the java stage again, i.e. I'm looking for job opportunities as a developer. But I fear I might have lost much of my former punching strength, e.g. I would have to give my SQL knowledge a deep refreshing breath, re-visit basic stuff like design patterns, enterprise architectures, etc. and probably learn the new stuff like EJB3.1, JEE 6 too. I also missed the whole scrum craze. So from your own experience, what subject should I tackle first? Like technology (which ones?) or design skills (uml..)? But what I'm also wondering is since the basic design / architectural principles haven't changed much by now, what would be the chance on the job market for someone like me who left the java-world at a time where everything was less fragmented and EJB2.1 and XDoclet were de-facto standards? And how could I convince a potential employer that I'm still an effective on-the-job learner? Should I rather aim for "junior positions" ? Lots of questions but I'd be really glad if you could share your (encouraging :) thoughts with me. cheers! (btw I'm based in Austria)

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  • How should I unbind and delete OpenAL buffers?

    - by Joe Wreschnig
    I'm using OpenAL to play sounds. I'm trying to implement a fire-and-forget play function that takes a buffer ID and assigns it to a source from a pool I have previously allocated, and plays it. However, there is a problem with object lifetimes. In OpenGL, delete functions either automatically unbind things (e.g. textures), or automatically deletes the thing when it eventually is unbound (e.g. shaders) and so it's usually easy to manage deletion. However alDeleteBuffers instead simply fails with AL_INVALID_OPERATION if the buffer is still bound to a source. Is there an idiomatic way to "delete" OpenAL buffers that allows them to finish playing, and then automatically unbinds and really them? Do I need to tie buffer management more deeply into the source pool (e.g. deleting a buffer requires checking all the allocated sources also)? Similarly, is there an idiomatic way to unbind (but not delete) buffers when they are finished playing? It would be nice if, when I was looking for a free source, I only needed to see if a buffer was attached at all and not bother checking the source state. (I'm using C++, although approaches for C are also fine. Approaches assuming a GCd language and using finalizers are probably not applicable.)

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  • Rendering large and high poly meshes

    - by Aurus
    Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff that simply wont work with height-maps. Using voxels: Yes, but I think that this would be to much since I don't even want to support changing terrain.. Split into multiple chunks and do some sort of LOD with the mesh: Yes, but how would I do that? Tessellation usually creates more detail not less. Precompute the same mesh in lower poly version (like Mudbox does) and depending on the distance it renders one of these meshes: Graphic memory is limited and uploading only the chunks won't solve that problem since the traffic would be too high. IMO the last one sounds really good, but imagine the following process: Upload and render the chunks depending on the current player position. [No problem] Player will walk straight forward Now we maybe have to change on of the low poly chunk with the high poly one So, Remove the low poly chunk and load the high poly chunk [Already to much traffic here, I think] I am not very experienced in graphic programming and maybe the upper process is totally okay but somehow I think it is too much. And how about the disk space it would require.. I think 3 kind of levels would be fine but isn't that also too much? (I am using OpenGL but I don't think that this is important)

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • Minecraft in jdk 1.7.0_u2 x64

    - by Nela Drobná
    I have Ubuntu 11.10 64-bit and I installed JDK 1.7.0 update 2 x64 via webupd8 page. But currently I have problem with minecraft game. After downloading launcher from Minecraft.net and lauch the game by java -jar /home/zrebec/Downloads/minecraft.jar launcehr is launched normaly, after login the game download the updates but then I got just the black screen with this in terminal: Setting user: zrebec, -356009615199623309 Exception in thread "Minecraft main thread" java.lang.UnsatisfiedLinkError: /home/zrebec/.minecraft/bin/natives/liblwjgl.so: /home/zrebec/.minecraft/bin/natives/liblwjgl.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch) at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1928) at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1825) at java.lang.Runtime.load0(Runtime.java:792) at java.lang.System.load(System.java:1059) at org.lwjgl.Sys$1.run(Sys.java:69) at java.security.AccessController.doPrivileged(Native Method) at org.lwjgl.Sys.doLoadLibrary(Sys.java:65) at org.lwjgl.Sys.loadLibrary(Sys.java:81) at org.lwjgl.Sys.<clinit>(Sys.java:98) at org.lwjgl.opengl.Display.<clinit>(Display.java:132) at net.minecraft.client.Minecraft.a(SourceFile:180) at net.minecraft.client.Minecraft.run(SourceFile:648) at java.lang.Thread.run(Thread.java:722) Please anyone can help me with this? I think that problem will be in architecture becase: liblwjgl.so: /home/zrebec/.minecraft/bin/natives/liblwjgl.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch) Any idea please? I know, maybe this one is off topic because maybe its not Ubuntu problem maybe but in 64-bit works all perfectly and I think that accepted answer can help to many users and can make better playing games under linux. Really. Thank you very much for any idea.

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  • Second monitor not detected

    - by configurator
    Note: I've seen this question quite a lot, but in all the cases I could find with answers, the answer was either "I don't know" or "use nvidia-settings (which is irrelevant to me)." I'm using Intel Sandybridge Desktop graphics, with a P8H61-M LE motherboard. How do I get Ubuntu to detect my second monitor? Clicking "Detect Displays" here doesn't do anything. Here's some system info: $ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) $ uname -a Linux clyde 3.5.0-13-generic #13-Ubuntu SMP Tue Aug 28 08:31:47 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux $ hardinfo [copied from the UI] -Display- Resolution : 1920x1080 pixels Vendor : The X.Org Foundation Version : 1.12.3 -Monitors- Monitor 0 : 1920x1080 pixels -Extensions- BIG-REQUESTS Composite DAMAGE DOUBLE-BUFFER DPMS DRI2 GLX Generic Event Extension MIT-SCREEN-SAVER MIT-SHM RANDR RECORD RENDER SECURITY SGI-GLX SHAPE SYNC X-Resource XC-MISC XFIXES XFree86-DGA XFree86-VidModeExtension XINERAMA XInputExtension XKEYBOARD XTEST XVideo -OpenGL- Vendor : Intel Open Source Technology Center Renderer : Mesa DRI Intel(R) Sandybridge Desktop Version : 3.0 Mesa 8.1-devel Direct Rendering : Yes I've tried upgrading everything from ppa:xorg-edgers/ppa and ppa:glasen/intel-driver. I've also installed various tools I've found in other threads (e.g. hardinfo) but they weren't really helpful to me as I don't know what to make of the data. How do I get Ubuntu to detect my second monitor?

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  • Is HTML5/WebGL performance unreliable 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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  • Where or what are the instructions for installing FMOD Ex for Linux to use in g++?

    - by Andrey
    I'm looking for the instructions on how to install FMOD. I want to do extra credit for my computer graphics assignment - sound effects. A teammate wants me to go with something simple, and he suggested that I use FMOD Ex. (If you guys can think of something better, do suggest it, but so far FMOD looks more promising compared to SDL, OpenAL, etc.) Right now I'm having a really hard time finding the instructions for installing the latest version of FMOD (audio content creation tool) on Linux Ubuntu 12.04 LTS (32-bit) so that I can use it in g++ with OpenGL. I checked out this YouTube video: http://www.youtube.com/watch?v=avGxNkiAS9g, but it's for Windows. Then, there is a Ubuntu Forums thread which redirected me to this page: https://wiki.debian.org/FMOD, and it has some dated instructions. I've downloaded FMOD Ex v. 4.44.24, which I believe is the latest version. Now I'm looking at eight files: libfmodex.so; libfmodex64.so; libfmodex64-4.44.24.so; libfmodex-4.44.24.so; libfmodexL.so; libfmodexL64.so; libfmodexL64-4.44.24.so; libfmodexL-4.44.24.so ... not knowing what to do. I've looked everywhere I could think of: StackOverflow, here, YouTube, Google, ... and came up with zilch. Please help. Thanks in advance.

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  • Seeking an C/C++ OBJ geometry read/write that does not modify the representation

    - by Blake Senftner
    I am seeking a means to read and write OBJ geometry files with logic that does not modify the geometry representation. i.e. read geometry, immediately write it, and a diff of the source OBJ and the one just written will be identical. Every OBJ writing utility I've been able to find online fails this test. I am writing small command line tools to modify my OBJ geometries, and I need to write my results, not just read the geometry for rendering purposes. Simply needing to write the geometry knocks out 95% of the OBJ libraries on the web. Also, many of the popular libraries modify the geometry representation. For example, Nat Robbin's GLUT library includes the GLM library, which both converts quads to triangles, as well as reverses the topology (face ordering) of the geometry. It's still the same geometry, but if your tool chain expects a given topology, such as for rigging or morph targets, then GLM is useless. I'm not rendering in these tools, so dependencies like OpenGL or GLUT make no sense. And god forbid, do not "optimize" the geometry! Redundant vertices are on purpose for maintaining oneself on cache with our weird little low memory mobile devices.

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  • How do I create my own programming language and a compiler for it

    - by Dave
    I am thorough with programming and have come across languages including BASIC, FORTRAN, COBOL, LISP, LOGO, Java, C++, C, MATLAB, Mathematica, Python, Ruby, Perl, JavaScript, Assembly and so on. I can't understand how people create programming languages and devise compilers for it. I also couldn't understand how people create OS like Windows, Mac, UNIX, DOS and so on. The other thing that is mysterious to me is how people create libraries like OpenGL, OpenCL, OpenCV, Cocoa, MFC and so on. The last thing I am unable to figure out is how scientists devise an assembly language and an assembler for a microprocessor. I would really like to learn all of these stuff and I am 15 years old. I always wanted to be a computer scientist someone like Babbage, Turing, Shannon, or Dennis Ritchie. I have already read Aho's Compiler Design and Tanenbaum's OS concepts book and they all only discuss concepts and code in a high level. They don't go into the details and nuances and how to devise a compiler or operating system. I want a concrete understanding so that I can create one myself and not just an understanding of what a thread, semaphore, process, or parsing is. I asked my brother about all this. He is a SB student in EECS at MIT and hasn't got a clue of how to actually create all these stuff in the real world. All he knows is just an understanding of Compiler Design and OS concepts like the ones that you guys have mentioned (i.e. like Thread, Synchronization, Concurrency, memory management, Lexical Analysis, Intermediate code generation and so on)

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  • CodePlex Daily Summary for Friday, October 12, 2012

    CodePlex Daily Summary for Friday, October 12, 2012Popular ReleasesHyperCrunch Druid: HyperCrunch Druid 1.0.2102: For all documentation and feedback, visit http://druid.hypercrunch.com.GoogleMap Control: GoogleMap Control 6.1: Some important bug fixes and couple of new features were added. There are no major changes to the sample website. Source code could be downloaded from the Source Code section selecting branch release-6.1. Thus just builds of GoogleMap Control are issued here in this release. NuGet Package GoogleMap Control 6.1 NuGet Package FeaturesBounds property to provide ability to create a map by center and bounds as well; Setting in markup <artem:GoogleMap ID="GoogleMap1" runat="server" MapType="HY...Bundle Transformer - a modular extension for ASP.NET Web Optimization Framework: Bundle Transformer 1.6.5: Version: 1.6.5 Published: 10/12/2012 In the configuration elements css and js added the usePreMinifiedFiles attribute, which enables/disables usage of pre-minified files; Added translator-adapter, which produces translation of TypeScript-code to JS-code; In BundleTransformer.MicrosoftAjax added support of the Microsoft Ajax Minifier 4.69; In BundleTransformer.Yui added support of the YUI Compressor for .NET 2.1.0.0; In BundleTransformer.Csso added support of the CSSO version 1.3.4. ...OrgCharts for SharePoint: OrgChart web part for SharePoint: Key features: • Central License management so no need to remember the license key details when adding to pages. • Builtin-asp.net caching for high performing loading of the Org Chart. • Create Org Chart from SharePoint list data OR SQL server queries. • Multi-level drill through • Use SharePoint lists or SQL Data as datasource • Support node level Images. {Example: Peoples my site photos} • AJAX enabled for fast client side processing • Optionally set the TAB field for an Auto-generated TAB i...mojoPortal: 2.3.9.3: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2393-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0, but we recommend you to use .NET 4, we will probably drop support for .NET 3.5 once .NET 4.5 is available The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code and are not intended for use in Visual Studio. To download the source code see getting the lates...OstrivDB: OstrivDB 0.1: - Storage configuration: objects serialization (Xml, Json), storage file compressing, data block size. - Caching for Select queries. - Indexing. - Batch of queries. - No special query language (LINQ used). - Integrated sorting and paging. - Multithreaded data processing.D3 Loot Tracker: 1.5.4: Fixed a bug where the server ip was not logged properly in the stats file.Captcha MVC: Captcha Mvc 2.1.2: v 2.1.2: Fixed problem with serialization. Made all classes from a namespace Jetbrains.Annotaions as the internal. Added autocomplete attribute and autocorrect attribute for captcha input element. Minor changes. v 2.1.1: Fixed problem with serialization. Minor changes. v 2.1: Added support for storing captcha in the session or cookie. See the updated example. Updated example. Minor changes. v 2.0.1: Added support for a partial captcha. Now you can easily customize the layout, s...DotNetNuke® Community Edition CMS: 06.02.04: Major Highlights Fixed issue where the module printing function was only visible to administrators Fixed issue where pane level skinning was being assigned to a default container for any content pane Fixed issue when using password aging and FB / Google authentication Fixed issue that was causing the DateEditControl to not load the assigned value Fixed issue that stopped additional profile properties to be displayed in the member directory after modifying the template Fixed er...Advanced DataGridView with Excel-like auto filter: 1.0.0.0: ?????? ??????Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.69: Fix for issue #18766: build task should not build the output if it's newer than all the input files. Fix for Issue #18764: build taks -res switch not working. update build task to concatenate input source and then minify, rather than minify and then concatenate. include resource string-replacement root name in the assumed globals list. Stop replacing new Date().getTime() with +new Date -- the latter is smaller, but turns out it executes up to 45% slower. add CSS support for single-...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.3.3: WinRT XAML Toolkit based on the Windows 8 RTM SDK. 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 Controls Converters Debugging helpers Extension methods Imaging helpers IO helpers VisualTree helpers Samples Recent changes NOTE:...VidCoder: 1.4.4 Beta: Fixed inability to create new presets with "Save As".MCEBuddy 2.x: MCEBuddy 2.3.2: Changelog for 2.3.2 (32bit and 64bit) 1. Added support for generating XBMC XML NFO files for files in the conversion queue (store it along with the source video with source video name.nfo). Right click on the file in queue and select generate XML 2. UI bugifx, start and end trim box locations interchanged 3. Added support for removing commercials from non DVRMS/WTV files (MP4, AVI etc) 4. Now checking for Firewall port status before enabling (might help with some firewall problems) 5. User In...Sandcastle Help File Builder: SHFB v1.9.5.0 with Visual Studio Package: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This release supports the Sandcastle October 2012 Release (v2.7.1.0). It includes full support for generating, installing, and removing MS Help Viewer files. This new release suppor...ClosedXML - The easy way to OpenXML: ClosedXML 0.68.0: ClosedXML now resolves formulas! Yes it finally happened. If you call cell.Value and it has a formula the library will try to evaluate the formula and give you the result. For example: var wb = new XLWorkbook(); var ws = wb.AddWorksheet("Sheet1"); ws.Cell("A1").SetValue(1).CellBelow().SetValue(1); ws.Cell("B1").SetValue(1).CellBelow().SetValue(1); ws.Cell("C1").FormulaA1 = "\"The total value is: \" & SUM(A1:B2)"; var...Json.NET: Json.NET 4.5 Release 10: New feature - Added Portable build to NuGet package New feature - Added GetValue and TryGetValue with StringComparison to JObject Change - Improved duplicate object reference id error message Fix - Fixed error when comparing empty JObjects Fix - Fixed SecAnnotate warnings Fix - Fixed error when comparing DateTime JValue with a DateTimeOffset JValue Fix - Fixed serializer sometimes not using DateParseHandling setting Fix - Fixed error in JsonWriter.WriteToken when writing a DateT...Readable Passphrase Generator: KeePass Plugin 0.7.2: Changes: Tested against KeePass 2.20.1 Tested under Ubuntu 12.10 (and KeePass 2.20) Added GenerateAsUtf8 method returning the encrypted passphrase as a UTF8 byte array.JSLint for Visual Studio 2010: 1.4.2: 1.4.2patterns & practices: Prism: Prism for .NET 4.5: This is a release does not include any functionality changes over Prism 4.1 Desktop. These assemblies target .NET 4.5. These assemblies also were compiled against updated dependencies: Unity 3.0 and Common Service Locator (Portable Class Library).New ProjectsATM Stimulate Using WCF Service: This project is my homework Basic Events: Basic Events makes it easier for developers to use out of the box events with basic properties in their eventargs like string message and datetime.BCCP-DEX: sumary not avaibleBing Maps TypeScript Declarations: Unofficial TypeScript declarations for the Bing Maps v7 AJAX Control.CodePlex Practice: Testing CodePlexDepIC: Dependency Injection Container with a very simple API.DNN TaskManger: This is the a project build with the DotNetNuke task manager tutorial videos series.Document Importer For SharePoint: Quickly import large volumes of documents into SharePoint document libraries using an effective user interface.Drop Me!!: cOMING SOON...wORKING ON THISGesPro: PFE de fin de BAC MB MLGL2DX (OpenGL to DirectX Wrapper Library): GL2DX is a wrapper library that allows you to build your OpenGL app for WinRT.MoControls - XNA 4 GUI Controls Library: XNA 4 GUI Controls Library aimed to simplify porting of a XNA 4.0 GUI interface to various platforms.Morph implementation in Delphi: Morph Protocol implementation written in Delphi XE3. Morph is a very powerful application level protocol. For more about Morph, go to http://morph.codeplex.com/Musicallis: Projeto da disciplina de Técnicas de Programação Aplicada II da Universidade Presbiteriana Mackenzie - SP.NHook - A debugger API for your hooking projects: A debugger API for your hooking projectsOperation Timber System: This is a Timber system aimed at merchants/wholesalers/Mills. It is only in design phase.Oryon .Net Extension Methods Library: This project contains a lot of useful extension methods for .Net Applications.OstrivDB: OstrivDB is an embedded NoSQL database engine.Outreach02: A research project for website development.PARCIAL-CP-2012: Proyecto De Calidad y Pruebas de Software - Examen ParcialProject13261011: dfdsfProject13271011: 11project-3D-fabien: C# project 3D IN4M12 -->http://www.esiee.fr/~mustafan/IN4M12-13/Pulsar Programming Language: Pulsar, is a free open source programming language alternative to Assembly. Create your dream Operating System without using Assembly, or C#, or C++!Scoot: A rowing club management application.Sfaar Bytex: an hexadecimal file readerSSIS RAW File Viewer: SSIS 2008 RAW file viewer.testddgit1011201201: ttesttom10112012tfs02: fdsf fsd???WindowsPhone???: ???Windows Phone??????www.yidingcan.com?????。??????、??

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • How can I resolve component types in a way that supports adding new types relatively easily?

    - by John
    I am trying to build an Entity Component System for an interactive application developed using C++ and OpenGL. My question is quite simple. In my GameObject class I have a collection of Components. I can add and retrieve components. class GameObject: public Object { public: GameObject(std::string objectName); ~GameObject(void); Component * AddComponent(std::string name); Component * AddComponent(Component componentType); Component * GetComponent (std::string TypeName); Component * GetComponent (<Component Type Here>); private: std::map<std::string,Component*> m_components; }; I will have a collection of components that inherit from the base Components class. So if I have a meshRenderer component and would like to do the following GameObject * warship = new GameObject("myLovelyWarship"); MeshRenderer * meshRenderer = warship->AddComponent(MeshRenderer); or possibly MeshRenderer * meshRenderer = warship->AddComponent("MeshRenderer"); I could be make a Component Factory like this: class ComponentFactory { public: static Component * CreateComponent(const std::string &compTyp) { if(compTyp == "MeshRenderer") return new MeshRenderer; if(compTyp == "Collider") return new Collider; return NULL; } }; However, I feel like I should not have to keep updating the Component Factory every time I want to create a new custom Component but it is an option. Is there a more proper way to add and retrieve these components? Is standard templates another solution?

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  • CodePlex Daily Summary for Wednesday, August 20, 2014

    CodePlex Daily Summary for Wednesday, August 20, 2014Popular ReleasesMolGridCal & MolCal: MolGridCal tutorial v1.1: Update the contents for grid computing virtual screening.SharePoint 2013 Search Query Tool: SharePoint 2013 Search Query Tool v2.1: Layout improvements Bug fixes Stores auth method and user name Moved experimental settings to Advanced boxCtrlAltStudio Viewer: CtrlAltStudio Viewer 1.2.2.41183 Alpha: This alpha of the CtrlAltStudio Viewer provides some preliminary Oculus Rift DK2 support. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-2-2-41183-alpha Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http://ctrlaltstudio.com/viewer/privacy Disclaimer: This software is not provided or supported by Linden Lab, the makers of Second Life.SQL Scripts to Improve DNN Performance: Turbo Scripts 0.9.1 for DNN 7.1.2 - 7.3.2: Support for DNN 7.3.2 added Fixed a typo in GetVendor procedure New goodies TurboDbConfig and TurboDNNSettings added (re-uploaded with fixed file name)The IRIS Toolbox Project: IRIS Toolbox Release 20140819: Regular Updates Issue 66 (66) closed, bug fixed. Calls to irisstartup and iriscleanup occasionally crashed when older IRIS versions were on the search path. Issue 65 (65) closed, bug fixed. The function tseries/convert crashed when called with 'method=' 'first' or 'last'.ConEmu - Windows console with tabs: ConEmu 140819 [Alpha]: ConEmu - developer build x86 and x64 versions. Written in C++, no additional packages required. Run "ConEmu.exe" or "ConEmu64.exe". Some useful information you may found: http://superuser.com/questions/tagged/conemu http://code.google.com/p/conemu-maximus5/wiki/ConEmuFAQ http://code.google.com/p/conemu-maximus5/wiki/TableOfContents If you want to use ConEmu in portable mode, just create empty "ConEmu.xml" file near to "ConEmu.exe" HDD Guardian: HDD Guardian 0.6.1: New: package now include smartctl 6.3; Removed: standard notification e-mail. Now you have to set your mail server to send e-mail alerts; Bugfix: USB detection error; custom e-mail server settings issue; bottom panel displays a wrong ATA error count.VG-Ripper & PG-Ripper: VG-Ripper 2.9.62: changes NEW: Added Support for 'MadImage.org' links NEW: Added Support for 'ImgSpot.org' links NEW: Added Support for 'ImgClick.net' links NEW: Added Support for 'Imaaage.com' links NEW: Added Support for 'Image-Bugs.com' links NEW: Added Support for 'Pictomania.org' links NEW: Added Support for 'ImgDap.com' links NEW: Added Support for 'FileSpit.com' links FIXED: 'ImgSee.me' linksLinq 4 Javascript: Version 2.4: Minor Changes Made Added Count() and Count(with where clause) Distinct will now use a dictionary instead of a custom dictionary object Organize the unit tests. The variable names will actually make sense and won't be 2 letters. SelectMany will now use the queryable logic.Magick.NET: Magick.NET 7.0.0.0001: Magick.NET linked with ImageMagick 7-Beta.CMake Tools for Visual Studio: CMake Tools for Visual Studio 1.2: This release adds the following new features and bug fixes from CMake Tools for Visual Studio 1.1: Added support for CMake 3.0. Added support for word completion. Added IntelliSense support for the CMAKEHOSTSYSTEM_INFORMATION command. Fixed syntax highlighting for tokens beginning with escape sequences. Fixed issue uninstalling CMake Tools for Visual Studio after Visual Studio has been uninstalled.GW2 Personal Assistant Overlay: GW2 Personal Assistant Overlay 1.1: Overview1.1 is the second 'stable' release of the GW2 Personal Assistant Overlay. This version includes just a couple of very minor features and some minor bug fixes. For details regarding installation, setup, and general use, see Documentation. Note: If you were using a previous version, you will probably want to copy over the following user settings files: GW2PAO.DungeonSettings.xml GW2PAO.EventSettings.xml GW2PAO.WvWSettings.xml GW2PAO.ZoneCompletionSettings.xml New FeaturesAdded new "No...Fluentx: Fluentx v1.5.3: Added few more extension methods.fastJSON: v2.1.2: 2.1.2 - bug fix circular referencesJPush.NET: JPush Server SDK 1.2.1 (For JPush V3): Assembly: 1.2.1.24728 JPush REST API Version: v3 JPush Documentation Reference .NET framework: v4.0 or above. Sample: class: JPushClientV3 2014 Augest 15th.SEToolbox: SEToolbox 01.043.008 Release 1: Changed ship/station names to use new DisplayName instead of Beacon/Antenna. Fixed issue with updated SE binaries 01.043.018 using new Voxel Material definitions.Google .Net API: Drive.Sample: Google .NET Client API – Drive.SampleInstructions for the Google .NET Client API – Drive.Sample</h2> http://code.google.com/p/google-api-dotnet-client/source/browse/?repo=samples#hg%2FDrive.SampleBrowse Source, or main file http://code.google.com/p/google-api-dotnet-client/source/browse/Drive.Sample/Program.cs?repo=samplesProgram.cs <h3>1. Checkout Instructions</h3> <p><b>Prerequisites:</b> Install Visual Studio, and <a href="http://mercurial.selenic.com/">Mercurial</a>.</p> ...FineUI - jQuery / ExtJS based ASP.NET Controls: FineUI v4.1.1: -??Form??????????????(???-5929)。 -?TemplateField??ExpandOnDoubleClick、ExpandOnEnter、ExpandToSelectRow????(LZOM-5932)。 -BodyPadding???????,??“5”“5 10”,???????????“5px”“5px 10px”。 -??TriggerBox?EnableEdit=false????,??????????????(Jango_Jing-5450)。 -???????????DataKeyNames???????????(yygy-6002)。 -????????????????????????(Gnid-6018)。 -??PageManager???AutoSizePanelID????,??????????????????(yygy-6008)。 -?FState???????????????,????????????????(????-5925)。 -??????OnClientClick???return?????????(FineU...DNN CMS Platform: 07.03.02: Major Highlights Fixed backwards compatibility issue with 3rd party control panels Fixed issue in the drag and drop functionality of the File Uploader in IE 11 and Safari Fixed issue where users were able to create pages with the same name Fixed issue that affected older versions of DNN that do not include the maxAllowedContentLength during upgrade Fixed issue that stopped some skins from being upgraded to newer versions Fixed issue that randomly showed an unexpected error during us...WordMat: WordMat for Mac: WordMat for Mac has a few limitations compared to the Windows version - Graph is not supported (Gnuplot, GeoGebra and Excel works) - Units are not supported yet (Coming up) The Mac version is yet as tested as the windows version.New ProjectsCryptography Enumerations JavaScript Shell: Javascript shell for CAPICOM enumsFamiglia Information Server: Famiglia ProjectHustle: Hustle is a small utility that can be used to manage threads when executing command line tools. The tool was built to take advantage parallel loading in TM1.LuckyDraw: an lucky drawer for 2nd Sudoku Competition Powered by PythonMachina Aurum WebDriver Powershell: Powershell commands to the http://www.w3.org/TR/webdriver/ specification (works on Internet Explorer 11 and Chrome)ODBC Connect: ODBC Connect is a Windows user interface for 32bit and 64bit ODBC data sources. Generate SQL statements, export to file, run from the command line to automate.Post Publisher: Post Publisher is a post publishing platform. This is a work-in-progress.Samurai Framework: Samurai is a game framework written in C# using OpenGL for graphics. It aims to be a higher level abstraction rather than just a simple OpenGL binding.SharePoint 2013 tokenizing user/group autocomplete: SharePoint 2013 tokenizing user/group autocomplete plugin allow user to search/select users/groups.SharePoint 2013 User Lync Presence using jQuery: SharePoint 2013 User Lync Presence jQuery plugin renders the presence for particular user with or without picture.SharePoint Search Box User/Group AutoComplete: SharePoint Search box User/Group autocomplete is a jQuery plugin to quick search the user/group from OOB search input control.TI Helper: TI Helper is an Auto Hot Key script that can be used to enhance the options in the IBM Cognos TM1 Turbo Integrator (TI) process editor.trade-software: for trading educationWPF Graphing: CUSTOME GRAPHING SOLUTIONYoutubeChannelDownloader: I love to see video on my favorite channel,and I want to download videos on this channel to watch later. So I made this app.

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  • How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?).

    - by lalan
    Recently I programmed an L-system module, It got me interested further. I am a Plants vs Zombies junkie as well, really liked the concept of Tree of Wisdom. Would love to create similar procedural art just for fun and learn more. Question: How should I approach the process of creating an artistic tree (2d perhaps with fixed camera/perspective) dynamically? Ideally I would like to start with a plant (only a stem with a leaf) and grow it dynamically using some influence (input/user action) over its structure. These influences may result in different type of branching, curves in branches, its spread, location of fruits, color of flowers, etc. Want it to be really full of life/spirit. :) Plants vs Zombies: Tree of wisdom It would be great to dynamically grow a similar tree, but with lot more variation and animations happening. My Background: Student / Programmer, have used few game engines (Ogre3d, cocos2d, unity). Haven't really programmed directly using openGL, trying to fix that :). I am ready to spend considerable time, Please let me know about the APIs? and how would an expert like you would take on this problem? Why 2D? I think it's easier to solve the problem only considering 2 dimensions. Artistic inspirations: Only the tree, with fruits and leaves, without the shrubs at the bottom The large tree (visible branches, green leaves, flowers, fruits, etc) on the left, behind monkey. PixelJunk's Eden (Art style inspiration). Procedurally Generated Apple Tree using Fractals Please let me know if it was easy for you to understand the question, I may elaborate further. I hope a discussion of various approach would be helpful for everyone. You guys are awesome.

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  • Hybrid Graphics Functional won't work with my Asus UL30V anymore

    - by futuress
    The problem is that I am no longer able to boot in compatibility mode for just turning on my Nvidia graphics to install the driver. Because no login screen will appear if Ubuntu is loading. In Ubuntu 11.10 I was able to activate nvidia graphics only' option this way: 1) Change BIOS to 'compatibility mode' which will turn off the Intel card. 2) Install the Nvidia proprietary driver using Ubuntu's driver finder (Additional Drivers) and then reboot. I was not interested using only the Intel graphics, for the sake of battery life. Now I have both cards running and they drain my battery life dramatically. And the main problem of this configuration no OpenGL is available, so I can't play any games any more. At this point, I have a pre-solution. I uninstalled the nvidia drivers and installed bumblebee. Now the Intel card is recognized. I would prefer to run just the nvidia card as in Ubuntu 11.10 but for now this is better than nothing. Does anybody else have the same problem?

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  • Game programming basics under Windows

    - by dreta
    I've been trying to learn some Windows programming using the Win32 API. Now, i'm used to working with the OS layer being abstracted away, mostly thanks to libraries like SFML or Allegro. Could you guys help me out and tell me if i'm thinking right here. The place for my gameloop is where i'm reading the messages? while (TRUE) { if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break ; TranslateMessage (&msg) ; DispatchMessage (&msg) ; } else { //my game loop goes here } } Now the slightly bigger issue, that is, drawing. Do i run my drawing where i normaly do it, inside the game loop after the game logic? Or do i do it when WM_PAIN is being called and just call InvalidateRect (hwnd, NULL, TRUE); when i want to draw? This does feel weird, the WM_PAINT is a queued message, so i don't know for sure when it'll be called. So if i wanted to avoid this, do i just get the device handle inside the game loop and only ValidateRect (hwnd, NULL); in the WM_PAINT case (beside the ValidateRect (hwnd, NULL); called after drawing in the game loop)? Actually, now that i think about it, do i even need WM_PAINT in this situation or can i skip it and let DefWindowProc handle it (does it validate the screen if WM_PAINT isn't processed)? If this is any important, i'm setting up my code for OpenGL.

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