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  • GLSL, is it possible to offsetting vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others.

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  • Implementing Light Volume Front Faces

    - by cubrman
    I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that I failed to understand. It in fact is one of the most interesting ones, as it explains how to implement transparency with this approach: Typically when rendering light volumes in deferred rendering, only surfaces that intersect the light volume are marked and lit. This is generally accomplished by a “shadow volume like” technique of rendering back faces – incrementing stencil where depth is greater than – then rendering front faces and only accepting when depth is less than and stencil is not zero. By only rendering front faces where depth is less than, all future lookups by fragments in the forward rendering pass will get all possible lights that could hit the fragment. Can anyone explain how exactly you need to render only front faces? Another question is why do you need the front faces at all? Why can't we simply render all the lights and store the ones that overlap at this pixel in a texture? Does this approach serves as a cut-off plane to discard lights blocked by opaque geometry?

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • Kinect will recognise your finger movement

    - by Boonei
    Sources inside Microsoft suggest they MS guys are tying to improve motion controller. This could be a huge boost to gaming. There are quite a few things that we can do with our fingers when playing games like driving, shooting,sports etc. If fingers are captured then  XBox will give more realistic version of our avatar. Eurogamer has also suggested the same according to their sources. It would be only(mostly) a software update and would not require a new camera, because the USB controller interface currently in place in Kinect can take in data up-to 35MBps. The current utilization is only around roughly 1/2 of it. So there is currently a facility to send more data. Little more tech data, Kinect does transmit 320×240-pixel in 30 fps, if the device could capture and transfer at 640×480 pixels, then better resolution can detect more movements compared to current level of detection. Lets wait and watch ! This article titled,Kinect will recognise your finger movement, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • LWJGL texture bleeding fix won't work

    - by user1990950
    I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I can't do it with code because I'm loading textures with slick. My textures are seperate textures and they seem to wrap on the other side (texture bleeding). Here are the textures that are "bleeding": The head, body, arm and leg are seperate textures. Here's the code I'm using to draw a texture: public static void drawTextureN(Texture texture, Vector2f position, Vector2f translation, Vector2f origin,Vector2f scale,float rotation, Color color, FlipState flipState) { texture.setTextureFilter(GL11.GL_NEAREST); color.bind(); texture.bind(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTranslatef((int)position.x, (int)position.y, 0); GL11.glTranslatef(-(int)translation.x, -(int)translation.y, 0); GL11.glRotated(rotation, 0f, 0f, 1f); GL11.glScalef(scale.x, scale.y, 1); GL11.glTranslatef(-(int)origin.x, -(int)origin.y, 0); float pixelCorrection = 0f; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(0,0); GL11.glTexCoord2f(1,0); GL11.glVertex2f(texture.getTextureWidth(),0); GL11.glTexCoord2f(1,1); GL11.glVertex2f(texture.getTextureWidth(),texture.getTextureHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(0,texture.getTextureHeight()); GL11.glEnd(); GL11.glLoadIdentity(); } I tried a half pixel correction but it didn't make any sense because GL12.GL_CLAMP_TO_EDGE. I set pixelCorrection to 0, but it still wont work.

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  • Blur gets displaced compared to original image

    - by user1294203
    I have implemented a SSAO and I'm using a blur step to smooth it out. The problem is that the blurred texture is slightly displaced compared to the original. I'm blurring using a 4x4 kernel since that was my noise kernel in SSAO. The following is the blurring shader: float result = 0.0; for(int i = 0; i < 4; i++){ for(int j = 0; j < 4; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; } } out_AO = vec4(vec3(0.0), result * 0.0625); Where TEXEL_SIZE is one over my window resolution. I was thinking that this is was an error based on how OpenGL counts the Texel center, so I tried displacing the texture coordinate I was using by 0.5 * TEXEL_SIZE, but there was still a slight displacement. The texture input to my blur shader, has wrap parameters: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); When I tell the blur shader to just output the the value of the pixel, the result is not displaced, so it must have something to do with how neighboring pixels are sampled. Any thoughts?

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • Watch the Geminid Meteors Tonight

    - by Jason Fitzpatrick
    Tonight is the peak of the Geminid Meteor shower, if you don’t mind braving the cold and have a spot relatively free from light pollution to stretch out in you’ll be able to enjoy one of the more brilliant and busy meteor showers of the year. Sky and Telescope magazine reports on the Geminid Meteor shower: If it’s clear late Thursday night, December 13th, 2012, keep a lookout high overhead for the shooting stars of the Geminid meteor shower. The Geminids are usually one of the two best meteor showers of the year, often beating out the Perseids of August. And this year there’s no moonlight to interfere. Under a clear, dark sky, you may see at least one Geminid per minute on average from roughly 10 p.m. Thursday until dawn Friday morning. If you live under the artificial skyglow of light pollution your numbers will be less, but the brightest meteors will still shine through. Hit up the link below to read the full article and learn more about the Geminid Meteor shower. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • 2D Collision masks for handling slopes

    - by JiminyCricket
    I've been looking at the example at: http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and am trying to figure out how to adjust the sprite once a collision has been detected. As David suggested at XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision, I made a few sensor points (feet, sides, bottom center, etc.) and can easily detect when these points actually collide with non-transparent portions of a second texture (simple slope). I'm having trouble with the algorithm of how I would actually adjust the sprite position based on a collision. Say I detect a collision with the slope at the sprite's right foot. How can I scan the slope texture data to find the Y position to place the sprite's foot so it is no longer inside the slope? The way it is stored as a 1D array in the example is a bit confusing, should I try to store the data as a 2D array instead? For test purposes, I'm thinking of just using the slope texture alpha itself as a primitive and easy collision mask (no grass bits or anything besides a simple non-linear slope). Then, as in the example, I find the coordinates of any collisions between the slope texture and the sprite's sensors and mark these special sensor collisions as having occurred. Finally, in the case of moving up a slope, I would scan for the first transparent pixel above (in the texture's Ys at that X) the right foot collision point and set that as the new height of the sprite. I'm a little unclear also on when I should make these adjustments. Collisions are checked on every game.update() so would I quickly change the position of the sprite before the next update is called? I also noticed several people mention that it's best to separate collision checks horizontally and vertically, why is that exactly? Open to any suggestions if this is an inefficient or inaccurate way of handling this. I wish MSDN had provided an example of something like this, I didn't know it would be so much more complex than NES Mario style pure box platforming!

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  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • Interfaces and Virtuals Everywhere????

    - by David V. Corbin
    First a disclaimer; this post is about micro-optimization of C# programs and does not apply to most common scenarios - but when it does, it is important to know. Many developers are in the habit of declaring member virtual to allow for future expansion or using interface based designs1. Few of these developers think about what the runtime performance impact of this decision is. A simple test will show that this decision can have a serious impact. For our purposes, we used a simple loop to time the execution of 1 billion calls to both non-virtual and virtual implementations of a method that took no parameters and had a void return type: Direct Call:     1.5uS Virtual Call:   13.0uS The overhead of the call increased by nearly an order of magnitude! Once again, it is important to realize that if the method does anything of significance then this ratio drops quite quickly. If the method does just 1mS of work, then the differential only accounts for a 1% decrease in performance. Additionally the method in question must be called thousands of times in order to produce a meaqsurable impact at the application level. Yet let us consider a situation such as the per-pixel processing of a graphics processing application. Here we may have a method which is called millions of times and even the slightest increase in overhead can have significant ramification. In this case using either explicit virtuals or interface based constructs is likely to be a mistake. In conclusion, good design principles should always be the driving force behind descisions such as these; but remember that these decisions do not come for free.   1) When a concrete class member implements an interface it does not need to be explicitly marked as virtual (unless, of course, it is to be overriden in a derived concerete class). Nevertheless, when accessed via the interface it behaves exactly as if it had been marked as virtual.

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  • Z Order in 2D with orthographic projection and texture atlas

    - by Carbon Crystal
    I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, however from what I can determine the draw order is really the only thing that will determine which textures (sprites) appear above or below their neighbors. That is, the "z-index" is a function of the order in which the textures are drawn as opposed to the z coordinate on the vertex array being drawn. So.. I have a texture atlas to save binding multiple textures for each draw call but this immediately creates a problem if there is more than one atlas in play. If I need to draw textures from more than one atlas (typically the case if I have too many sprites to fit in a single atlas of a reasonable size), then I can't maintain a "draw order" across atlases unless I want to bind/unbind the atlas textures more than once.. which kinda defeats the purpose. Does anyone have any clues as to what the best approach is here? Currently I'm running under an assumption that I will have to declare different fixed "depths" (e.g foreground, background etc) in my 2D scene and assume that the z-order for sprites at a given depth is the same. Then I can have as many atlases as I need at each depth and simply draw the depths in order (along with their associated atlases) I'd love to hear what other people are doing.

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  • Toon/cel shading with variable line width?

    - by Nick Wiggill
    I see a few broad approaches out there to doing cel shading: Duplication & enlargement of model with flipped normals (not an option for me) Sobel filter / fragment shader approaches to edge detection Stencil buffer approaches to edge detection Geometry (or vertex) shader approaches that calculate face and edge normals Am I correct in assuming the geometry-centric approach gives the greatest amount of control over lighting and line thickness, as well eg. for terrain where you might see the silhouette line of a hill merging gradually into a plain? What if I didn't need pixel lighting on my terrain surfaces? (And I probably won't as I plan to use cell-based vertex- or texturemap-based lighting/shadowing.) Would I then be better off sticking with the geometry-type approach, or go for a screen space / fragment approach instead to keep things simpler? If so, how would I get the "inking" of hills within the mesh silhouette, rather than only the outline of the entire mesh (with no "ink" details inside that outline? Lastly, is it possible to cheaply emulate the flipped-normals approach, using a geometry shader? Is that exactly what the GS approaches do? What I want - varying line thickness with intrusive lines inside the silhouette... What I don't want...

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  • How to improve designer and developer work flow?

    - by mbdev
    I work in a small startup with two front end developers and one designer. Currently the process starts with the designer sending a png file with the whole page design and assets if needed. My task as front end developer is to convert it to a HTML/CSS page. My work flow currently looks like this: Lay out the distinct parts using html elements. Style each element very roughly (floats, minimal fonts and padding) so I can modify it using inspection. Using Chrome Developer Tools (inspect) add/change css attributes while updating the css file. Refresh the page after X amount of changes Use Pixel Perfect to refine the design more. Sit with the designer to make last adjustments. Inferring the paddings, margins, font sizes using trial and error takes a lot of time and I feel the process could become more efficient but not sure how to improve it. Using PSD files is not an option since buying Photoshop for each developer is currently not considered. Design guide is also not available since design is still evolving and new features are introduced. Ideas for improving the process above and sharing how the process looks like in your company will be great.

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  • An alternative to a video codec for storing motion changes [on hold]

    - by Andrew Simpson
    I have a 3 dimensional byte array. The 3-d array represents a jpeg image. Each channel/array represents part of the RGB spectrum. I am not interested in retaining black pixels. A black pixel is represented by this atypical arrangement: myarray[0,0,0] =0; myarray[0,0,1] =0; myarray[0,0,2] =0; So, I have flattened this 3d array out to a 1d array by doing this byte[] AFlatArray = new byte[width x height x 3] and then assigning values respective to the coordinate. But like I said I do not want black pixels. So this array has to only contain color pixels with the x,y coordinate. The result I want is to re-represent the image from the i dimension byte array that only contains non-black pixels. How do I do that? It looks like I have to store black pixels as well because of the xy coordinate system. I have tried writing to a binary file but the size of that file is greater than the jpeg file as the jpeg file is compressed. I am using c#.

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  • Create Pivot collections much faster than DeepZoomTools CollectionCreator class

    - by John Conwell
    I've been playing with Microsoft Live Labs Pivot to create a hierarchy of collections all linked together to allow someone to explore a hierarchy of data visually. The problem has been the generation time of the entire hierarchy. I end up creating 500 - 600 collections total and it takes hours and hours using the CollectionCreator class that comes with the DeepZoomTools.  So digging around I found a way to make the actual DeepZoom collection creation wicked fast. Dont use the CollectionCreator!  Turns out Pivot doesnt actually use the image pyramid generated by the CollectionCreator. Or if it does, its only when you open a new collection it shows all the images zooming in. But once the zoom in is complete, Pivot uses the individual DeepZoom images. What Pivot does need is the xml generated by the CollectionCreator, which is in a very simple format.  So what i did was manually generate the xml for the collection image pyramid, and then create the folder structure required (one folder per level of the pyramid), and put a single pixel png file in each folder.  Now, I can create the required files and folders for 500 collections in about 10 seconds. Sweet! Now you still have to use the ImageCreator to create a DeepZoom image for each image in the collection and that still takes some time, but at least the total processing time is way better.

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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  • Google Analytics on Android

    - by pjv
    There is a specific and official analytics SDK for native Android apps (note that I'm not talking about webpages in apps on a phone). This library basically sends pages and events to Google Analytics and you can view your analytics in exactly the same dashboard as for websites. Since my background is apps rather than websites, and since a lot of the Google Analytics terminology seems particularly inapplicable to a native app, I need some pointers. Please discuss my remarks, provide some clarification where you think I'm off-track, and above all share good experiences! 1. Page Views Pages mostly can match different Activities (and Dialogs) being displayed. Activities can be visible behind non-full-screen Activities however, though only the top-level Activity can be interacted. This sort-off clashes with a "(page) view". You'd also want at least one page view for each visit and therefore put one page view tracker in the Application class. However this does not constitute a window or sorts. Usually an Activity will open at the same time, so the time spent on that page will have been 0. This will influence your "time spent" statistics. How are these counted anyway? Moreover, there is a loose coupling between the Activities, by means of Intents. A user can, much like on any website, step in at any Activity, although usually this then concerns resuming the application where he left off. This makes that the hierarchy of Activities usually is very flat. And since there are no url's involved. What meaning would using slashes in page titles have, such as "/Home"? All pages would appear on an equal level in the reports, so no content drilldown. Non-unique page views seem to be counted as some kind of indicator of successfulness: how often does the visitor revisit the page. When the user rotates the screen however usually an Activity resumes again, thus making it a new page view. This happens a lot. Maybe a well-thought-through placement of the call might solve this, or placing several, I'm not sure. How to deal with Page Views? 2. Events I'd say there are two sorts: A user event Something that happened, usually as an indirect consequence of the above. The latter particularly is giving me headaches. First of all, many events aren't written in code any more, but pieced logically together by means of Intents. This means that there is no place to put the analytics call. You'd either have to give up this advantage and start doing it the old-fashioned way in favor of good analytics, or, just be missing some events. Secondly, as a developer you're not so much interested in when a user clicks a button, but if the action that should have been performed really was performed and what the result was. There seems to be no clear way to get resulting data into Google Analytics (what's up with the integers? I want to put in Strings!). The same that applies to the flat pages hierarchy, also goes for the event categories. You could do "vertical" categories (topically, that is), but some code is shared "horizontally" and the tracking will be equally shared. Just as with the Intents mechanism, inheritance makes it hard for you to put the tracking in the right places at all times. And I can't really imagine "horizontal" categories. Unless you start making really small categories, such as all the items form the same menu in one category, I have a hard time grasping the concept. Finally, how do you deal with cancelling? Usually you both have an explicit cancel mechanism by ways of a button, as well as the implicit cancel when the "back"-button is pressed to leave the activity and there were no changes. The latter also applies to "saves", when the back button is pressed and there ARE changes. How are you consequently going to catch all these if not by doing all the "back"-button work yourself? How to deal with events? 3. Goals For goal types I have choice of: URL Destination, Time on Site, and Pages/Visit. Most apps don't have a funnel that leads the user to some "registration done" or "order placed" page. Apps have either already been bought (in which case you want to stimulate the user to love your app, so that he might bring on new buyers) or are paid for by in-app ads. So URL Destination is not a very important goal. Time on Site also seems troublesome. First, I have some doubt on how this would be measured. Second, I don't necessarily want my user to spend a lot of time in my already paid app, just be active and content. Equivalently, why not mention how frequent a user uses your app? Regarding Pages/Visit I already mentioned how screen orientation changes blow up the page view numbers. In an app I'd be most interested in events/visit to measure the user's involvement/activity. If he's intensively using the app then he must be loving it right? Furthermore, I also have some small funnels (that do not lead to conversion though) that I want to see streamlined. In my mind those funnels would end in events rather than page views but that seems not to be possible. I could also measure clickthroughs on in-app ads, but then I'd need to track those as Page Views rather than Events, in view of "URL Destination". What are smart goals for apps and how can you fit them on top of Analytics? 4. Optimisation Is there a smart way to manually do what "Website Optimiser" does for websites? Most importantly, how would I track different landing page designs? 5. Traffic Sources Referrals deal with installation time referrals, if you're smart enough to get them included. But perhaps I'd also want to get some data which third-party app sends users to my app to perform some actions (this app interoperability is possible via Intents). Many of the terminologies related to "Traffic Sources" seem totally meaningless and there is no possibility of connecting in AdSense. What are smart uses of this data? 6. Visitors Of the "Browser capabilities", "Network Properties" and "Mobile" tabs, many things are pointless as they have no influence on / relation with my mostly offline app that won't use flash anyway. Only if you drill down far enough, can you get to OS versions, which do matter a lot. I even forgot where you could check what exact Android devices visited. What are smart uses of this data? How can you make the relevant info more prominent? 7. Other No in-page analytics. I have to register my app as a web-url (What!?)?

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  • What is a technique for 2D ray-box intersection that is suitable for old console hardware?

    - by DJCouchyCouch
    I'm working on a Sega Genesis homebrew game (it has a 7mhz 68000 CPU). I'm looking for a way to find the intersection between a particle sprite and a background tile. Particles are represented as a point with a movement vector. Background tiles are 8 x 8 pixels, with an (X,Y) position that is always located at a multiple of 8. So, really, I need to find the intersection point for a ray-box collision; I need to find out where along the edge of the tile the ray/particle hits. I have these two hard constraints: I'm working with pixel locations (integers). Floating point is too expensive. It doesn't have to be super exact, just close enough. Multiplications, divisions, dot products, et cetera, are incredibly expensive and are to be avoided. So I'm looking for an efficient algorithm that would fit those constraints. Any ideas? I'm writing it in C, so that would work, but assembly should be good as well.

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D

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  • CodePlex Daily Summary for Wednesday, June 12, 2013

    CodePlex Daily Summary for Wednesday, June 12, 2013Popular ReleasesWeb Pages CMS: 0.5.0.5: Added empty media directoryWindows 8 App Desing Reference Template: Education Big Picture: EducationBigPicture: Download includes the following -> Source (C# and JS) -> Package -> Snapshots -> DocumentationModern UI for WPF: Modern UI 1.0.4: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. Related downloads NuGet ModernUI for WPF is also available as NuGet package in the NuGet gallery, id: ModernUI.WPF Download Modern UI for WPF Templates A Visual Studio 2012 extension containing a collection of project and item templates for Modern UI for WPF. The extension includes the ModernUI.WPF NuGet package. DownloadToolbox for Dynamics CRM 2011: XrmToolBox (v1.2013.6.11): XrmToolbox improvement Add exception handling when loading plugins Updated information panel for displaying two lines of text Tools improvementMetadata Document Generator (v1.2013.6.10)New tool Web Resources Manager (v1.2013.6.11)Retrieve list of unused web resources Retrieve web resources from a solution All tools listAccess Checker (v1.2013.2.5) Attribute Bulk Updater (v1.2013.1.17) FetchXml Tester (v1.2013.3.4) Iconator (v1.2013.1.17) Metadata Document Generator (v1.2013.6.10) Privilege...Document.Editor: 2013.23: What's new for Document.Editor 2013.23: New Insert Emoticon support Improved Format support Minor Bug Fix's, improvements and speed upsChristoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.4 for VS2012: V2.4 - Release Date 6/10/2013 Items addressed in this 2.4 release Updated MSBuild Community Tasks reference to 1.4.0.61 Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesLayered Architecture Sample for .NET: Leave Sample - June 2013 (for .NET 4.5): Thank You for downloading Layered Architecture Sample. Please read the accompanying README.txt file for setup and installation instructions. This is the first set of a series of revised samples that will be released to illustrate the layered architecture design pattern. This version is only supported on Visual Studio 2012. This samples illustrates the use of ASP.NET Web Forms, ASP.NET Model Binding, Windows Communications Foundation (WCF), Windows Workflow Foundation (WF) and Microsoft Ente...Papercut: Papercut 2013-6-10: Feature: Shows From, To, Date and Subject of Email. Feature: Async UI and loading spinner. Enhancement: Improved speed when loading large attachments. Enhancement: Decoupled SMTP server into secondary assembly. Enhancement: Upgraded to .NET v4. Fix: Messages lost when received very fast. Fix: Email encoding issues on display/Automatically detect message Encoding Installation Note:Installation is copy and paste. Incoming messages are written to the start-up directory of Papercut. If you do n...SFDL.NET: SFDL.NET v1.1.0.4: Changelog: Ciritical Bug Fixed : Downloading of Files not possibleMapWinGIS ActiveX Map and GIS Component: MapWinGIS v4.8.8 Release Candidate - 32 Bit: This is the first release candidate of MapWinGIS. Please test it thoroughly.MapWindow 4: MapWindow GIS v4.8.8 - Release Candidate - 32Bit: Download the release notes here: http://svn.mapwindow.org/svnroot/MapWindow4Dev/Bin/MapWindowNotes.rtfLINQ to Twitter: LINQ to Twitter v2.1.06: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.VR Player: VR Player 0.3 ALPHA: New plugin system with individual folders TrackIR support Maya and 3ds max formats support Dual screen support Mono layouts (left and right) Cylinder height parameter Barel effect factor parameter Razer hydra filter parameter VRPN bug fixes UI improvements Performances improvements Stabilization and logging with Log4Net New default values base on users feedback CTRL key to open menuSimCityPak: SimCityPak 0.1.0.8: SimCityPak 0.1.0.8 New features: Import BMP color palettes for vehicles Import RASTER file (uncompressed 8.8.8.8 DDS files) View different channels of RASTER files or preview of all layers combined Find text in javascripts TGA viewer Ground textures added to lot editor Many additional identified instances and propertiesWsus Package Publisher: Release v1.2.1306.09: Add more verifications on certificate validation. WPP will not let user to try publishing an update until the certificate is valid. Add certificate expiration date on the 'About' form. Filter Approbation to avoid a user to try to approve an update for uninstallation when the update do not support uninstallation. Add the server and console version on the 'About' form. WPP will not let user to publish an update until the server and console are not at the same level. WPP do not let user ...AJAX Control Toolkit: June 2013 Release: AJAX Control Toolkit Release Notes - June 2013 Release Version 7.0607June 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...Rawr: Rawr 5.2.1: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...VG-Ripper & PG-Ripper: PG-Ripper 1.4.13: changes NEW: Added Support for "ImageJumbo.com" links FIXED: Ripping of Threads with multiple pagesJson.NET: Json.NET 5.0 Release 6: New feature - Added serialized/deserialized JSON to verbose tracing New feature - Added support for using type name handling with ISerializable content Fix - Fixed not using default serializer settings with primitive values and JToken.ToObject Fix - Fixed error writing BigIntegers with JsonWriter.WriteToken Fix - Fixed serializing and deserializing flag enums with EnumMember attribute Fix - Fixed error deserializing interfaces with a valid type converter Fix - Fixed error deser...Biller: Biller 1.49: This release fixes company sales statisticsNew Projectsapiviewer: Documentation viewer for your service API.ArgusLib: Set of libraries I use in most of my projects.arwani: this is armani project.Blue Mercs Data Gateway: The Data Gateway is an open source project which simplifies coding fluently database SQL statements, stored procedure, connections and transactions.Convert Hashtable Rows into DataTable Columns in C#: Simplest way to convert a Hashtable into a DataTable with all the Hashtable rows converted into DataTable columns.everynet: EveryNet is an internet service provider servicing homes Fraktalysator: Software to visualize fractals such as the Mandelbrot Set. Still in early development state.Free BarCode API for .NET: Freee BarCode API for .NETGraphic filters in WPF: FiltersGrid Plugin: Grid Plugin , Turn your <table> into a fully functional price grid.mediamonitor: this is mediamonitor project.MyCodingStuffs: This solution includes C#, WCF, MVC4.0, ASP.net libraries.OpenErp .Net Connector: Access to OpenErp from .NetPhong and Flat shading: Phong shadingPixel Replacer: The Pixel Replacer is a simple library for replacing pixel colors with a new color, by setting a filter rule.plainetl in vb.net: a one db to another db transform, threaded, commandline tool, ... initially created to get a flat-File db (FoxPro) into a mssql.Programming in HTML5 with JavaScript and CSS3: Contains material developed while visiting a Microsoft course for the MCSD exam 70-480ProjectLinker2012: This tool helps to automatically create and maintain links from a source project to a target project to share code that is common to Silverlight and WPF.SALDERA Project: SALDERA TEST Project Summary Mire lesz ez jó? Majd Kiderül.TCPMessageServer: Simple TCP Client/Server used to pass an object between client and serverThats-Me Dot Net API: Thats-Me Dot Net API is a library which implements the Thats-Me.ch API for the Dot Net Framework.T-Sql Code Documentor: Document T-SQL Code and Extract Comments for all objects in a database.Windows 8 App Design Reference Template: Measurement: Measurement template will help if you want to build an app which addresses Mass/Weight, Distance/Length, Capacity/Volume etc. measurement placeholders.Windows 8 App Design Reference Template: Weather Clock: Weather Clock Template will help if you want to build an app which has the features to add Current/Previous day temperatures and add cities for coverage. Windows 8 App Desing Reference Template: Education Big Picture: Education Big Picture Template will help if you want to build an app which has an option for showcasing campus details, courses, student life etc dataWinodws 8 App Design Reference Template: Social Feed: Social Feed template will help if you want to build an app which has the Messaging, Facebook, twitter feeds sections. WP7FlacPlayer: Implemented JFlacLib in C# A simple player to play flac in windows phone system

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  • Multi-Resolution Mobile Development

    - by user2186302
    I'm about to start development on my first game for mobile phone (I already have a flash prototype completed so it's jsut a matter of "porting" it to mobile and fixing up the code) and plan on hopefully being able to get the game working on iphones and most android devices. I am using Haxe along with OpenFL and HaxeFlixel for development. My question is: What resolution should I design the game in initially and/or what is the best way to develop a game for multiple resolutions. I have found multiple different methods, the best, in my opinion, being strategy 3 on this page: http://wiki.starling-framework.org/manual/multi-resolution_development. However I have some questions about this. First, what would the best base resolution to use be, the guide suggests 240*320 which seems alright to me, although if I chose to use pixel graphics as I most probably will given I'm using HaxeFlixel, I'm not sure if they'll look too blocky on larger screens which I'm not even sure is a problem as it might still look alright. (Honestly, not sure about that and if anyone has any examples of games that use this method and look nice). Finally, please feel free to share whatever methods you use and think is best. For example, HaxeFlixel has a scaling feature that scales the game to fit the exact screen size, but I'm afraid that would lead to blurry and improperly scaled graphics since it would scale by non-integers. But, I'm not sure how noticeable a problem that may or may not be. Although from experience I'm pretty sure it won't look nice and currently I do not think I'm going to go for this option. So, I would really appreciate any help on this subject. Thank you in advance.

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  • How is constant buffer allocation handled in DX11?

    - by Marek
    I'm starting with DX11 and I'm not sure if I'm doing the things right. I want to have both pixel and vertex shader program in one file. Both use some shared and some different constant buffers. So it looks like this: Shader.fx cbuffer ForVS : register(b0) { float4x4 wvp; }; cbuffer ForVSandPS : register(b1) { float4 stuff; float4 stuff2; }; cbuffer ForVS2 : register(b2) { float4 stuff; float4 stuff2; }; cbuffer ForPS : register(b3) { float4 stuff; float4 stuff2; }; .... And in code I use mContext->VSSetConstantBuffers( 0, 1, bufferVS); mContext->VSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->VSSetConstantBuffers( 2, 1, bufferVS2); mContext->PSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->PSSetConstantBuffers( 3, 1, bufferPS); The numbering of buffers in PS is what bugs me, is it alright to bind random slots to shaders (in this example 1 and 3)? Does that mean it still uses just two buffers or does it initialize 0 and 2 buffer pointers to empty? Thank you.

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  • What You Said: How You Find New Books

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your tips and tricks for finding fresh books to enjoy. Now we’re back with tips ranging from the old school to the digital. SJ highlights several of the most popular web-based tools for finding new books: Goodreads.com is quick and easy. Yournextread.com is fun and helps a lot. But I gotta be honest, Amazon’s suggestions are probably the most useful to me. TheFu suggests checking out award-winning lists and one rather quirky way to pick a good Sci-Fi book: For scifi, see Hugo winning books. Life is too short to read bad books. Sometimes that leads to an author with an entire series of books to enjoy. I really enjoy some of the scifi from the 40s and 50s. Wells stuff is always timeless too (and free). I’m less happy with Nebula winners–-different type of writers and not my personal taste. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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