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  • No space on device

    - by user170810
    Today I tried to move a huge directory to a common directory for 2 users. I first tried to change the permissions of my home directory. So something happened with my ~/.private directory and the disk was full! I have a 2 TB disk. I cannot make a backup, I cannot even enter graphics mode. Please help. Are there a way to restore my contents without making backup? Even creating ~/Private is impossible -- "no space on the device". I have no Private, and don't tell me that I have erased it, because it is not true. Are there some utilities to restore the files and make them not encrypted?

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  • Can't bind gnome-do to Super + Space or Ctrl+Alt+Space

    - by johnf
    With today's updates to 12.04 I can no longer bind gnome-do to either ctrl+alt+space or super+space. With 11.10 it wasn't possible to use super+space, on a fresh install of 12.04 super+space was working properly. Today it stopped working, if I try to bind control+alt+space then the controlkey shows up in the keyboard binding as Primary. I am running Unity, which in the past blocked super+space, it seemed to have stopped blocking it on 12.04. It shouldn't affect ctrl+alt+space. Configuring either binding produces the following error in the gnome-do output: libdo-WARNING **: Binding 'space' failed! libdo-WARNING **: Binding 'space' failed! I'm stuck binding to shift+alt+space.

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  • Cosmic Journeys – Supermassive Black Hole at the Center of the Galaxy

    - by Akemi Iwaya
    Even though the center of our galaxy is obscured by thick dust and blinding starlight, that has not stopped scientists from piecing together clues about what may lie there. Sit back and enjoy a ‘cosmic journey’ with this excellent half-hour video from YouTube channel SpaceRip discussing what scientists have learned about the supermassive black hole at the center of our galaxy, and their work on getting a ‘direct image’ of it. Cosmic Journeys: Supermassive Black Hole at the Center of the Galaxy [YouTube]     

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  • Increasing your efficiency during programming

    - by Tom
    Yeah, yeah, I know, it is a little bit of offtopic, but let's try. So, I want to increase my efficiency during my programming as much as possible to programme as fast and sensibly as possiblle. What do you do before starting coding? Drink a lot of coffee, energy drinks? Do you listen to music during programming or you keep quite? Share your ideas.

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  • Java anonymous class efficiency implications

    - by Po
    Is there any difference in efficiency (e.g. execution time, code size, etc.) between these two ways of doing things? Below are contrived examples that create objects and do nothing, but my actual scenarios may be creating new Threads, Listeners, etc. Assume the following pieces of code happen in a loop so that it might make a difference. Using anonymous objects: void doSomething() { for (/* Assume some loop */) { final Object obj1, obj2; // some free variables IWorker anonymousWorker = new IWorker() { doWork() { // do things that refer to obj1 and obj2 } }; } } Defining a class first: void doSomething() { for (/* Assume some loop */) { Object obj1, obj2; IWorker worker = new Worker(obj1, obj2); } } static class Worker implements IWorker { private Object obj1, obj2; public CustomObject(Object obj1, Object obj2) {/* blah blah */} @Override public void doWork() {} }; Thank you :)

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  • Screen space to world space

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

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  • How Many People Are In Space Right Now Tells You Just That

    - by Jason Fitzpatrick
    How Many People Are In Space Right Now is a web site with a very focused mission: to keep you abreast of just how many humans are currently exploring space. Like similar single-function sites–such as Is It Raining Now–How Many People Are In Space Right Now serves up the information with a simple interface, just the number and a link to which mission or program the space explorers are deployed under. We don’t know about you, but we’d certainly like to see the ratio of humans in space versus humans on Earth improve from the current one space explorer to several billion humans ratio. How Many People Are In Space Right Now [via Boing Boing] How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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  • Serverside memory efficiency and threading for a turn based game

    - by SkeletorFromEterenia
    Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game server architecture articles I found focus either on FPS oder MMOGs, which doesn't really fit since I want many matches with 1- 16 players on my server, with each match being played in turn based mode. My chief concern is memory usage, since the most basic approach of loading every game that is being played completely into RAM should be quite inefficient, so is there a suitable strategy for selecting only the needed bits and loading them? Another question I got is how to design the threading on the server, since I think using only a single thread could be a problem due to the fact that the game or part of it might have to be loaded from the database. I would be very happy if you could share your knowledge or point me to material on this topic.

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • Simplicity-efficiency tradeoff

    - by sarepta
    The CTO called to inform me of a new project and in the process told me that my code is weird. He explained that my colleagues find it difficult to understand due to the overly complex, often new concepts and technologies used, which they are not familiar with. He asked me to maintain a simple code base and to think of the others that will inherit my changes. I've put considerable time into mastering LINQ and thread-safe coding. However, others don't seem to care nor are impressed by anything other than their paycheck. Do I have to keep it simple (stupid), just because others are not familiar with best practices and efficient coding? Or should I continue to do what I find best and write code my way?

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  • Out of space despite lots of free space remaining

    - by Kristian Thomsen
    When upgrading Ubuntu from 11.10 to 12.04 I discovered an unexpected problem. The upgrade was stopped because there wasn't enough free space for the installation. I managed to free some space and do the upgrade but now a prompt appears after logging in saying I'm out of space. This prompt asks me if I want to examine the problem. The "Disk Usage Analyser" is opened. In the top it says: Total filesystem capacity: 47.0 GB (used: 13.5 GB available: 33.4 GB) Folder -- Usage -- Size / -- 100% -- 12.5 GB usr -- 44.8 % -- 5.6 GB home -- 30.3 % -- 3.8 GB lib -- 13.0 % -- 1.6 GB var -- 9.1 % -- 1.1 GB boot 2.5 % 309.5 GB and a lot of small contributors like: etc, opt, sbin, bin etc. I do not really understand this problem since the analyser in the top says that I have 33.4 GB left in this file system. What can I do to make Ubuntu use the remaining space? Running df -i in the terminal gives: Filesystem Inodes IUsed IFree IUse% Mounted on /dev/sda7 610800 576874 33926 95% / udev 213451 563 212888 1% /dev tmpfs 218524 486 218038 1% /run none 218524 3 218521 1% /run/lock none 218524 7 218517 1% /run/shm /dev/sda8 2264752 16371 2248381 1% /home What does this mean?

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  • Dropbox’s Great Space Race Delivers Additional Space to Students

    - by Jason Fitzpatrick
    If you’re a student or faculty member (or still have an active .edu email account) now’s the time to cash in on some free cloud storage courtesy of Dropbox’s Great Space Race. Just by linking your .edu address with your Dropbox account you’ll get an extra 3GB of storage for the next two years. The more people from your school that sign up, the higher the total climbs–up to an extra 25GB for two years. The Space Race lasts for the next eight weeks, you can read more about the details here or just jump to the signup page at the link below. The Great Space Race [Dropbox] Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference

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  • Space Stations as Envisioned in the 1970s

    - by Jason Fitzpatrick
    Boy, they sure were ambitious back in the 70s; while today we’re happy to have a small apartment-sized environment in orbit, back then they were dreaming of entire cities in space. Courtesy of the NASA Ames Research Center archives, we’re treated to artist renderings of the space colonies of the future as imagined from the 1970s. The artwork spans visions of space colonies from 10,000 to 1,000,000 citizens strong–some of them include everything from bodies of water to office buildings. Hit up the link below for more images. Space Colony Art from the 1970s [via The Daily What] 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • Transforming object world space matrix to a position in world space

    - by Fredrik Boston Westman
    Im trying to make a function for picking objects with a bounding sphere however I have run in to a problem. First I check against my my bounding sphere, then if it checks out then I test against the vertexes. I have already tested my vertex picking method and it work fine, however when I check first with my bounding sphere method it dosnt register anything. My conclusion is that when im transform my sphere position in to the position of the object in world space, the transformation goes wrong ( I base this on the fact the the x coordinate always becomes 1, even tho i translate non of my meshes along the x-axis to 1). So my question is: What is the proper way to transform a objects world space matrix to a position vector ? This is how i do it now: First i set my position vector to 0. XMVECTOR meshPos = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); Then I trannsform it with my object space matrix, and then add the offset to the center of the mesh. meshPos = XMVector3TransformCoord(meshPos, meshWorld) + centerOffset;

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  • Converting world space coordinate to screen space coordinate and getting incorrect range of values

    - by user1423893
    I'm attempting to convert from world space coordinates to screen space coordinates. I have the following code to transform my object position Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix); The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range. What step have I missed out in the conversion process? EDIT: Projection Matrix Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ); private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane) { nearClipPlaneZ = z_NearClipPlane; farClipPlaneZ = z_FarClipPlane; float yZoom = 1f / (float)Math.Tan(fov * 0.5f); float xZoom = yZoom / aspect_Ratio; matrix_Projection.M11 = xZoom; matrix_Projection.M12 = 0f; matrix_Projection.M13 = 0f; matrix_Projection.M14 = 0f; matrix_Projection.M21 = 0f; matrix_Projection.M22 = yZoom; matrix_Projection.M23 = 0f; matrix_Projection.M24 = 0f; matrix_Projection.M31 = 0f; matrix_Projection.M32 = 0f; matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M34 = -1f; matrix_Projection.M41 = 0f; matrix_Projection.M42 = 0f; matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M44 = 0f; } View Matrix // Make our view matrix Matrix.CreateFromQuaternion(ref orientation, out matrix_View); matrix_View.M41 = -Vector3.Dot(Right, position); matrix_View.M42 = -Vector3.Dot(Up, position); matrix_View.M43 = Vector3.Dot(Forward, position); matrix_View.M44 = 1f; // Create the combined view-projection matrix Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj); // Update the bounding frustum boundingFrustum.SetMatrix(matrix_ViewProj);

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  • Low disk space: home/user folder occupies 94GB

    - by tedtoy
    I am low on disk space and when I check the Disk Usage analyzer (using gksudo baobab) it indicates that my home/teddy folder is using 94GB, but when I browse through its contents I can only account for about 1gb of that usage. I've tried sudo apt-get clean and deleting the cached package files from Synaptic Package Manager, emptied trash but that has not changed the amount of free space I have. It seems similar to this problem But using the root disk usage analyzer has not given any insight into what is consuming so much space. Any ideas?

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  • Space partitioning when everything is moving

    - by Roy T.
    Background Together with a friend I'm working on a 2D game that is set in space. To make it as immersive and interactive as possible we want there to be thousands of objects freely floating around, some clustered together, others adrift in empty space. Challenge To unburden the rendering and physics engine we need to implement some sort of spatial partitioning. There are two challenges we have to overcome. The first challenge is that everything is moving so reconstructing/updating the data structure has to be extremely cheap since it will have to be done every frame. The second challenge is the distribution of objects, as said before there might be clusters of objects together and vast bits of empty space and to make it even worse there is no boundary to space. Existing technologies I've looked at existing techniques like BSP-Trees, QuadTrees, kd-Trees and even R-Trees but as far as I can tell these data structures aren't a perfect fit since updating a lot of objects that have moved to other cells is relatively expensive. What I've tried I made the decision that I need a data structure that is more geared toward rapid insertion/update than on giving back the least amount of possible hits given a query. For that purpose I made the cells implicit so each object, given it's position, can calculate in which cell(s) it should be. Then I use a HashMap that maps cell-coordinates to an ArrayList (the contents of the cell). This works fairly well since there is no memory lost on 'empty' cells and its easy to calculate which cells to inspect. However creating all those ArrayLists (worst case N) is expensive and so is growing the HashMap a lot of times (although that is slightly mitigated by giving it a large initial capacity). Problem OK so this works but still isn't very fast. Now I can try to micro-optimize the JAVA code. However I'm not expecting too much of that since the profiler tells me that most time is spent in creating all those objects that I use to store the cells. I'm hoping that there are some other tricks/algorithms out there that make this a lot faster so here is what my ideal data structure looks like: The number one priority is fast updating/reconstructing of the entire data structure Its less important to finely divide the objects into equally sized bins, we can draw a few extra objects and do a few extra collision checks if that means that updating is a little bit faster Memory is not really important (PC game)

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  • SQL SERVER – Disk Space Monitoring – Detecting Low Disk Space on Server

    - by Pinal Dave
    A very common question I often receive is how to detect if the disk space is running low on SQL Server. There are two different ways to do the same. I personally prefer method 2 as that is very easy to use and I can use it creatively along with database name. Method 1: EXEC MASTER..xp_fixeddrives GO Above query will return us two columns, drive name and MB free. If we want to use this data in our query, we will have to create a temporary table and insert the data from this stored procedure into the temporary table and use it. Method 2: SELECT DISTINCT dovs.logical_volume_name AS LogicalName, dovs.volume_mount_point AS Drive, CONVERT(INT,dovs.available_bytes/1048576.0) AS FreeSpaceInMB FROM sys.master_files mf CROSS APPLY sys.dm_os_volume_stats(mf.database_id, mf.FILE_ID) dovs ORDER BY FreeSpaceInMB ASC GO The above query will give us three columns: drive logical name, drive letter and free space in MB. We can further modify above query to also include database name in the query as well. SELECT DISTINCT DB_NAME(dovs.database_id) DBName, dovs.logical_volume_name AS LogicalName, dovs.volume_mount_point AS Drive, CONVERT(INT,dovs.available_bytes/1048576.0) AS FreeSpaceInMB FROM sys.master_files mf CROSS APPLY sys.dm_os_volume_stats(mf.database_id, mf.FILE_ID) dovs ORDER BY FreeSpaceInMB ASC GO This will give us additional data about which database is placed on which drive. If you see a database name multiple times, it is because your database has multiple files and they are on different drives. You can modify above query one more time to even include the details of actual file location. SELECT DISTINCT DB_NAME(dovs.database_id) DBName, mf.physical_name PhysicalFileLocation, dovs.logical_volume_name AS LogicalName, dovs.volume_mount_point AS Drive, CONVERT(INT,dovs.available_bytes/1048576.0) AS FreeSpaceInMB FROM sys.master_files mf CROSS APPLY sys.dm_os_volume_stats(mf.database_id, mf.FILE_ID) dovs ORDER BY FreeSpaceInMB ASC GO The above query will now additionally include the physical file location as well. As I mentioned earlier, I prefer method 2 as I can creatively use it as per the business need. Let me know which method are you using in your production server. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Something eating space on OS drive

    - by noquery
    I am facing low disk space issue from last few days. I checked with Restore,System Volume Information, $Recycled folders. But there is nothing which is occupying space. I had scanned my system for virus too. Total size of C: is 18 GB. But when I select all folders inside C: and query for used space, it shows 20+ gb space is used. I vacate space some how by deleting temp files, program's cache files, disk clean up etc up to (3 gb). And I ensured that no cache/temp files are recreated who can use the space again. Even after cleaning so much data, I am again facing low disk space issue. Something is eating disk space within 15-20 mins.

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  • How Do Guns Work In Space? [Video]

    - by Jason Fitzpatrick
    Why don’t astronauts fall back to Earth? What happens if you shoot a gun in space? How big of a squirt gun would you need to put out the sun? Don’t end your day with these pressing questions unanswered. [via Boing Boing] HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Freeing disk space on Ubuntu to use in Windows

    - by Alex
    I have 250Gb drive on a laptop, which has Windows 7 on a 122Gb ntfs partition (which has a "boot" flag on it) and Ubuntu 12.04.1 on a 110Gb extended partition, of which the root ext4 partition is 108Gb and the swap is 1.74Gb. You can see everything in the screenshot below. My question is: I want to diminish the size of the linux root partition and then use that space to increase the windows partition. How do I do that? Also, is it possible to increase the size of the swap partition and not do any damage? If so, how? I'm using GParted, and i'd say i'm pretty confident with it. Screenshot of my partitions

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  • Thunderbird 16.0.1 filling disk space

    - by Kris
    I'm on Ubuntu 12.04 with Thunderbird 16.0.1 and Kernel 3.6.0-030600rc4-generic. I used Thunderbird for quite a while and never had any problems with it. But now it seems to fill up my disk space very fast: watch -n 1 df -h . so Ubuntu started giving out warnings. First I removed some files but not much later it had filled up around 600 MB. It eats around 50 MB/min while I just download 10 emails or so via IMAP. This behaviour is new and seems to be some kind of bug. I don't want to delete my old mails, so what else could I do?

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  • Whats consuming HDD Space

    - by Umair Mustafa
    I have single partition of 92GB in which I installed Ubuntu 12.04. And for some Unknown reason a message pop ups saying that I only have 1GB of HDD space left. I ran command sudo du -hscx * on / and /home /home gave me this result 4.0K C:\nppdf32Log\debuglog.txt 0 convertedvideo.avi 176M Desktop 16K Documents 169M Downloads 4.0K examples.desktop 17M file.txt 4.0K Music 984K Pictures 4.0K Public 320K Red Hat 6.iso 2.5M syslog-ng_3.3.6.tar.gz 4.0K Templates 8.0K terminal.png 1.2M Thunderbird Attachments 698M ubuntu10.04LTS.iso 16K Ubuntu One 4.0K Untitled Folder 4.0K Videos 21G VirtualBox VMs 22G total And / gave me this result 81G home 0 initrd.img 0 initrd.img.old 833M lib 16K lost+found 68K media 4.0K mnt 260M opt du: cannot access `proc/8339/task/8339/fd/4': No such file or directory du: cannot access `proc/8339/task/8339/fdinfo/4': No such file or directory du: cannot access `proc/8339/fd/4': No such file or directory du: cannot access `proc/8339/fdinfo/4': No such file or directory 0 proc 640K root 908K run 8.6M sbin 4.0K selinux 4.0K srv 0 sys 148K tmp 3.3G usr 436M var 0 vmlinuz 0 vmlinuz.old 86G total If you look at the result returned by / it shows that /home is consuming 81GB but on the other hand /home returns only 22GB. I cant figure out whats consuming the HDD. I have not installed anything except Virtual Machines Perpetrator found using Disk Usage Analyzer

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  • Efficient solution for multiplayer space partioning?

    - by DevilWithin
    This question is a little tricky, but I will try to make it clear, Lets say I am building an online game, not in a mmo scale, but gladly supporting as many players as possible, in a authoritative server approach, and I want really big worlds with lots of AI simulated enemies. I am aware of a few strategies to save server's CPU by subdividing the space and not processing what doesn't need processing. I 've already split the world by regions, that will require loading times and small transitions, which i think is important to mantain the quality of gameplay when playing locally (alone or even with a couple of friends) because the players won't normally be in more than one or two regions. But even a region can become pretty big, and have a lot of NPC simulating at a time, how do I handle this without screwing the player's experience? Approaches like one server per region and alike are not in the table. I am mainly looking for data structures to hold hordes of enemies, and even peaceful NPC. To finalize the question, please note that vehicles exist, therefore its considerably fast to travel within a region, influencing the "when" to cull areas. Sorry for the confusing question, thanks

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