The State of Serious Games
I guess VR Training Systems can be categorized as Serious Games!
Here’s an article at Gamasutra talking about the state of this new category of “games”.
I guess VR Training Systems can be categorized as Serious Games!
Here’s an article at Gamasutra talking about the state of this new category of “games”.
The Videolan doc only explains complex things like transcoding for streaming, here’s how to transcode a file to another file :
vlc -vvv <your_file> --sout '#transcode{vcodec=mp4v,acodec=vorb}:standard{access=file,mux=ogg,url=/tmp/out.ogm}'
All the winners of a Laval Virtual 2005 Trophy (I’m at the far right
:


Vertigo Phobia Treatment

Arachnophobia Treatment

Sensable @ Immersion
From the OSG Ml :
http://aviatrix3d.j3d.org/using/basic_glsl.html
“Another issue to be very careful of is the
interaction between the basic geometry, the vertex
shader and any view frustum culling. Vertex shaders
can, and often do, shift the basic vertex of the
geometry. However, the view frustum culling has to
work with the raw data from before the vertex shader
has messed with it. For example, you start with a flat
grid of points and use the vertex shader to generate a
fractal landscape. The implicit bounding box used by
the input geometry is almost a flat plane. While that
implicit bounding box stays within the view frustum,
you’ll see everything correctly. However, the moment
that implicit bounds is entirely out of the view
frustum, the whole lot will be removed from further
processing, and the shader code will never get
executed. That is, your fractal terrain suddenly just
disappears for no apparent reason. To prevent this
from happening, make sure that you set explicit bounds
for your geometry that would represent the maximal
extents that the vertex shader is likely to perturb
the vertices to. In this way, nothing gets culled from
view while any of that volume intersects with the view
frustum.”
So, another lesson learned from Sam…
Linking with .so and .a isn’t the same (appart from the static/dynamic part).
The order of the .a inclusion is important :
g++ -o bla bla.cpp x.a y.a z.a
g++ will look at bla.cpp, look what symbols it needs and remember them. When loading x.a, it will only keep the symbols it has tagged before hands.
So if y.a needs an element in x.a which isn’t needed by bla.cpp, you won’t have it !!
So you should include y.a before x.a. If there are cyclic dependencies, it doesn’t matter if you include the same object twice.
Next headache please!!
Clark Dorman wrote:
"Comming with g+ +, there`s a tool called "c++filt". Give it a mangled name and it will demangle it for you."
Example :
$> c++filt _ZN14daeSTLDatabaseC1Ev
daeSTLDatabase::daeSTLDatabase()
Flash, this will answer your question
%%
Here’s the interview. To sum up :
- Maya and Max will be kept separated at least for now. They are used by different markets.
- They will work on interoperability between the two. Yeah!
SARGE is an animation software development kit that is designed to help you import object and character animations from 3D modelling software into your own application or game engine, whether that it is based on Direct3D or OpenGL.