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    <syn:updatePeriod>hourly</syn:updatePeriod>
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        <rdf:li rdf:resource="http://comments.gmane.org/gmane.games.devel.algorithms/22084"/>
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        <rdf:li rdf:resource="http://comments.gmane.org/gmane.games.devel.algorithms/21948"/>
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    <link>http://gmane.org</link>
  </image>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22084">
    <title>Procedural scenes</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22084</link>
    <description>&lt;pre&gt;Hi.

Sorry for this OT, but I need to know from the experts.

Do you know which software generates backgrounds like in Bejeweled?

Thanks.

Jose------------------------------------------------------------------------------
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Archives:
http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list&lt;/pre&gt;</description>
    <dc:creator>Jose Marin</dc:creator>
    <dc:date>2012-04-28T10:36:57</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22083">
    <title>CFP - INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCEAND EXPERT SYSTEMS (IJAE)</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22083</link>
    <description>&lt;pre&gt;
 
CALL FOR PAPERS - INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE AND EXPERT SYSTEMS (IJAE)
ISSN: 2180-124X

Volume 3, Issue 3

Info. at http://www.cscjournals.org/csc/journals/IJAE/journal_cfp.php?JCode=IJAE

Computer Science Journals (CSC Journals) invites researchers, editors, scientists &amp;amp; scholars to publish their scientific research papers in an International Journal of Artificial Intelligence and Expert Systems (IJAE) Volume 3, Issue 3.

 

The main aim of the International Journal of Artificial Intelligence and Expert Systems (IJAE) is to provide a platform to AI &amp;amp; Expert Systems (ES) scientists and professionals to share their research and report new advances in the field of AI and ES. IJAE is a refereed journal producing well-written original research articles and studies, high quality papers as well as state-of-the-art surveys related to AI and ES. By establishing an effective channel of communication between theoretical researchers and practitioners, IJAE provides necessary support to practiti&lt;/pre&gt;</description>
    <dc:creator>J. Stewart</dc:creator>
    <dc:date>2012-02-29T20:38:07</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22081">
    <title>CFP - INTERNATIONAL JOURNAL OF EXPERIMENTALALGORITHMS(IJEA)</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22081</link>
    <description>&lt;pre&gt;

CALL FOR PAPERS - INTERNATIONAL JOURNAL OF EXPERIMENTAL ALGORITHMS (IJEA)
ISSN:  2180-1282

Volume 3, Issue 1
Info. at http://www.cscjournals.org/csc/journals/IJEA/journal_cfp.php?JCode=IJEA
 
Computer Science Journals (CSC Journals) invites researchers, editors, scientists &amp;amp; scholars to publish their scientific research papers in an International Journal of Experimental Algorithms (IJEA) Volume 3, Issue 1.

 

Experimental Algorithmics studies algorithms and data structures by joining experimental studies with the more traditional theoretical analyses. With this regard, the aim of The International Journal of Experimental Algorithms (IJEA) is (1) to stimulate research in algorithms based upon implementation and experimentation; in particular, to encourage testing, evaluation and reuse of complex theoretical algorithms and data structures; and (2) to distribute programs and testbeds throughout the research community and to provide a repository of useful programs and packages to both researchers and practit&lt;/pre&gt;</description>
    <dc:creator>J. Stewart</dc:creator>
    <dc:date>2012-02-21T18:52:28</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22077">
    <title>Pick dominant light from sh coeffs</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22077</link>
    <description>&lt;pre&gt;I have 9 red, 9 green and 9 blue sh coefficients (packed using the method
in appendix 10 of http://www.ppsloan.org/publications/StupidSH36.pdf).

I want to pick a single dominant light to use for specular. How would I go
about efficiently extracting the direction and color of that light from the
coefficients?

Looks like I need to calculate the "optimal linear direction" which is
supposedly in this paper
http://research.microsoft.com/en-us/um/people/johnsny/papers/ldprt.pdf, however
I can't see it. Worse still, if it is in there, it is probably an integral
that I will struggle to turn into code!

Thanks

Dan
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    <dc:creator>Dan Treble</dc:creator>
    <dc:date>2012-02-02T23:22:21</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22076">
    <title>Invitation to connect on LinkedIn</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22076</link>
    <description>&lt;pre&gt;Game,

I'd like to add you to my professional network on LinkedIn.

- Alias

Alias  Cummins
Flash Developer at British Sky Broadcasting
London, United Kingdom

Confirm that you know Alias  Cummins:
https://www.linkedin.com/e/-caiq50-gu9y5gvy-21/isd/4714277300/g4NacFFU/?hs=false&amp;amp;tok=1UYmo2ATY7E4Y1

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    <dc:creator>Alias Cummins</dc:creator>
    <dc:date>2011-10-27T16:07:33</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22075">
    <title>marcsh wants questions from you on Formspring</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22075</link>
    <description>&lt;pre&gt;Hi Game Development Algorithms,
marcsh invites you to get to know friends better on Formspring. Once you join, you'll be able to ask and respond to fun questions like this one:

What makes you laugh?

Join marcsh on Formspring

http://www.formspring.me/marcsh?utm_medium=email&amp;amp;utm_source=email&amp;amp;utm_campaign=invite&amp;amp;type=google&amp;amp;inviter=/Rkwh+WTTa8=


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GDAlgor&lt;/pre&gt;</description>
    <dc:creator>marcsh</dc:creator>
    <dc:date>2011-10-23T00:20:24</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22069">
    <title>procedural star graph generator</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22069</link>
    <description>&lt;pre&gt;

I am looking for some code that can procedurally generate a star graph

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https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://s&lt;/pre&gt;</description>
    <dc:creator>Tom Sparks</dc:creator>
    <dc:date>2011-09-09T08:10:27</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22058">
    <title>Good sources / RSS feeds to track emerging researchpapers?</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22058</link>
    <description>&lt;pre&gt;I realize it isn't a question about a specific algorithm, but I assume most
of the readers of this list track emerging research papers to inform their
own development.

Does there exist any one particularly good source?  Or does everyone mostly
just watch SIGGRAPH et al each year?

&lt;/pre&gt;</description>
    <dc:creator>Megan Fox</dc:creator>
    <dc:date>2011-08-25T19:05:15</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22054">
    <title>mesh to 3D texture?</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22054</link>
    <description>&lt;pre&gt;So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a 3D
texture on the GPU, fairly low res, something like 64^3). At each point I'd
like to have access to color, a (rough) surface normal, and some kind of
indicator of whether the space is "empty" or "filled".

Is there some clever way I can use GPU rasterization to fill it (ideally
keeping the whole process on the GPU)? I thought about rendering the mesh in
slices with very narrow front and back clip planes, once for each slice of
the 3D texture, but it seems like there could be issues with polygons
perpendicular to my z axis not showing up, creating holes...

Any advice?

&lt;/pre&gt;</description>
    <dc:creator>Jeff Russell</dc:creator>
    <dc:date>2011-08-25T17:04:58</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22040">
    <title>Draw &amp; fill regular polygon?</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22040</link>
    <description>&lt;pre&gt;I should know how to do this, but i don't. I only have the ability in my system to draw lines (x1,y1,x2,y2)' to a bitmap, or write to the bitmap as a byte array. Can someone tell me the stepwise procedure to draw a polygon of n sides and then fill it? Having trouble finding anything online that doesn't use pre-existing primitives or libraries.

Thanks,

Joel
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Archives:
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&lt;/pre&gt;</description>
    <dc:creator>Joel B</dc:creator>
    <dc:date>2011-08-10T11:49:21</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22032">
    <title>2D Side Terrain generation</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22032</link>
    <description>&lt;pre&gt;Hello, I'm looking for algorithms for generating 2d terrain from a side view, like the old Defender game from the 80's, except with mountains grass, rocks, lakes etc instead of just lines.

Here is an example of what I have done in Photoshop:

http://img855.imageshack.us/img855/8125/examplelp.png

Anyone on this list have some suggestions? It doesn't have to be real time, although that would be interesting too. 

 - Joel
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    <dc:creator>Joel B</dc:creator>
    <dc:date>2011-08-09T02:22:03</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22031">
    <title>hey Game</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22031</link>
    <description>&lt;pre&gt;Hey Game, you won't have to worry about your credit card debt anymore http://michiganrestaurantreviews.com/redirect.php?to=aHR0cDovL3d3dy5jbmJjNy5jb20vP3BpZD0yNDI5MDE=

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&lt;/pre&gt;</description>
    <dc:creator>mjohnson2005&lt; at &gt;gmail.com</dc:creator>
    <dc:date>2011-05-23T06:34:54</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22025">
    <title>Speculative Contacts</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22025</link>
    <description>&lt;pre&gt;Hi guys,

Just thought i'd post this here in case you've not already seen the
article in the thread on gamdev.net:

http://www.wildbunny.co.uk/blog/2011/03/25/speculative-contacts-an-continuous-collision-engine-approach-part-1/

Its my blog post on a new collision detection technique as seen in
games such as Little Big Planet...

Hope you enjoy it :)

Cheers, Paul.

&lt;/pre&gt;</description>
    <dc:creator>Paul Firth</dc:creator>
    <dc:date>2011-03-28T19:27:01</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22024">
    <title>Isometric 2d, breaking out of the grid</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22024</link>
    <description>&lt;pre&gt;Hi guys,

I know this list is mainly console developers, but i think there are a
few guys doing web games on here, so i'll put this article out there
in the hopes that its useful for someone :)

Its about a different way to approach collision detection in an
isometric 2d game, called "2d Isometric land – breaking out of the
grid", i hope you like it:

http://www.wildbunny.co.uk/blog/?p=63

:)

Cheers, Paul.

&lt;/pre&gt;</description>
    <dc:creator>Paul Firth</dc:creator>
    <dc:date>2011-02-24T10:49:27</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22012">
    <title>Texel area</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22012</link>
    <description>&lt;pre&gt;Hi all!

 

I've been struggling with a problem and I hope somebody can point me in the
right direction...

I'm making a lightmap/ambient occlusion map generator system, and for that I
built a rasterizer that calls a function that does the computations and
fills the target image.

The rasterizer works in UV space, but all parameters of the triangle are
interpolated.

 

Now, I wanted to add multisampling, so that I don't get just a single sample
for the ambient occlusion, and I want to "jitter" the source point (not only
the raycast direction), 

and for that I need to find out what's the area of the target lumel. By
area, I mean not only the actual area value, but the "rectangle" that bounds
the lumel, in world space...

 

So, what I want to do is, given 

 

- triangle T=(V1,V2,V3), in which V1, V2, V3 are vertexes that have some
properties (world space position, normal, diffuse color, texture coordinates
0 (in uniform space), texture coordinates 1 (in texture space, [0..texture
size[), etc),

- texture s&lt;/pre&gt;</description>
    <dc:creator>Diogo de Andrade</dc:creator>
    <dc:date>2011-02-04T11:03:58</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/22011">
    <title>Texel area</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/22011</link>
    <description>&lt;pre&gt;Hi all!

 

I've been struggling with a problem and I hope somebody can point me in the
right direction...

I'm making a lightmap/ambient occlusion map generator system, and for that I
built a rasterizer that calls a function that does the computations and
fills the target image.

The rasterizer works in UV space, but all parameters of the triangle are
interpolated.

 

Now, I wanted to add multisampling, so that I don't get just a single sample
for the ambient occlusion, and I want to "jitter" the source point (not only
the raycast direction), 

and for that I need to find out what's the area of the target lumel. By
area, I mean not only the actual area value, but the "rectangle" that bounds
the lumel, in world space...

 

So, what I want to do is, given 

 

- triangle T=(V1,V2,V3), in which V1, V2, V3 are vertexes that have some
properties (world space position, normal, diffuse color, texture coordinates
0 (in uniform space), texture coordinates 1 (in texture space, [0..texture
size[), etc),

- texture s&lt;/pre&gt;</description>
    <dc:creator>Diogo de Andrade</dc:creator>
    <dc:date>2011-02-04T10:50:08</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/21987">
    <title>Acceleration Structures For Vertex Snapping</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/21987</link>
    <description>&lt;pre&gt;Hi guys,

I'm working on the vertex snapping feature for our level editor.

So, in vertex snapping mode all translates are snapped to the nearest vertex
on screen.

Brute force approach would be something like --

- project all vertices to screen-space
- find closest vertex to object's projected pivot

I know, that nearest point query is an O(log N) problem with kd-tree.
But, building kd-tree for mesh vertices doesn't help here, because the query
is 'nearest point in screen-space'.
Kd-tree can be built for a set of projected (2d) vertices, it doesn't sound
great though, since tree has to be rebuilt on any camera moves.

What would you recommend ?

Or maybe I'm overengineering here and something more brute force will work
good enough.

Cheers,
Alex.
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Spend less time writing and  rewriting code and more ti&lt;/pre&gt;</description>
    <dc:creator>Alexander Shafranov</dc:creator>
    <dc:date>2010-11-19T13:46:14</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/21967">
    <title>Filtering</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/21967</link>
    <description>&lt;pre&gt;Hi,

I have a texture in which I use the R, G and B channel to store a
value in the [0, 1] range with very high precision. The value is
extracted like this in the (Cg) shader:

float
extractValue(float2 pos) {
    float4 temp = tex2D(buffer, pos);
    return (temp.x * 16711680.0 + temp.y * 65280.0 + temp.z * 255.0) *
(1.0 / 16777215.0);
}

I now want to sample this value with bilinear filtering but when I do
this I don't get a correct result. If I do the filtering manually like
this:

float
sampleValue(float2 pos) {
float2 ipos = floor(pos);
float2 fracs = pos - ipos;
float d0 = extractValue(ipos);
float d1 = extractValue(ipos + float2(1, 0));
float d2 = extractValue(ipos + float2(0, 1));
float d3 = extractValue(ipos + float2(1, 1));
return lerp(lerp(d0, d1, fracs.x), lerp(d2, d3, fracs.x), fracs.y);
}

everything works as expected. The values in the buffer can be seen as
a linear combination of three constants:

value = (C0 * r + C1 * g + C2 * b)

If we use the built in texture filtering we should ge&lt;/pre&gt;</description>
    <dc:creator>Andreas Brinck</dc:creator>
    <dc:date>2010-10-01T07:57:11</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/21948">
    <title>fast pow() for limited inputs</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/21948</link>
    <description>&lt;pre&gt;------------------------------------------------------------------------------
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    <dc:creator>Jeff Russell</dc:creator>
    <dc:date>2010-08-19T01:16:17</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/21937">
    <title>2D in a 3D world</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/21937</link>
    <description>&lt;pre&gt;I've been trying to resolve an issue where full screen textures being 
drawn through the 3D system appear blurry.  I feel like I'm probably not 
considering something.  Any ideas would be welcome!

- I'm using an orthographic projection matrix along Z, a view matrix 
that is pretty much identity except for some negations on various axes 
to correct for LH/RH differences in the engine.
- The quad is mapped to the full screen both for vertex positions and 
UVs (0,0,1) to (1,1,1), since the ortho matrix is 0..1, not in screen 
pixels.
- The texture has the exactly the same number of pixels in both 
directions as the back buffer.
- Back buffer and window match resolution exactly.
- Resolution is 1024x600 (but problem exists in other resolutions)
- Texture sampling is bilinear or anisotropic (shouldn't matter).  Both 
show the problem.  Sometimes my 2D stuff needs to cleanly scale, so I 
can't force point sampling globally.  Texture matrix is disabled.

Steps I've taken to debug:
- I made a simple texture with re&lt;/pre&gt;</description>
    <dc:creator>Jason Hughes</dc:creator>
    <dc:date>2010-08-07T21:20:42</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.devel.algorithms/21899">
    <title>Spherical harmonics for room acoustic modelling</title>
    <link>http://comments.gmane.org/gmane.games.devel.algorithms/21899</link>
    <description>&lt;pre&gt;------------------------------------------------------------------------------
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    <dc:creator>Oscar Forth</dc:creator>
    <dc:date>2010-07-17T19:09:58</dc:date>
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