what is the difference between PhysicsSprite and CCSprite? [closed] - cocos2d-iphone

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I am new to Cocos2D and I've realized that most of the codes written before the Cocos2d update used CCSprites. Recently I realized a lot of more recent codes after the update are using PhysicsSprite. What is the difference? what cases will one be perferred over the other? or What advantages does one have over the other, if any?

PhysicsSprite is a CCSprite which uses a physics body to control the sprite's motion (position) and rotation.
Depending on whether you start with the Box2D or Chipmunk template, PhysicsSprite will either have a b2Body (Box2D) or a cpBody/cpShape (Chipmunk) as instance variables.
If you're not planning to use physics, use CCSprite. If you do, use PhysicsSprite for those sprites which represent physics objects.

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Order independent transparency in legacy OpenGL [closed]

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I've been searching for resources covering order independent transparency, but they all cover modern OpenGL (3.0+), which I can accomplish, but I haven't found anything that explains how to implement any of these algorithms in legacy OpenGL. What are the extensions that perform any kind of order independent transparency in the absence of framebuffers and what's the first version of OpenGL that provides such possibilities?
First things first: There are no dedicated legacy OpenGL extensions for order independent transparency. Period.
However there is one technique that can be used to implement depth peeling using the fixed function pipeline. The paper can be found here: https://my.eng.utah.edu/~cs5610/handouts/order_independent_transparency.pdf

OpenGL - How to track a moving object? [closed]

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I want to learn how I can track a moving object in OpenGL. The position of the object will be a continuous input. Also, what if when the object moves out of the screen?
You have to position and orient your camera towards the object. That means you will have to provide the correct View Matrix.
You can use functions such as gluLookAt() to generate a View Matrix that points towards a specific object.
If you don't know what a view matrix is, I suggest looking at this tutorial (http://learnopengl.com). Check out this page which explains cameras matrices work in openGL

With only rudimentary prior programming experience, exactly how would I begin creating a 3d top-down game using unity3D? [closed]

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If possible please provide the documentation I need to get started. I need to get to the nitty gritty of things because I've gone through several languages and am ready to just start doing stuff.
In addition how exactly does one go about integrating bbcode editors into a webpage as the start of a forum site?
You won't like my answer, but you will need to watch a tutorial (or several) on Unity3D. There are a lot of concepts/tools in their software that programming won't teach you.
Once you understand the fundamentals of Unity, the answer should become clear. You will create your scene, and then place a camera that is fixed downward on the Y axis. Attach it to your Gameobject of choice and you'll get camera movement baked in (to some degree).

Super Resolution of a single image C/C++ Source code? [closed]

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I am trying to build an application that uses Super Resolution to upsample/upscale a single low resolution image. Such algorithms are called Single Image Super Resolution. I am looking for any existing C/C++ based implementations of this algorithm out there for quick prototyping. If you have come across the code, can you help me?
A simple Google Search (super resolution c++) lead to this github repository. It seems to be what you're looking for.

Per many frame operations in OpenGL? [closed]

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This is a question about 3D programming in general, but I'm learning OpenGL if that makes the answer any different. What I wonder is if all of the work in displaying a image always has to start from scratch for each new frame, or if there's some way to save intermediate data that could be reused when rendering the next frame, instead of having to be recomputed? Let's say you're standing right next to a mountain, then the stuff on the other side of the mountain are occluded by the mountain, there could be a lot of stuff on the other side of the mountain that simply doesn't have to be rendered because it can't be seen. Now assume that your character can't walk particularly fast, then there's no way that the stuff on the other side of the mountain could be visible already in the next frame, or maybe not even the next 100 frames. Is it possible to avoid having to do the same occlusion check in each frame?
The problem you're referring to is called "hidden surface removal" and "occlusion culling".
In realtime graphics it's usual to rerender each frame from scratch. However every good renderer will omit all the things that are definitively not visible. There are various algorithms for this.