In addition to loading data from local files of connected special databases, streamed online data is available through Global Mapper with a wealth of built-in direct links to many of these data services including aerial imagery, worldwide elevation data, topographic maps, Landsat satellite imagery, land cover data, aviation charts, and much more. Furthermore, if a local agency or organization develops a Web Mapping Service, a custom link to this data can be easily added to the online data source list as a custom online source.

Versatile, yet easy to use. Use Marble similar to a desktop globe; pan around and measure distances. At closer scale it becomes a world atlas, while OpenStreetMap takes you to street level. Search for places of interest, view Wikipedia articles, create routes by drag and drop and so much more.


Marble World Free Download Android


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Marble Run is a DIY educational game to construct your own runs and mazes for the marble. Love this kind of game? You should also check our other DIY building games in Genius Mechanic.Release Date August 2017 (Android) September 2017 (iOS) October 2017 (Steam) February 2020 (WebGL)DeveloperPS Games developed this game

Another option is to download a country extract in .osm format, since recent versions of marble can render that directly. It's a bit slow (only use small extracts) and not as pretty as a mapnik rendering, but it works.

If you have Marble installed you'll have an "/usr/share/kde4/apps/marble/data/maps/earth/openstreetmap" directory with an "openstreetmap.dgml" file in it. In there you can see how the tile servers are configured.

Lots of kids start out playing with simple toys growing up, I was no different. One of those early toys was marbles, which were fun to roll around, set up in race track-like toys, and generally just fun to combine with other construction-style toy sets. Marble World is the digital version of setting this all up, with some mild issues but generally good results.

Marble World is a 3D constructor game all about setting up marble tracks. Whether you want to make a simple race track, set up a device to fling marbles all over the room or make some complicated Rube Goldberg-like marble moving track, the sky is the limit to your creativity.

The game is basically divided into two parts. Constructing your tracks, then testing them out and uploading them for others to enjoy if you wish. The constructor aspect is a level editor where using the mouse, you set up the courses your marbles will be generated on and will move around as you deem fit. You have a choice of two pre-generated rooms with existing obstacles or a "blank room" where you can set whatever you like.

Graphically, this uses bright, cartoony colors, much like those found on children's toys, which fits the motif. Aside from the marbles themselves having an oddly faded look, the color scheme works fine for the game concept. The game is fully 3D modeled, and the physics, while billed as "realistic", can occasionally have some odd movements and a hitch or two in apparent frames. The game is in development at the time of this writing, so these are likely some issues that will be cleared up as it gets further polish.

We also needed to iterate through some of these steps multiple times during the development process. For example, as we made changes to the mesh and marble models, we had to also change some of the shader code that supports those models.

Marble Maze uses Direct3D 11.1 to render the 3D game assets, namely the marble and the maze. Marble Maze also uses Direct2D, DirectWrite, and Windows Imaging Component (WIC) to draw the 2D game assets, such as the menus and the timer.

Marble Maze uses the BasicLoader class, which is declared in BasicLoader.h, to load textures and shaders. Marble Maze uses the SDKMesh class to load the 3D meshes for the maze and the marble.

The vertex shader uses the supplied model, view and projection matrices to transform the input geometry. Position data from the input geometry is transformed and output twice: once in screen space, which is necessary for rendering, and again in world space to enable the pixel shader to perform lighting calculations. The surface normal vector is transformed to world space, which is also used by the pixel shader for lighting. The texture coordinates are passed through unchanged to the pixel shader.

The pixel shader receives the output of the vertex shader as input. This shader performs lighting calculations to mimic a soft-edged spotlight that hovers over the maze and is aligned with the position of the marble. Lighting is strongest for surfaces that point directly toward the light. The diffuse component tapers off to zero as the surface normal becomes perpendicular to the light, and the ambient term diminishes as the normal points away from the light. Points closer to the marble (and therefore closer to the center of the spotlight) are lit more strongly. However, lighting is modulated for points underneath the marble to simulate a soft shadow. In a real environment, an object like the white marble would diffusely reflect the spotlight onto other objects in the scene. This is approximated for the surfaces that are in view of the bright half of the marble. The additional illumination factors are in relative angle and distance to the marble. The resulting pixel color is a composition of the sampled texture with the result of the lighting calculations.

Direct3D buffer groups a collection of data. A constant buffer is a kind of buffer that you can use to pass data to shaders. Marble Maze uses a constant buffer to hold the model (or world) view, and the projection matrices for the active scene object.

The MarbleMazeMain::Update method later updates ConstantBuffer objects, one for the maze and one for the marble. The MarbleMazeMain::Render method then binds each ConstantBuffer object to the constant buffer before each object is rendered. The following example shows the ConstantBuffer structure, which is in MarbleMazeMain.h.

The MarbleMazeMain::LoadDeferredResources method loads mesh data after it loads the vertex and pixel shaders. A mesh is a collection of vertex data that often includes information such as positions, normal data, colors, materials, and texture coordinates. Meshes are typically created in 3D authoring software and maintained in files that are separate from application code. The marble and the maze are two examples of meshes that the game uses.

Although this section does not focus on how Marble Maze implements the physics simulation between the marble and the maze, note that mesh geometry for the physics system is read when the meshes are loaded.

The MarbleMazeMain::Update method updates the game based on the current state of the state machine (the GameState, stored in m_gameState). When the game is in the active state (GameState::InGameActive), Marble Maze updates the camera to follow the marble, updates the view matrix part of the constant buffers, and updates the physics simulation.

The following example shows how the MarbleMazeMain::Update method updates the position of the camera. Marble Maze uses the m_resetCamera variable to flag that the camera must be reset to be located directly above the marble. The camera is reset when the game starts or the marble falls through the maze. When the main menu or high score display screen is active, the camera is set at a constant location. Otherwise, Marble Maze uses the timeDelta parameter to interpolate the position of the camera between its current and target positions. The target position is slightly above and in front of the marble. Using the elapsed frame time enables the camera to gradually follow, or chase, the marble. 2351a5e196

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