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  • configure: error: Could not find libavformat - part of ffmpeg after installing libav from source

    - by Patryk
    I tried to install minidlna on my machine but it appeared to me that it's not in repositories anymore. Well then I decided to compile it myself. After downloading version 1.1.3 I tried to compile but I needed libav headers which I couldn't install via apt - no idea why there has been a lot of broken packages: $ sudo apt-get install libavcodec-dev Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: libavcodec-dev : Depends: libavutil-dev (= 6:9.13-0ubuntu0.14.04.1) but it is not going to be installed E: Unable to correct problems, you have held broken packages. Anyways I installed libav 9.13 from source and now I came to this point: $ ./configure ... checking for av_open_input_file in -lavformat... no checking for avformat_open_input in -lavformat... no checking for av_open_input_file in -lavformat... no checking for avformat_open_input in -lavformat... no configure: error: Could not find libavformat - part of ffmpeg but I have installed that! Even in the install log I can see : ... INSTALL libavdevice/libavdevice.a INSTALL libavfilter/libavfilter.a INSTALL libavformat/libavformat.a INSTALL libavresample/libavresample.a INSTALL libavcodec/libavcodec.a INSTALL libswscale/libswscale.a INSTALL libavutil/libavutil.a INSTALL libavdevice/avdevice.h INSTALL libavdevice/version.h INSTALL libavdevice/libavdevice.pc INSTALL libavfilter/avfilter.h INSTALL libavfilter/avfiltergraph.h INSTALL libavfilter/buffersink.h INSTALL libavfilter/buffersrc.h INSTALL libavfilter/version.h INSTALL libavfilter/libavfilter.pc INSTALL libavformat/avformat.h ....

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  • Releasing an open source project without getting embarrassed

    - by Hopeful
    I've been working by myself on a fairly large open source project for quite a while and it's nearing the point where I'd like to release it. However, I'm self-taught and I don't really know anyone who could adequately review my project. A few years ago, I had released a small bit of code which pretty much got ripped apart (in a critical sense) on the forum where I released it. Even though the code worked, the criticism was accurate but brutal. It prompted me to begin searching for best practices for everything and in the end I feel that it made me a much better developer. I've gone over everything in my project so many times trying to make it perfect that I've lost count. I believe in my project and think it has the potential to help a lot of people and I feel like I've done some cool things in interesting ways with it. Still, because I'm self-taught, I can't help but wonder what gaps exist in my self-education. The way my code was ripped apart last time isn't something I'd like to repeat. I think my two biggest fears with releasing my project that I've poured countless hours into are being absolutely embarrassed because I missed some patently obvious things because of my self-education or, worse, releasing it to the sound of crickets. Is there anyone who has been in a similar situation? I'm not afraid of constructive criticism, so long as it is constructive and not just a rant on how I screwed up. I know there is a code review site on StackExchange, but it's not really set up for large projects and I didn't feel like the community there is large enough yet to get good feedback if I were to post parts of my project piecemeal (I tried with one file). What can I do to give my project at least some measure of success without getting embarrassed or devestated in the process?

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  • Which Game Engine to Use for an Angry Bird style game? [JAVA] [on hold]

    - by Arch1tect
    Our team is building an Angry Bird Style game, and we have only about ten days. The game is a little more complex than Angry Bird because there are two players, they each have a castle with pigs to protect(not destroy:)). And the goal is to destroy the other player's pigs. I wonder what Game Engine would help us finish this game most efficiently. We at least need a physics engine but I guess game engine is more helpful since it usually includes physics engine. Correct me if I'm wrong. (So I'm wondering which game engine I should use, if it's just physics engine, I'll use box2d) Networking may or may not be added later depend on time we have. Thanks in advance for any advice! EDIT: image looks small, I'll add one:

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  • What is a correct/polite way to inherit from an abandoned open-source project for a new open-source project?

    - by Kabumbus
    My team just tried to contact some guys from an old open source project hosted on code.google.com. We told them that we'd like to join their project and commit to it — at least to some branch of it — but no one responded to us. We tried everyone, owners and committers; no one was in any way active, and no one replied. But we have some code to commit and we really would love to continue work on that project. So we need to create a new project. We came up with a name for it which is close to but not a duplicate of the name of the project we want to inherit from. How should we do our first commit, and what should the commit message be? Should we just copy their code to our repository with a comment like "we inherited this code, we found it here under such and such a license ... now we're upgrading it to this more/less strict license ..."? Or should we just use their code as our first commit, with updates saying "we inherited from ... we made such and such changes ..."?

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • Google Search Engine Optimization - The 3 Step Process to Search Engine Domination

    Would you like more targeted traffic to your website? Would you like to know how to get a stream of profitable customers visiting your site for keywords people are actually searching for? Are you overwhelmed by the complexity of SEO? If you answered yes to any of these questions then the easy 3 step Strategy to Google domination is exactly what you are looking for. In this article I reveal the 3 simple tactics for consistent top ten rankings.

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  • What are the strategies to become a good open source developer?

    - by u3050
    I always hear that involving with open source projects is good for career and the more (good) open source you release, the closer you will be to getting your dream job before you've even had an interview.I am expert in Java and I am trying to become fluent in Scala. I always think about getting involved in open source development in Java/Scala but the following confusions stopping me to do so. How/where do I start in open source development projects in GitHub etc? Or How to find active/busy open source development projects? How to find an area where improvement is required or enhancement required in such projects? It looks too complex in the first analysis or its pretty hard to find such opportunities. What are the common strategies to follow if I want to become hobbyist/free time open source developer?People who have experience in open source development please share your learnings/expertise from scratch.Thanks in advance.

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  • Is there a good Open Source alternative to the commercial software "Quicken"?

    - by Alex R
    I just need good solid double-entry / multi-account transactions with a variety of simple reports. I've previously used Quicken but their file and OS version compatibility issues are a nightmare. I need a software that will have a good chance of still opening the files I create today, several years from now. Quicken has failed me in this regard. So I figure anything that comes with source code is a safer bet.

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  • remove duplicate source entry [closed]

    - by yosa
    Possible Duplicate: Duplicate sources.list entry but cannot find the duplicates? This is my source.list and seems fine to me # deb cdrom:[Ubuntu 12.04 LTS _Precise Pangolin_ - Release amd64 (20120425)]/ precise main restricted # deb cdrom:[Ubuntu 12.04 LTS _Precise Pangolin_ - Release amd64 (20120425)]/ dists/precise/restricted/binary-i386/ # deb cdrom:[Ubuntu 12.04 LTS _Precise Pangolin_ - Release amd64 (20120425)]/ dists/precise/main/binary-i386/ # deb cdrom:[Ubuntu 11.10]/ natty main restricted # deb cdrom:[Ubuntu 11.04 _Natty Narwhal_ - Release i386 (20110427.1)]/ natty main restricted # deb cdrom:[Ubuntu 11.10 _Oneiric Ocelot_ - Release amd64 (20111012)]/ dists/oneiric/main/binary-i386/ # deb cdrom:[Ubuntu 11.10 _Oneiric Ocelot_ - Release amd64 (20111012)]/ oneiric main restricted # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb http://archive.ubuntu.com/ubuntu precise main restricted ## Major bug fix updates produced after the final release of the ## distribution. ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb http://archive.ubuntu.com/ubuntu precise universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb http://archive.ubuntu.com/ubuntu precise multiverse ## Uncomment the following two lines to add software from the 'backports' ## repository. ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. # deb-src http://ma.archive.ubuntu.com/ubuntu/ natty-backports main restricted universe multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. deb http://archive.canonical.com/ubuntu precise partner # deb-src http://archive.canonical.com/ubuntu natty partner ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. deb http://extras.ubuntu.com/ubuntu precise main deb http://archive.ubuntu.com/ubuntu precise-updates restricted main multiverse universe deb http://security.ubuntu.com/ubuntu/ precise-security restricted main multiverse universe deb http://archive.ubuntu.com/ubuntu precise main universe deb-src http://extras.ubuntu.com/ubuntu precise main # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb-src http://archive.ubuntu.com/ubuntu precise main restricted ## Major bug fix updates produced after the final release of the ## distribution. deb http://archive.ubuntu.com/ubuntu precise-updates restricted deb-src http://archive.ubuntu.com/ubuntu precise-updates main restricted ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb-src http://archive.ubuntu.com/ubuntu precise universe deb-src http://archive.ubuntu.com/ubuntu precise-updates universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb-src http://archive.ubuntu.com/ubuntu precise multiverse deb-src http://archive.ubuntu.com/ubuntu precise-updates multiverse ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. deb http://archive.ubuntu.com/ubuntu precise-backports main restricted universe multiverse deb-src http://archive.ubuntu.com/ubuntu precise-backports main restricted universe multiverse deb http://archive.ubuntu.com/ubuntu precise-security main restricted deb-src http://archive.ubuntu.com/ubuntu precise-security main restricted deb http://archive.ubuntu.com/ubuntu precise-security universe deb-src http://archive.ubuntu.com/ubuntu precise-security universe deb http://archive.ubuntu.com/ubuntu precise-security multiverse deb-src http://archive.ubuntu.com/ubuntu precise-security multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. # deb http://archive.canonical.com/ubuntu oneiric partner # deb-src http://archive.canonical.com/ubuntu oneiric partner ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. ## Major bug fix updates produced after the final release of the ## distribution. ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. # deb http://archive.canonical.com/ubuntu precise partner # deb-src http://archive.canonical.com/ubuntu precise partner ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. # deb http://packages.dotdeb.org stable all # deb-src http://packages.dotdeb.org stable all # deb http://ppa.launchpad.net/bean123ch/burg/ubuntu lucid main # deb-src http://ppa.launchpad.net/bean123ch/burg/ubuntu lucid main this is the error given by apt-get update which stops at 64% reading W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise/main amd64 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise_main_binary-amd64_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise/universe amd64 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise_universe_binary-amd64_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise/main i386 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise_main_binary-i386_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise/universe i386 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise_universe_binary-i386_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise-updates/restricted amd64 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise-updates_restricted_binary-amd64_Packages) W: Duplicate sources.list entry http://archive.ubuntu.com/ubuntu/ precise-updates/restricted i386 Packages (/var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise-updates_restricted_binary-i386_Packages)

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  • What are some reasonable arguments in favor of closed source software? [closed]

    - by Goma
    I like a technology (including programming language) but its platform is closed sourece and many times I meet people who ask me, "why do you use a closed source platform, why not use an open source alternative? If there is something wrong it should be with the closed source not with the open source, (as they say)". Actually I don't know how to answer their question. Could anyone tell me a good answer? Why do you use a closed source platform?

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  • How can I download the source code for linux-image-3.2.0-24-generic?

    - by keepitsimpleengineer
    The directions at Ubuntu Wiki apt-get source linux-image-$(uname -r) and askubuntu question Where can I find the source code for the Ubuntu Kernel? don't work… sudouser@64bitws:~# uname -r 3.2.0-24-generic and sudouser@64bitws:~# apt-get source linux-image-3.2.0-24-generic Reading package lists... Done Building dependency tree Reading state information... Done Picking 'linux' as source package instead of 'linux-image-3.2.0-24-generic' E: Unable to find a source package for linux

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  • How can I download the source code for linux-image-3.2.0-*-generic?

    - by keepitsimpleengineer
    The directions at Ubuntu Wiki apt-get source linux-image-$(uname -r) and askubuntu question Where can I find the source code for the Ubuntu Kernel? don't work… sudouser@64bitws:~# uname -r 3.2.0-24-generic and sudouser@64bitws:~# apt-get source linux-image-3.2.0-24-generic Reading package lists... Done Building dependency tree Reading state information... Done Picking 'linux' as source package instead of 'linux-image-3.2.0-24-generic' E: Unable to find a source package for linux

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  • HedgeWar code confusion

    - by BluFire
    I looked at an open source project(HedgeWars) that was built using many programming languages such as C++ and Java. While I was looking through the code, I couldn't help noticing that all the math and physics were gone from the Java code. HedgeWars I imported the project file called "SDL-android-project" which was a sub folder to "android build" and project files. My question is where is all the math and physics inside the code? Do I have to look at the C++ code in order to see it? I think Hedgewars was originally programmed in C++ but the files are confusing be because of its size and the fact that it has several programming languages inside.

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  • How to prevent code from leaking outside work?

    - by AeroCross
    I'm working on an institution that has a really strong sense of "possession" - each line of software we write should be only ours. Ironically, I'm the only programmer (ATM), but we're planning in hiring others. Since my bosses wouldn't count the new programmers as people they can trust, they have an issue with the copies of the source code. We use Git, so they would have a entire copy of each of the projects they work on, when they clone the repository. We can restrict access to them to a single key with Gitolite and bind that to their PC's, but they can copy those keys to another computer and they would have the repository access in another PC. Also (and the most obvious method) they could just upload the files somewhere else, add another remote, or just copy the files to an USB drive. Is there any (perhaps clever) way to prevent events like these?

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  • How to Install vaio-control-center from source?

    - by KasiyA
    I have a problem about turning off keyboard backlight that I asked here with no useful answers. After searching on internet I find a package for vaio control center and downloaded it from here, I don't know how to install it. This is the output of trying one solution: USER@XXXXpc:~/vaio-control-center-0.1$ ls compile Makefile run vaio-control-center vcc COPYING moc_main_window.cpp ui_main_window.h vaio-control-center.pro USER@XXXXpc:~/vaio-control-center-0.1$ ./compile make: *** No rule to make target `/usr/share/qt/mkspecs/linux-g++-64/qmake.conf', needed by `Makefile'. Stop. USER@XXXXpc:~/vaio-control-center-0.1$ ./run ./run: 3: ./run: ./vaio-control-center: not found USER@XXXXpc:~/vaio-control-center-0.1$ Updated I tried also with @pandya's suggestion from here. and the output is as follows: root@user-pc:/# cd /home/user/vaio-f11-linux.control-center root@user-pc:/home/user/vaio-f11-linux.control-center# ls compile COPYING resource.qrc run sony-acpid vaio-control-center.pro vcc root@user-pc:/home/user/vaio-f11-linux.control-center# ./compile -su: ./compile: Permission denied root@user-pc:/home/user/vaio-f11-linux.control-center# sudo ./compile sudo: ./compile: command not found root@user-pc:/home/user/vaio-f11-linux.control-center# gksudo ./compile root@user-pc:/home/user/vaio-f11-linux.control-center# <----- nothing happened here root@user-pc:/home/user/vaio-f11-linux.control-center# ./run -su: ./run: Permission denied root@user-pc:/home/user/vaio-f11-linux.control-center# sudo ./run sudo: ./run: command not found root@user-pc:/home/user/vaio-f11-linux.control-center# gksudo ./run root@user-pc:/home/user/vaio-f11-linux.control-center# <----- nothing happened here root@user-pc:/home/user/vaio-f11-linux.control-center# and after running that I didn't see any affect on keyboard backlight.

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

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  • Interesting/Innovative Open Source tools for indie games

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • Good practices while working with multiple game engines, porting a game to a new engine

    - by Mahbubur R Aaman
    I have to work with multiple game engines, like Cocos2d Unity3d Galaxy While working with multiple game engines, what practices should i follow? EDIT: Is there any guideline to follow, that would be better as while any one working with multiple game engines? EDIT: While a game made by Cocos2d and done well at AppStore, then our target it to port to other platforms, then we utilize Unity3D. Here what should we do?

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  • Secure login for a game that is open source

    - by David Park
    I am making a game which i will be open sourcing. Its a simple arcade like game but requires a network connection because it is meant to be played with other people. The thing i am worrying about is how would i be sure that the client is the one that i put out for the end user to play with? Kind of a like of sv_pure for Team Fortress 2. I was thinking of different ways to combat this such as the server requesting the client's version or even it's md5 hash but people with simple java knowledge could just force a method to always return what the server wants.

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  • Pro Google App Engine developer interview questions (with answers)

    - by WooYek
    What are good questions to determine if applicant is pro Google App Egine developer? Questions that can distinguish that someone is not an ad-hoc GAE programmer, but is really doing professional GAE development, with all areas concerned (eg. performance, transactions, async/batch data processing). Please provide answers, so an intermediate developer (such as myself :) can interview someone more experienced. Please avoid open questions. If possible please provide a link to a documentation part that's covering a topic in question. Please keep one interview question/answer per response for better reading experience and easier interview preparation.

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  • Interesting/Innovative Open Source tools for indie games [closed]

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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