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  • Server-side Architecture for Online Game

    - by Draiken
    Hi, basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks !

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  • Good free CSS Sprite for icons

    - by Saif Bechan
    I am working on a small project where I need some of the basic icons: edit, favorite, delete. You know them. Now i can download them all seperate, and put them together in a sprite, but I was wondering if there are ready to download sprites which I can use. Now I am working on an accounting app, so it would be nice if the icons were not too childish. A little but of fancy business type icons. Thanks

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  • Building a distributed system on Amazon Web Services

    - by Songo
    Would simply using AWS to build an application make this application a distributed system? For example if someone uses RDS for the database server, EC2 for the application itself and S3 for hosting user uploaded media, does that make it a distributed system? If not, then what should it be called and what is this application lacking for it to be distributed? Update Here is my take on the application to clarify my approach to building the system: The application I'm building is a social game for Facebook. I developed the application locally on a LAMP stack using Symfony2. For production I used an a single EC2 Micro instance for hosting the app itself, RDS for hosting my database, S3 for the user uploaded files and CloudFront for hosting static content. I know this may sound like a naive approach, so don't be shy to express your ideas.

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  • The next next C++ [closed]

    - by Roger Pate
    It's entirely too early for speculation on what C++ will be like after C++0x, but idle hands make for wild predictions. What features would you find useful and why? Is there anything in another language that would fit nicely into the state of C++ after 0x? What should be considered for the next TC and TR? (Mostly TR, as the TC would depend more on what actually becomes the next standard.) Export was removed, rather than merely deprecated, in 0x. (It remains a keyword.) What other features carry so much baggage to also be more harmful than helpful? ISO Standards' process I'm not involved in the C++ committee, but it's also a mystery, unfortunately, to most programmers using C++. A few things worth keeping in mind: There will be 10 years between standards, barring extremely exceptional circumstances. The standard can get "bug fixes" in the form of a Technical Corrigendum. This happened to C++98 with TC1, named C++03. It fixed "simple" issues such as making the explicit guarantee that std::vector stores items contiguously, which was always intended. The committee can issue reports which can add to the language. This happened to C++98/03 with TR1 in 2005, which introduced the std::tr1 namespace.

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  • Why not expose a primary key

    - by Angelo Neuschitzer
    In my education I have been told that it is a flawed idea to expose actual primary keys (not only DB keys, but all primary accessors) to the user. I always thought it to be a security problem (because an attacker could attempt to read stuff not their own). Now I have to check if the user is allowed to access anyway, so is there a different reason behind it? Also, as my users have to access the data anyway I will need to have a public key for the outside world somewhere in between. Now that public key has the same problems as the primary key, doesn't it?

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  • Developing Schema Compare for Oracle (Part 2): Dependencies

    - by Simon Cooper
    In developing Schema Compare for Oracle, one of the issues we came across was the size of the databases. As detailed in my last blog post, we had to allow schema pre-filtering due to the number of objects in a standard Oracle database. Unfortunately, this leads to some quite tricky situations regarding object dependencies. This post explains how we deal with these dependencies. 1. Cross-schema dependencies Say, in the following database, you're populating SchemaA, and synchronizing SchemaA.Table1: SOURCE   TARGET CREATE TABLE SchemaA.Table1 ( Col1 NUMBER REFERENCES SchemaB.Table1(Col1));   CREATE TABLE SchemaA.Table1 ( Col1 VARCHAR2(100) REFERENCES SchemaB.Table1(Col1)); CREATE TABLE SchemaB.Table1 ( Col1 NUMBER PRIMARY KEY);   CREATE TABLE SchemaB.Table1 ( Col1 VARCHAR2(100) PRIMARY KEY); We need to do a rebuild of SchemaA.Table1 to change Col1 from a VARCHAR2(100) to a NUMBER. This consists of: Creating a table with the new schema Inserting data from the old table to the new table, with appropriate conversion functions (in this case, TO_NUMBER) Dropping the old table Rename new table to same name as old table Unfortunately, in this situation, the rebuild will fail at step 1, as we're trying to create a NUMBER column with a foreign key reference to a VARCHAR2(100) column. As we're only populating SchemaA, the naive implementation of the object population prefiltering (sticking a WHERE owner = 'SCHEMAA' on all the data dictionary queries) will generate an incorrect sync script. What we actually have to do is: Drop foreign key constraint on SchemaA.Table1 Rebuild SchemaB.Table1 Rebuild SchemaA.Table1, adding the foreign key constraint to the new table This means that in order to generate a correct synchronization script for SchemaA.Table1 we have to know what SchemaB.Table1 is, and that it also needs to be rebuilt to successfully rebuild SchemaA.Table1. SchemaB isn't the schema that the user wants to synchronize, but we still have to load the table and column information for SchemaB.Table1 the same way as any table in SchemaA. Fortunately, Oracle provides (mostly) complete dependency information in the dictionary views. Before we actually read the information on all the tables and columns in the database, we can get dependency information on all the objects that are either pointed at by objects in the schemas we’re populating, or point to objects in the schemas we’re populating (think about what would happen if SchemaB was being explicitly populated instead), with a suitable query on all_constraints (for foreign key relationships) and all_dependencies (for most other types of dependencies eg a function using another function). The extra objects found can then be included in the actual object population, and the sync wizard then has enough information to figure out the right thing to do when we get to actually synchronize the objects. Unfortunately, this isn’t enough. 2. Dependency chains The solution above will only get the immediate dependencies of objects in populated schemas. What if there’s a chain of dependencies? A.tbl1 -> B.tbl1 -> C.tbl1 -> D.tbl1 If we’re only populating SchemaA, the implementation above will only include B.tbl1 in the dependent objects list, whereas we might need to know about C.tbl1 and D.tbl1 as well, in order to ensure a modification on A.tbl1 can succeed. What we actually need is a graph traversal on the dependency graph that all_dependencies represents. Fortunately, we don’t have to read all the database dependency information from the server and run the graph traversal on the client computer, as Oracle provides a method of doing this in SQL – CONNECT BY. So, we can put all the dependencies we want to include together in big bag with UNION ALL, then run a SELECT ... CONNECT BY on it, starting with objects in the schema we’re populating. We should end up with all the objects that might be affected by modifications in the initial schema we’re populating. Good solution? Well, no. For one thing, it’s sloooooow. all_dependencies, on my test databases, has got over 110,000 rows in it, and the entire query, for which Oracle was creating a temporary table to hold the big bag of graph edges, was often taking upwards of two minutes. This is too long, and would only get worse for large databases. But it had some more fundamental problems than just performance. 3. Comparison dependencies Consider the following schema: SOURCE   TARGET CREATE TABLE SchemaA.Table1 ( Col1 NUMBER REFERENCES SchemaB.Table1(col1));   CREATE TABLE SchemaA.Table1 ( Col1 VARCHAR2(100)); CREATE TABLE SchemaB.Table1 ( Col1 NUMBER PRIMARY KEY);   CREATE TABLE SchemaB.Table1 ( Col1 VARCHAR2(100)); What will happen if we used the dependency algorithm above on the source & target database? Well, SchemaA.Table1 has a foreign key reference to SchemaB.Table1, so that will be included in the source database population. On the target, SchemaA.Table1 has no such reference. Therefore SchemaB.Table1 will not be included in the target database population. In the resulting comparison of the two objects models, what you will end up with is: SOURCE  TARGET SchemaA.Table1 -> SchemaA.Table1 SchemaB.Table1 -> (no object exists) When this comparison is synchronized, we will see that SchemaB.Table1 does not exist, so we will try the following sequence of actions: Create SchemaB.Table1 Rebuild SchemaA.Table1, with foreign key to SchemaB.Table1 Oops. Because the dependencies are only followed within a single database, we’ve tried to create an object that already exists. To fix this we can include any objects found as dependencies in the source or target databases in the object population of both databases. SchemaB.Table1 will then be included in the target database population, and we won’t try and create objects that already exist. All good? Well, consider the following schema (again, only explicitly populating SchemaA, and synchronizing SchemaA.Table1): SOURCE   TARGET CREATE TABLE SchemaA.Table1 ( Col1 NUMBER REFERENCES SchemaB.Table1(col1));   CREATE TABLE SchemaA.Table1 ( Col1 VARCHAR2(100)); CREATE TABLE SchemaB.Table1 ( Col1 NUMBER PRIMARY KEY);   CREATE TABLE SchemaB.Table1 ( Col1 VARCHAR2(100) PRIMARY KEY); CREATE TABLE SchemaC.Table1 ( Col1 NUMBER);   CREATE TABLE SchemaC.Table1 ( Col1 VARCHAR2(100) REFERENCES SchemaB.Table1); Although we’re now including SchemaB.Table1 on both sides of the comparison, there’s a third table (SchemaC.Table1) that we don’t know about that will cause the rebuild of SchemaB.Table1 to fail if we try and synchronize SchemaA.Table1. That’s because we’re only running the dependency query on the schemas we’re explicitly populating; to solve this issue, we would have to run the dependency query again, but this time starting the graph traversal from the objects found in the other database. Furthermore, this dependency chain could be arbitrarily extended.This leads us to the following algorithm for finding all the dependencies of a comparison: Find initial dependencies of schemas the user has selected to compare on the source and target Include these objects in both the source and target object populations Run the dependency query on the source, starting with the objects found as dependents on the target, and vice versa Repeat 2 & 3 until no more objects are found For the schema above, this will result in the following sequence of actions: Find initial dependenciesSchemaA.Table1 -> SchemaB.Table1 found on sourceNo objects found on target Include objects in both source and targetSchemaB.Table1 included in source and target Run dependency query, starting with found objectsNo objects to start with on sourceSchemaB.Table1 -> SchemaC.Table1 found on target Include objects in both source and targetSchemaC.Table1 included in source and target Run dependency query on found objectsNo objects found in sourceNo objects to start with in target Stop This will ensure that we include all the necessary objects to make any synchronization work. However, there is still the issue of query performance; the CONNECT BY on the entire database dependency graph is still too slow. After much sitting down and drawing complicated diagrams, we decided to move the graph traversal algorithm from the server onto the client (which turned out to run much faster on the client than on the server); and to ensure we don’t read the entire dependency graph onto the client we also pull the graph across in bits – we start off with dependency edges involving schemas selected for explicit population, and whenever the graph traversal comes across a dependency reference to a schema we don’t yet know about a thunk is hit that pulls in the dependency information for that schema from the database. We continue passing more dependent objects back and forth between the source and target until no more dependency references are found. This gives us the list of all the extra objects to populate in the source and target, and object population can then proceed. 4. Object blacklists and fast dependencies When we tested this solution, we were puzzled in that in some of our databases most of the system schemas (WMSYS, ORDSYS, EXFSYS, XDB, etc) were being pulled in, and this was increasing the database registration and comparison time quite significantly. After debugging, we discovered that the culprits were database tables that used one of the Oracle PL/SQL types (eg the SDO_GEOMETRY spatial type). These were creating a dependency chain from the database tables we were populating to the system schemas, and hence pulling in most of the system objects in that schema. To solve this we introduced blacklists of objects we wouldn’t follow any dependency chain through. As well as the Oracle-supplied PL/SQL types (MDSYS.SDO_GEOMETRY, ORDSYS.SI_COLOR, among others) we also decided to blacklist the entire PUBLIC and SYS schemas, as any references to those would likely lead to a blow up in the dependency graph that would massively increase the database registration time, and could result in the client running out of memory. Even with these improvements, each dependency query was taking upwards of a minute. We discovered from Oracle execution plans that there were some columns, with dependency information we required, that were querying system tables with no indexes on them! To cut a long story short, running the following query: SELECT * FROM all_tab_cols WHERE data_type_owner = ‘XDB’; results in a full table scan of the SYS.COL$ system table! This single clause was responsible for over half the execution time of the dependency query. Hence, the ‘Ignore slow dependencies’ option was born – not querying this and a couple of similar clauses to drastically speed up the dependency query execution time, at the expense of producing incorrect sync scripts in rare edge cases. Needless to say, along with the sync script action ordering, the dependency code in the database registration is one of the most complicated and most rewritten parts of the Schema Compare for Oracle engine. The beta of Schema Compare for Oracle is out now; if you find a bug in it, please do tell us so we can get it fixed!

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  • Is extensive documentation a code smell?

    - by Griffin
    Every library, open-source project, and SDK/API I've ever come across has come packaged with a (usually large) documentation file, and this seems contradictory to the wide-spread belief that good code needs little to no comments. What separates documentation from this programming methodology? a one to two page overview of a package seems reasonable, but elegant code combined with standard intelisense should have theoretically deprecated the practice of documentation by now IMO. I feel like companies only create detailed documentation and tutorials because its what they've always done. Why should developers have to constantly be searching through online documentation in order to learn how to do things when such information should be intrinsic to the classes, methods and namespaces?

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  • Are there specific legal issues for web developers working on sex dating sites?

    - by YumYumYum
    Say I have created many ordinary websites which are not related to any dating/sexual content. Are the rules and regulations for a developer the same when making a sex-related dating site? I'm talking about a site where people meet together and get to know each other, with the intent of having a sexual relationship (you know what I mean), also featuring webcam sex, but not explicitly a porno site. Do such sites have any special legal issues for developers compared with non-sexual/dating sites?

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  • How to approach big developer companies if I have a killer game idea? (for mobile devices)

    - by Balázs Dávid
    I have an idea for a game that has a potential, but I'm not a programmer. How to tell this to development companies without being my idea stolen? All I want from the company is first to watch a 3-minute long video presentation about my idea and if they see fantasy in it then we can talk about the details. I have already sent an e-mail to several big companies that have the expertise needed to code the game, they haven't answer me. Actually the idea is nothing fancy, no 3D, but fun and unique.

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  • Use adapter pattern for coupled classes

    - by kaiseroskilo
    I need (for unit testing purposes) to create adapters for external library classes.ExchangeService and ContactsFolder are Microsoft's implementations in its' EWS library. So I created my adapters that implement my interfaces, but it seems that contactsFolder has a dependency for ExchangeService in its' constructor. The problem is that I cannot instantiate ContactsFolderAdapter without somehow accessing the actual ExchangeService instance (I see only ExchangeServiceAdapter in scope). Is there a better pattern for this that retains the adapter classes? Or should I "infect" ExchangeServiceAdapter with some kind of GetActualObject method?

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  • What to include in metadata?

    - by shyam
    I'm wondering if there are any general guidelines or best practices regarding when to split data into a metadata format, as oppose to directly embedding it within the data. (Specific example below). My understanding of metadata is that it describes data (without the need to actually look at the data), allowing for data to be quickly search/filtered for easy access. Let's take for example a simple 3D model format. The actual data file itself is a binary file containing vertices and colors. Things like creation date, modified data and author name would be things that describe the binary data, so I would say these belong as metadata (outside of the binary file). But what if the application had no need to search or filter by these fields? Would it be acceptable to embed these fields directly into the binary data itself? Could they be duplicated in both the binary data and the meta data, or would this be considered bad practice? What about more ambiguous fields such as the model name, which could be considered part of the data itself, but also as data describing the binary data?... How do you decide which data to embed in the actual binary file, as opposed to separating into a more flexible metadata format? Thanks!

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  • When to use abstract classes instead of interfaces and extension methods in C#?

    - by Gulshan
    "Abstract class" and "interface" are similar type of ideas, while interface being more abstract. One need of abstract classes was to provide method implementations for the derived classes. But in C#, that need has also been reduced by lately introduced extension methods. So, in C#, when should we use abstract classes instead of using interfaces and extension methods associated with the interface? And now, we can use 'Properties' in interfaces also. A notable example of interface+ extension methods is the Heavily used IEnumerable and it's helper methods. You use Linq and it's all by this extension methods!

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  • More Tables or More Databases?

    - by BuckWoody
    I got an e-mail from someone that has an interesting situation. He has 15,000 customers, and he asks if he should have a database for their data per customer. Without a LOT more data it’s impossible to say, of course, but there are some general concepts to keep in mind. Whenever you’re segmenting data, it’s all about boundary choices. You have not only boundaries around how big the data will get, but things like how many objects (tables, stored procedures and so on) that will be involved, if there are any cross-sections of data (do they share location or product information) and – very important – what are the security requirements? From the answer to these types of questions, you now have the choice of making multiple tables in a single database, or using multiple databases. A database carries some overhead – it needs a certain amount of memory for locking and so on. But it has a very clean boundary – everything from objects to security can be kept apart. Having multiple users in the same database is possible as well, using things like a Schema. But keeping 15,000 schemas can be challenging as well. My recommendation in complex situations like this is similar to a post on decisions that I did earlier – I lay out the choices on a spreadsheet in rows, and then my requirements at the top in the columns. I  give each choice a number based on how well it meets each requirement. At the end, the highest number wins. And many times it’s a mix – perhaps this person could segment customers into larger regions or districts or products, in a database. Within that database might be multiple schemas for the customers. Of course, he needs to query across all customers, that becomes another requirement. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Moving camera, or camera with discrete "screens"?

    - by Jacob Millward
    I'm making a game with a friend, but having trouble deciding on a camera style. The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements. My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game. Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

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  • Game development: Pre-production stage

    - by piers
    I´m starting up a new project. It´s going to be a web browser game, developed using HTML5, JavaScript and CSS3. I have some general questions regarding the process of game developing. Should you know everything about your game by the time you start writing the first lines of code? I mean should you know all the details, all the things the player can and can not do? Basically: should you be done writing down new ideas before you begin coding? I understand the pre-production process is about documenting, doing research etc. What does that mean? Does it mean I should open up Word and write down everything about the game? For example what should happen when you click on different things etc. Thanks for your help!

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  • Recommended method towards making custom maps for a 2d game?

    - by Qasim
    I am planning on making a 2D game, however different from my last personal projects I want this one to have enhanced graphics, with custom-designed levels. My previous 2d platformers were tile-based, in which I made a map editor for to create levels. However, I am wondering the best way to implement custom designed maps? For say, some grass is a litter higher than others, flowers here and there, cool drawings and structures along the way, etc. instead of just the same old tiles over and over again. I am thinking but I just can't grasp the idea of how to implement it. I have seen it done in other games and am interested to see how they accomplish it, but can't get my hands on some source code. :(

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  • Requiring multithreading/concurrency for implementation of scripting language

    - by Ricky Stewart
    Here's the deal: I'm looking at designing my own scripting/interpreted language for fun. I'm only in the planning stages right now; I want to make sure I have a very strong hold on exactly how I will implement everything before I start coding. What I'm currently struggling with is concurrency. It seems to me like an easy way to avoid the unpredictable performance that comes with garbage collection would be to put the garbage collector in its own thread, and have it run concurrently with the interpreter itself. (To be clear, I don't plan to allow the scripts to be multithreaded themselves; I would simply put a garbage collector to work in a different thread than the interpreter.) This doesn't seem to be a common strategy for many popular scripting languages, probably for portability reasons; I would probably write the interpreter in the UNIX/POSIX threading framework initially and then port it to other platforms (Windows, etc.) if need be. Does anyone have any thoughts in this issue? Would whatever gains I receive by exploiting concurrency be nullified by the portability issues that will inevitably arise? (On that note, am I really correct in my assumption that I would experience great performance gains with a concurrent garbage collector?) Should I move forward with this strategy or step away from it?

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  • Variable declaration versus assignment syntax

    - by rwallace
    Working on a statically typed language with type inference and streamlined syntax, and need to make final decision about syntax for variable declaration versus assignment. Specifically I'm trying to choose between: // Option 1. Create new local variable with :=, assign with = foo := 1 foo = 2 // Option 2. Create new local variable with =, assign with := foo = 1 foo := 2 Creating functions will use = regardless: // Indentation delimits blocks square x = x * x And assignment to compound objects will do likewise: sky.color = blue a[i] = 0 Which of options 1 or 2 would people find most convenient/least surprising/otherwise best?

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  • Why are Javascript for/in loops so verbose?

    - by Matthew Scharley
    I'm trying to understand the reasoning behind why the language designers would make the for (.. in ..) loops so verbose. For example: for (var x in Drupal.settings.module.stuff) { alert("Index: " + x + "\nValue: " + Drupal.settings.module.stuff[x]); } It makes trying to loop over anything semi-complex like the above a real pain as you either have to alias the value locally inside the loop yourself, or deal with long access calls. This is especially painful if you have two to three nested loops. I'm assuming there is a reason why they would do things this way, but I'm struggling with the reasoning.

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  • Solid principles vs YAGNI

    - by KeesDijk
    When do the SOLID principles become YAGNI? As programmers we make trade-offs all the time, between complexity, maintainability, time to build and so forth. Amongst others, two of the smartest guidelines for making choices are in my mind the SOLID principles and YAGNI. If you don't need it; don't build it, and keep it clean. Now for example, when I watch the dimecast series on SOLID, I see it starts out as a fairly simple program, and ends up as a pretty complex one (end yes complexity is also in the eye of the beholder), but it still makes me wonder: when do SOLID principles turn into something you don't need? All solid principles are ways of working that enable use to make changes at a later stage. But what if the problem to solve is a pretty simple one and it's a throwaway application, then what? Or are the SOLID principles something that always apply? As asked in the comments: Solid Principles YAGNI

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  • Is my Document Type Definition Still Up to Date?

    - by Sam
    Hi folks, currently all my php generated rich html webpages start with this line, which I have been adding to my tempaltes YEARS ago... <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> Am I still up to date and 2011-proof? or Should I be changing this into something fasterloaden/more agile/more flexible? I have heard of XHTML 1.1. When I remove this line all still works fine. Is it very much needed still? What are my alternatives? Thanks very much for your suggestions.

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  • Java Desktop Application For Network users

    - by Motasem Abu Aker
    I'm developing a desktop application using Java. My application will run in a network environment where multiple users will access the same database through the application. There will be basic CRUD opreations (Insert, Update, Delete, & select), which means there will be chances of deadlock, or two users trying to update the same record at same time. I'm using the following Java Swing for Clients (MVC). MySQL Server for database (InnODB). Java Web start. Now, MySQL is centralized on the network, and all of the clients connect to it. The Application for ERP Purpose. I searched the internet to find a very good solution to ensure data integrity & to make sure that when updating one record from one client, other clients are aware of it. I read about Socket-server-client & RESTful web services. I don't want to go web application & don't want to use any extra libraries. So how can I handle this scenario: If User A updates a record: Is there a way to update User B's screen with the new value? If user A starts updating a record, how can I prevent other users from attempting to update the same record?

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  • Code and Slides: Techniques, Strategies, and Patterns for Structuring JavaScript Code

    - by dwahlin
    This presentation was given at the spring 2012 DevConnections conference in Las Vegas and is based on my Structuring JavaScript Code course from Pluralsight. The goal of the presentation is to show how closures combined with code patterns can be used to provide structure to JavaScript code and make it more re-useable, maintainable, and less susceptible to naming conflicts.  Topics covered include: Closures Using Object literals Namespaces The Prototype Pattern The Revealing Module Pattern The Revealing Prototype Pattern View more of my presentations here. Sample code from the presentation can be found here. Check out the full-length course on the topic at Pluralsight.com.

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  • How to Detect Sprites in a SpriteSheet?

    - by IAE
    I'm currently writing a Sprite Sheet Unpacker such as Alferds Spritesheet Unpacker. Now, before this is sent to gamedev, this isn't necessarily about games. I would like to know how to detect a sprite within a spriitesheet, or more abstactly, a shape inside of an image. Given this sprite sheet: I want to detect and extract all individual sprites. I've followed the algorithm detailed in Alferd's Blog Post which goes like: Determine predominant color and dub it the BackgroundColor Iterate over each pixel and check ColorAtXY == BackgroundColor If false, we've found a sprite. Keep going right until we find a BackgroundColor again, backtrack one, go down and repeat until a BackgroundColor is reached. Create a box from location to ending location. Repeat this until all sprites are boxed up. Combined overlapping boxes (or within a very short distance) The resulting non-overlapping boxes should contain the sprite. This implementation is fine, especially for small sprite sheets. However, I find the performance too poor for larger sprite sheets and I would like to know what algorithms or techniques can be leveraged to increase the finding of sprites. A second implementation I considered, but have not tested yet, is to find the first pixel, then use a backtracking algorithm to find every connected pixel. This should find a contiguous sprite (breaks down if the sprite is something like an explosion where particles are no longer part of the main sprite). The cool thing is that I can immediately remove a detected sprite from the sprite sheet. Any other suggestions?

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  • Can someone recommend an appriopriate drawing tablet that fits my needs?

    - by Syg
    I'm looking for something that can help me to easily create small hand drawn graphics and mock-ups digitalize technical drawings I would normally draw on a whiteboard. I'm a developer, not a designer, so it doesn't have to be high-end I guess. Just something to help make it easier, more fun and more productive to quickly draw mockups etc. After a quick search I landed on the wacom site, but it's hard for me to tell the difference between the offerings never having used something like this. Is small too small? is it annoying? Other suggestion are also welcome ofcourse. Thanx for any help you can give me

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