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  • Push or Pull Input Data In the Game Logic?

    - by Qua
    In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to the game logic is wrapped inside action objects such as BuildBuildingAction. I was thinking of having an action processing layer that would determine what to do with the input. This layer could then be set up to either just pass the actions locally to the game engine or send it via sockets to the network server depending on whether the game was single- or multiplayer. In network games it would make sense that the player's actions should be sent to the server, but should the game logic be pulling (polling?) the data through some sort of interface or should the action processing layer be adding the actions to an input queue in the game logic code?

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  • What are the relative merits for implementing an Erlang-style "Continuation" pattern in C#

    - by JoeGeeky
    What are the relative merits (or demerits) for implementing an Erlang-style "Continuation" pattern in C#. I'm working on a project that has a large number of Lowest priority threads and I'm wondering if my approach may be all wrong. It would seem there is a reasonable upper limit to the number of long-running threads that any one Process 'should' spawn. With that said, I'm not sure what would signal the tipping-point for too many thread or when alternate patterns such as "Continuation" would be more suitable. In this case, many of the threads do a small amount of work and then sleep until woken to go again (Ex. Heartbeat, purge caches, etc...). This continues for the life of the Process.

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  • Recording custom variables to identify individual users with Google Analytics

    - by mrtsherman
    I have been asked by our marketing department to add Google Analytics custom variable tracking to my company's website. As the website uses server side includes, modifications to the tracking tag roll out globally - maintenance is therefore a headache! So, if I add the following code (keeping in mind SSI so every page has the same code): // visitor level tracking, id = 12345 // Record a unique id for each visitor. When they return also track this id _gaq.push(['_setCustomVar', 1, 'id', '12345', 1]); // page level tracking // If the user signs up for our newsletter we set newsletter to true // Each page they subsequently visit should also mark this as true _gaq.push(['_setCustomVar', 1, 'newsletter', 'true', 1]); I don't use GA and the marketing people don't use custom variables, so we don't actually know how or if this will work. Therefore my questions are:- Do I want Page, Session or Visitor level tracking? What happens when the same code is used on every page? Can GA 'overwrite' a setting. For example, if I set newsletter to true on page X and then user navigates to page Y, will the variable also be marked there?

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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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  • Creating user UI using Flixel

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. What I am trying to do is add a Start Screen before actually loading the game. I have a create function that adds all the game elements to the stage: override public function create():void // all game elements { How can I add this pre-load Start Screen? I'm not sure if I have to add in the code to this create function or somewhere else and what code to actually add. Eventually I would also like to add saving, loading, options and upgrades too. So any advice with that would be great. Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } } Thanks.

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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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  • 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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  • DDD and Value Objects. Are mutable Value Objects a good candidate for Non Aggr. Root Entity?

    - by Tony
    Here is a little problem Have an entity, with a value object. Not a problem. I replace a value object for a new one, then nhibernate inserts the new value and orphan the old one, then deletes it. Ok, that's a problem. Insured is my entity in my domain. He has a collection of Addresses (value objects). One of the addresses is the MailingAddress. When we want to update the mailing address, let's say zipcode was wrong, following Mr. Evans doctrine, we must replace the old object for a new one since it's immutable (a value object right?). But we don't want to delete the row thou, because that address's PK is a FK in a MailingHistory table. So, following Mr. Evans doctrine, we are pretty much screwed here. Unless i make my addressses Entities, so i don't have to "replace" it, and simply update its zipcode member, like the old good days. What would you suggest me in this case? The way i see it, ValueObjects are only useful when you want to encapsulate a group of database table's columns (component in nhibernate). Everything that has a persistence id in the database, is better off to make it an Entity (not necessarily an aggregate root) so you can update its members without recreating the whole object graph, specially if that's a deep-nested object. Do you concur? Is it allowed by Mr. Evans to have a mutable value object? Or is a mutable value object a candidate for an Entity? Thanks

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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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  • Algorithm for dynamically calculating a level based on experience points?

    - by George
    One of the struggles I've always had in game development is deciding how to implement experience points attributed to gaining a level. There doesn't seem to be a pattern to gaining a level in many of the games I've played, so I assume they have a static dictionary table which contains experience points vs. the level. e.g. Experience Level 0 1 100 2 175 3 280 4 800 5 ...There isn't a rhyme or reason why 280 points is equal to level 4, it just is. I'm not sure how those levels are decided, but it certainly wouldn't be dynamic. I've also thought about the possibility of exponential levels, as not to have to keep a separate lookup table, e.g. Experience Level 0 1 100 2 200 3 400 4 800 5 1600 6 3200 7 6400 8 ...but that seems like it would grow out of control rather quickly, as towards the upper levels, the enemies in the game would have to provide a whopping amount of experience to level -- and that would be to difficult to control. Leveling would become an impossible task. Does anyone have any pointers, or methods they use to decide how to level a character based on experience? I want to be fair in leveling and I want to stay ahead of the players as not to worry about constantly adding new experience/level lookups.

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  • Algorithm for tracking progress of controller method running in background

    - by SilentAssassin
    I am using Codeigniter framework for PHP on Windows platform. My problem is I am trying to track progress of a controller method running in background. The controller extracts data from the database(MySQL) then does some processing and then stores the results again in the database. The complete aforesaid process can be considered as a single task. A new task can be assigned while another task is running. The newly assigned task will be added in a queue. So if I can track progress of the controller, I can show status for each of these tasks. Like I can show "Pending" status for tasks in the queue, "In Progress" for tasks running and "Done" for tasks that are completed. Main Issue: Now first thing I need to find is an algorithm to track the progress of how much amount of execution the controller method has completed and that means tracking how much amount of method has completed execution. For instance, this PHP script tracks progress of array being counted. Here the current state and state after total execution are known so it is possible to track its progress. But I am not able to devise anything analogous to it in my case. Maybe what I am trying to achieve is programmtically not possible. If its not possible then suggest me a workaround or a completely new approach. If some details are pending you can mention them. Sorry for my ignorance this is my first post here. I welcome you to point out my mistakes. EDIT: Database outline: The URL(s) and keyword(s) are first entered by user which are stored in a database table called link_master and keyword_master respectively. Then keywords are extracted from all the links present in this table and compared with keywords entered by user and their frequency is calculated which is the final result. And the results are stored in another table called link_result. Now sub-links are extracted from the domain links and stored in a table called sub_link_master. Now again the keywords are extracted from these sub-links and the corresponding results are stored in a table called sub_link_result. The number of records cannot be defined beforehand as the number of links on any web page can be different. Only the cardinality of *link_result* table can be known which will be equal to multiplication of number of keyword(s) and URL(s) . I insert multiple records at a time using this resource. Controller outline: The controller extracts keywords from a web page and also extracts keywords from all the links present on that page. There is a method called crawlLink. I used Rolling Curl to extract keywords and web page content. It has callback function which I used for extracting keywords alongwith generating results and extracting valid sub-links. There is a insertResult method which stores results for links and sub-links in the respective tables. Yes, the processing depends on the number of records. The more the number of records, the more time it takes to execute: Consider this scenario: Number of Domain Links = 1 Number of Keywords = 3 Number of Domain Links Result generated = 3 (3 x 1 as described in the question) Number of Sub Links generated = 41 Number of Sub Links Result = 117 (41 x 3 = 123 but some links are not valid or searchable) Approximate time taken for above process to complete = 55 seconds. The above result is for a single link. I want to track the progress of the above results getting stored in database. When all results are stored, the task is complete. If results are getting stored, the task is In Progress. I am not clear how can I track this progress.

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  • Publish/Subscribe/Request for exchange of big, complex, and confidential data?

    - by Morten
    I am working on a project where a website needs to exchange complex and confidential (and thus encrypted) data with other systems. The data includes personal information, technical drawings, public documents etc. We would prefer to avoid the Request-Reply pattern to the dependent systems (and there are a LOT of them), as that would create an awful lot of empty traffic. On the other hand, I am not sure that a pure Publisher/Subscriber pattern would be apropriate -- mainly because of the complex and bulky nature of the data to be exchanged. For that reason we have discussed the possibility of a "publish/subscribe/request" solution. The Publish/Subscribe part would be to publish a message to the dependent systems, that something is ready for pickup. The actual content is then picked up by old-school Request-Reply action. How does this sound to you?? Regards, Morten

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  • Trying to detect collision between two polygons using Separating Axis Theorem

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(vertices[0]); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(vertices[i]); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if( other.x <= y || other.y >= x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • Help with this optimization

    - by Milo
    Here is what I do: I have bitmaps which I draw into another bitmap. The coordinates are from the center of the bitmap, thus on a 256 by 256 bitmap, an object at 0.0,0.0 would be drawn at 128,128 on the bitmap. I also found the furthest extent and made the bitmap size 2 times the extent. So if the furthest extent is 200,200 pixels, then the bitmap's size is 400,400. Unfortunately this is a bit inefficient. If a bitmap needs to be drawn at 500,500 and the other one at 300,300, then the target bitmap only needs to be 200,200 in size. I cannot seem to find a correct way to draw in the components correctly with a reduced size. I figure out the target bitmap size like this: float AvatarComposite::getFloatWidth(float& remainder) const { float widest = 0.0f; float widestNeg = 0.0f; for(size_t i = 0; i < m_components.size(); ++i) { if(m_components[i].getSprite() == NULL) { continue; } float w = m_components[i].getX() + ( ((m_components[i].getSprite()->getWidth() / 2.0f) * m_components[i].getScale()) / getWidthToFloat()); float wn = m_components[i].getX() - ( ((m_components[i].getSprite()->getWidth() / 2.0f) * m_components[i].getScale()) / getWidthToFloat()); if(w > widest) { widest = w; } if(wn > widest) { widest = wn; } if(w < widestNeg) { widestNeg = w; } if(wn < widestNeg) { widestNeg = wn; } } remainder = (2 * widest) - (widest - widestNeg); return widest - widestNeg; } And here is how I position and draw the bitmaps: int dw = m_components[i].getSprite()->getWidth() * m_components[i].getScale(); int dh = m_components[i].getSprite()->getHeight() * m_components[i].getScale(); int cx = (getWidth() + (m_remainderX * getWidthToFloat())) / 2; int cy = (getHeight() + (m_remainderY * getHeightToFloat())) / 2; cx -= m_remainderX * getWidthToFloat(); cy -= m_remainderY * getHeightToFloat(); int dx = cx + (m_components[i].getX() * getWidthToFloat()) - (dw / 2); int dy = cy + (m_components[i].getY() * getHeightToFloat()) - (dh / 2); g->drawScaledSprite(m_components[i].getSprite(),0.0f,0.0f, m_components[i].getSprite()->getWidth(),m_components[i].getSprite()->getHeight(),dx,dy, dw,dh,0); I basically store the difference between the original 2 * longest extent bitmap and the new optimized one, then I translate by that much which I would think would cause me to draw correctly but then some of the components look cut off. Any insight would help. Thanks

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  • Reusable skill class structure

    - by Martino Wullems
    Hello, Pretty new to the whole game development scene, but I have experience in other branches of programming. Anyway, I was wondering what methods are used to implement a skill structure. I imagine a skill in itself would a class. I'm using actionscript 3 for this project btw. public class Skill { public var power:int; public var delay:int; public var cooldown:int; public function Attack(user:Mob, target:Mob) { } } } Each skill would extend the Skill class and add it's own functionality. public class Tackle extends Skill { public function Tackle(user:Mob, target:Mob) { super(user, target); executeAttack(); } private function executeAttack():void { //multiply user.strength with power etc //play attack animation } } } This where I get stuck. How do I termine which mobs has which skills? And which skill will they later be able to retrieve (by reaching a certain level etc). How does the player actually execute the skill and how is it determine if it hits. It's all very new to me so I have no idea where to begin. Any links would also be appreciated. Thanks in advance.

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  • Microkernel architectural pattern and applicability for business applications

    - by Pangea
    We are in the business of building customizable web applications. We have the core team that provides what we call as the core platform (provides services like security, billing etc.) on top of which core products are built. These core products are industry specific solutions like telecom, utility etc. These core products are later used by other teams to build customer specific solutions in a particular industry. Until now we have a loose separation between platform and core product. The customer specific solutions are build by customizing 20-40% of the core offering and re-packaging. The core-platform and core products are released together as monolithic apps (ear). I am looking to improvise the current situation so that there is a cleaner separation on these 3. This allows us to have evolve each of these 3 separately etc. I've read through the Mircokernel architecture and kind of felt that I can take apply the principles in my context. But most of my reading about this pattern is always in the context of operating systems or application servers etc. I am wondering if there are any examples on how that pattern was used for architecting business applications. Or you could provide some insight on how to apply that pattern to my problem.

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  • null values vs "empty" singleton for optional fields

    - by Uko
    First of all I'm developing a parser for an XML-based format for 3D graphics called XGL. But this question can be applied to any situation when you have fields in your class that are optional i.e. the value of this field can be missing. As I was taking a Scala course on coursera there was an interesting pattern when you create an abstract class with all the methods you need and then create a normal fully functional subclass and an "empty" singleton subclass that always returns false for isEmpty method and throws exceptions for the other ones. So my question is: is it better to just assign null if the optional field's value is missing or make a hierarchy described above and assign it an empty singleton implementation?

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  • Code Smell: Inheritance Abuse

    - by dsimcha
    It's been generally accepted in the OO community that one should "favor composition over inheritance". On the other hand, inheritance does provide both polymorphism and a straightforward, terse way of delegating everything to a base class unless explicitly overridden and is therefore extremely convenient and useful. Delegation can often (though not always) be verbose and brittle. The most obvious and IMHO surest sign of inheritance abuse is violation of the Liskov Substitution Principle. What are some other signs that inheritance is The Wrong Tool for the Job even if it seems convenient?

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  • Presenting at Roanoke Code Camp Saturday!

    - by andyleonard
    Introduction I am honored to once again be selected to present at Roanoke Code Camp ! An Introductory Topic One of my presentations is titled "I See a Control Flow Tab. Now What?" It's a Level 100 talk for those wishing to learn how to build their very first SSIS package. This highly-interactive, demo-intense presentation is for beginners and developers just getting started with SSIS. Attend and learn how to build SSIS packages from the ground up . Designing an SSIS Framework I'm also presenting...(read more)

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  • MVP Pattern Philsophical Question - Security Checking in UI

    - by Brian
    Hello, I have a philosophical question about the MVP pattern: I have a component that checks whether a user has access to a certain privilege. This privilege turns on or off certain UI features. For instance, suppose you have a UI grid, and for each row that gets bound, I do a security check to see if certain features in the grid should be enabled or disabled. There are two ways to do this: have the UI/view call the component's method, determine if it has access, and enable/disable or show/hide. The other is have the view fire an event to the presenter, have the presenter do the check and return the access back down to the view through the model or through the event arg. As per the MVP pattern, which component should security checks fit into, the presenter or the view? Since the view is using it to determine its accessibility, it seems more fitting in the view, but it is doing database checks and all inside this business component, and there is business logic there, so I can see the reverse argument too. Thoughts? Thanks.

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  • Relationships in a Chen ERD

    - by Nibroc A Rehpotsirhc
    I am working on a Chen ERD to model our organizations merchandise. Our central entity is a Style. We have supplemental entities of Color and Season. I am defining our assortment as the relationship between these three entities, and this relationship itself will have attributes and is defined by the three entities which participate in the mandatory relationship. The rules are; Many Styles can be offered in a Season, and a Style can be offered in many Seasons. Within a Season, a Style can be offered in Many Colors. I then have 2 other entities, one of which I believe is a weak entity, Climate, and the other may be weak, but I am not sure, this being Transaction Channel. I am thinking of these as relationships off of a relationship? Meaning, for a given Style/Color combination offered in a Season, it can be available through 1 or more Transaction Channels. Additionally, within a season, a given Style/Color combination can be intended for 1 or more Climates. Is it valid to have relationships off of relationships? Or does this requirement dictate that I should think of this Style/Color/Season relationship as an entity itself, and define the relationships to Climate and Transaction Channel off of this entity?

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  • Starting point for a simple game written in action script [closed]

    - by Hossein
    Possible Duplicate: AS3/Flash Game Dev: Looking for good & current step by step. Hi, I want to develop a simple game like: http://www.albinoblacksheep.com/games/falldown2 And then making it a bit more fancy. But I don't know where to start. I have already started AS3 so I know about the syntax and stuff, but I am kinda lost. Does anyone knows of a nice starting point or a tutorial that can help me with this? Thanks

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  • Are there any examples of a temporal field/object updater?

    - by Bryan Agee
    The system in question has numerous examples of temporal objects and fields--ones which are a certain variable at a certain point in time. An example of this would be someone's rate of pay--there are different answers depending on when you ask and what the constraints might be; eg, can there ever be more than one of a certain temporal object concurrently, etc. Ideally, there would be an object that handles those constraints when a new state/stateful object is introduced; when a new value is set, it would prevent creating negative ranges and overlaps. Martin Fowler has written some great material on this (such as this description of Temporal Objects) , but what I've found of it tends to be entirely theoretic, with no concrete implementations. PHP is the target language, but examples in any language would be most helpful.

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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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  • Method for spawning enemies according to player score and game time

    - by Sun
    I'm making a top-down shooter and want to scale the difficulty of the game according to what the score is and how much time has Passed. Along with this, I want to spawn enemies in different patterns and increase the intervals at which these enemies are shown. I'm going for a similar effect to Geometry wars. However, I can think of a to do this other than have multiple if-else statments, e.g. : if (score > 1000) { //spawn x amount if enemies } else if (score > 10000) { //spawn x amount of enemy type 1 & 2 } else if (score > 15000) { //spawn x amount of enemy type 1 & 2 & 3 } else if (score > 25000) { //spawn x amount of enemy type 1 & 2 & 3 //create patterns with enemies } ...etc What would be a better method of spawning enemies as I have described?

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