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  • Game Maker Studio Gravity Problems

    - by Dusty
    I've started messing around with Game Maker Studio. The problem I'm having is trying to get a gravity code for orbiting. Here's how i did it in XNA foreach (GravItem Item in StarSystem.ActiveItems.OfType<GravItem>()) { if (this != Item) { Velocity += (10 * Vector2.Normalize(Item.Position - this.Position * (this.Mass * Item.Mass) / (Vector2.DistanceSquared(this.Position, Item.Position)) / (this.Mass)); } } Simple and works well, things or bit and everything is nice. but in Game maker i don't have the luxury of Vector2's or a For-each loop to loop threw all the objects that have a mass. I've tried a few different things but nothing seems to work distance = distance_to_object(obj_moon); //--Gravity hspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) vspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) thanks for the help

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  • How do I set a touch listener in a child scene in AndEngine?

    - by Siddharth
    In my game, I want to implement touch listener for my child scene objects. Basically I tried all the possible way to implement this that I have usually done for my normal scenes, but those methods do not work here. Could somebody provide some guidance for setting touch area listener in child scene? Here is my code: menuScene.setTouchAreaBindingEnabled(true); menuScene.registerTouchArea(resumeButtonSprite); menuScene.registerTouchArea(retryButtonSprite); menuScene.registerTouchArea(exitButtonSprite); menuScene.setOnAreaTouchListener(new IOnAreaTouchListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, ITouchArea pTouchArea, float pTouchAreaLocalX, float pTouchAreaLocalY) { System.out.println("Touch"); return true; } }); In this code, menuScene was a child scene activity. Also after research I found that my engine was stopped while the child scene was activated so the touch event is not detected. I want to implement a pause menu in my game so any desirable solution for a pause menu implementation would help.

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  • Using The Windows Server AppFabric Cache with ASP.NET

    Did you know that you can use the AppFabric Cache with ASP.NET?  AppFabric Cache provides an ASP.NET session state provider.  There are a number of reasons that you would want to consider using the AppFabric Cache instead of other caching technologies, including the built in ASP.NET caching. The AppFabric Cache provides a number of benefits to ASP.NET programmers.  When web applications need to maintain state, especially across a Web Farm, or needs to maintain objects across restarts...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

    - by Patryk
    I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only one object of this class (or maybe make it a Singleton - this is not so important). The hardest part for me is whether the closedSet and openedSet should be attached to objects that can find the path for them or should be stored in pathfinder class ? I am opened to any hints and critique whatsoever. What is the best practice considering pathfinding in terms of design ?

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  • Cocos2dx InApp Purchase for ios

    - by Ahmad dar
    I am trying to integrate In App Purchases in my app made by using cocos2d x c++. I am using easyNdk Helper for In App Purchases. My In App Purchases works perfectly for my Objective C apps. But for cocos2d x it is throwing error for the following line if ([[RageIAPHelper sharedInstance] productPurchased:productP.productIdentifier]) Actually value came from CPP file perfectly in form of arguments and Properly shows their value in NSLog , But it always shows the objects as nil even objetcs print their stored value in NSLog also @try catch condition is not working and finally throw the following error Please Help me what i have to do ? Thanks

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  • How to render 2D particles as fluid?

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? This is for a 2D game, where the perspective is from the side, like this. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The simplest way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water.

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  • Roll Your Own Hologram with DIY Holography Kit

    - by Jason Fitzpatrick
    If you’re looking for a DIY project with a 1980s theme, this create-your-own hologram kit is your ticket to 3D greatness. Over at Make magazine they’ve put together a tutorial for creating your own holograms using the DIY holographic kit featured in the Maker Shed–Make’s storefront for DIYers. The kit is $99; certainly not pocket change but on par with other holography kits on the market and even a bit generous with the inclusion of 20 sheets of holographic film. Check out the video above to see how easy it is to capture small objects on the film and create your own holograms. How-To: Holography [Make] How to See What Web Sites Your Computer is Secretly Connecting To HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast!

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  • Rendering of 2d water

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? Consider the fact that the game is a 2D game. The perspective is like this (the first image i have found): an example of 2d water. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The most simple way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water. Thank you.

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  • In which cases Robolectric is a relevant solution?

    - by Francis Toth
    As you may now, Robolectric is a framework that provides stubs for Android objects, in order to make tests runnable outside the Dalvik environment. My concern is that, by doing this, one can fake a third party library, which is, I believe, not a good practice (it should be encapsulated instead). If you make assumptions about an interface you don't own, which is changed once your test has been written, you won't be always noticed about the modifications. This can lead to a misunderstanding between your implementations and the interface they depends on. In addition, Android use mostly inheritance over interfaces which limits contract testing. So here's my question: Are there situations when Robolectric is the way to go? Here are some links you can check for further information: test-doubles-with-mockito in-brief-contract-tests

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  • Gradual approaches to dependency injection

    - by JW01
    I'm working on making my classes unit-testable, using dependency injection. But some of these classes have a lot of clients, and I'm not ready to refactor all of them to start passing in the dependencies yet. So I'm trying to do it gradually; keeping the default dependencies for now, but allowing them to be overridden for testing. One approach I'm conisdering is just moving all the "new" calls into their own methods, e.g.: public MyObject createMyObject(args) { return new MyObject(args); } Then in my unit tests, I can just subclass this class, and override the create functions, so they create fake objects instead. Is this a good approach? Are there any disadvantages? More generally, is it okay to have hard-coded dependencies, as long as you can replace them for testing? I know the preferred approach is to explicitly require them in the constructor, and I'd like to get there eventually. But I'm wondering if this is a good first step.

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  • 'Table' cannot have children of type 'ListViewDataItem'

    - by kazim sardar mehdi
    I was using System.Web.UI.WebControls.Table System.Web.UI.WebControlsTableRow System.Web.UI.WebControls.TableCell objects inside LayoutTemplate’s InstantiateIn method that’s inherited from ITemplateas stated below:Table = new Table(); when compile got the following error on the YPOD(Yellow page of Death) 'Table' cannot have children of type 'ListViewDataItem'. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.ArgumentException: 'Table' cannot have children of type 'ListViewDataItem'.   Solution:   I Replaced System.Web.UI.WebControls.Table System.Web.UI.WebControls.TableRow System.Web.UI.WebControls.TableCell withSystem.Web.UI.HtmlControls.HtmlTable System.Web.UI.HtmlControls.HtmlTableRow System.Web.UI.HtmlControls.HtmlTableCell and problem solved.

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  • A design pattern for data binding an object (with subclasses) to asp.net user control

    - by Rohith Nair
    I have an abstract class called Address and I am deriving three classes ; HomeAddress, Work Address, NextOfKin address. My idea is to bind this to a usercontrol and based on the type of Address it should bind properly to the ASP.NET user control. My idea is the user control doesn't know which address it is going to present and based on the type it will parse accordingly. How can I design such a setup, based on the fact that, the user control can take any type of address and bind accordingly. I know of one method like :- Declare class objects for all the three types (Home,Work,NextOfKin). Declare an enum to hold these types and based on the type of this enum passed to user control, instantiate the appropriate object based on setter injection. As a part of my generic design, I just created a class structure like this :- I know I am missing a lot of pieces in design. Can anybody give me an idea of how to approach this in proper way.

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  • Drawing beam effect in UDK?

    - by sgrif
    I'm having trouble drawing a particle effect between two actors in UDK - Both the source and the target are not static objects, so as far as I can tell I need to do it in the code not in kismet. Here's what I've got at the moment and it seems to not be doing anything at all. Ideas? BeamEmitter[0] = new(self) class'UTParticleSystemComponent'; BeamEmitter[0].SetAbsolute(false, false, false); BeamEmitter[0].SetTemplate(BeamTemplate[0]); BeamEmitter[0].SetTickGroup(TG_PostUpdateWork); BeamEmitter[0].bUpdateComponentInTick = true; self.AttachComponent(BeamEmitter[0]); BeamEmitter[0].SetBeamEndPoint(2, tarPos); BeamEmitter[0].ActivateSystem();

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  • Can an aggregate root hold references of members of another aggregate root?

    - by Rushino
    Hello, I know outside aggregates cant change anything inside an aggregate without passing by his root. That said i would like to know if an aggregate root can hold references of members (objects insides) of another aggregate root? (fellowing DDD rules) Example : a Calendar contain a list of phases which contain a list of sequences which contain a list of assignations Calendar is root because phases and sequences and assignations only work in context of a calendar. You also have Students and Groups of student (called groups) It is possible (fellowing DDD rules) to make Groups holding references of assignations or it need to pass by the root for accessing groups from assignations ? Thanks.

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  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

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  • How to make custom shaped holes in terrain

    - by Guy Ben-Moshe
    So I'm trying to create a game where you fit certain shaped objects into the hole that fits them (similar to the young children's game with different shaped blocks) in Unity 3D. I've encountered a problem, how do I make the holes in the terrain? Or what type of object should I use for making holes in? So far I've tried to make a 3d model in unity by using other cubes and planes, it just doesn't feel right. I guess I need to create a model in another software and import to unity, I don't know any other software I can use. Tips would help.

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  • OAGi Architecture Council OAGIS Ten Work Group Completes first round review of Concepts for OAGIS Te

    - by michael.rowell
    Today the OAGi Architecture Council OAGIS Ten Work group completed the first level review of concepts for existing content for OAGIS Ten. This is one of the first milestones for OAGIS Ten. In doing this the concepts of key objects (the Nouns) have been identified along with the key context for their use. While OAGIS Ten remains a work-in-process the work group shows progress. Going forward the other councils will provide additional input to these and there own concepts and the contexts for each. Additionally, sub groups will focus on concepts for given domains. Stay tuned for future progress. If anyone is interested in joining the effort. OAGi membership is open to anyone, please see the OAGi Web site.

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  • MVC Pattern, ViewModels, Location of conversion.

    - by Pino
    I've been working with ASP.Net MVC for around a year now and have created my applications in the following way. X.Web - MVC Application Contains Controller and Views X.Lib - Contains Data Access, Repositories and Services. This allows us to drop the .Lib into any application that requires it. At the moment we are using Entity Framework, the conversion from EntityO to a more specific model is done in the controller. This set-up means if a service method returns an EntityO and then the Controller will do a conversion before the data is passed to a view. I'm interested to know if I should move the conversion to the Service so that the app doesn't have Entity Objects being passed around.

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  • ETPM/OUAF 2.3.1 Framework Overview - Session 3

    - by MHundal
    The OUAF Framework Session 3 is now available. This session covered the following topics: 1. UI Maps - the generation of display of UI Maps in the system based on the setup of the Business Object.  Tips and tricks for generating the UI Map. 2. BPA Scripts - how scripts have changed using the different step types.  Overview of the BPA Scripts. 3. Case Study - a small presentation of using the different options available when implementing requirements. 4. Revision Control - the options for revision control of configuration objects in ETPM. You can stream the recording using the following link: https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=70894897&rKey=243f49614fd5d9c6 You can download the recording using the following link: https://oracletalk.webex.com/oracletalk/lsr.php?AT=dw&SP=MC&rID=70894897&rKey=863c9dacce78aad2

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • Yet another blog about IValueConverter

    - by codingbloke
    After my previous blog on a Generic Boolean Value Converter I thought I might as well blog up another IValueConverter implementation that I use. The Generic Boolean Value Converter effectively converters an input which only has two possible values to one of two corresponding objects.  The next logical step would be to create a similar converter that can take an input which has multiple (but finite and discrete) values to one of multiple corresponding objects.  To put it more simply a Generic Enum Value Converter. Now we already have a tool that can help us in this area, the ResourceDictionary.  A simple IValueConverter implementation around it would create a StringToObjectConverter like so:- StringToObjectConverter using System; using System.Windows; using System.Windows.Data; using System.Linq; using System.Windows.Markup; namespace SilverlightApplication1 {     [ContentProperty("Items")]     public class StringToObjectConverter : IValueConverter     {         public ResourceDictionary Items { get; set; }         public string DefaultKey { get; set; }                  public StringToObjectConverter()         {             DefaultKey = "__default__";         }         public virtual object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)         {             if (value != null && Items.Contains(value.ToString()))                 return Items[value.ToString()];             else                 return Items[DefaultKey];         }         public virtual object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)         {             return Items.FirstOrDefault(kvp => value.Equals(kvp.Value)).Key;         }     } } There are some things to note here.  The bulk of managing the relationship between an object instance and the related string key is handled by the Items property being an ResourceDictionary.  Also there is a catch all “__default__” key value which allows for only a subset of the possible input values to mapped to an object with the rest falling through to the default. We can then set one of these up in Xaml:-             <local:StringToObjectConverter x:Key="StatusToBrush">                 <ResourceDictionary>                     <SolidColorBrush Color="Red" x:Key="Overdue" />                     <SolidColorBrush Color="Orange" x:Key="Urgent" />                     <SolidColorBrush Color="Silver" x:Key="__default__" />                 </ResourceDictionary>             </local:StringToObjectConverter> You could well imagine that in the model being bound these key names would actually be members of an enum.  This still works due to the use of ToString in the Convert method.  Hence the only requirement for the incoming object is that it has a ToString implementation which generates a sensible string instead of simply the type name. I can’t imagine right now a scenario where this converter would be used in a TwoWay binding but there is no reason why it can’t.  I prefer to avoid leaving the ConvertBack throwing an exception if that can be be avoided.  Hence it just enumerates the KeyValuePair entries to find a value that matches and returns the key its mapped to. Ah but now my sense of balance is assaulted again.  Whilst StringToObjectConverter is quite happy to accept an enum type via the Convert method it returns a string from the ConvertBack method not the original input enum type that arrived in the Convert.  Now I could address this by complicating the ConvertBack method and examining the targetType parameter etc.  However I prefer to a different approach, deriving a new EnumToObjectConverter class instead. EnumToObjectConverter using System; namespace SilverlightApplication1 {     public class EnumToObjectConverter : StringToObjectConverter     {         public override object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)         {             string key = Enum.GetName(value.GetType(), value);             return base.Convert(key, targetType, parameter, culture);         }         public override object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)         {             string key = (string)base.ConvertBack(value, typeof(String), parameter, culture);             return Enum.Parse(targetType, key, false);         }     } }   This is a more belts and braces solution with specific use of Enum.GetName and Enum.Parse.  Whilst its more explicit in that the a developer has to  choose to use it, it is only really necessary when using TwoWay binding, in OneWay binding the base StringToObjectConverter would serve just as well. The observant might note that there is actually no “Generic” aspect to this solution in the end.  The use of a ResourceDictionary eliminates the need for that.

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  • XNA Deferred Shading, Replace BasicEffect

    - by Alex
    I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do this) Use "RenderGBuffer.fx" as the default shader instead of BasicEffect Below is the progress so far public class DeferredModelProcessor : ModelProcessor { EffectMaterialContent deferredShader; public DeferredModelProcessor() { } protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { deferredShader = new EffectMaterialContent(); deferredShader.Effect = new ExternalReference<EffectContent>("DeferredShading/RenderGBuffer.fx"); return context.Convert<MaterialContent, MaterialContent>(deferredShader, typeof(MaterialProcessor).Name); } }

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • Writing a new programming language - when and how to bootstrap datastructures?

    - by OnResolve
    I'm in the process of writing my own programming language which, thus far, has been going great in terms of what I set out to accomplish. However, now, I'd like to bootstrap some pre-existing data structures and/or objects. My problem is that I'm not really sure on how to begin. When the compiler begins do I splice in these add-ins so their part of the scope of the application? If I make these in some core library, my concern is how I distribute the library in addition to the compiler--or are they part of the compiler? I get that there are probably a number of plausible ways to approach this, but I'm having trouble with the setting my direction. If it helps, the language is on top of the .NET core (i.e it compiles to CLR code). Any help or suggestions are very much appreciated!

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