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  • Where to get PNG icons/graphics for game development for kids? [closed]

    - by at.
    Possible Duplicate: Where can I find free sprites and images? I'm teaching kids to program using Ruby and the gaming framework Gosu/Chingu. Kids love it, including the part where they have to look for the icons/graphics for their game objects. I direct them to iconarchive.com, but the selection is sometimes very limited, the graphics aren't always with transparent backgrounds and sometimes the art requires payment. I don't mind paying for an educational license of some sort, but I want the kids to easily select graphics they can use in their games. Is there another resource better suited for this purpose? I don't have a good solution for this, but would also love a site they can get cool background images for their games.

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  • Where should I put a method that returns a list of active entries of a table?

    - by darga33
    I have a class named GuestbookEntry that maps to the properties that are in the database table named "guestbook". Very simple! Originally, I had a static method named getActiveEntries() that retrieved an array of all GuestbookEntry objects. Each row in the guestbook table was an object that was added to that array. Then while learning how to properly design PHP classes, I learned some things: Static methods are not desirable. Separation of Concerns Single Responsibility Principle If the GuestbookEntry class should only be responsible for managing single guestbook entries then where should this getActiveEntries() method most properly go? Update: I am looking for an answer that complies with the SOLID acronym principles and allows for test-ability. That's why I want to stay away from static calls/standard functions. DAO, repository, ...? Please explain as though your explanation will be part of "Where to Locate FOR DUMMIES"... :-)

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  • A correct way for JAVA age calculation? [closed]

    - by Jhonnytunes
    I have already a Java calculation of age method. I have a Person Class where I have the method and I need to ask the current time each time the method is called. All I could do is make age a static field of person class, so all person classes use the same time now. Im worring about the Calendar.get() creating Calendar objects every time method is called. Am I doing it wrong? Can I make it better? public short getAge(){ now = Calendar.getInstance(); return (short) ( (now.getTimeInMillis() - birthDate.getTimeInMillis())/ 31536000000L); }

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  • App Engine charges in November 2011 [closed]

    - by broiyan
    I had a billing enabled test application on Google App Engine left over from early 2011. I have not received a bill in many months because I have not been hitting the URL and according to the activity monitor, nobody has. Then unexpectedly in November 2011, I received 2 bills in as many weeks for quite minimal amounts. Checking the monitor it looks like nobody has been hitting the URL and according to the SQL-like search, there is nothing in the Datastore. I know that GAE has left the "preview" in recent weeks but I am not sure how that would affect what is essentially a dormant application with no Datastore objects. Has GAE started charging for completely unused applications in recent weeks? Edit: Most of my applications were already disabled and I have just disabled the only one that was enabled but unused the past several months. If I get another bill next week that should be informative.

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  • Are VM-based languages becoming viable for Graphics since the move to GPU computing?

    - by skiwi
    Perhaps the title is not the most clear, so let me elaborate it more: I am talking about VM-based languages, by that I mean languages that run on the JVM (java) and for example C#. Also I am talking about 3D graphics, just to be clear. Lately the trend has been that most computing is being done on the GPU and not on the CPU, and since times the issue with programming games on a VM-based language is that garbage collecting may happen randomly. So let's take a look which is responsible for what: Showing the graphics: GPU Uploading graphics to the GPU: CPU? Needs to be done every frame? Calculating physics constraints: GPU Doing the real game logic (Determining when to move objects (independent of physics calculations), processing AI): CPU Is my list actually correct? And if it is, is for example Java becoming more viable? Or is uploading the graphics (vertices) still the most expensive operation? Would like to get more insight into this.

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  • Visitor-pattern vs inheritance for rendering

    - by akaltar
    I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, this makes the code hard to optimize and hard to implement something like setting the quality of rendering: class sphere : public renderable { public: void render() { glDrawElements(...); } }; I was thinking about implementing a system where I would create a Renderer class that would render my objects: class sphere { void render( renderer* r ) { r->renderme( *this ); } }; class renderer { renderme( sphere& sphere ) { // magically get render resources here // magically render a sphere here } }; My main problem is where should I store the VBOs and where should I Create them when using this method? Should I even use this approach or stick to the current one, perhaps something else? PS: I already asked this question on SO but got no proper answers.

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  • Verb+Noun Parsers and Old School Visual Novels [duplicate]

    - by user38943
    This question already has an answer here: How should I parse user input in a text adventure game? 6 answers Hi I'm working on a simple old school visual novel engine in Lua. Basically I have most of the code set up besides one important feature. The Text Parser. Lets get into how words are generally structured. In the screenshot I input the command "my wish is for you to die" --How would a human understand this? my = noun/object wish = verb is = connective_equator similar to = for = connective_object (for all objects of ..) you = noun/object to = connective_action similar to do die = verb --the computer can then parse this and understand it like this (pseudo example) my = user you = get_current_label() you = "Lost Coatl" wish = user_command user_command = for all_objects of "Lost Coatl" do die() end execute user_command() What other ways do videogames use text parsers, what would be the simplest way for a newbie coder such as myself?

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  • Flash audio problem; redirecting to Pulse?

    - by Makaze
    I am having a problem where the sound on flash objects other than YouTube videos are giving a strange distortion. It has a high pitched pulse sound every second or less that resembles skips on a record. I have no idea what the problem is or how to fix it. Does anyone have an idea what I could do to fix this? I am running Xubuntu 11.10. I think I might have redirected everything to pulse using a config file but I cannot seem to find it anywhere. It used the lines 'type pulse' in it. If anyone knows what I am talking about and how to find that file or whether or not it has any relevance I would greatly appreciate it.

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  • which is better performance, using a disposable local variable or reusing a global one?

    - by petervaz
    This is for an android game. Suppose I have a function that is called several times for second and do some calculations involving an arraylist (or any other complex objects for what matter). Which approach would be preffered? local: private void doStuff(){ ArrayList<Type> XList = new ArrayList<Type>(); // do stuff with list } global: private ArrayList<Type> XList = new ArrayList<Type>(); private void doStuff(){ XList.clear(); // do stuff with list }

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  • What Design Pattern is seperating transform converters

    - by RevMoon
    For converting a Java object model into XML I am using the following design: For different types of objects (e.g. primitive types, collections, null, etc.) I define each its own converter, which acts appropriate with respect to the given type. This way it can easily extended without adding code to a huge if-else-then construct. The converters are chosen by a method which tests whether the object is convertable at all and by using a priority ordering. The priority ordering is important so let's say a List is not converted by the POJO converter, even though it is convertable as such it would be more appropriate to use the collection converter. What design pattern is that? I can only think of a similarity to the command pattern.

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  • Getting Started with Component Architecture: DI?

    - by ashes999
    I just moved away from MVC towards something more component-architecture-like. I have no concept of messages yet (it's rough prototype code), objects just get internal properties and values of other classes for now. That issue aside, it seems like this is turning into an aspect-oriented-programming challenge. I've noticed that all entities with, for example, a position component will have similar properties (get/set X/Y/Z, rotation, velocity). Is it a common practice, and/or good idea, to push these behind an interface and use dependency injection to inject a generic class (eg. PositionComponent) which already has all the boiler-plate code? (I'm sure the answer will affect the model I use for message/passing)

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  • Randomly spawning bitmaps on cnvas

    - by Toystoj
    I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of canvas it takes to long. So i was thinking : I should make some change when the bitmaps take off 50 % of canvas. I want to tell algorithm that it should generate new locations (x,y) where it is free space. My question is : How to render new location (x,y) in place where is free space. In summary: Things I know : object location (x,y) 4 corners (x,y) of object object width, height canvas width, height Any suggestions?

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  • Top Down bounds of vision

    - by Rorrik
    Obviously in a first person view point the player sees only what's in front of them (with the exception of radars and rearview mirrors, etc). My game has a top down perspective, but I still want to limit what the character sees based on their facing. I've already worked out having objects obstruct vision, but there are two other factors that I worry would be disorienting and want to do right. I want the player to have reduced peripheral vision and very little view behind them. The assumption is he can turn his head and so see fairly well out to the sides, but hardly at all behind without turning the whole body. How do I make it clear you are not seeing behind you? I want the map to turn so the player is always facing up. Part of the game is to experience kind of a maze and the player should be able to lose track of North. How can I turn the map rather than the player avatar without causing confusion?

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  • Adobe s'associe à Google et Mozilla pour corriger un bogue, qui permettait de restaurer des cookies supprimés via Flash Player

    Adobe s'associe à Google et Mozilla pour corriger un bogue, qui permettait de restaurer des cookies supprimés via Flash Player Les LSO (Local Storage Objects) en place dans le Flash Player d'Adobe, peuvent être diablement utiles : stockage de diverses informations évitant d'avoir à les ressaisir, ou de perdre des données en ligne (travail en cours dans une application, identifiants, historique, etc.). Mais chaque médaille à son revers, surtout lorsqu'il est question de laisser des sites et des logiciels retenir des informations. Déjà, ces derniers peuvent être utilisés pour la restauration de cookies de navigateur qui avaient été supprimés. De quoi récupérer des données permettant de tracker un internaute. Adobe a do...

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  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

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  • Many ui panels needs interaction with same object

    - by user877329
    I am developing a tool for simulating systems like the Gray-Scott model (That is systems where spatial distribution depends on time). The actual model is loaded from a DLL or shared object and the simulation is performed by a Simulation object. There are at least two situations when the simulation needs to be destroyed: The user loads a new model The user changes the size of the domain To make sure nothing goes wrong, the current Model, Simulation, and rendering Thread are all managed by an ApplicationState object. But the two cases above are initiated from two different UI objects. Is it then ok to distribute a reference to the ApplicationState object to all panels that need to access at least one method on the ApplicationState object? Another solution would be to use aggregation so that the panel from which the user chooses model knows the simulation parameter panel. Also, the ApplicationState class seems somewhat clumsy, so I would like to have something else

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  • Common light map practices

    - by M. Utku ALTINKAYA
    My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures. 1) Of course, I want to create an atlas, but how do you split atlases to pages, I mean do you group the lm's of objects that are close to each other, and load light maps on the fly if scene is expected to be big. 2) the 3d authoring software provides automatic uv coordinates for each mesh in the scene, but there are empty areas in the texel space, so if I scale the texture polygons the texel density of each face wil not match other meshes, if I create atlas like that there will be varying lm resolution, how do you solve this, just leave it as it is, or ignore resolution ? Actually these questions also applies to other non tiled maps.

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  • How to load data for specific level at runtime?

    - by Siddharth
    I'm trying to create a game with many levels loaded from XML files. In my game I have many objects in each level. At present my game contains 20 levels, and I load all the textures at once on startup. But I think the correct way to do it is to only load textures used in the current level. I don't know how to do that. So please explain this by providing some example code. At present I create a class for each type of entity by extending my Sprite class. This subclass loads the appropriate image. I know this is not the best way to do things. Basically I want to know how to load large levels efficiently in Andengine. What is the proper method for loading textures, level data and background images from files when the level is run?

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  • Main class passes dbConn obj to all its services, I need to change the dbConn for one of its services. - suggestion for design pattern

    - by tech_learner
    There is this main class and there are several services ( which uses db connection to retrieve data ) These services are initialized in the main class db properties are obtained from the property file and then dbconnection is opened by calling a method dbOpen() written in the main class and the resultant connection object is set to the service objects by iterating through the list of services and by calling setConnection method on the service note: that the services are instantiated in the main class and the main class is not a superclass for services. I also need to mention that there is this recycle db connection scenario only main class is aware of. /** connects to DB, optionally recycling existing connection), * throws RuntimeException if unable to connect */ private void connectDb(boolean recycle) { try { if (recycle) { log.status( log.getSB().append("Recycling DB Connection") ); closeDb(); } openDb(); for ( int i = 0 ; i < service.length ; i++ ) { service[i].setConnection(db); } } One of the service needs to use a different database, what is the best design pattern to use?

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  • Collision Detection within Player/Enemy Class

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time. Thank you.

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  • Removing/Adding a specific variable from an object inside javascript array? [migrated]

    - by hustlerinc
    I have a map array with objects stuffed with variables looking like this: var map = [ [{ground:0, object:1}, {ground:0, item:2}, {ground:0, object:1, item:2}], [{ground:0, object:1}, {ground:0, item:2}, {ground:0, object:1, item:2}] ]; Now I would like to be able to delete and add one of the variables like item:2. 1) What would I use to delete specific variables? 2) What would I use to add specific variables? I just need 2 short lines of code, the rest like detecting if and where to execute I've figured out. I've tried delete map[i][j].item; with no results. Help appreciated.

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  • XNA 2D Rotated Rectangle Collision Response

    - by Kyle Uithoven
    I am using Rotated Rectangles which collide using the Separating Axis Theorem and they work perfectly fine for collision detection using Intersects and Contains. However, I am starting to use faster objects in my game now and there is the issue of the two object overlapping during collision due to their higher velocities. I would like to do a collision response where I find out how much they are overlapping in the X and Y and put position them outside of each other. I would like to use something like this: http://go.colorize.net/xna/2d_collision_response_xna/index.html. But I am having some issues trying to adapt this to handle the rotation of the bounds. Is this possible? Are there any resources out there that I can look at?

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  • How to create a large level game?

    - by Siddharth
    I want to know how to create a large game which has more than one level in it and those levels are loaded from the xml file. In my game I have many objects for each different level which I have to load when use click on it. At present for example my game contain 20 levels and now I was loading all the graphic object for all 20 levels. But the correct way was that only load graphic of that particular level only. So I don't know how to do that. So please explain this by providing game example. At present I was creating a class for each my game object image by extending sprite to it. I know it was not a suitable way so provide guidance on it. Basically I want to know how to create large games in andengine? Please help me about that because it will provide help to other community member also because andengine did not have proper documentation for learning developer about how to manage large game?

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  • How to enable a Web portal-based enterprise platform on different domains and hosts without customization [on hold]

    - by S.Jalali
    At Coscend, a cloud and communications software product company, we have built a Web portal-based collaboration platform that we like to host on five different Windows- and Linux-based servers in different hosting environments that run Web servers. Each of these Windows and Linux servers has a different host name and domain name (and IP address). Our team would appreciate your guidance on: (1) Is there a way to implement this Web portal-based platform on these Linux and Windows servers without customizing the host name, domain name and IP address for each individual instance? (2) Is there a way to create some variables using JavaScript for host name and domain name and call them from the different implementations? If a reference to the host/domain names occurs on hundreds of our pages, the variables or objects would replace that. (3) This is part of making these JavaScript modules portable and re-usable for different environments and instances. The portal is written in JavaScript that is embedded in HTML5 and padded with CSS3. Other technologies include Flash, Flex, PostgreSQL and MySQL.

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  • Best container to store this information

    - by user2368481
    I'm trying to write a smallish system as a homework excercise, I don't have much experience with containers and I'm not sure the best way of storing this data would be: Incident Records object holds instants of Incident Report. Report is a superclass which has 3 subclasses, Police, Fire or Medical. Record must must record which of these types apply, and which response teams are to be involved. So Record has to keep track of the Report objects, the type of the report (Police, Fire or Medical) and the teams involved in the reports. I was initially thinking of an array but that wouldn't be sufficient to hold all the info. Record<>---------Report<|----------Police, Fire or Medical

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