Search Results

Search found 10662 results on 427 pages for 'cursor position'.

Page 283/427 | < Previous Page | 279 280 281 282 283 284 285 286 287 288 289 290  | Next Page >

  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

    Read the article

  • Directional and orientation problem

    - by Ahmed Saleh
    I have drawn 5 tentacles which are shown in red. I have drew those tentacles on a 2D Circle, and positioned them on 5 vertices of the that circle. BTW, The circle is never be drawn, I have used it to simplify the problem. Now I wanted to attached that circle with tentacles underneath the jellyfish. There is a problem with the current code but I don't know what is it. You can see that the circle is parallel to the base of the jelly fish. I want it to be shifted so that it be inside the jelly fish. but I don't know how. I tried to multiply the direction vector to extend it but that didn't work. // One tentacle is constructed from nodes // Get the direction of the first tentacle's node 0 to node 39 of that tentacle; Vec3f dir = m_tentacle[0]->geNodesPos()[0] - m_tentacle[0]->geNodesPos()[39]; // Draw the circle with tentacles on it Vec3f pos = m_SpherePos; drawCircle(pos,dir,30,m_tentacle.size()); for (int i=0; i<m_tentacle.size(); i++) { m_tentacle[i]->Draw(); } // Draw the jelly fish, and orient it on the 2D Circle gl::pushMatrices(); Quatf q; // assign quaternion to rotate the jelly fish around the tentacles q.set(Vec3f(0,-1,0),Vec3f(dir.x,dir.y,dir.z)); // tanslate it to the position of the whole creature per every frame gl::translate(m_SpherePos.x,m_SpherePos.y,m_SpherePos.z); gl::rotate(q); // draw the jelly fish at center 0,0,0 drawHemiSphere(Vec3f(0,0,0),m_iRadius,90); gl::popMatrices();

    Read the article

  • Converting a DrawModel() using BasicEffect to one using Effect

    - by Fibericon
    Take this DrawModel() provided by MSDN: private void DrawModel(Model m) { Matrix[] transforms = new Matrix[m.Bones.Count]; float aspectRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; m.CopyAbsoluteBoneTransformsTo(transforms); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); Matrix view = Matrix.CreateLookAt(new Vector3(0.0f, 50.0f, Zoom), Vector3.Zero, Vector3.Up); foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = view; effect.Projection = projection; effect.World = gameWorldRotation * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(Position); } mesh.Draw(); } } How would I apply a custom effect to a model with that? Effect doesn't have View, Projection, or World members. This is what they recommend replacing the foreach loop with: foreach (ModelMesh mesh in terrain.Meshes) { foreach (Effect effect in mesh.Effects) { mesh.Draw(); } } Of course, that doesn't really work. What else needs to be done?

    Read the article

  • How do you keep your basic skills from atrophy?

    - by kojiro
    I've been programming for about 10 years, and I've started to migrate to more of a project management position. I still do coding, but less often now. One of the things that I think is holding me back in my career is that I can't "let go". I think I fear letting hard-won programming skills atrophy while I sit in meetings and annotate requirements. (Not to mention I don't trust people to write requirements who don't understand the code.) I can't just read books and magazines about coding. I'm involved in some open source projects in my free time, and stackoverflow and friends help a bit, because I get the opportunity to help people solve their programming problems without micromanaging, but neither of these are terribly structured, so it's tempting to work first on the problems I can solve easily. I guess what I'd like to find is a structured set of exercises (don't care what language or environment) that… …I can do periodically …has some kind of time requirement so I can tell if I've been goofing off …has some kind of scoring so I can tell if I'm making mistakes Is there such a thing? What would you do to keep your skills fresh?

    Read the article

  • What are some efficient ways to set up my environment when working on a remote site?

    - by Prefix
    Hello fellow Programmers, I am still a relatively new programmer and have recently gotten my first on-campus programming position. I am the sole dev responsible for 8 domains as well as 3 small sized PHP web apps. The campus has its web environment divided into staging and live servers -- we develop on the staging via SFTP and then push the updates to the live server through a web GUI. I use Sublime Text 2 and the Sublime SFTP plugin currently for all my dev work (its my preferred editor). If I am just making an edit to a page I'll open that individual file via the ftp browser. If I am working on the PHP web app projects, I have the app directory mapped to a local folder so that when I save locally the file is auto-uploaded through Sublime SFTP. I feel like this workflow is slow and sub-optimal. How can I improve my workflow for working with remote content? I'd love to set up a local environment on my machine as that would eliminate the constant SFTP upload/download, but as I said there are many sites and the space required for a local copy of the entire domain would be quite large and complex; not to mention keeping it updated with whatever the latest on the staging server is would be a nightmare. Anyone know how I can improve my general web dev workflow from what I've described? I'd really like to cut out constantly editing over FTP but I'm not sure where to start other than ripping the entire directory and dumping it into XAMP.

    Read the article

  • Need alternative to Accessibility's "Locate Pointer" to visually highlight the mouse.

    - by fred.bear
    Update: See end of quetion: A black-on-white cross-hair/I-bar mouse-pointer is soemtimes hard foe me to spot in amongst black-on-white text. I've tried "Accessibility / Mouse Accessibility / Locate Pointer" .. which will: Show pointer position when Control is presssed It works (to a point), but it does have a notable problem, which renders it inpractical. It has the uncanny side-effect of disallowing all Control key navigation while editing a file/dir name in Nautilus (F2).. Just touching the Control key drops it out of edit mode, which means I can't keyboard paste, move-L/R word etc... So, I'm looking for an alternative. I've tried Compiz's Water Effect, but I need something which is sharper, faster, and localized to the pointer. Compiz's Show Mouse (with fire) is no suitable. I'm really lookingf for an analog of "Accessibility / Locate Pointer": * ie. I hit Control (only).. and it blips a quick visual pulse. UPDATE: I've just realized why I can't find my mouse so often! ... It's because it is isn't there !!! ... Two apps I use a lot, Gedit and Konsole (KDE Terminal; it renders unicode better), ... dissolve the mouse-pointer to invisible after the first key is typed ... and Konsole does it after a few seconds of idle-time... like a video-player option: "hide the mouse".. Well I don't use the mouse much, and I thought it was juse my eyesight (which does rely a lot on Compiz's zoom)... I discovered it when I installed a "novelty" app, called Geyes from gnome-applets ("A goofy set of eyes for the GNOME panel. They follow your mouse.") ... It could follow the mouse better than me! :)

    Read the article

  • Best way to mask 2D sprites in XNA?

    - by electroflame
    I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The final result. Now, I'm aware that in XNA you can do two things to accomplish this: Use the Stencil Buffer. Use a Pixel Shader. I have tried to do a pixel shader, which essentially did this: float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(BaseTexture, texCoord); float4 bitMask = tex2D(MaskTexture, texCoord); if (bitMask.a > 0) { return float4(tex.r, tex.g, tex.b, tex.a); } else { return float4(0, 0, 0, 0); } } This seems to crop the images (albeit, not correct once the image starts to move), but my problem is that the images are constantly moving (they aren't static), so this cropping needs to be dynamic. Is there a way I could alter the shader code to take into account it's position? Alternatively, I've read about using the Stencil Buffer, but most of the samples seem to hinge on using a rendertarget, which I really don't want to do. (I'm already using 3 or 4 for the rest of the game, and adding another one on top of it seems overkill) The only tutorial I've found that doesn't use Rendertargets is one from Shawn Hargreaves' blog over here. The issue with that one, though is that it's for XNA 3.1, and doesn't seem to translate well to XNA 4.0. It seems to me that the pixel shader is the way to go, but I'm unsure of how to get the positioning correct. I believe I would have to change my onscreen coordinates (something like 500, 500) to be between 0 and 1 for the shader coordinates. My only problem is trying to work out how to correctly use the transformed coordinates. Thanks in advance for any help!

    Read the article

  • Leading Analyst Firm Positions Oracle in Leaders Quadrant for Web Content Management

    - by Christie Flanagan
    Gartner, Inc. has named Oracle a Leader in its latest “Magic Quadrant for Web Content Management.” Gartner’s Magic Quadrants position vendors within a particular quadrant based on their completeness of vision and their ability to execute on that vision. According to Gartner, “WCM plays an increasingly important role in business performance. It has become the central point of coordination for initiatives involving the enterprise's online presence, and these initiatives have become more sophisticated and more important to enterprises' business strategies. Thus, WCM is key for organizations wishing to execute a strategy of OCO (online channel optimization) that embraces areas such as customer experience management, e-commerce, digital marketing, multichannel marketing and website consolidation.” Gartner continued, “Leaders should drive market transformation. Leaders have the highest combined scores for Ability to Execute and Completeness of Vision. They are doing well and are prepared for the future with a clear vision and a thorough appreciation of the broader context of OCO. They have strong channel partners, a presence in multiple regions, consistent financial performance, broad platform support and good customer support. In addition, they dominate in one or more technologies or vertical markets. Leaders are aware of the ecosystem in which their offerings need to fit. Leaders can: demonstrate enterprise deployments’ offer integration with other business applications and content repositories; provide a vertical-process or horizontal-solution focus.” Oracle WebCenter, the engagement platform powering exceptional experiences for customers, employees and partners, connects people and information by bringing together the most complete portfolio of portal, Web experience management, content, social, and collaboration technologies into a single integrated product suite. Oracle WebCenter also provides the foundation for Oracle Fusion Middleware and Oracle Fusion Applications to deliver a next-generation user experience.  To see the latest reports, webcasts and demonstrations about Oracle's web experience management solution, Oracle WebCenter Sites, please visit our Connected Customer Experience Resource Center.

    Read the article

  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

    Read the article

  • BizTalk 2009 - Error when Testing Map with Flat File Source Schema

    - by StuartBrierley
    I have recently been creating some flat file schemas using the BizTalk Server 2009 Flat File Schema Wizard.  I have then been mapping these flat file schemas to a "normal" xml schema format. I have not previsouly had any cause to map flat files and ran into some trouble when testing the first of these flat file maps; with an instance of the flat file as the source it threw an XSL transform error: Test Map.btm: error btm1050: XSL transform error: Unable to write output instance to the following <file:///C:\Documents and Settings\sbrierley\Local Settings\Temp\_MapData\Test Mapping\Test Map_output.xml>. Data at the root level is invalid. Line 1, position 1. Due to the complexity of the map in question I decided to created a small test map using the same source and destination schemas to see if I could pinpoint the problem.  Although the source message instance vaildated correctly against the flat file schema, when I then tested this simplified map I got the same error. After a time of fruitless head scratching and some serious google time I figured out what the problem was. Looking at the map properties I noticed that I had the test map input set to "XML" - for a flat file instance this should be set to "native".

    Read the article

  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

    Read the article

  • How to pass one float as four unsigned chars to shader by glVertexPointAttrib?

    - by Kog
    For each vertex I use two floats as position and four unsigned bytes as color. I want to store all of them in one table, so I tried casting those four unsigned bytes to one float, but I am unable to do that correctly... All in all, my tests came to one point: GLfloat vertices[] = { 1.0f, 0.5f, 0, 1.0f, 0, 0 }; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); // VER1 - draws red triangle // unsigned char colors[] = { 0xff, 0, 0, 0xff, 0xff, 0, 0, 0xff, 0xff, 0, 0, // 0xff }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors); // VER2 - draws greenish triangle (not "pure" green) // float f = 255 << 24 | 255; //Hex:0xff0000ff // float colors2[] = { f, f, f }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors2); // VER3 - draws red triangle int i = 255 << 24 | 255; //Hex:0xff0000ff int colors3[] = { i, i, i }; glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), colors3); glDrawArrays(GL_TRIANGLES, 0, 3); Above code is used to draw one simple red triangle. My question is - why do versions 1 and 3 work correctly, while version 2 draws some greenish triangle? Hex values are one I read by marking variable during debug. They are equal for version 2 and 3 - so what causes the difference?

    Read the article

  • Should I stay in my degree or take an opportunity for management experience?

    - by Adam
    I've read a couple other post along these lines and they've been helpful but I'm wondering if my case is any different. I've been working towards my CS degree while working part time in a programming job. I'm now about two years away from getting my degree and was just offered a management position at my job. This would mean that I have to work full-time at my job and I can't really work towards my degree anymore in person. My school doesn't really offer CS classes after hours nor online. It seems that getting a degree is very important from the other post that I read. Does having management experience trump that? I'm currently leaning towards taking the job and finding some sort of online degree. Also my school only offers a business degree online, could I just get this in place. Does the type of degree really matter? For some jobs it's not the type of degree just that you have one, is there any merit for this in the programming industry? Thanks :)

    Read the article

  • Can't run minecraft on ubuntu 12.04 lts [duplicate]

    - by user170011
    This question already has an answer here: How to correctly install and troubleshoot Minecraft (Client) 3 answers I was trying to run minecraft on my laptop with ubuntu 12.04 lts 64 bit. I have a lenovo ideapad p580 with 7.7 Gb and an Intel® Core™ i7-3520M CPU @ 2.90GHz × 4 processor. Under the graphics section of the system overview in ubuntu it says I have none installed. My computer comes with and nvidia geforce graphics card but it isnt recognized. When I start minecraft I get this crash report. ---- Minecraft Crash Report ---- // Shall we play a game? Time: 24/06/13 7:23 PM Description: Failed to start game org.lwjgl.LWJGLException: Could not init GLX at org.lwjgl.opengl.LinuxDisplayPeerInfo.initDefaultPeerInfo(Native Method) at org.lwjgl.opengl.LinuxDisplayPeerInfo.<init>(LinuxDisplayPeerInfo.java:52) at org.lwjgl.opengl.LinuxDisplay.createPeerInfo(LinuxDisplay.java:684) at org.lwjgl.opengl.Display.create(Display.java:854) at org.lwjgl.opengl.Display.create(Display.java:784) at org.lwjgl.opengl.Display.create(Display.java:765) at net.minecraft.client.Minecraft.a(SourceFile:235) at avv.a(SourceFile:56) at net.minecraft.client.Minecraft.run(SourceFile:507) at java.lang.Thread.run(Thread.java:679) A detailed walkthrough of the error, its code path and all known details is as follows: -- System Details -- Details: Minecraft Version: 1.5.2 Operating System: Linux (amd64) version 3.5.0-34-generic Java Version: 1.6.0_27, Sun Microsystems Inc. Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Sun Microsystems Inc. Memory: 406175448 bytes (387 MB) / 514523136 bytes (490 MB) up to 1908932608 bytes (1820 MB) JVM Flags: 2 total; -Xmx2048M -Xms512M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: No suspicious classes found. IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 LWJGL: 2.4.2 OpenGL: ~~ERROR~~ NullPointerException: null Is Modded: Probably not. Jar signature remains and client brand is untouched. Type: Client (map_client.txt) Texture Pack: Default Profiler Position: N/A (disabled) Vec3 Pool Size: ~~ERROR~~ NullPointerException: null I can run it on different versions of linux such as fedora.

    Read the article

  • ArchBeat Link-o-Rama for 2012-09-25

    - by Bob Rhubart
    Oracle 11gR2 RAC on Software Defined Network (SDN) | Gilbert Stan "The SDN [software defined network] idea is to separate the control plane and the data plane in networking and to virtualize networking the same way we have virtualized servers," explains Gil Standen. "This is an idea whose time has come because VMs and vmotion have created all kinds of problems with how to tell networking equipment that a VM has moved and to preserve connectivity to VPN end points, preserve IP, etc." H/T to Oracle ACE Director Tim Hall for the recommendation. ServerSent-Events on WebLogic Server | Steve Buttons "The HTML5 ServerSent-Event model provides a mechanism to allow browser clients to establish a uni-directional communication path to a server, where the server is then able to push messages to the browser at any point in time," explains Steve "Buttso" Buttons. Focus on Architects and Architecture This handy guide for sessions and other activities at Oracle OpenWorld 2012 focuses on IT architecture in all its many facets and permutations. Operating System Set-up for WebLogic Server | Rene van Wijk Oracle ACE Rene van Wijk shows you how to set-up an operating system for WebLogic Server. "We will use VMware as our virtualization platform and use CentOS as the operating system," says van Wijk. "We end the post by showing how the operating system can be tuned when running a Java process such as WebLogic Server." Free eBook: Oracle SOA Suite - In the Customer's Words If you find yourself in the position of having to sell the idea of Service-oriented Architecture to business stakeholders this free e-book may come in very handy. Check out "Oracle SOA Suite: In the Customer's Words. (Registration / Oracle.com login required.) Thought for the Day "The first rule of any technology used in a business is that automation applied to an efficient operation will magnify the efficiency. The second is that automation applied to an inefficient operation will magnify the inefficiency." — Bill Gates Source: BrainyQuote.com

    Read the article

  • How to be hired as a remote programmer abroad and not to be an entrepreneur?

    - by user592704
    The question is quite interesting as for me because I watched jobs adds and mostly they all: A) Require being located the same country a vacancy is B) Employers don't want to hire foreign programmers if they don't have H1B or something C) As a rule, most adds provide 6 month contract position I can keep adding the list for long time describing some job adds specifications, anyway, as a rule, most positions require non-employee cooperation status. I don't have a company for such kind of "making projects by a client order" so it is quite complicated; So I was trying, just, as for a statistics, to find out is there a way to be hired abroad as a remote programmer as if I get hired in my native city? The thing is not about being hired where I can be hired "because I am located this or that place" but the thing is about a possibility (not to relocate) which actually should provide nowadays technologies especially for IT specialists in many different fields; So the question is it possible to work any country in remote mode as if I am working in my own place? What do I need for that? Can you advice some useful web sites in this direction? If you can share your own experience I'd love to listen to. Any useful advices are much appreciated

    Read the article

  • State changes in entities or components

    - by GriffinHeart
    I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity component system; just with state in entities/components. Drawing from Orcs Must Die as an example, I have my MainCharacter and Trap entities which only have their components like PositionComponent, RenderComponent, PhysicsComponent. On each update the Entity will call update on its components. I also have a generic EventManager with listeners for different event types. Now I need to be able to place the traps: first select the trap and trap position then place the trap. When placing a trap it should appear in front of the MainCharacter, rendered in a different way and following it around. When placed it should just respond to collisions and be rendered in the normal way. How is this usually handled in component based systems? (This example is specific but can help figure out the general way to deal with entities states.)

    Read the article

  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

    Read the article

  • SEO title tag and earning a high rank on search engines [closed]

    - by Josh White
    Possible Duplicate: What are the best ways to increase your site's position in Google? One of the most basic SEO techiniques is including accurate description below 64 characters in the tags of each page. I was wondering if is considered ethical SEO to set up the contents based on a search keyword for example. So if the user searches for 'apples pictures' for example, then the title of the webpage would be 'apple pictures'. Note that the search keywords accurately describe my website contents because the title will always relate to the body of the webpage and 85-90% of the terms searched for will return corresponding results. Is this considered a good seo practice and is it ethical? Also, can someone explain what the idea is behind "linking"? I read somewhere that it is a good seo practice to link other websites and it is good when other websites link you. Does this mean that I should include as many links to other websites as possible (that are somehow relevant to my websites goal), also if I joined forums/services and posted my website url in the signature, would that still be considered other websites linking me?

    Read the article

  • Searching for entity awareness in 3D space algorithm and data structure

    - by Khanser
    I'm trying to do some huge AI system just for the fun and I've come to this problem. How can I let the AI entities know about each other without getting the CPU to perform redundant and costly work? Every entity has a spatial awareness zone and it has to know what's inside when it has to decide what to do. First thoughts, for every entity test if the other entities are inside the first's reach. Ok, so it was the first try and yep, that is redundant and costly. We are working with real time AI over 10000+ entities so this is not a solution. Second try, calculate some grid over the awareness zone of every entity and test whether in this zones are entities (we are working with 3D entities with float x,y,z location coordinates) testing every point in the grid with the indexed-by-coordinate entities. Well, I don't like this because is also costly, but not as the first one. Third, create some multi linked lists over the x's and y's indexed positions of the entities so when we search for an interval between x,y and z,w positions (this interval defines the square over the spatial awareness zone) over the multi linked list, we won't have 'voids'. This has the problem of finding the nearest proximity value if there isn't one at the position where we start the search. I'm not convinced with any of the ideas so I'm searching for some enlightening. Do you people have any better ideas?

    Read the article

  • Visual Studio 2012 first impressions...no Macros!

    - by bconlon
    Yesterday I installed Microsoft Visual Studio 2012 for the first time (all 8.5GB) and after 20 years of (mostly) happy times using VS they have removed Macros, one of the most handy features.The first thing I wanted to do when I upgraded my VS2010 project was to add a #elseif block to each file. This would usually be simple case of find in files of the previous #elseif and then Ctrl+Shift+R to record a macro which would be: F8 (to select the next file from find list), F3 (to find the correct position in file), Ctrl+V to paste the new code. Then all I would need to do is keep Ctrl+Shift+P (Play Macro) pressed until all the files were processed.But alas Ctrl+Shift+R does nothing! I won’t say that I use Macros every day but it was a very useful feature.To continue my moaning a little more, I also don't like the bland interface. This has been well documented by others, but now I have used it myself, I find it difficult to tell one grey area of screen from another and the lack of colour makes the icons unclear.I also don't see why the menus now need to SHOUT in capital letters?On the plus side, they have now added the ability to see WPF properties in the debugger...a bit of an oversight in Visual Studio 2010. Oh, but you still can't edit and continue on files that contain templated code.Whilst Visual Studio 2012 is not a complete disaster like Windows 8 (why develop a desk top OS to be the same as a Smart device OS), it does not float my boat.Rant over.#

    Read the article

  • Estimate angle to launch missile, maths question

    - by Jonathan
    I've been working on this for an hour or two now and my maths really isn't my strong suit which is definitely not a good thing for a game programmer but that shouldn't stop me enjoying a hobby surely? After a few failed attempts I was hoping someone else out there could help so here's the situation. I'm trying to implement a bit of faked intelligence when the A.I fires it's missiles at a target in a 2D game world. By predicting the likely position the target will be in given it's current velocity and the time it will take the missile to reach it's target. I created an image to demonstrate my thinking: http://i.imgur.com/SFmU3.png which also contains the logic I use for accelerating the missile after launch. The ship that fires the missile can fire within a total of 40 degree angle, 20 either side of itself, but this could likely become variable. My current attempt was to break the space between the two lines into segments which match the targets width. Then calculate the time it would take the missile to get to that location using the formula. So for each iteration of this we total up the values and that tells us the distance travelled, ad it would then just need compared to distance to the segment. startVelocity * ((startVelocity * acceleration)^(currentframe-1) So for example. If we start at a velocity of 1f/frame with an acceleration of 0.1f the formula, at frame 4, would be 1 * (1.1^3) = 1.331 But I quickly realized I was getting lost when trying to put this into practice. Does this seem like a correct starting point or am I going completely the wrong way about it? Any pointers would help me greatly. Maths really isn't my strong suit so I get easily lost in these matters and don't even really know a good phrase to search for with this. So I guess in summary my question is more about the correct way to approach this problem and any additional code samples on top of that would be great but I'm not averse to working out the complete code from helpful pointers.

    Read the article

  • Letting search engines know that different links to identical pages stress different parts of the page

    - by balpha
    When you follow a permalink to a chat message in the Stack Exchange chat, you get a view of the transcript page for the day that contains the particular message. This message is highlighted in yellow, and the page is scrolled to its position. Sometimes – admittedly rarely, but it happens – a web search will result in such a transcript link. Here's a (constructed, obviously) example: A Google search for strange behavior of the \bibliography command site:chat.stackexchange.com gives me a link to this chat message. This message is obiously unrelated to my query, but the transcript page does indeed contain my search terms – just in a totally different spot. Both the above links lead to the same content, and Google knows this, since both pages have <link rel="canonical" href="/transcript/41/2012/4/9/0-24" /> in their <head>. The only difference between the two links is Which message has the highlight css class?. Is there a way to let Google know that while all three links have the same content, they put an emphasis on a different part of the content? Note that the permalinks on the transcript page already have a #12345 hash to "point" to the relavant chat message, but Google appears to drop it.

    Read the article

  • If you have the full spec done, what is left for the developer to do?

    - by Leeho
    I'm working in a small company, started as a developer and coded pieces of a big system being provided with detailed specs. Over five years I moved towards analyst position. I know how existing parts of the system are build, so when we need a new subsystem I know how to connect it to the existing things. So I analyse requirements for a new subsystem to be done, design a new module, then code main parts of it. After that me with my colleagues who are proper analysts write detailed specs for junior developers to finish the module. The problem is that I don't see a new job for myself. I realise that jack-of-all-trades isn't considered to be good, and I don't see getting myself a job exactly like this in a big company. But if I look for a developer job, then I would be somewhat like junior again? Because if I will be provided with detailed description of what software has to do, all that seems to be left for me is merely translating spec to the code, which is plain boring. But developer is considered to solve problems, so which problems are those supposed to be? Only pure technical problems I can imagine is performance optimization. So basically my question is - what problems developers are supposed to face and solve, if all decisions of how application should work to meet customers needs are considered to be an analyst job? What problems do you solve at work?

    Read the article

  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

    Read the article

< Previous Page | 279 280 281 282 283 284 285 286 287 288 289 290  | Next Page >