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  • design of 'game engine' for small javascript games?

    - by Matt Ball
    I'm making a group of two or three simple javascript games for fun. After someone finishes one game, they'll be presented with a harder or easier version of another game depending on whether the original game was won or lost. I have a high-level question about the design of things: So far I've created a class for one game type that manages the interaction with the UI and the state of the game itself. But for tracking how many of the subgames have been won, or for understanding whether the next game presented should be more or less difficult, are there arguments to be made for making a 'game engine' class? How does the engine communicate to the games? For instance, when a game is won, how is that information relayed to the engine? Is there a better or more common design? (If you want to see what I have so far, the games are slowly taking shape here: https://github.com/yosemitebandit/candela and can be viewed at http://yosemitebandit.com/candela)

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  • Which paradigm to use for writing chess engine?

    - by poke
    If you were going to write a chess game engine, what programming paradigm would you use (OOP, procedural, etc) and why whould you choose it ? By chess engine, I mean the portion of a program that evaluates the current board and decides the computer's next move. I'm asking because I thought it might be fun to write a chess engine. Then it occured to me that I could use it as a project for learning functional programming. Then it occured to me that some problems aren't well suited to the functional paradigm. Then it occured to me that this might be good discussion fodder.

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  • Shader inputs in a general purpose engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this offhand. Do general purpose engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How to break terrain (in blender) into Chunks for a game engine

    - by Red
    I've created an island in blender. 2048x2048 blender units. The engine developer wants me to split the terrain into 128x128 "chunks" so that would be 16x16 "chunks" from a top down view. The engine isn't using height maps, in order to allow caves, 3d overhangs, etc. I'm not in charge of the engine, so suggestions about that aren't needed here :/ I just need a good, seamless way to split a terrain mesh into 16x16 pieces without leaving holes. I'm very new to blender, so baby steps are very much welcomed :) Here's a quick render of what i've got so far. I added a plane to show sea level but i've since removed it. http://i.imgur.com/qTsoC.png

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Spring MVC vs raw servlets and template engine?

    - by Gigatron
    I've read numerous articles about the Spring MVC framework, and I still can't see the benefits of using it. It looks like writing even a simple application with it requires creating a big hodgepodge of XML files and annotations and other reams of code to conform to what the framework wants, a whole bunch of moving parts to accomplish a simple single task. Any time I look at a Spring example, I can see how I can write something with the same functionality using a simple servlet and template engine (e.g. FreeMarker, StringTemplate), in half the lines of code and little or no XML files and other artifacts. Just grab the data from the session and request, call the application domain objects if necessary, pass the results to the template engine to generate the resulting web page, done. What am I missing? Can you describe even one example of something that is actually made simpler with Spring than using a combination of raw servlets with a template engine? Or is Spring MVC just one of those overly complicated things that people use only because their boss tells them to use it?

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Which paradigm to use for writing chess engine?

    - by poke
    If you were going to write a chess game engine, what programming paradigm would you use (OOP, procedural, etc) and why whould you choose it ? By chess engine, I mean the portion of a program that evaluates the current board and decides the computer's next move. I'm asking because I thought it might be fun to write a chess engine. Then it occured to me that I could use it as a project for learning functional programming. Then it occured to me that some problems aren't well suited to the functional paradigm. Then it occured to me that this might be good discussion fodder.

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  • C++ Game engine time scale

    - by I Phantasm I
    i have begun creating a very simple game engine and i am trying to work out how to create a time scale for the game.by time scale i mean some way of increasing and decreasing the speed of the game(not the fps) like creating a slow motion effect ... i have no idea how this could be accomplished so any help would be appreciated. if this help im using windows, Opengl and C++ in the game engine... How my engine is setup i have an update and draw function...update is called 25 times per second while display is called as much as possible.

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  • How do you import Firefox/Chrome bookmarks into Google Bookmarks?

    - by Rick
    How do you import Firefox/Chrome bookmarks into Google Bookmarks? It looks like Google Bookmarks has some wonderful features, but it doesn't let people import their existing bookmarks from their browsers be it Firefox, Chrome or Internet Explorer. There used to be workarounds for this, but no more: http://googlesystem.blogspot.com/2011/01/google-bookmarks-import-without-google.html Can anyone think of a good way to pull this off?

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  • Google Top Geek E07

    Google Top Geek E07 In Spanish! Noticias: 1. Gráfico de conocimiento ahora en español y varios idiomas más. Totalmente localizado. 2. Nueva versión de Snapseed para iOS y Android. Gmail para Android y la versión 2.0 para iOS. Nuevo estilo para YouTube. 3. 500Millones de usuarios en Google+ y una nueva característica: comunidades. Las búsquedas de la semana y lo más visto en YouTube. Recomendamos Picket, una app para Android que funciona en México y te da la cartelera en cines. Noticias para desarrolladores: 1. Mejores mapas para apps de Android, nuevo API. 2. Una imagen dice más que mil palabras: Place Photos y Radar Search Ligas y más información en el blog: programa-con-google.blogspot.com From: GoogleDevelopers Views: 80 11 ratings Time: 18:09 More in Science & Technology

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  • How does a collision engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platform games to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How does a collison engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platformer games to make the player acutally hit walls and the like. There's the 2d type and the 3d type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Search engine bots accessing strange URLs

    - by casasoft
    We have ELMAH enabled on our site and get errors whenever a Page Not Found error is triggered on the website. We have recently redesigned a new website and so we understand that search engine robots might have previously indexed pages which they try to access and result in a Page Not Found errors. For this reason, we have set up permanent redirects for such previously indexed pages to the respective new pages. The website in mention is www.chambercollege.com and for example, a previously indexed URL was www.chambercollege.com/special-offers.aspx. This page is no longer accessible so we have created the necessary permanent redirect to redirect to the respective page on www.chambercollege.com/en/content/special-offers-161/. Now we are starting to receive Page Not Found errors of search engine bots (e.g. MSN bot) trying to access the URL www.chambercollege.com/special-offers.aspx/images/shadow_right.jpg/. Any idea how could a search engine make up that strange URL and whether you have any suggestions of what to do best?

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  • How can I have multiple browsing sessions in Google Chrome?

    - by daviesgeek
    I often need multiple browsing sessions for logging into multiple services with different accounts at one time. I don't want to have to use multiple browsers, nor do I want to use a different release of Google Chrome. I would be open to running multiple instances of Google Chrome. However, I've tried using open -na Google\ Chrome and it won't open a second instance. Is there a way to do this on a Mac with Google Chrome?

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  • How does Safari's Reader work and when does it show up?

    - by TestSubject528491
    Safari's Reader feature is a cool little app that displays a web page as a newspaper article --- without all the distracting sidebars, comments, and ads. Sometimes it works and sometimes it doesn't, and I'm wondering how "it knows when to show up." On my personal website, one of the pages has this option. You can click the Reader button in the URL bar and it is displayed beautifully like a page in an iBook. However, none of my other web pages (on the same site) do this. I thought it had something to do with the <article> tag, but I removed that and it still works. Anyone know how this app works? Also, does anyone know of any Chrome extensions that are just like this? Google Reader is not the same thing. PS: From the cited Apple website: Safari Reader As you browse the web, Safari detects if you are on a web page with an article. Click the Reader button that appears in the Smart Address Field and an elegant view of the article appears — without any distracting content. Not much help, is it?

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  • puppet execution of a python script where os.system(...) command is not working

    - by philippe
    I am trying to manage Unix users with puppet. Puppet provides enough tools to create accounts and provide authorized_keys files for instance, but no to set up user password, and it tell to the user. What I have done is a python script which generate a random password and send it to the user by email. The problem is, it is not possible to launch passwd Unix command with python, I have then written a bash script with the command: echo -ne "$password\n$password\n" | passwd $user passwd -e $user Launched manually, the script works fine and the created user has its password sent by email. But when puppet launches it, only the python script gets executed, as if the os.system('/bin/bash my_bash_script') is ignored. No error is displayed. And the user gets its password, but the passwd commands are not launched. Is there any limitation with puppet preventing to perform what I described? Or, how can I otherwise change the user account, its expiration, and send password by email? I can provide more information, but right now, I don't know which are accurate. Many thanks!

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  • Python win32com - Automating Word - How to replace text in a text box?

    - by Greg
    I'm trying to automate word to replace text in a word document using Python. (I'm on word 2003 if that matters and Python 2.4) The first part of my replace method below works on everything except text in text boxes. The text just doesn't get selected. I notice when I go into Word manually and hit ctrl-A all of the text gets selected except for the text box. Here's my code so far: class Word: def __init__(self,visible=0,screenupdating=0): pythoncom.CoInitialize() self.app=gencache.EnsureDispatch(WORD) self.app.Visible = visible self.app.DisplayAlerts = 0 self.app.ScreenUpdating = screenupdating print 'Starting word' def open(self,doc): self.opendoc=os.path.basename(doc) self.app.Documents.Open(FileName=doc) def replace(self,source,target): if target=='':target=' ' alltext=self.app.Documents(self.opendoc).Range(Start=0,End=self.app.Documents(self.opendoc).Characters.Count) #select all alltext.Find.Text = source alltext.Find.Replacement.Text = target alltext.Find.Execute(Replace=1,Forward=True) #Special handling to do replace in text boxes #http://word.tips.net/Pages/T003879_Updating_a_Field_in_a_Text_Box.html for shp in self.app.Documents(self.opendoc).Shapes: if shp.TextFrame.HasText: shp.TextFrame.TextRange.Find.Text = source shp.TextFrame.TextRange.Find.Replacement.Text = target shp.TextFrame.TextRange.Find.Execute(Replace=1,Forward=True) #My Usage word=Word(visible=1,screenupdating=1) word.open(r'C:\Invoice Automation\testTB.doc') word.replace('[PGN]','1') The for shp in self.app .. section is my attempt to hit the text boxes. It seems to find the text box, but it doesn't replace anything.

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  • How can I build the Boost.Python example on Ubuntu 9.10?

    - by Gatlin
    I am using Ubuntu 9.10 beta, whose repositories contain boost 1.38. I would like to build the hello-world example. I followed the instructions here (http://www.boost.org/doc/libs/1%5F40%5F0/libs/python/doc/tutorial/doc/html/python/hello.html), found the example project, and issued the "bjam" command. I have installed bjam and boost-build. I get the following output: Jamroot:18: in modules.load rule python-extension unknown in module Jamfile</usr/share/doc/libboost1.38-doc/examples/libs/python/example>. /usr/share/boost-build/build/project.jam:312: in load-jamfile /usr/share/boost-build/build/project.jam:68: in load /usr/share/boost-build/build/project.jam:170: in project.find /usr/share/boost-build/build-system.jam:248: in load /usr/share/boost-build/kernel/modules.jam:261: in import /usr/share/boost-build/kernel/bootstrap.jam:132: in boost-build /usr/share/doc/libboost1.38-doc/examples/libs/python/example/boost-build.jam:7: in module scope I do not know enough about Boost (this is an exploratory exercise for myself) to understand why the python-extension macro in the included Jamroot is not valid. I am running this example from the install directory, so I have not altered the Jamroot's use-project setting. As a side question, if I were to just willy-nilly start a project in an arbitrary directory, how would I write my jamroot?

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  • Optimization in Python - do's, don'ts and rules of thumb.

    - by JV
    Well I was reading this post and then I came across a code which was: jokes=range(1000000) domain=[(0,(len(jokes)*2)-i-1) for i in range(0,len(jokes)*2)] I thought wouldn't it be better to calculate the value of len(jokes) once outside the list comprehension? Well I tried it and timed three codes jv@Pioneer:~$ python -m timeit -s 'jokes=range(1000000);domain=[(0,(len(jokes)*2)-i-1) for i in range(0,len(jokes)*2)]' 10000000 loops, best of 3: 0.0352 usec per loop jv@Pioneer:~$ python -m timeit -s 'jokes=range(1000000);l=len(jokes);domain=[(0,(l*2)-i-1) for i in range(0,l*2)]' 10000000 loops, best of 3: 0.0343 usec per loop jv@Pioneer:~$ python -m timeit -s 'jokes=range(1000000);l=len(jokes)*2;domain=[(0,l-i-1) for i in range(0,l)]' 10000000 loops, best of 3: 0.0333 usec per loop Observing the marginal difference 2.55% between the first and the second made me think - is the first list comprehension domain=[(0,(len(jokes)*2)-i-1) for i in range(0,len(jokes)*2)] optimized internally by python? or is 2.55% a big enough optimization (given that the len(jokes)=1000000)? If this is - What are the other implicit/internal optimizations in Python ? What are the developer's rules of thumb for optimization in Python? Edit1: Since most of the answers are "don't optimize, do it later if its slow" and I got some tips and links from Triptych and Ali A for the do's. I will change the question a bit and request for don'ts. Can we have some experiences from people who faced the 'slowness', what was the problem and how it was corrected? Edit2: For those who haven't here is an interesting read Edit3: Incorrect usage of timeit in question please see dF's answer for correct usage and hence timings for the three codes.

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  • Why does Ruby have Rails while Python has no central framework?

    - by yar
    This is a(n) historical question, not a comparison-between-languages question: This article from 2005 talks about the lack of a single, central framework for Python. For Ruby, this framework is clearly Rails. Why, historically speaking, did this happen for Ruby but not for Python? (or did it happen, and that framework is Django?) Also, the hypothetical questions: would Python be more popular if it had one, good framework? Would Ruby be less popular if it had no central framework? [Please avoid discussions of whether Ruby or Python is better, which is just too open-ended to answer.] Edit: Though I thought this is obvious, I'm not saying that other frameworks do not exist for Ruby, but rather that the big one in terms of popularity is Rails. Also, I should mention that I'm not saying that frameworks for Python are not as good (or better than) Rails. Every framework has its pros and cons, but Rails seems to, as Ben Blank says in the one of the comments below, have surpassed Ruby in terms of popularity. There are no examples of that on the Python side. WHY? That's the question.

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  • How do I set up the python/c library correctly?

    - by Bartvbl
    I have been trying to get the python/c library to like my mingW compiler. The python online doncumentation; http://docs.python.org/c-api/intro.html#include-files only mentions that I need to import the python.h file. I grabbed it from the installation directory (as is required on the windows platform), and tested it by compiling the script: #include "Python.h". This compiled fine. Next, I tried out the snippet of code shown a bit lower on the python/c API page: PyObject *t; t = PyTuple_New(3); PyTuple_SetItem(t, 0, PyInt_FromLong(1L)); PyTuple_SetItem(t, 1, PyInt_FromLong(2L)); PyTuple_SetItem(t, 2, PyString_FromString("three")); For some reason, the compiler would compile the code if I'd remove the last 4 lines (so that only the pyObject variable definition would be left), yet calling the actual constructor of the tuple returned errors. I am probably missing something completely obvious here, given I am very new to C, but does anyone know what it is?

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  • Trouble installing Mercurial 1.5 on Mac OS X 10.5.8 (without using MacPorts)

    - by gjvis
    I'm having trouble installing Mercurial 1.5 (build 20100307) from the prebuilt installer on Mac OS X 10.5.8. The installer is halting telling me that I need to install Python 2.6 to continue. I've installed the latest version of Python (2.6.5) twice now but it's not helping. which python is reporting /Library/Frameworks/Python.framework/Versions/2.6/bin/python, but I can see that I also have 2.3 and 2.5 in /System/Library/Frameworks/Python.framework/Versions directory, which I suspect is being picked up by the installer ahead of the 2.6 install. If possible I'd like to install Mercurial and Python without having to resort to MacPorts, but if that is the only option then so be it :)

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