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  • XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics

    - by MintyAnt
    I have two issues which I wish to solve by creating 2D primitives in XNA. In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, transparent inside). This would allow us to see where the hitboxes are being drawn AND still have the sprite graphics being drawn. I wish to further understand how matrices work within computer graphics. I have a basic theoretical grasp of how they work, but I really just want to apply some of my knowledge or find a good tutorial on it. To do this, I wish to draw my own 2D primitives (With Vertex3's) and apply different transormation matrices to them. I was trying to find a tutorial on drawing primitives using Direct3D, but most tutorials are only for c++, and just tell me to use XNA's Spritebatch. I wish to have more control over my program than just with Spritebatch. Any Help on using Direct3D or any other suggestions would greatly be appreciated. Thank you.

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  • C# XNA - Sky Sphere Question

    - by Wade
    I have been banging my head against the wall trying to get a sky sphere to work appropriately in XNA 4.0. I have the sphere loading correctly, and even textured, but i would like something a little more dynamic that can support a day/night cycle. My issue is that, while i know a good amount of C# and XNA, i know next to nothing about HLSL. (I could make an ambient light shader if my life depended on it...) I also have not been able to find a tutorial on how to build a sky sphere like this. Of course i don't expect to be able to make an amazing one right off the bat, i would like to start small, with a dynamic coloring sky i'll work out the clouds and sun later. My first question: Does anyone know of any good tutorial sites that could help me get a decent grasp around HLSL? Second: Does anyone have a good example of or know where to find one of a gradient sky using XNA and C#?

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  • How can I generate a 2d navigation mesh in a dynamic environment at runtime?

    - by Stephen
    So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid system is too slow for path-finding. I need to simplify my node graph by using a navigational mesh. I grasp the concept of "how" a mesh works (finding a path through nodes on the vertices and/or the centers of the edges of polygons). My game uses dynamic obstacles that are procedurally generated at run-time. I can't quite wrap my head around how to take a plane that has multiple obstacles in it and programatically divide the walkable area up into polygons for the navigation mesh, like the following image. Where do I start? How do I know when a segment of walk-able area is already defined, or worse, when I realize I need to subdivide a previously defined walk-able area as the algorithm "walks" through the map? I'm using javascript in nodejs, if it matters.

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  • When to roll your own game engine?

    - by Joey Green
    I've been a software developer for 5 years now and wanting to get into iOS game development. I've played around with the iOS SDK for about 2 years now, attending cocoaheads meetings and feel I have a good grasp on objective-c/cocoa and even c/c++. I have a game idea and know that I will use Box2D but I'm wondering if I should use cocos2D or not. The main reasons are: I may want to do things graphics wise that aren't available in cocos2d. If I roll my own game engine I'll have more control. Of course the main reason for using a already existing game engine is the time it saves and it makes the hard stuff easier, but for someone who has the technical chops to roll his own does it make sense?

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  • What programming languages have you taught your children?

    - by Dubmun
    I'm a C# developer by trade but have had exposure to many languages (including Java, C++, and multiple scripting languages) over the course of my education and career. Since I code in the MS world for work I am most familiar with their stack and so I was excited when Small Basic was announced. I immediately started teaching my oldest to program in it but felt that something was missing from the experience. Being able to look up every command with the IDE's intellisense seemed to take something from the experience. Sure, it was easy to grasp but I found myself thinking that a little more challenge might be in order. I'm looking for something better and I would like to hear your experiences with teaching your children to program in whatever language you have chosen to do so in. What did you like and dislike? How fast did they pick it up? Were they challenged? Frustrated? Thank you very much!

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  • Fundamental programming book [closed]

    - by Luke Annison
    I'm a fairly new programmer and currently learning ruby on rails with the intention of developing a web application. I am currently going reading Agile Web Development with Rails 4th Edition and its working well for me, however I'm wondering if somebody can recommend a more general, almost classic book to read casually alongside to help cement the fundamentals in place. As I said, I'm for the most part a beginner and the only education I've had is this and briefly one other technical book, so I'm sure there must be some "must reads" out there that give me a more substantial context for the basics of either Ruby on Rails, Ruby, objective oriented programming, or programming in general. What books helped you grasp a deeper and more rounded understanding of your skills as a programmer? All suggestions are welcome and appreciated.

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  • How to write reusable code in node.js

    - by lortabac
    I am trying to understand how to design node.js applications, but it seems there is something I can't grasp about asynchronous programming. Let's say my application needs to access a database. In a synchronous environment I would implement a data access class with a read() method, returning an associative array. In node.js, because code is executed asynchronously, this method can't return a value, so, after execution, it will have to "do" something as a side effect. It will then contain some code which does something else than just reading data. Let's suppose I want to call this method multiple times, each time with a different success callback. Since the callback is included in the method itself, I can't find a clean way to do this without either duplicating the method or specifying all possible callbacks in a long switch statement. What is the proper way to handle this problem? Am I approaching it the wrong way?

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  • How to teach computer science ?

    - by proferikson
    I am just starting to teach computer science. It's just the basic level. I'm finding that I sometimes don't know how to approach topics in a way that lets students easily understand. I've found that the best thing is to use analogies. A terrible one, that worked well, was presenting recursion by using the process of eating a burger. (You eat one bite, then you eat the rest). Interesting real world examples do wonders here. I'd like to know the techniques you have used for teaching, or teachers you've had have used that proved particularly effective. I'd also like to know your best analogies and examples for topics in CS101, especially for those harder to grasp topics. I'm teaching the class in Java (as required).

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  • What is Atomicity?

    - by James Jeffery
    I'm really struggling to find a concrete, easy to grasp, explanation of Atomicity. My understanding thus far is that to ensure an operation is atomic you wrap the critical code in a locker. But that's about as much as I actually understand. Definitions such as the one below make no sense to me at all. An operation during which a processor can simultaneously read a location and write it in the same bus operation. This prevents any other processor or I/O device from writing or reading memory until the operation is complete. Atomic implies indivisibility and irreducibility, so an atomic operation must be performed entirely or not performed at all. What does the last sentence mean? Is the term indivisibility relating to mathematics or something else? Sometimes the jargon with these topics confuse more than they teach.

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  • Books or help on OO Analysis

    - by Pat
    I have this course where we learn about the domain model, use cases, contracts and eventually leap into class diagrams and sequence diagrams to define good software classes. I just had an exam and I got trashed, but part of the reason is we barely have any practical material, I spent at least two good months without drawing a single class diagram by myself from a case study. I'm not here to blame the system or the class I'm in, I'm just wondering if people have some exercise-style books that either provide domain models with glossaries, system sequence diagrams and ask you to use GRASP to make software classes? I could really use some alone-time practicing going from analysis to conception of software entities. I'm almost done with Larman's book called "Applying UML and Patterns An Introduction to Object-Oriented Analysis and Design and Iterative Development, Third Edition". It's a good book, but I'm not doing anything by myself since it doesn't come with exercises. Thanks.

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  • Resources for popular domain models

    - by Songo
    I have come across many situations where I had to build a system for a library or a clinic or other popular domains. The thing is a domain model for a library was probably done 1000 times already with different level of details of course. Here is an example. Is there a popular website or community where one can find ready made domain models for popular systems? The whole purpose I'm trying to achieve is to quickly get a grasp of the domain I'm modeling and customize it to my needs. Re-inventing the wheel seems really absurd when the same system might have been modeled properly previously. Note I know Google might sound like the perfect source, but there is a repository out there that people can post there models, so that others can share them.

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  • Search engine friendly, SEO blog software

    - by Steve
    Is there a comparison of the SEO capabilities of different blogging software/blogging plugins? I'd like things to be as optimised as possible. I have a basic grasp of SEO principles, probably 12-24 months old. I'm about to start a blog, after having a few previously. Also, I'm not up to speed on what pings are in the blogging world. What are they, and how do they work? I assume it is best to have blogging software that automatically pings.

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  • what is message passing in OO?

    - by Tom
    I've been studying OO programming, primarily in C++, C# and Java. I thought I had a good grasp on it with my understanding of encapsulation, inheritance and polymorphism (as well as reading a lot of questions on this site). One thing that seems to popup up here and there is the concept of "message passing". Apparently, this is something that is not used whilst OO programming in today's mainstream languages, but is supported by Smalltalk. My questions are: What is message passing? (Can someone give a practical example?) Is there any support for this "message passing" in C++, C# or Java?

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  • Collaboration between client, web designer, and web developer

    - by Alex
    I am primarily a Web Developer (back end programming) - but intend to offer a complete service to my clients, from concept, to brand design, photoshop mock-ups and everything else in between. I'm aware that it's a good idea to outsource this design aspect of the project to someone that I trust. My question is more about the process: I imagine that in order for the designer to really grasp what the client wants to create, they would need some sort of interaction. Therefore, does anyone know if it is common to bring both parties into a 3 way discussion? Or is it more common to get all of the info from the client, and then pass it onto the designer, and act as a back and forth middleman? Afterall, I am the designer's client. Any insight into this would be great

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  • Monogame - Input secuence game (Scripting?)

    - by user2662567
    I'm starting to program my very first game, it's a clone of DDR/Stepmania done for research purposes and learning. I (at this early stage) get most of the UI/Music/input work that should be done, but what i still can't grasp is scripting, i've read about Lua and that you shouldn't use it with XNA/Monogame as C# is capable enough, but i cannot get the utility of it. Assuming the needs of my game, ¿What would be the ideal way to implement the input secuences it needs?, i thought of XML/Json, let's say Stage 1 <game> <level id="1"> <step id="1" key="up" time="00:00:01"/> <step id="2" key="left" time="00:00:02"/> </level> </game> Is that a correct implementation? or are there better ways with more benefits?

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  • How are you using the Managed Extensibility Framework?

    - by dboarman
    I have been working with MEF for about 2 weeks. I started thinking about what MEF is for, researching to find out how to use MEF, and finally implementing a Host with 3 modules. The contracts are proving to be easy to grasp and the modules are easily managed. Although MEF has a very practical use, I am wondering to what extent? I mean, is everyone going to be rewriting existing applications for extensibility? Yes, that sounds, and is insanely impractical. Rhetorically speaking: how is MEF affecting the current trends in programming? have you begun looking for opportunities to use MEF? have you begun planning a major re-write of an existing app that may benefit from extensibility? That said, my questions are: how do I know when I should plan a new project with extensibility? how will I know if an existing project needs to be re-written for extensibility? Is anyone using MEF?

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  • What are the fundamentals of game development?

    - by Matt
    Hi, I completely do not understand how a video game can be coded. I'm a beginner programmer and only have experience writing console applications that do math and what not. I do not understand how these logical processes can make images move on the screen (video games). Obviously if i jumped into a game development book or something like that I would understand but I am currently still getting a grasp of the fundamentals of programming in general. Could anyone give a simple explanation , coding wise, on the jump between making a computer do simple math to making a computer produce amazing graphical programs such as video games? Maybe there are some intro videos someone can point me to? I

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  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Recommended method towards making custom maps for a 2d game?

    - by Qasim
    I am planning on making a 2D game, however different from my last personal projects I want this one to have enhanced graphics, with custom-designed levels. My previous 2d platformers were tile-based, in which I made a map editor for to create levels. However, I am wondering the best way to implement custom designed maps? For say, some grass is a litter higher than others, flowers here and there, cool drawings and structures along the way, etc. instead of just the same old tiles over and over again. I am thinking but I just can't grasp the idea of how to implement it. I have seen it done in other games and am interested to see how they accomplish it, but can't get my hands on some source code. :(

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  • Getting started with ClojureScript and Google Closure

    - by Andrea
    I would like to investigate whether ClojureScript, with the associated Google Closure library is a reasonable tool to build modern, in-browser, Javascript applications. My current Javascript stack consists of jQuery, Backbone and RequireJS with the possible additions of some widgets libraries like jQueryUI or KendoUI. So it will be quite a big leap (I already know how to work in Clojure, although I have little experience). What is a good roadmap to do so? Should I learn the Google Closure library first, or can I grasp it together with ClojureScript? One thing I am concerned about is the overall application structure. Backbone is rather opinionated on how to organize your application. I am not sure whether Google Closure also includes some components to help with the design of the application. And, if this is the case, I do not know how to tell whether this structure will port to ClojureScript or a ClojureScript application will require a different organization anyway, and only use - say - the widgets and DOM manipulation features of Closure.

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  • Getting My Head Around Immutability

    - by Michael Mangold
    I'm new to object-oriented programming, and one concept that has been taking me a while to grasp is immutability. I think the light bulb went off last night but I want to verify: When I come across statements that an immutable object cannot be changed, I'm puzzled because I can, for instance, do the following: NSString *myName = @"Bob"; myName = @"Mike"; There, I just changed myName, of immutable type NSString. My problem is that the word, "object" can refer to the physical object in memory, or the abstraction, "myName." The former definition applies to the concept of immutability. As for the variable, a more clear (to me) definition of immutability is that the value of an immutable object can only be changed by also changing its location in memory, i.e. its reference (also known as its pointer). Is this correct, or am I still lost in the woods?

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  • Help migrating from VB style programming to OO programming [closed]

    - by Agent47DarkSoul
    Being a hobbyist Java developer, I quickly took on with OO programming and understood its advantages over procedural code from C, that I did in college. But I couldn't grasp VB event based code (weird, right?). Bottom-line is OOP came natural to me. Curently I work in a small development firm developing C# applications. My peers here are a bit attached to VB style programming. Most of the C# code written is VB6 event handling code in C#'s skin. I tried explaining to them OOP with its advantages but it wasn't clear to them, maybe because I have never been much of a VB programmer. So can anybody provide any resources: books, web articles on how to migrate from VB style to OO style programming ?

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  • Question about component based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Dependency Injection Confusion

    - by James
    I think I have a decent grasp of what Dependency Inversion principle (DIP) is, my confusion is more around dependency injection. My understanding is the whole point of DI is to decouple parts of an application, to allow changes in one part without effecting another, assuming the interface does not change. For examples sake, we have this public class MyClass(IMyInterface interface) { public MyClass { interface.DoSomething(); } } public interface IMyInterface { void DoSomething(); } How is this var iocContainer = new UnityContainer(); iocContainer.Resolve<MyClass>(); better practice than doing this //if multiple implementations are possible, could use a factory here. IMyInterface interface = new InterfaceImplementation(); var myClass = new MyClass(interface); It may be I am missing a very important point, but I am failing to see what is gained. I am aware that using an IOC container I can easily handle an objects life cycle, which is a +1 but I don't think that is core to what IOC is about.

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  • Basic AI FSM - Handling state transition

    - by Galvanize
    I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start. My vision on implementing this would be to have a basic state interface and a class for each state, then the NPC would have an instance of the current state. The class should have an update method and directions on wich state to go next, depending on the event received. The question is: How do I handle this event? Should I have a regular addEventListener and a costum event system? Or should I check on update for the things that could change the current state? I'm feeling a bit lost, I feel I have a good grasp on the FSM concept but a good implementation seems tricky, thanks in advance.

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