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  • Use PathModifier of MoveModifier for Tower of Defense Game

    - by Siddharth
    In my game I want to move enemy on the fixed path so that I have establish manual grid structure for that purpose not used tile map. Game contain multiple level and the path will be different for each level and also multiple fixed path exist for each level. So my question is, What I have to use MoveModifier or PathModifier for my game ? Also mention I have to use WayPoint or not. Further detail you all are free to ask. Please help me to decide what to do.

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  • Custom Configuration Section Handlers

    Most .NET developers who need to store something in configuration tend to use appSettings for this purpose, in my experience.  More recently, the framework itself has helped things by adding the <connectionStrings /> section so at least these are in their own section and not adding to the appSettings clutter that pollutes most apps.  I recommend avoiding appSettings for several reasons.  In addition to those listed there, I would add that strong typing and validation are additional reasons to go the custom configuration section route. For my ASP.NET Tips and Tricks talk, I use the following example, which is a simple DemoSettings class that includes two fields.  The first is an integer representing how many attendees there are present for the talk, and the second is the title of the talk.  The setup in web.config is as follows: <configSections> <section name="DemoSettings" type="ASPNETTipsAndTricks.Code.DemoSettings" /> </configSections>   <DemoSettings sessionAttendees="100" title="ASP.NET Tips and Tricks DevConnections Spring 2010" /> Referencing the values in code is strongly typed and straightforward.  Here I have a page that exposes two properties which internally get their values from the configuration section handler: public partial class CustomConfig1 : System.Web.UI.Page { public string SessionTitle { get { return DemoSettings.Settings.Title; } } public int SessionAttendees { get { return DemoSettings.Settings.SessionAttendees; } } } Note that the settings are only read from the config file once after that they are cached so there is no need to be concerned about excessive file access. Now weve seen how to set it up on the config file and how to refer to the settings in code.  All that remains is to see the file itself: public class DemoSettings : ConfigurationSection { private static DemoSettings settings = ConfigurationManager.GetSection("DemoSettings") as DemoSettings; public static DemoSettings Settings{ get { return settings;} }   [ConfigurationProperty("sessionAttendees" , DefaultValue = 200 , IsRequired = false)] [IntegerValidator(MinValue = 1 , MaxValue = 10000)] public int SessionAttendees { get { return (int)this["sessionAttendees"]; } set { this["sessionAttendees"] = value; } }   [ConfigurationProperty("title" , IsRequired = true)] [StringValidator(InvalidCharacters = "~!@#$%^&*()[]{}/;\"|\\")] public string Title { get { return (string)this["title"]; } set { this["title"] = value; }   } } The class is pretty straightforward, but there are some important components to note.  First, it must inherit from System.Configuration.ConfigurationSection.  Next, as a convention I like to have a static settings member that is responsible for pulling out the section when the class is first referenced, and further to expose this collection via a static readonly property, Settings.  Note that the types of both of these are the type of my class, DemoSettings. The properties of the class, SessionAttendees and Title, should map to the attributes of the config element in the XML file.  The [ConfigurationProperty] attribute allows you to map the attribute name to the property name (thus using both XML standard naming conventions and C# naming conventions).  In addition, you can specify a default value to use if nothing is specified in the config file, and whether or not the setting must be provided (IsRequired).  If it is required, then it doesnt make sense to include a default value. Beyond defaults and required, you can specify more advanced validation rules for the configuration values using additional C# attributes, such as [IntegerValidator] and [StringValidator].  Using these, you can declaratively specify that your configuration values be in a given range, or omit certain forbidden characters, for instance.  Of course you can write your own custom validation attributes, and there are others specified in System.Configuration. Individual sections can also be loaded from separate files, using syntax like this: <DemoSettings configSource="demosettings.config" /> Summary Using a custom configuration section handler is not hard.  If your application or component requires configuration, I recommend creating a custom configuration handler dedicated to your app or component.  Doing so will reduce the clutter in appSettings, will provide you with strong typing and validation, and will make it much easier for other developers or system administrators to locate and understand the various configuration values that are necessary for a given application. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • CPU Usage in Very Large Coherence Clusters

    - by jpurdy
    When sizing Coherence installations, one of the complicating factors is that these installations (by their very nature) tend to be application-specific, with some being large, memory-intensive caches, with others acting as I/O-intensive transaction-processing platforms, and still others performing CPU-intensive calculations across the data grid. Regardless of the primary resource requirements, Coherence sizing calculations are inherently empirical, in that there are so many permutations that a simple spreadsheet approach to sizing is rarely optimal (though it can provide a good starting estimate). So we typically recommend measuring actual resource usage (primarily CPU cycles, network bandwidth and memory) at a given load, and then extrapolating from those measurements. Of course there may be multiple types of load, and these may have varying degrees of correlation -- for example, an increased request rate may drive up the number of objects "pinned" in memory at any point, but the increase may be less than linear if those objects are naturally shared by concurrent requests. But for most reasonably-designed applications, a linear resource model will be reasonably accurate for most levels of scale. However, at extreme scale, sizing becomes a bit more complicated as certain cluster management operations -- while very infrequent -- become increasingly critical. This is because certain operations do not naturally tend to scale out. In a small cluster, sizing is primarily driven by the request rate, required cache size, or other application-driven metrics. In larger clusters (e.g. those with hundreds of cluster members), certain infrastructure tasks become intensive, in particular those related to members joining and leaving the cluster, such as introducing new cluster members to the rest of the cluster, or publishing the location of partitions during rebalancing. These tasks have a strong tendency to require all updates to be routed via a single member for the sake of cluster stability and data integrity. Fortunately that member is dynamically assigned in Coherence, so it is not a single point of failure, but it may still become a single point of bottleneck (until the cluster finishes its reconfiguration, at which point this member will have a similar load to the rest of the members). The most common cause of scaling issues in large clusters is disabling multicast (by configuring well-known addresses, aka WKA). This obviously impacts network usage, but it also has a large impact on CPU usage, primarily since the senior member must directly communicate certain messages with every other cluster member, and this communication requires significant CPU time. In particular, the need to notify the rest of the cluster about membership changes and corresponding partition reassignments adds stress to the senior member. Given that portions of the network stack may tend to be single-threaded (both in Coherence and the underlying OS), this may be even more problematic on servers with poor single-threaded performance. As a result of this, some extremely large clusters may be configured with a smaller number of partitions than ideal. This results in the size of each partition being increased. When a cache server fails, the other servers will use their fractional backups to recover the state of that server (and take over responsibility for their backed-up portion of that state). The finest granularity of this recovery is a single partition, and the single service thread can not accept new requests during this recovery. Ordinarily, recovery is practically instantaneous (it is roughly equivalent to the time required to iterate over a set of backup backing map entries and move them to the primary backing map in the same JVM). But certain factors can increase this duration drastically (to several seconds): large partitions, sufficiently slow single-threaded CPU performance, many or expensive indexes to rebuild, etc. The solution of course is to mitigate each of those factors but in many cases this may be challenging. Larger clusters also lead to the temptation to place more load on the available hardware resources, spreading CPU resources thin. As an example, while we've long been aware of how garbage collection can cause significant pauses, it usually isn't viewed as a major consumer of CPU (in terms of overall system throughput). Typically, the use of a concurrent collector allows greater responsiveness by minimizing pause times, at the cost of reducing system throughput. However, at a recent engagement, we were forced to turn off the concurrent collector and use a traditional parallel "stop the world" collector to reduce CPU usage to an acceptable level. In summary, there are some less obvious factors that may result in excessive CPU consumption in a larger cluster, so it is even more critical to test at full scale, even though allocating sufficient hardware may often be much more difficult for these large clusters.

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  • Low complexity shader to indicate the sides of a polyline

    - by Pris
    I have a bunch of polylines that I draw using GL_LINES. They can have thousands of points. They actually represent the separation of land and water on a map. I don't have complete polygons, just the ordered set of points. I'm looking for a neat but efficient way to visually convey Side A and Side B as being different. For example I could offset the polyline in one direction a few times and fade it out (but every offset is doubling the number of points), or offset it once to make a "ribbon" and give one side a 'glow' like effect to mimic the outer glow or shadow of a polygon). This is for a mobile application and I'm using OpenGL ES 2. I'd like to keep the effect as simple as possible from a complexity stand point. I'm looking for some additional ideas; maybe there's a clever shader technique out there or a visual effect I haven't considered.

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  • How do I clear xmodmap settings?

    - by Wayne Werner
    Exactly what the title asks. How do I clear xmodmap settings? I have an IBM model M, and somehow xkeycaps got it into its head that my "End" key was not any key at all. xev reports keypresses when I use it, so I know the event is being generated by the keyboard. Also, xkeycaps thinks that my arrow keys are all wonky, and apparently the scrollbar is broken so it only scrolls down - so I can't scroll up to find an IBM keyboard that just maybe is close to my map so I can fix my keys. So I'm trying to reset my keyboard to the default settings, but the xmodmap manpage is woefully devoid of "reset all" or "clear all" or anything of that nature (that I was able to find). Help would be greatly appreciated!

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  • Common mistakes made by new programmers without CS backgrounds [on hold]

    - by mblinn
    I've noticed that there seems to be a class of mistakes that new programmers without CS backgrounds tend to make, that programmers with CS backgrounds tend not to. I'm not talking about not understanding source control, or how to design large programs, or a whole host of other things that both freshly minted CS graduates and non-CS graduates tend to not understand, I'm talking about basic mistakes that having a CS background will prevent a programmer from making. One obvious and well trod example is that folks who don't have a basic understanding of formal languages will often try to parse arbitrary HTML or XML using regular expressions, and possibly summon Cthulu in the process. Another fairly common one that I've seen is using common data structures in suboptimal ways like using a vector and a search function as if it were a hash map. What sorts of other things along these lines would you look out for when on-boarding a batch of newly minted, non-CS programmers.

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  • GDD-BR 2010 [0E] Google Geo: Exciting New Features and Tools

    GDD-BR 2010 [0E] Google Geo: Exciting New Features and Tools Speaker: Ossama Alami Track: Google APIs Time: E [14:40 - 15:25] Room: 0 Level: 151 Did you know we have an elevation web service? That you can completely restyle the look of the map tiles? How to use Fusion Tables to host and visualize geo data? A session covering new launches across Google's Geo products and some APIs you might not be aware of. Covering Web services, Earth API, New KML Extensions, Maps Styling, Fusion Tables. From: GoogleDevelopers Views: 0 0 ratings Time: 44:16 More in Science & Technology

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  • What C++ libraries can be used in game development [closed]

    - by RedShft
    I'm currently in the planning stage for my next game, and since I've been away from C++ for a while I have some questions about helpful libraries. I plan on making a 2D game with SDL, constructing my own simple 2D engine. I plan on making this game for the PC. What libraries would you recommend to make this process easier? What about unittests? What about an enforce operator to throw exceptions? int a = 1; enforce(a == 2); //Throws an exception, Specifically, i'm looking for general purpose libraries, that implement that make my life easier (like boost). Also, a helpful library for physics/collision, AI, XML file parsing (specifically working with the Tiled map editor), and any others that you guys have used that are useful in a 2D game.

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  • How to shift development culture from tech fetish to focusing on simplicity and getting things done?

    - by Serge
    Looking for ways to switch team/individual culture from chasing latest fads, patterns, and all kinds of best practices to focusing on finding quickest and simplest solutions and shipping features. My definition of "tech fetish": Chasing latest fads, applying new technologies and best practices without considering product/project impact, focusing on micro optimization, creating platforms and frameworks instead of finding simple and quick ways to ship product features. Few examples of culture differences: From "Spent a day on trying to map database query with five complex joins in NHibernate" to "Wrote a SQL query and used DataReader to pull data in" From "Wrote super-fast JSON parser in C++" to "Used Python to parse JSON response and call C++ code" From "Let's use WCF because it supports all possible communication standards" to "REST is simple text-based format, let's stick with it and use simple HTTP handlers"

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  • How can I inform search engines that the usefulness of some content on my site has a limited shelf life?

    - by Tim Post
    Let's say that I run a forum dedicated to computer hardware. Naturally, people are going to ask questions like: What is the best laptop for running [os] Or What is the best video card for under [amount] These may be perfectly fine discussions, but the content loses usefulness over time. An answer to either question asked in 2007 might still be relevant in 2008, but definitely not in 2012. Is there a way that I can tell search engines that certain pages might not give visitors what they're looking for after a certain date, and perhaps hint to a page on my site that would provide good information? Perhaps something I could set in HTTP response headers, meta tags or even a site map?

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  • Static HTML to Wordpress Migration SEO Implications?

    - by Kayle
    Recently, I migrated a client's site to a new server and a new home within wordpress so they could more easily edit their website and start a blog section. The static site was 10 years old a was showing up at place #3 for it's primary keyword, consistently, according to my client, and has dropped to rank #6-8 following the migration. At launch, we made sure the urls were identical (save the removal of ".htm" which we used 301 redirects to compensate for) and we generated a new XML map and pinged google with the new site. We keep a 404 log to make sure we're not losing any incoming links. We also have Google Webmaster Tools on this site and have zero errors/suggestions, everything seems ok. I was told by numerous sources that Google would not penalize us for the use of 301s, but it's the only thing I can think of right now that is different about the site, other than the platform. Any ideas about what we could be getting docked for?

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  • Isometric smooth fog

    - by marcg11
    I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you se I have some king of fog which is acomplished by having a fog matrix which is true (clear terrain) or false (obscure terran). But the result is very chunky. The fog moves as the player moves by tiles but not by pixels. Basically I check for every tile if there is fog, if so I just change the color of that tile: if(scene->fog[i+mapx][j+mapy] == FOG_NONE) { tile_color = 0x666666FF; } I also would like the fog to be smoother, for that I followed this "tutorial" but I haven't managed to work it it out. http://www.appsizematters.com/2010/07/how-to-implement-a-fog-of-war-part-2-smooth/

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  • How to to let Google know about dynamic content?

    - by Yaniv
    Im looking for the best practice to let Google know about a vast number of dynamically created content. Let's say (I mean - dream) that I'm Facebook, and I want to let Google to index all the users' posts. Sitemap.xml may be the answer for this but they are limited to 50,000 URLs in each site map. I know that I can create 500 sitemaps and create a sitemap for sitemaps, but they are also limited, 25,000,000 URLS sounds quite enough at the moment, but could cause problems in the future. I.E - stackoverflow already has 3 Million posts, probably sitemap is not the solution for them. Creating a page with paging, and links to all the dynamic data. i guess this is what stackoverflow did by creating this page here: http://stackoverflow.com/questions So I think that Option 2 is the answer, but it seems to me that sitemaps might have some added value. So what should i do?

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  • Tor Vidalia Browser Problem

    - by SDW_1980
    So Vidalia is up and running fine but the browser has not installed properly, like it has before. Before I just clicked on the onion icon, it would say launching Tor..., You are now connected, the browser would start up and inform me I am connected to network with the browser page. Now, when I click Vidalia in the menu the onion icon appears at the top of my screen, which informs me I'm connected to the network. I can view a drop daown menu telling me about the network map and control panel but no browser to surf the tor network with. Is it because its a new version and using firefox normally is basically the same thing, because everything is now going through the tor network that way? Prob need to alter something or download the Browser seperatly don’t know. Thanks

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • how difficult to add vibration/feedback to a open source driving game

    - by Jonathan Day
    Hi, I'm looking to use SuperTuxKart as a basis for a PhD research project. A key requirement for the game is to provide vibration feedback through the controller (obviously dependant on the controller itself). I don't believe that the game currently includes this feature and I'm trying to get a feel for how big a challenge it would be to add. My background is as a J2EE and PHP developer/architect, so I don't know C++ as such, but am prepared to give it a crack if there are resources and guides to assist, and it's not a herculean task. Alternatively, if you know of any open source games that do include vibration feedback, please feel free to let me know! Preferably the game would be of the style that the player had to navigate a character (or character's vehicle) over a repeatable course/map. TIA, JD

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  • Collision detection in multiplayer games

    - by Bane
    This a followup to my previous question: How to implement physics and AoE spells in an MMO game?. There, we concluded that all physics have to be done on the server, and that I should use cylinders for calculations. Now, how can I check for collision detection on a ground-to-player basis on the server? It's fairly easy if the ground is a flat space, I just check if the player's z coordinate is lower than some value and voila, but, what if the map/ground itself is a model? How do I know where hills are on the server-side? How do I know when object collisions happen? I'm using node.js and socket.io.

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  • Elérheto és letöltheto az Oracle Database 12c

    - by user645740
    Megjelent az Oracle Database ÚJ verziója, az Oracle Database 12c, számos innovációval, újdonsággal, új funkcióval. Az egyik legfontosabb a Multitenant funkció, ami a container database és pluggable database architektúrára épül, ami elsodlegesen az adatbázis konszolidációt és az adatbázis cloud megvalósításokat támogatja. Az Automatic Data Optimization a Heat Map segítségével az adatok automatikus tömörítését és osztályozott elhelyezését teszi lehetové (tiering). Emellett a biztonság, rendelkezésre állás és számos más területen vannak újdonságok. Az új verzió letöltheto: Linux x86-64, Solaris Sparc64, Solaris (x86-64) Oracle Technology Network. Lehet regisztrálni a launch webcastra: here.

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  • How to avoid or minimise use of check/conditional statement in my scenario?

    - by Muneeb Nasir
    I have scenario, where I got stream and I need to check for some value. If I got any new value I have to store it in any of data structure. It seems very easy, I can place conditional statement if-else or can use contain method of set/map to check either received is new or not. But the problem is checking will effect my application performance, in stream I will receive hundreds for value in second, if I start checking each and every value I received then for sure it effect performance. Anybody can suggest me any mechanism or algorithm to solve my issue, either by bypassing checks or at least minimize them?

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  • What cars on roads game engines are there?

    - by David Thielen
    What game engines are there that support laying out a map of roads and handle vehicle movement on the roads. Something similar to the basic functionality in Transport Tycoon/Locomotion. I don't care about looks (although prettier is better) and top down or isometric is fine. I just need a simple way to create maps and move cars on it. And preferably the cars do take time to speed up and slow down as they go from stopped to full speed. Prefer in Windows (any API in Windows). I also prefer a free engine as this is just for internal use. I have found CarDriving 2D - does anyone know if it works well?

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  • Monitor displays "No VGA signal" "Check DVI cable" after installing motherboard drivers

    - by user1604220
    I bought computer with all of the needed parts, got everything sorted out, installed windows 7 but my CD-ROM doesn't fit my motherboard. So I had to download the driver manually and install it using USB disc. My motherboard: ECS elitegroup H61H2-M2, I downloaded it's drivers, installed the BIOS map or something, and then the computer forced a reboot after it was complete, after the reboot my monitor just stopped working and displayed No VGA signal, No DVI cable I think I've just installed the wrong driver, well but how can I sort it out? This is the driver I installed. On the book, it tells me to install the drivers, without the driver it won't see the Internet connection cable. I'm 100% sure there is nothing wrong with the monitor or it's cables. it stopped working exactly after the reboot after the installation.

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  • How do I remove these errors from my blog so as to get adsense approved?

    - by Serenity
    This is the question I asked on SO site earlier, but didn't get satisfactory replies. hoping to find a solution here.. http://stackoverflow.com/questions/12136796/how-can-i-detect-and-correct-these-errors-on-my-blog/12136829#comment16235061_12136829 In web master tools, apart from the errors in the question link above, it is showing a site map error too as in the screenshot below:- Need guidance please...thanks :) Edit -1 EDIT 2 I had 2 SEO plugins on my blog and I would put meta description for each of my article in both plugins that are All in One SEO and Yoast's "Wordpress SEO". Now I removed all article's meta descriptions from "All in one SEO" the other day but STILL web master tool is showing duplicate meta tags and descriptions. Why??

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • Tips for building an AI for a 2D racing game

    - by declique
    I have a school project to build an AI for a 2D racing game in which it will compete with several other AIs (no collision). We are given a black and white bitmap image of the racing track, we are allowed to choose basic stats for our car (handling, acceleration, max speed and brakes) after we receive the map. The AI connects to the game's server and gives to it several times a second numbers for the current acceleration and steering. The language I chose is C++, by the way. The questions are: What is the best strategy or algorithm (since I want to try and win)? I currently have in mind some ideas found on the net and one or two of my own, but I would like before I start to code that my perspective is one of the best. What good books are there on that matter? What sites should I refer to?

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  • What are the different ways to texture a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a Heightmap, and to texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use a perlin noise to generate a terrain and then texture it). I already learnt about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. Also I don't know how i'll draw roads or dirt paths with that. I hope you understood me despite my english! If you don't, basically, here what I want to do: How do I texture a randomly generated terrain? :) Thank you for your answers!

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