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  • Browser-based MMOs (WebGL, WebSocket)

    - by Alon
    Do you think it is techniclly possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games generally) will wrriten with WebGL? Does today's JavaScript performance allow this? Let's say your development team was you as a developer, and another model creator (artist). Would you use a library like SceneJS for the game, or write straight WebGL? If you would use a library, but not SceneJS, please specify which. Thanks!

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  • Tracking based on URL referral?

    - by jeremycollins
    Hi, Users on my site are given unique URL's for me to then track how many people they have referred to my site. ie: http://www.example.com/FQ3DL (FQ3DL being the unique code/url) The first thing I'd like to do is when a user goes to that link, it displays the homepage http://www.example.com/ rather than a 404 error The second thing is, how would I track how many people have visited that URL? Only through Google analytics or is there another way to manage it? Thanks!

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  • Java based webservices

    - by java_mouse
    We are working on a big java project and as a second phase in this project, we will have to develop some web services that the clients can call and get or update the data in our database. Though I have been a Java programmer for a while, I have never worked on web services yet. I develop EJBs, data services layer etc but have not worked in web services yet. What are the current standards in developing web services in Java platform? What is the best and recommended way for developing web-services? Any input/link will be appreciated

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  • Custom inventory items based on inheritance

    - by Bogdan Marginean
    So, here's the scenario: I'm building an RPG. Like most of the other RPGs on the market, my game will feature an inventory and of course, inventory items. So far I've worked well with using a single class for all items, because I did not need anything else than character stat alteration on item usage (consumption). However, I'd like some items to have a more exotic effect. Think of something like when the user consumes a transformation potion, he automatically turns into a beast. In order to achieve this I've thought about declaring a new class that inherits from BaseItem for each item. Each descendant would override some methods (like void OnConsume()), to change the base behavior. This works fine, but when it comes to inventory management, I have some issues. The actual inventory will have to work with BaseItem components only (for obvious reasons, as it's an enumerable collection of objects of the same type); casting any descendant to the base class is possible, so no problems in adding items to the inventory. But how can I keep track of the descendant's type (class) for each item in the inventory? And how to perform the descendant's OnConsume from withint he inventory, for each item? Let me know if you can think of a better solution than mine, or if you can think of a solution to my problem only. Development is done in C#, inside Unity 3.5. Thanks!

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  • Lightning fast forum based around metadata / tags? [closed]

    - by Dan W
    Possible Duplicate: What Forum Software should I use? I wonder if anything like this exists. I'd like to add a forum to my site, but instead of the usual forum/subforum/sub-subforum structure, I'd like to use a metadata/tag approach where everything exists as a single directory, and where there's a search field at the top which instantly (<0.5 sec) filters the threads to a particular keyword or keywords. Also, as the admin, I would be able to add highly visible buttons at the top, which can be clicked on for the main categories I choose for the forum (nevertheless, users can also add tags to their own threads outside of these default main tags I supply if they wish). This approach, if done properly, is more powerful, efficient, maintenance free, scalable and friendly than a standard forum, so I was hoping someone had the same idea and made something out of it. It couldn't be that hard. I'd want the speed to be up to (or near) the standard of this: http://forum.dlang.org/ Other forums (e.g.: phpBB) are orders of magnitude worse than that in terms of latency (posting or browsing), and I think that is wrong, even in principle ;)

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  • Web hosting colo stack, what do i need

    - by james
    I'm looking to colocate a website, obviously running a few apache servers, mysql cluster, SAN servers and load balancer. What else do I need to protect the servers and what would be the best method for DNS as all the web side of things will be in the colo centre and email hosted with another company? Thanks in advance

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • MODX based site has been compromised, and tagged by Google as malware

    - by JAG2007
    I'm the webmaster (inherited the site from the developer) for a site called kenbrook.org. The site is currently being tagged as malware infected by Google, and gives the following details: http://www.google.com/safebrowsing/diagnostic?site=kenbrook.org Sadly, this is the second time it has occurred. I posted the issue when it happened last year originally on Stackoverflow on this post, shortly after I inherited the site. At the time the fix was a simple removal of a few lines of code from a .js file, but I never did discover or resolve the vulnerability. The site is built on MODX, which neither I, nor the original builder, have any familiarity with. I've tried to check for security updates from MODX, but updating that software has been a real pain also. Sooo...what's my next step to getting this whole issue resolved? Or steps?

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  • Smooth vector based jump

    - by Esa
    I started working on Wolfire's mathematics tutorials. I got the jumping working well using a step by step system, where you press a button and the cube moves to the next point on the jumping curve. Then I tried making the jumping happen during a set time period e.g the jump starts and lands within 1.5 seconds. I tried the same system I used for the step by step implementation, but it happens instantly. After some googling I found that Time.deltatime should be used, but I could not figure how. Below is my current jumping code, which makes the jump happen instantly. while (transform.position.y > 0) { modifiedJumperVelocity -= jumperDrag; transform.position += new Vector3(modifiedJumperVelocity.x, modifiedJumperVelocity.y, 0); } Where modifiedJumperVelocity is starting vector minus the jumper drag. JumperDrag is the value that is substracted from the modifiedJumperVelocity during each step of the jump. Below is an image of the jumping curve:

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • Creating a curved mesh on inside of sphere based on texture image coordinates

    - by user5025
    In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can draw a different texture. This is great, but I really want to reduce the manual labor, and do some of this work in a script -- like having a variable for the panoramic image, and coordinates of the area in the photograph that I want to replace with a new mesh. The hardest part of doing this is going to be creating a curved mesh in code that can sit on the inside wall of a sphere. Can anyone point me in the right direction?

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  • Architecture for subscription based application

    - by John
    This is about the architecture of my application I think. I have a Rails application where companies can administrate all things related to clients. Companies can buy a subscription and their users can access the application online. Hopefully I will get multiple companies subscribing to my appplication/service. Thing is, what should I do with my code and database? Seperate app code base and database per company One app code base but seperate database per company One app code base and one database The decision I am to make involves security (e.g. user from company X should not see any data from company Y) performance (let's suppose it becomes successful, it should have a good performance) and scalability (again, if successful, it should have a good performance but also easy for me to handle all the companies, code changes, etc) For sake of maintainability, I tend to opt for the one code base. For the database I really don't know at this moment. So what do you think is the best option?

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  • Building non (jsp/freemarker) template based website [on hold]

    - by Ismail Marmoush
    If my web app is supposed to work in one page, something like asana.com, and I wanted to make the whole website free of templates, meaning I would serve data and make js/mobile app call them, or even let other developers create new interfaces for it. So is it acceptable to have such a design for such a problem ? or you think I would eventually have use jsps/freemarker for a certain case. I found something when I started asking the right questions, here is it wiki: Single Page Application

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  • Creating an encrypted, web-based proxy

    - by Jason
    I have moved to Asia where my internet connection is censored and I'd like to check my messages from social sites which happen to be blocked. As virtually all proxy servers are blocked in this country, I've decided to attempt to roll my own encrypted proxy server. Please note, the key word here is encrypted—if the sniffer sees anything like f@c3b00k or w:k:p3d:ia travelling down the wire I'm had. I have a website hosted with GoDaddy (Windows with PHP 5.2 & IIS 7). Is there any way I can set up an encrypted proxy through this service? If so, how, and what open source tools are available to use?

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  • lowering the use of the memory controller in OpenCL based applications

    - by user827992
    With my first experiments I noticed that OpenCL is a good technology but often hampered by the X86 architecture and finding a mid-range VGA driven by a low-end chipset is not that unusual in the real world scenarios, sometimes this can happen with some high-end VGA too. Are there some caching techniques? Something that can bypass this inconvenience in some ways. The amount of dedicated memory on today's VGA is usually high, it's possible to use this memory to create some kind of buffer with instructions.

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  • Plug-in based software design

    - by gekod
    I'm a software developer who is willing to improve his software design skills. I think software should not only work but have a solid and elegant design too to be reusable and extensive to later purposes. Now I'm in search of some help figuring out good practices for specific problems. Actually, I'm trying to find out how to design a piece of software that would be extensible via plug-ins. The questions I have are the following: Should plug-ins be able to access each others functionality? This would bring dependencies I guess. What should the main application offer to the plug-ins if I want to let's say develop a multimedia software which would play videos and music but which could later on get functionality added over plug-ins that would let's say be able to read video status (time, bps, ...) and display it. Would this mean that the player itself would have to be part of the main program and offer services to plug-ins to get such information or would there be a way to develop the player as a plug-in also but offer in some way the possibility to other plug-ins to interact with it? As you see, my questions are mainly for learning purposes as I strive to improve my software development skills. I hope to find help here and apologize if something is wrong with my question.

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  • CPU Utilization LAMP stack

    - by Max
    We've got an ec2 m2.4xlarge running Magento (centos 5.6, httpd 2.2, php 5.2.17 with eaccelerator 0.9.5.3, mysql 5.1.52). Right now we're getting a large traffic spike, and our top looks like this: top - 09:41:29 up 31 days, 1:12, 1 user, load average: 120.01, 129.03, 113.23 Tasks: 1190 total, 18 running, 1172 sleeping, 0 stopped, 0 zombie Cpu(s): 97.3%us, 1.8%sy, 0.0%ni, 0.5%id, 0.0%wa, 0.0%hi, 0.0%si, 0.4%st Mem: 71687720k total, 36898928k used, 34788792k free, 49692k buffers Swap: 880737784k total, 0k used, 880737784k free, 1586524k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 2433 mysql 15 0 23.6g 4.5g 7112 S 564.7 6.6 33607:34 mysqld 24046 apache 16 0 411m 65m 28m S 26.4 0.1 0:09.05 httpd 24360 apache 15 0 410m 60m 25m S 26.4 0.1 0:03.65 httpd 24993 apache 16 0 410m 57m 21m S 26.1 0.1 0:01.41 httpd 24838 apache 16 0 428m 74m 20m S 24.8 0.1 0:02.37 httpd 24359 apache 16 0 411m 62m 26m R 22.3 0.1 0:08.12 httpd 23850 apache 15 0 411m 64m 27m S 16.8 0.1 0:14.54 httpd 25229 apache 16 0 404m 46m 17m R 10.2 0.1 0:00.71 httpd 14594 apache 15 0 404m 63m 34m S 8.4 0.1 1:10.26 httpd 24955 apache 16 0 404m 50m 21m R 8.4 0.1 0:01.66 httpd 24313 apache 16 0 399m 46m 22m R 8.1 0.1 0:02.30 httpd 25119 apache 16 0 411m 59m 23m S 6.8 0.1 0:01.45 httpd Questions: Would giving msyqld more memory help it cache queries and react faster? If so, how? Other than splitting mysql and php to separate servers (which we're about to do) is there anything else we could/should be doing? Thanks! UPDATE: Here's our my.cnf along with the output of mysqltuner. It looks like a cache problem. Thanks again! # cat /etc/my.cnf [client] port = **** socket = /var/lib/mysql/mysql.sock [mysqld] datadir=/mnt/persistent/mysql port=**** socket=/var/lib/mysql/mysql.sock key_buffer = 512M max_allowed_packet = 64M table_cache = 1024 sort_buffer_size = 8M read_buffer_size = 4M read_rnd_buffer_size = 2M myisam_sort_buffer_size = 64M thread_cache_size = 128M tmp_table_size = 128M join_buffer_size = 1M query_cache_limit = 2M query_cache_size= 64M query_cache_type = 1 max_connections = 1000 thread_stack = 128K thread_concurrency = 48 log-bin=mysql-bin server-id = 1 wait_timeout = 300 innodb_data_home_dir = /mnt/persistent/mysql/ innodb_data_file_path = ibdata1:10M:autoextend innodb_buffer_pool_size = 20G innodb_additional_mem_pool_size = 20M innodb_log_file_size = 64M innodb_log_buffer_size = 8M innodb_flush_log_at_trx_commit = 1 innodb_lock_wait_timeout = 50 innodb_thread_concurrency = 48 ft_min_word_len=3 [myisamchk] ft_min_word_len=3 key_buffer = 128M sort_buffer_size = 128M read_buffer = 2M write_buffer = 2M # ./mysqltuner.pl >> MySQLTuner 1.2.0 - Major Hayden <[email protected]> >> Bug reports, feature requests, and downloads at http://mysqltuner.com/ >> Run with '--help' for additional options and output filtering -------- General Statistics -------------------------------------------------- [--] Skipped version check for MySQLTuner script [OK] Currently running supported MySQL version 5.1.52-log [OK] Operating on 64-bit architecture -------- Storage Engine Statistics ------------------------------------------- [--] Status: +Archive -BDB +Federated +InnoDB -ISAM -NDBCluster [--] Data in MyISAM tables: 2G (Tables: 26) [--] Data in InnoDB tables: 749M (Tables: 250) [!!] Total fragmented tables: 262 -------- Security Recommendations ------------------------------------------- -------- Performance Metrics ------------------------------------------------- [--] Up for: 31d 2h 30m 38s (680M q [253.371 qps], 2M conn, TX: 4825B, RX: 236B) [--] Reads / Writes: 89% / 11% [--] Total buffers: 20.6G global + 15.1M per thread (1000 max threads) [OK] Maximum possible memory usage: 35.4G (51% of installed RAM) [OK] Slow queries: 0% (35K/680M) [OK] Highest usage of available connections: 53% (537/1000) [OK] Key buffer size / total MyISAM indexes: 512.0M/457.2M [OK] Key buffer hit rate: 100.0% (9B cached / 264K reads) [OK] Query cache efficiency: 42.3% (260M cached / 615M selects) [!!] Query cache prunes per day: 4384652 [OK] Sorts requiring temporary tables: 0% (1K temp sorts / 38M sorts) [!!] Joins performed without indexes: 100404 [OK] Temporary tables created on disk: 17% (7M on disk / 45M total) [OK] Thread cache hit rate: 99% (537 created / 2M connections) [!!] Table cache hit rate: 0% (1K open / 946K opened) [OK] Open file limit used: 9% (453/5K) [OK] Table locks acquired immediately: 99% (758M immediate / 758M locks) [OK] InnoDB data size / buffer pool: 749.3M/20.0G -------- Recommendations ----------------------------------------------------- General recommendations: Run OPTIMIZE TABLE to defragment tables for better performance Enable the slow query log to troubleshoot bad queries Adjust your join queries to always utilize indexes Increase table_cache gradually to avoid file descriptor limits Variables to adjust: query_cache_size (> 64M) join_buffer_size (> 1.0M, or always use indexes with joins) table_cache (> 1024)

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  • Looking for a small, light scene graph style abstraction lib for shader based OpenGL

    - by Pris
    I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost if it doesn't work on Windows), and it should be possible to deploy to mobile targets (ie OpenGLES2, and no crazy mandatory dependencies that wouldn't port well to modern mobile frameworks like iOS, Android, etc), with a license that's compatible with closed source software (LGPL or more liberal). Specific nice-to-haves would be: Cameras and Viewers (trackball, fly-by, etc) Object transform hierarchies (if B is a child of A, and you move A, B has the same transform applied to it) Simple animation Scene optimization (frustum culling, use VBOs, minimize state changes, etc) Text I've played around with OpenSceneGraph a lot and it's pretty amazing for fixed function pipeline stuff, but I've had a few of problems using it with the programmable pipeline and after going through their mailing list, it seems several people have had similar issues (going back years). Kitware's VES looks neat (http://www.vtk.org/Wiki/VES), but VES + VTK is pretty heavy. VTK is also typically for analyzing scientific data and I've read that it's not that appropriate for a general use case (not that great at rendering a lot of objects on scene,etc) I'm currently looking at VisualizationLibrary (http://www.visualizationlibrary.org/documentation/pag_gallery.html) which looks like it offers some of the functionality I'd like, but it doesn't explicitly support mobile targets. Other solutions like Ogre, Horde3D, Irrlicht, etc tend to be full on game engines and that's not really what I'm looking for. I'd like some suggestions for other libraries that I may have missed... please note I'm not willing to roll my own solution from scratch.

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  • Physics-based dynamic audio generation in games

    - by alexc
    I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?

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  • Will Google crawl session based website

    - by DonShwep
    I have a website, it is split into 3 categories but using PHP its an all-in one kind of style. When a user chooses a category on the home page a session is set, this is then used to set the style and contents of the website. Would Googlebot and other bots be able to still scan my website? If a page is accessed and no session is set then the user is sent back to the home page. I have created special links, that set a session but go straight to the contact page. Even this page doesn't seem to be showing up. Any ideas if a sitemap with specially crafted links (to set the session) will help Google?

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  • Strategy/algorithm to divide fair teams based on history

    - by Vegar
    We are a group of people playing floorball together on a regular basis. Every session starts with the daunting task of dividing teams... So what would be better than an application to pick teams automatically? So, given a history of team-combinations and results, and a list of people showing up for this particular session, what would be a good strategy to find the optimal teams? By optimal, I mean teams as equal as possible. Any ideas? Edit: To make it clear, the date that I have to base the picking on, would be something like this: [{ team1: ["playerA", "playerB", "playerC"], team2: ["playerD", "playerE", "playerF"], goals_team1: 10, goals_team2: 8 }, { team1: ["playerD", "playerB", "playerC"], team2: ["playerA", "playerE", "playerG"], goals_team1: 2, goals_team2: 5 }, { team1: ["playerD", "playerB", "playerF"], team2: ["playerA", "playerE", "playerC"], goals_team1: 4, goals_team2: 2 }]

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