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  • Ranking players depending on decision making during a game

    - by tabchas
    How would I go about a ranking system for players that play a game? Basically, looking at video games, players throughout the game make critical decisions that ultimately impact the end game result. Is there a way or how would I go about a way to translate some of those factors (leveling up certain skills, purchasing certain items, etc.) into something like a curve that can be plotted on a graph? This game that I would like to implement this is League of Legends. Example: Player is Level 1 in the beginning. Gets a kill very early in the game (he gets gold because of the kill and it increases his "power curve"), and purchases attack damage (gives him more damage which also increases his "power curve". However, the player that he killed (Player 2), buys armor (counters attack damage). This slightly increases Player 2's own power curve, and reduces Player 1's power curve. There's many factors I would like to take into account. These relative factors (example: BECAUSE Player 2 built armor, and I am mainly attack damage, it lowers my OWN power curve) seem the hardest to implement. My question is this: Is there a certain way to approach this task? Are there similar theoretical concepts behind ranking systems that I should read up on? I've seen the ELO system, but it doesn't seem what I want since it simply takes into account wins and losses.

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  • Life Is Full Of Changes (Part 1)

    - by Brian Jackett
    Today will be my last day with Sogeti.  I’ve been with Sogeti USA for just over 4 years.  In that time I’ve gotten to work on some great projects, develop relationships with some brilliant and passionate people, participate in the .Net developer and SharePoint communities, and grow my skills in a number of areas I’m passionate about.     As with all good things they must come to an end though.  I’ve accepted a position with another company and will provide more details once the transition has completed.  This decision was a difficult one to make but it provides a great career opportunity on many levels.  As much as my new schedule allows I plan to continue participating in local user groups, speaking at conferences, and blogging.     Speaking of which, you may have noticed my reduced blogging activity in the past few months.  In addition to a career change I’m also in the process of moving to a new residence (only a few miles from my current residence, so I’ll still be in Columbus.)  Searching for a new place, filling out paperwork, and all of the other work associated with this move has taken away a good chunk of the time I used to devote to blogging.  Once everything gets settled out with the move and job change I’ll re-evaluate how much time I can devote to blogging.     A big thanks to Sogeti and everyone who has been so supportive over my time with them.  It’s hard to move on, but I am excited for the prospects that the future will bring.         -Frog Out

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  • Game Changing Features in the Silverlight 5 Beta (Part 3)

    - by mbcrump
    Introduction In the second part of my “Game-changing Features” series, I investigated how to create multiple windows in a trusted Silverlight 5 application. Now, it is time to explore another set of features: SoundEffect Class for Low-Latency, Supporting Double- and Triple-Mouse Clicks and Linked Text Containers.  If you followed my previous tutorial, then you should be ready to get started. The full source code for all three of the projects will be available as a separate download with this article. The full article is hosted on SSWUG and you can access it by clicking here. Don’t forget to rate it and leave comments if you have any problems. Other Resources by Me: My webinar on “Getting started with the Silverlight 5 Beta”. Getting Started with the Silverlight 5 Beta! Game Changing Features in the Silverlight 5 Beta (Part 1) Game Changing Features in the Silverlight 5 Beta (Part 2) Game Changing Features in the Silverlight 5 Beta (Part 3)  Subscribe to my feed

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  • Battery Life in ubuntu 14.04

    - by user287466
    Today i had fresh installation of ubuntu 14.04 previously i had ubuntu 12.04 and had 5 to 6 hours of battery backup even at constant work, but in 14.04 getting 3 hrs only, tried with tlp but no use. lspci: 0:00.0 Host bridge: Intel Corporation 3rd Gen Core processor DRAM Controller (rev 09) 00:02.0 VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09) 00:14.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation 7 Series/C210 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation 7 Series/C210 Series Chipset Family High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 1 (rev c4) 00:1c.1 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 2 (rev c4) 00:1d.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation HM76 Express Chipset LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation 7 Series Chipset Family 6-port SATA Controller [AHCI mode] (rev 04) 00:1f.3 SMBus: Intel Corporation 7 Series/C210 Series Chipset Family SMBus Controller (rev 04) 01:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 05) 02:00.0 Network controller: Qualcomm Atheros QCA9565 / AR9565 Wireless Network Adapter (rev 01)

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  • What are the Starting Games I need to make?[Best steps for a beginner Game Developer?] [closed]

    - by Man With Steel Nerves...
    Possible Duplicate: What are good games to “earn your wings” with? Hai, I'm new to the genre "Creating Games".Previously i had done only porting.I need some suggestion's for making a game. What are the basic game logics i need to start with? - Should i write Tic-Tac-Toe game? - Actually this seem very basic to me. I'm totally confused on where to start with.I like to create big games but after starting i feel the game is too heavy to handle. Can any one list out the basic needs of a Game Play programmer? I don't mind using any platform (Flash,c++,objective-c) but i need to know what are the game logic's i need to know before i start a big game.

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  • The 5 Worst Days in a DBAs Life: Day 2

    Steve and the rest of the DBA Team are back for round two. In this episode they have to restore all of a business' data using nothing but a set of off-site backups, kanban, and witty repartee. "A real time saver" Andy Doyle, Head of IT ServicesAndy and his team saved time by automating backup and restores with SQL Backup Pro. Find out how much time you could save. Download a free trial now.

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  • The life saver HttpContext.Current.Items["ParameterName"]

    - by MoezMousavi
    I got stocked passing parameter to one master page for some reasons, seems the page lifecycle and dynamic loading of the master pages has got some issues with defining public properties in the masterpage within my project. It did not set my values and as a result, properties became useless. A collegue just mentioned using HttpContext. have a look what  MSDN saying "Encapsulates all HTTP-specific information about an individual HTTP request" http://msdn.microsoft.com/en-us/library/system.web.httpcontext.aspx HttpContext.Current.Items["ParameterName"] Also, Page.Items could do the same thing. Page.Items, "Gets a list of objects stored in the page context" http://msdn.microsoft.com/en-us/library/system.web.ui.page.items.aspx as your master page and content page are rendered as a single document anyway.

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  • 16 of the Best Free Linux Game Engines (Part 2 of 2)

    <b>LinuxLinks:</b> "Now, let's explore the 8 game engines at hand. For each engine we have compiled its own portal page, providing screenshots of it in action, a full description of the game engine, with an in-depth analysis of the features of the game engine, together with links to relevant resources and reviews."

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  • Strangling the life out of Software Testing

    - by MarkPearl
    I recently did a course at the local university on Software Engineering. At the beginning of the course I looked over the outline of the subject and there seemed to be some really good content. It covered traditional & agile project methodologies, some general communication and modelling chapters and finished off with testing. I was particularly excited to see the section on testing as this was something I learnt on my own and see great value in. The course has now just ended and I am very disappointed. I now know one of the reasons why so few people i.e. in my region do Test Driven Development, or perform even basic testing methodologies. The topic was to academic! Yes, you might be able to list 4 different types of black box test approaches vs. white box test approaches and describe the characteristics of Smoke Tests, but never during course did we see an example of an actual test or how it might be implemented! In fact, if I did not have personal experience of applying testing in actual projects, I wouldn’t even know what a unit test looked like. Now, what worries me is the following… It took us 6 months to cover the course material, other students more than likely came out of that course with little appreciation of the subject – in fact they now have a very complex view of what a test is – so complex that I think most of them will never attempt it again on their own. Secondly, imagine studying to be a dentist without ever actually seeing a tooth? Yes, you might be able to describe a tooth, and know what it is made out of – but nobody would want a dentist who has never seen a tooth to operate on them. Yet somehow we expect people studying software engineering to do the same? This is not right. Now, before I finish my rant let me say that I know this is not the same everywhere in the world, and that there needs to be a balance on practical implementation and academic understanding – I am just disappointed that this does not seem to be happening at the institution that I am currently studying at ;-( Please, if you happen to be a lecturer or teacher reading this post – a combination of theory and practical's goes a long way. We need to up the quality of software being produced and that starts at learner level!

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  • Life With Ease With CMS

    In the past, web designers would have to go through all the pages to make the necessary change for their website. Today, however, the rise of CMS softwares or applications have made it easier for web... [Author: Margarette Mcbride - Web Design and Development - May 07, 2010]

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  • MVC Can the model know ANYTHING about the view?

    - by AwDogsGo2Heaven
    I'm working on a game, and without getting into any details I am using MVC "patterns", "rules" or whatever you want to call it to make the game. The view includes everything needed to draw things on the screen, the controller passes input to the model. And the Model contains game logic. Here's my problem, the game is being made for mobile devices that vary in screen sizes. I feel my model needs to know the view size so it can appropriately adjust for it. I've thought about it for a while I could put all the adjustments in the view, but it just seems inefficient to translate the model positioning to the view's needed positioning every time. If the model knows the size it only needed to adjust itself once. So my question is can I pass the view size to the model without 'breaking' MVC? I feel personally they are still decoupled this way because a size is just a number, I could still change the view any time as long as it has a size. But I wanted to get a community response on this because I haven't seen many discussions of MVC being used in a game. (And to be clear I don't want an answer of why I shouldn't use it in a game, but do I break MVC by letting it know the view's size) EDIT - More details on the game's needs and why I wanted to pass the view. Some objects positions need to be set relative to the edge of the screen (such as UI elements) so that they appear relatively in the same place. Sprite sizes are not stretched if the window size is wider such as an IPhone 5 screen. They will just be placed relatively to the screen edge. .If I gave it to the view to handle this, I will need a flag saying that this element is positioned say x number of pixels from TOP BOTTOM RIGHT LEFT. Then allow the view to draw it with that information. Its acceptable, I just wanted to know if there was a better way while still being MVC because it seems this way will be repeating a logic over and over, where as if I knew the view size in the model, I could convert all the relative positions into absolute positions in one run, but with this I have to convert on every update to the screen.

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  • Google Personalized Search Results Makes Life Easy For Searchers

    Recently Google introduced new feature for search engine users. Google now providing personalized search results for everyone who uses Google search engine, without considering they have opted for it or not in the previously available personalized feature. Searchers now have now the options to select or completely opt-out to get personalized search results. Google designed various protections to safeguard searchers privacy. It will raise some concerns when users opt-in instead of opt-out this feature. Below is the deeper look on the new feature.

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  • Life Without SEO

    Search engine optimization is definitely needed if you depend on traffic and you would like to be found for some search phrases. But in all other cases you only need to take care for "ordinary" visitors and make good page for them.

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  • Is there a project setting that controls getting to Game Center's Sandbox?

    - by CBGraham
    This is different from the others; it's cool. I know that your Bundle Identifier needs to match your iTunes Connect's version. I know you need to make a new AppleID through your dev app and not through Game Center. Most people get this fixed when they force quit their app and game center and launch theirs first. I am not one of those people. If I take the GKTapper tutorial and use my game's Bundle Identifier as the only change, things are good. On launch, it asks me if I want to use an existing or make a new account. But more importantly, it says * Sandbox *. (Before I log in, mind you; this is not an account problem at all.) Once inside I can see my achievements. If I load my game, I has a sad. On launch I get the same dialog, but it does not say Sandbox. My game is two weeks away from being done after many long months. Moving everything in to a new project is possible, but a pain. So the question is: What magic setting does GKTapper or a new project have that my game that I started in June does not that lets you get to Game Center's Sandbox?

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  • Implementing fog of war in opengl es 2.0 game

    - by joxnas
    Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an efficient and somewhat nice looking fog of war to incorporate in it. My experience with OpenGL or Android is not vast by any means, but I think it is sufficient for what I'm asking here. So far I have thought in some solutions: Draw white circles to a dark background, corresponding to the units visibility, then render to a texture, and then drawing a quad with that texture with blend mode set to multiply. Will this approach be efficient? Will it take too much memory? (I don't know how to render to texture and then use the texture. Is it too messy?) Have a grid object with a vertex shader which has an array of uniforms having the coordinates of all units, and another array which has their visibility range. The number of units will very probably never be bigger then 100. The vertex shader needs to test for each considered vertex, if there is some unit which can see it. In order to do this it, will have to loop the array with the coordinates and do some calculations based on distance. The efficiency of this is inversely proportional to the looks of it. A more dense grid will result in a more beautiful fog of war... but will require a greater amount of vertexes to be checked. Is it possible to find a nice compromise or is this a bad solution from the start? Which solution is the best? Are there better alternatives? Which ones? Thank you for your time.

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