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  • YouTube API Office Hours June 6, 2012

    YouTube API Office Hours June 6, 2012 This is a recording of the YouTube API Hangout on Air from Wednesday 6/6 at 10am PDT (UTC-7). JJ Behrens interviewed Neal Norwitz, a senior engineer at YouTube and well-known Python developer, about Google's engineering culture. We also had a surprise guest, Adrian Holovaty, co-benevolent dictator for life of the open-source Django web framework, who asked several questions about fine-grained timing control in the player APIs. From: GoogleDevelopers Views: 650 14 ratings Time: 39:07 More in Science & Technology

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • Naming convention for iOS

    - by RMDan
    I am learning Objective-C and iOS development and not sure what proper naming convention should be used. I understand how to use the label aspect of Obj-C methods but not the proper way to name each label. What is the best practice for naming methods, properties, objects, outlets, and actions? Also, Should different naming conventions be used between Obj-C code and C code? And if so what differences is there?

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  • GDL Presents: Creative Sandbox | Google+ API

    GDL Presents: Creative Sandbox | Google+ API Tune in to hear about two cool, new campaigns that use the Google+ API from the core creative teams at Goodby Silverstein & Partners, Hook and RESN in conversation with a Google+ Developer Relations expert. They'll talk about how they pushed the possibilities of the Google+ API - and will inspire you to do the same. From: GoogleDevelopers Views: 0 0 ratings Time: 01:00:00 More in Science & Technology

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  • Why is C++ used for game engines? How about its future in game engines?

    - by kasperov
    C++, as I have seen, is being heavily used in 3d video game engines.... Is it because of the performance issues, legecy code or libraries such as DriverX? If performance, libraries and code infrastructure are the reasons, dosen't that make C++ indispensible, at least for game engines? (ie, we have no other option even in the very distant future). I asked this because, I have the right to know the upcomming future trends in game engines.

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  • Google+ Platform Office Hours for May 2nd, 2012: Hanging out with the Tabletop Forge team

    Google+ Platform Office Hours for May 2nd, 2012: Hanging out with the Tabletop Forge team This week we met with Charles Jaimet, Joshuha Owen and Fraser Cain of the Tabletop Forge team. They showed us their hangout app and shared their experience. Discussion this session on Google+: goo.gl You can learn more about our office hours here: goo.gl Here are some notable moments in this session: 1:50 - Charles explains Tabletop Forge 6:12 - Tabletop Forge Demo begins 7:45 - How do you prevent cheating on dice rolls? 14:07 - A discussion about trust in tabletop gaming 14:57 - Upcoming feature - Fog of war 24:06 - What are some challenges with the Hangouts API that you've overcome? 27:10 - It'd be cool to play a game with a separate on air game view 31:08 - Comments as a source of game material 31:58 - What else is on the roadmap for Tabletop Forge? 35:52 - Will there be a Kickstarter for Tabletop Forge? 36:42 - What do you think about saving game logs to places like Google Drive or Google Docs? 39:07 - The 7 sided die is not something possible in reality. In what other ways have you gone beyond the limits of the physical table top? 43:11 - What was your first game? From: GoogleDevelopers Views: 2401 23 ratings Time: 46:43 More in Science & Technology

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  • A TDD Journey: 2- Naming Tests; Mocking Frameworks; Dependency Injection

    Test-Driven Development (TDD) relies on the repetition of a very short development cycle Starting from an initially failing automated test that defines the functionality that is required, and then producing the minimum amount of code to pass that test, and finally refactoring the new code. Michael Sorens continues his introduction to TDD that is more of a journey in six parts, by implementing the first tests and introducing the topics of Test Naming, Mocking Frameworks and Dependency Injection

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  • Google I/O 2012 - So You've Read the Design Guide; Now What?

    Google I/O 2012 - So You've Read the Design Guide; Now What? Daniel Lehmann, Tor Norbye, Richard Ngo The Android Design Guide describes how to design beautiful Android apps, but not how to build them. In this talk we'll give practical tips for how to apply fit & finish as you are implementing your design, we'll show you how to avoid some common pitfalls, we'll describe some useful patterns, and show you how tools can help. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 38 1 ratings Time: 56:31 More in Science & Technology

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  • Google I/O 2012 - Crunching Big Data with BigQuery

    Google I/O 2012 - Crunching Big Data with BigQuery Jordan Tigani, Ryan Boyd Google BigQuery is a data analysis tool born from Google internal technologies. It enables developers to analyze terabyte data sets in seconds using a RESTful API. This session will dive into best practices for getting fast answers to business questions. We'll provide insight into how we process queries under the hood and how to construct SQL queries for complex analysis. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1 0 ratings Time: 01:03:04 More in Science & Technology

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  • Google I/O 2012 - Gaming in the Cloud

    Google I/O 2012 - Gaming in the Cloud "Fred Sauer Many games developers are finding the easy development and deployment experience of Google App Engine ideal for building cloud based state-storage, matching making services and collaborations services. When you have a hit game, the last thing you want to do is worry about your server provisioning. App Engine has an always-free tier to get you started and then scales seamlessly to any size of usage. Game developers also use Google Cloud Storage to easily store and quickly deliver media files to clients around the world. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1 0 ratings Time: 01:02:17 More in Science & Technology

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