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  • Making an efficient collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I'm learning through creating a game engine. It's located here. In terms of collision, I know only brute-force detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody shed some light on this topic?

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  • Does a longer registration length/period for a domain name improve its SEO and search ranking?

    - by Cupcake
    While I was renewing a domain of mine with a well-known domain registrar, the support person who was on call with me said that I'd improve the SEO ranking of my domain if I increased the registration length from 1 year to 5 years instead. The explanation that he gave me was something along the lines that a search engine like Google doesn't like to send users to domains and businesses that may no longer exist, and that by registering my domain for 5 years instead of just 1, Google would have higher confidence that I'm serious about keeping my business around for the long-term. Needless to say, I was quite skeptical. Does the registration/renewal length of a domain name affect its SEO and search result ranking for search engines such as Google?

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  • Oculus Rift with Antichamber

    - by Scott Hainline
    Antichamber runs great on linux (steam version). But it is not playable with the Oculus Rift at this point. The issues are: 1) no headtracking 2) graphics are not being split and distorted by Oculus SDK My current plan is to use LD_PRELOAD to add the functionality, this seems to be the linux equivalent of DLL injection. Antichamber appears to be using SDL, I'm hoping this can be configured to use the headtracking data as a joystick and apply the graphics distortion, but I am not sure which functions I should be looking for. Is there a simpler way of getting these issues resolved? Is SDL the right choice here? Would appreciate any information on how the Unreal Engine 3 works under linux; and library injection too.

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  • Mastering the Art of SEO

    As the name indicates this article is based on one of the very advance concept nowadays which is none other than SEO which stands for Search engine Optimization. Some years back people were concerned only about the main problems or issues of a particular subject matter. But due to the advancements in technology and specifically internet, things have changed a lot. Now each matter is observed and analyzed very deeply and that is the reason that we are getting better results nowadays. One such thing, which has gained the status of universal fame as well, is internet.

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  • View Frustum Alternative

    - by Kuros
    I am working on a simulation project that requires me to have entities walking around in a 3D world. I have all that working, matrix transformations, etc. I'm at the point where I need what is essentially a view frustum, so I can give each entity a visible area. However, when looking over the calculations required to do it, it seems like a perspective frustum is only required to be able to project it onto a 2D screen. Is there another, easier to code solution, that would function better, such as an orthogonal perspective? Could I just define a shape mathematically and test wether the coordinates of the objects are inside or out? I am not really a 3D coder (and I am doing this all from scratch, not using an engine or anything), so I would like the simplest solution possible for my needs. Thank you!

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  • Is it illegal to use content in such a way?

    - by MHZ
    I have a couple of questions about the legality of the content of some websites. I am currently working on two websites and I would like to make sure I am not breaking any laws, by using some content like I am... Do I need to get a license to use images from the Internet (such as google.images.com) in my site, assuming they aren't a company logo belonging to another company? If not, am I allowed to use it after I modify it with a image editing software? If content such as phone numbers, e-mail addresses, website addresses, and text from websites can be found for free online, and I gather this information for a search engine based site that I am working on and offering this information on a paid basis (similar to google, but more specialized), is something that is legal? Note: I am not 'copying' or redirecting business from anywhere, to my site. The exact opposite, the site I am working on actually helps advertise businesses and make it easier for customers to find them.

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  • Can I get enough experience to get an industry job just by reading books?

    - by MahanGM
    I've been recently working with DirectX and getting familiar with game engines, sub-systems and have done game development for the last 5 years. I have a real question for those whom have worked in larger game making companies before. How is it possible to get to into these big game creators such as Ubisoft, Infinity Ward or EA. I'm not a beginner in my field and I'm going to produce a real nice 2D platform with my team this year, which is the result of 5 years 2D game creation experience. I'm working with prepared engines such as Unity3D or Game Maker software and using .Net with C# to write many tools for our production and proceeding in my way but never had a real engine programming experience 'till now. I'm now reading good books around this topic but I wanted to know: Is it possible to become an employee in big game company by just reading books? I mean beside having an active mind and new ideas and being a solution solver.

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  • How to do fluid dynamics like “Where's My Water”?

    - by Edgar Miranda
    There is a game on the app store called "Where's My Water" that is really fun and uses fluid dynamics in its gameplay. You can check out a video of the gameplay... You use your finger to remove dirt from the screen, and then the water just flows to the new area. Anyone knows what engine this was made in and how they where able to get the fluid dynamics in there? I'm using the Corona SDK for mobile development and want to do something similar like this (a game with fluid dynamics).

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  • Tips to Choose the Ideal Domain Name

    The first step of any website creation is purchasing a domain name. Choosing a domain name is not as easy as choosing a theme for your website design. This is because an ideal domain name that is well recognized by search engine will gain more traffic to your website. More traffic means more sales. Then how to make your domain generate more organic traffic to your website? Coming up with a good domain name requires a combination of knowledge, strategy, imagination.

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  • Basic use of Business Rules

    - by shinynewbike
    I have a query on whether the following requirements would need to be designed via Business Rules - this is for a JEE based application where currently this is coded as part of the Business logic. System will create a tax account for every city, county and district combination that imposes tax for only certain cities, counties or districts depending on the taxpayer's business. When the user establishes an account which exists in all subdivisions (i.e. at city or county level), the application must use his tax code and automatically populate all the locations without requiring the user to data enter every location. I assume this would mean a data lookup table from a master table (of tax accounts) and fetch and display all locations. Is there some way in which a Rules Engine can be used to manage these combinations?

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  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

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  • Extremely Hybrid Game requirements

    - by tugrul büyükisik
    What system specifications would a game need if it was: Total players per planet: ~20000 Total players per team:~1M Total players per map(small volume of space or small surface over a planet): ~2000 Total players: ~10M(world has more players than this amount i think) Two of the players are commanders of opposite quadrants(from HUD of a strategy game). Lots of players use space-crafts as a captain(like 3d fps and rts). Many many players control consoles in those space-crafts as under command of captains.(fps ) Some players are still in stone-age trying to reinvent wheel in some planet. Players design and construct any vehicles they have. With good physics engine Has puzzles inside. Everyone get experience by doing stuff(RPG). Commerce, income or totally different resource-based group(like starcraft) Player classes(primitive: cunning and strong, wrapped: healthy, wealthy) Arcade top-down style firing with ships when people get bored very low chance of miraculous things.(mediclorians, wormholes, bugs) Different game-modes: persistent(living world), resetted periodically(a new chance for noobs), instant(pre-built space + hack&slash) I suspect this would need 128GB ram and 2048 cores.

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  • Infinite terrain shadows

    - by user35399
    I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be rendered in front of the sun. My terrain: The sun is the only light, it is directional, my terrain is generated on a plane which is positioned before the camera, frustum culled and fits the size of the viewing frustum. It is height mapped with generated noise texture, and using tessellation shaders on it. Video:http://www.youtube.com/watch?v=tk6yFwYusOs Dynamic shadows with the infinite terrain.

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  • Fixed Bid vs. T&amp;M &ndash; Take 2

    - by AjarnMark
    One of my most popular blog entries of all time is my Contracting Tips: Fixed Bid vs. T&M post from January, 2004.  This post consistently shows up in my referrers list, usually coming from a search engine.  Recently, Brent Ozar (@BrentO) wrote a great argument for why he always bills by the hour (a.k.a. Time & Materials or T&M) which itself was a response to Mark Richman’s (@mrichman) post on why he never bills by the hour (fixed bid).  Each article has good arguments, and I encourage you to read them both and choose the best approach for you. As for me, my experience parallels Brent’s and I historically have leaned toward the Time & Materials model.

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  • What's the recommended way of doing a HUD for an android game?

    - by joxnas
    Basically the question is in the title. I'm creating a RTS game and I will need buttons like attack move / attack ground, etc. I am not using any engine. When people do games in OpenGL for android (my case), do they ever use android components to control the game or do they create their components in the game? What are the general recommended approach, if there's any? How about more complex components like scrolling lists of items , etc? I would also appreciate you to pair your answer with a brief comment about how was your experience using the approach(es) you describe. Thanks :)

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  • Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • Handling player/background movements in 2D games

    - by lukeluke
    Suppose you have your animated character controlled by the player and a 2D world (like the old 2D side-scrolling games). When the user press right on the keyboard, the background is moved to the right. If the path is always horizontal, this is simple to do (incrementation/decrementation of the x-coordinate). But suppose that the path is instead a polygonal chain. My questions are: How do you move the background? How do you move the background if the game objects are managed with a physics engine like box2D?

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  • Looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs <= $5

    - by CyanPrime
    I'm looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs less then, or is $5 usd. I want to have a nice BGM for my engine demo I'm going to release for a game I'm planing on having go commercial. I don't want to spend too much money on it, so my limit is $5 usd. I want it to be at least a 1:00 in length. Where should I look? Or even better, do you have a link to a song that meets the criteria?

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  • How to add addtional disks to a Windows 2008 KVM based Guest?

    - by taazaa
    I have a Win 2008 KVM based guest VM running on a Ubuntu 10 host. It is a raw image of 22G. I want to add a "data" drive which would show up as "D:\" drive on the guest. I first created a raw image using: qemu-img create -f raw ~/vmdisk2.img 50G Then, tried attaching it using virsh attach-disk. When that did not work, I tried editing the xml file of the VM directly. Both did not seem to work. I would greatly appreciate any help on how to do this and what the best practice is. I want to keep the base image small, so that I can clone it (hopefully) and then attach necessary storage based on the application at hand. Update: The xml of the vm before adding the second drive: <domain type='kvm'> <name>win08e-vm1</name> <uuid>183a4ba0-1c0b-0b04-ad01-aa7c3a4cb390</uuid> <memory>1048576</memory> <currentMemory>1048576</currentMemory> <vcpu>2</vcpu> <os> <type arch='x86_64' machine='pc-0.12'>hvm</type> <boot dev='hd'/> </os> <features> <acpi/> <apic/> <pae/> </features> <clock offset='localtime'/> <on_poweroff>destroy</on_poweroff> <on_reboot>restart</on_reboot> <on_crash>restart</on_crash> <devices> <emulator>/usr/bin/kvm</emulator> <disk type='file' device='disk'> <driver name='qemu' type='raw'/> <source file='/var/lib/libvirt/images/win08e-vm1.img'/> <target dev='hda' bus='ide'/> <address type='drive' controller='0' bus='0' unit='0'/> </disk> <disk type='file' device='cdrom'> <driver name='qemu' type='raw'/> <source file='/home/taazaa/iso/Win08ER264.iso'/> <target dev='hdc' bus='ide'/> <readonly/> <address type='drive' controller='0' bus='1' unit='0'/> </disk> <controller type='ide' index='0'> <address type='pci' domain='0x0000' bus='0x00' slot='0x01' function='0x1'/> </controller> <interface type='bridge'> <mac address='52:54:00:7f:a7:ae'/> <source bridge='br0'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x03' function='0x0'/> </interface> <serial type='pty'> <target port='0'/> </serial> <console type='pty'> <target type='serial' port='0'/> </console> <input type='tablet' bus='usb'/> <input type='mouse' bus='ps2'/> <graphics type='vnc' port='-1' autoport='yes' keymap='en-us'/> <video> <model type='vga' vram='9216' heads='1'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x02' function='0x0'/> </video> <memballoon model='virtio'> <address type='pci' domain='0x0000' bus='0x00' slot='0x04' function='0x0'/> </memballoon> </devices> </domain> Thanks!

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  • Accessing managers from game entities/components

    - by Boreal
    I'm designing an entity-component engine in C# right now, and all components need to have access to the global event manager, which sends off inter-entity events (every entity also has a local event manager). I'd like to be able to simply call functions like this: GlobalEventManager.Publish("Foo", new EventData()); GlobalEventManager.Subscribe("Bar", OnBarEvent); without having to do this: class HealthComponent { private EventManager globalEventManager; public HealthComponent(EventManager gEM) { globalEventManager = gEM; } } // later on... EventManager globalEventManager = new EventManager(); Entity playerEntity = new Entity(); playerEntity.AddComponent(new HealthComponent(globalEventManager)); How can I accomplish this? EDIT: I solved it by creating a singleton called GlobalEventManager. It derives from the local EventManager class and I use it like this: GlobalEventManager.Instance.Publish("Foo", new EventData());

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  • Sortie de la version 1.5 de JRuby avec une amélioration du support sous Windows

    Bonjour, La semaine dernière est sortie la version 1.5 de JRuby, version à laquelle ont contribué pas moins de 30 développeurs Open Source. Parmi les 4 core developpers, 3 font partie de la société Engine Yard. Les avancées principales pour cette version sont :Meilleure intégration avec les librairies Java (gestion mémoire et CPU plus efficace) Amélioration de la compatibilité avec Ruby (Ruby 1.8.7) Amélioration du support pour Windows (les nombreux problèmes qui rendait son utilisation sous Windows compliquée ont été traités) Pour les développeurs Java, il est également à noter de meilleures intégration avec Ant et Maven. Qui utilise régulièrement JRuby, et dans quel cadre ?

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  • Why is JavaScript not used for classical application development (compiled software)?

    - by Jose Faeti
    During my years of web development with JavaScript, I come to the conclusion that it's an incredible powerful language, and you can do amazing things with it. It offers a rich set of features, like: Dynamic typing First-class functions Nested functions Closures Functions as methods Functions as Object constructors Prototype-based Objects-based (almost everything is an object) Regex Array and Object literals It seems to me that almost everything can be achieved with this kind of language, you can also emulate OO programming, since it provides great freedom and many different coding styles. With more software-oriented custom functionalities (I/O, FileSystem, Input devices, etc.) I think it will be great to develop applications with. Though, as far as I know, it's only used in web development or in existing softwares as a scripting language only. Only recently, maybe thanks to the V8 Engine, it's been used more for other kind of tasks (see node.js for example). Why until now it's only be relegated only to web development? What is keeping it away from software development?

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  • Making a collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I've learning through creating a game engine. It's located here. In terms of collision, I know only brutefoce detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody6 sh6ed some light on this topic? And I think of making it like the game maker Thanks

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  • iPhone 3d Model format: .h file, .obj, or some other?

    - by T Reddy
    I'm beginning to write an iPhone game using OpenGL-ES and I've come across a problem with deciding what format my 3D models should be in. I've read (link escapes me at the moment) that some developers prefer the models compiled in Objective-C .h files. Still, others prefer having .obj as these are more portable (i.e., for deployment on non-iPhone platforms). Various 3D game engines seem to support many(?) formats, but I'm not going to use any of these engines as I would like to actually learn OpenGL-ES. Am I putting myself at a disadvantage here by not using a packaged engine? Thanks!

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  • Alternatives to the GPL

    - by Bane
    I made a game, and I am currently making a game engine. I want them both to be completely free and open source. What license should I choose? I was reading a bit on GPL, but that seems to be more suited for system code and libraries, AFAIK, as it doesn't permit the use of code for proprietorial software - which, in turn, implies that the code can be used in the first place. I can see that, obviously, game engines can be considered libraries, and therefor be used, but what about game code? Is there an alternative to GPL?

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