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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • Which is better: many class definitions in the same file or every class definition in a separate file?

    - by Javed Akram
    Which is better: many class definitions in same file or every class definition in separate file? Examples: 1) Many classes in same file. Say, myManyClasses.cs: namespace myPack { class myClass1() { } class myClass2() { } class myClass3() { } . . . } 2) Every class in separate file: myClass1.cs namespace myPack { class myClass1() { } } myClass2.cs namespace myPack { class myClass2() { } } . . .

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  • Google I/O Sandbox Case Study: Doubletwist

    Google I/O Sandbox Case Study: Doubletwist We interviewed DoubleTwist at the Google I/O Sandbox on May 11, 2011. They explained to us the benefits of building their DoubleTap application on the Android Platform. DoubleTwist AirSync let's you wirelessly sync your music collection across all your devices. Their new app, DoubleTap, let's you share music between phones by simply tapping the phones together. For more information about developing on Android, visit: developer.android.com For more information on DoubleTwist, visit: www.doubletwist.com From: GoogleDevelopers Views: 13 0 ratings Time: 01:42 More in Science & Technology

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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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  • When is it reasonable to create my own programming language?

    - by Daniel Rikowski
    Are there types of killer applications, classes of algorithmic problems, etc., where it is better, in the long run, to create my own language? PS: Just to be sure, I mean a new programming language and a compiler, not a new compiler for an existing language. EDIT: Thank you for the answers. Can you provide some examples, where it is absolutly unnecessary to create a DSL or cases in which a DSL might be a good idea?

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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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  • 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+ 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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  • Pre baked fractures and explosion : I need an answer for C++

    - by Ken
    What are the prebaked or precomputed explosions or fractures from a programmer viewpoint ? I would like to know how to achieve this in C++ and how this things are usually considered (they are animations? textures?), it would be perfect if there will be some examples available or someone that can picture a broad view about this. I need to add a really small support for this in my code and i need an hint about how to start, i would like to do this on my own without other libraries.

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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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  • 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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  • Do extra words in url affect SEO?

    - by smp7d
    Often for technical reasons we end up with some extra words in a url that we would not want to optimize for as they would have no bearing on the content. Examples would be: sportssite.com/content/sports-article movieportal.com/node/movie-review electronicsforum.com/blog/top-10-cameras webmasters.stackexchange.com/questions/34046/do-extra-words-in-url-affect-seo Do these have any affect on ranking in any of the major search engines? Would it behoove us to strip the extra words?

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