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  • Local Search Engine Marketing - Is it Necessary?

    As an entrepreneur our endeavor should be to represent our produces on the web aptly and appropriately. Search Engine Optimization is a set of techniques that improves the prospects of your website's visibility in search results produced by the leading search engines.

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  • Local Search Engine Marketing - Is it Necessary?

    As an entrepreneur our endeavor should be to represent our produces on the web aptly and appropriately. Search Engine Optimization is a set of techniques that improves the prospects of your website's visibility in search results produced by the leading search engines.

    Read the article

  • Search Engine Optimization Demystified For More Traffic to Your Website

    Search engine optimization or SEO is simply a "geek term" for the process of planning, designing, constructing and promoting your website to maximize the quantity of targeted visitor traffic it generates. If you are a small business owner, you probably realize that SEO is one of the most cost-effective paths to increasing your overall marketing effectiveness because you essentially receive free web advertising from search engines.

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  • SEO Or Search Engine Optimization For Free Traffic

    SEO or Search Engine Optimization is a vital part of Internet marketing and many people don't have a thorough grasp of it. Not understanding the basics of SEO means that you will struggle to get your websites ranking well and generating traffic. Ultimately, having no knowledge of SEO will cost you money and could cost you your online business. In its simplest form, SEO is all about improving the ranking of your website and its pages in the search engines using specific techniques.

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  • 3 Secret Ways to Improve Your Search Engine Ranking Right Now

    How do I increase my search engine ranking so that I can boost traffic and therefore sales? That is a good question and is one that anyone who is involved with internet marketing has asked at least once in their online career. It is easy to think that SEO is complicated, especially if you are just starting out.

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  • Some Basic Points About Search Engine Optimisation

    There are many people who think that doing search engine optimisation of their website or page to improve their ranking in the various search engines is a very skilled task which needs a lot of effort and is also very time consuming. Thus, they consider it to be beyond their capabilities. This, however, is far from true.

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  • Search Engine Optimization Job

    Search Engine Optimization is also called as SEO; it is essentially part science and part arts. SEO job is to find such contents, which are most intimately matches and is the most relevant to what the person is trying to look for by using a computer.

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  • Better Search Engine Rankings

    For a better search engine ranking of your website there are various things that you can do, here are some ideas to get you started. Once your site is up and running you should apply to have it listed with all the search engines that you can find. You should then be looking to build up lots of links into your site.

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  • What is SEO (Search Engine Optimization)?

    SEO in its most basic form is a series of steps taken to make a web site search engine friendly and have it show up in the search engines. At a more advanced level, SEO can be implemented to allow the web site in question to rank high in the search engines, preferably in the first few positions.

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  • Understanding Search Engine Optimization

    Search engine optimization plays a critical role in turning your website into a tool that truly grows your business. If you are new to the online world, this article will help you understand what SEO is and how to use it to reach more people with your message.

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  • Game engine deployment strategy for the Android?

    - by Jeremy Bell
    In college, my senior project was to create a simple 2D game engine complete with a scripting language which compiled to bytecode, which was interpreted. For fun, I'd like to port the engine to android. I'm new to android development, so I'm not sure which way to go as far as deploying the engine on the phone. The easiest way I suppose would be to require the engine/interpreter to be bundled with every game that uses it. This solves any versioning issues. There are two problems with this. One: this makes each game app larger and two: I originally released the engine under the LGPL license (unfortunately), but this deployment strategy makes it difficult to conform to the rules of that license, particularly with respect to allowing users to replace the lib easily with another version. So, my other option is to somehow have the engine stand alone as an Activity or service that somehow responds to intents raised by game apps, and somehow give the engine app permissions to read the scripts and other assets to "run" the game. The user could then be able to replace the engine app with a different version (possibly one they made themselves). Is this even possible? What would you recommend? How could I handle it in a secure way?

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  • Cocos3d lighting problem

    - by Parasithe
    I'm currently working on a cocos3d project, but I'm having some trouble with lighting and I have no idea how to solve it. I've tried everything and the lighting is always as bad in the game. The first picture is from 3ds max (the software we used for 3d) and the second is from my iphone app. http://prntscr.com/ly378 http://prntscr.com/ly2io As you can see, the lighting is really bad in the app. I manually add my spots and the ambiant light. Here is all my lighting code : _spot = [CC3Light lightWithName: @"Spot" withLightIndex: 0]; // Set the ambient scene lighting. ccColor4F ambientColor = { 0.9, 0.9, 0.9, 1 }; self.ambientLight = ambientColor; //Positioning _spot.target = [self getNodeNamed:kCharacterName]; _spot.location = cc3v( 400, 400, -600 ); // Adjust the relative ambient and diffuse lighting of the main light to // improve realisim, particularly on shadow effects. _spot.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot.specularColor = CCC4FMake(0, 0, 0, 1); [_spot setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; // Another mechansim for adjusting shadow intensities is shadowIntensityFactor. // For better effect, set here to a value less than one to lighten the shadows // cast by the main light. _spot.shadowIntensityFactor = 0.75; [self addChild:_spot]; _spot2 = [CC3Light lightWithName: @"Spot2" withLightIndex: 1]; //Positioning _spot2.target = [self getNodeNamed:kCharacterName]; _spot2.location = cc3v( -550, 400, -800 ); _spot2.diffuseColor = CCC4FMake(0.8, 0.8, 0.8, 1.0); _spot2.specularColor = CCC4FMake(0, 0, 0, 1); [_spot2 setAttenuationCoefficients:CC3AttenuationCoefficientsMake(0, 0, 1)]; _spot2.shadowIntensityFactor = 0.75; [self addChild:_spot2]; I'd really appreciate if anyone would have some tip on how to fix the lighting. Maybe my spots are bad? maybe it's the material? I really have no idea. Any help would be welcomed. I already ask some help on cocos2d forums. I had some answers but I need more help.

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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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