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  • How online-game clients are able to exchange data through internet so fast?

    - by Kirzilla
    Hello, Let's imagine really simple game... We have a labirinth and two players trying to find out exit in real time through internet. On every move game client should send player's coordinates to server and accept current coordinates of another client. How is it possible to make this exchange so fast (as all modern games do). Ok, we can use memcache or similar technology to reduce data mining operations on server side. We can also use fastest webserver etc., but we still will have problems with timings. So, the questions are... What protocol game clients are usually using for exchanging information with server? What server technologies are coming to solve this problem? What algorithms are applied for fighting with delays during game etc. PS: Sorry for my English and I hope that my question is clear. Thank you.

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  • Will Beej's Guide to Network programming point me the right way to be able to make multiplayer games and a web broswer?

    - by Logan545
    I'm new to socket programming in C, and I've found the Beej's Guide to Networking programming. It looks fine and all, however, I just wanted to ask whether this tutorial will point me in the right direction in terms of network programming. I plan to build a game in opengl that will be multiplayer using c+ and possibly a web browser. I know this tutorial would by no means teach me how to do this, but would this be a good way to start off on my path?

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  • In a multiplayer game, should I store the list of character names on the Player class?

    - by Gökhan Nas
    I am writing a multiplayer game that has account system and character creation system like standart MMORPGs. I have a question about name creating issue. I think that I can create a static variable on Player class that keeps created player names but it confused me. It will tell me name is valid or unvalid depends on the other players has this name. Questions; Does implementation does make sense ? If i have 1000 players, is it means it consumes 1000 times of memory of this list? Or it just consume as like there is one? What is your suggestion for place that I can keep player name list? A new class?

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  • Advice for programming a lobby for a network multiplayer game?

    - by Milo
    I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do not need any information from the lobby, they see the card table and the data about the other players and so forth. I've programmed the server portion for the game itself. The clients connect to my server object and the server then receives and sends messages; quite simple. The tricky concepts for me are: What's a good way to run many tables at the same time? What's a good way to keep the lobby consistently updated for each person in the lobby (eg: MSG_TABLE_FILLED, 22) Ideally I'd like to have 1 server exe for all of this and to have to deal with multithreading as little as possible. I'm going to use the enet library. I was thinking that each time a game session starts, I push a new Game and I map the client IPs to that table, then I just route messages from those clients to that Game. Since enet supports channels I was thinking of using 2 channels per table, one for the game messages and one for in game chat. Would something like this work? Does anyone have any advice / design ideas for a game with a lobby and many tables? Is there a usual way this is done that I'm overlooking? Any conceptual ideas or even c/c++ code examples would be very helpful. Thanks

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  • What are my tool options to prototype a 2D multiplayer game?

    - by Asher Einhorn
    I'm looking for the best tool to allow me to quickly put together a 2D game that relies largely on networking. It's extremely likely that this game will require a server side program to constantly run. I have little experience with these things and since it's a prototype i'd like the easiest options for achieving this. I am looking to make this game for the web and mobile devices, although at present I only have access to ios hardware, (no android etc). I just want to get the bare bones of this set up so I can test it from the earliest opportunity to see if it's fun.

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  • Is the TCP protocol good enough for real-time multiplayer games?

    - by kevin42
    Back in the day, TCP connections over dialup/ISDN/slow broadband resulted in choppy, laggy games because a single dropped packet resulted in a resync. That meant a lot of game developers had to implement their own reliability layer on top of UDP, or they used UDP for messages that could be dropped or received out of order, and used a parallel TCP connection for information that must be reliable. Given the average user has faster network connections now, can a real time game such as an FPS give good performance over a TCP connection?

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  • Is there a simple isometric graphical game engine (using vectors?) that could be used for a (multiplayer) crafting/farming game? [closed]

    - by Renier Wijnen
    Possible Duplicate: Good, free isometric game engine? With little game development experience (albeit having graphical skills and some programming knowledge) a group currently working on a game used to explain permaculture through interaction would like to create a simple concept game. Is there a specific engine or set of tools we could used to achieve this? Being able to make it an (online) multiplayer game would be much preferred. Thank you in advance for your input.

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  • Is JavaFx suitable for creating online multiplayer board/card games?

    - by Piniu
    In JavaFx i can easy create animations, moving pieces etc., but as far as i see there is better to write program logic and communication in java. Worst i see at the moment is calling javafx part as a result of data incoming from server. Is there any convenient way to do it or its better to change to other technology (flex, qt?) assuming it is not important if program will run in browser or outside as a standalone application? I just started to learn javafx but can drop it and move to other technology and consider c++ + wxWidgets or Qt which im more comforatable with.

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  • 3D space game development

    - by user1693061
    I want to develop a 3D game (sci-fi type with spaceships) which can be played on multiplayer mode and by multiplayer i mean around 10 players for start as it will be a personal testing project and mostly educational. I have been searching for some days about the available languages and engines but i am kinda confused. Since i have been learning Java for my 1st year in I.T university and i have pretty good understanding i thought i would go with the Java language and develop that game on an applet so it could be played on a browser. After going through an applet game tutorial i understood how graphics work on an applet. So.. 1st question: Could an applet carry the burden of a 3D game especially on multiplayer? My thinking: It's a space game so the graphics should not be such a big problem since it wont be that crowded with entities apart from ships, planets and some effects. If the java applet is not the way for my project i would't mind "developing it on desktop"(i mean not making it a browser game). 2nd question: Should i use Unity engine for my purpose(space game)? If not name other language/engine combo.

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  • How to prevent one account from unlocking products on other devices using Apple StoreKit?

    - by reapz
    We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices are as this is our first title. For example, if a user downloads our app, and makes some purchases. These can be restored should the app ever be deleted and reinstalled as long as the user uses the same Apple ID. What is to stop him from making a fake Apple account, purchasing items and then posting this account on the web allowing everyone to get the items for free? That is obviously a worst case situation. But a smaller case would be a user unlocking items for his friends. We do not want this to be an always online game but have considered doing a check on startup if there is internet available. If the currently logged in account doesn't own the products do we lock them again? Probably not because people may simply sign into the device with different Game Center logins at which point we don't want to constantly lock and unlock items. At some point we will be adding multiplayer at which point we can definately do a check with the currently logged in account. This is because A, they will be online when attempting multiplayer, and B, they will want to use their own account for multiplayer. Unfortunately we aren't quite ready for this yet. Has anyone tackled this issue. Are we overthinking here?

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  • Silverlight Cream for February 06, 2011 -- #1042

    - by Dave Campbell
    In this Issue: Mike Taulty, Timmy Kokke, Laurent Bugnion, Arik Poznanski, Deyan Ginev, Deborah Kurata(-2-), Johnny Tordgeman, Roy Dallal, Jaime Rodriguez, Samuel Jack(-2-), James Ashley. Above the Fold: Silverlight: "Customizing Silverlight properties for Visual Designers" Timmy Kokke WP7: "Back button press when using webbrowser control in WP7" Jaime Rodriguez Expression Blend: "Blend Bits 21–Importing from Photoshop & Illustrator…" Mike Taulty From SilverlightCream.com: Blend Bits 21–Importing from Photoshop & Illustrator… Mike Taulty is up to 21 episodes on his Blend Bits sequence now, and this one is about using Blend's import capability, such as a .psd file with all the layers intact. Customizing Silverlight properties for Visual Designers Timmy Kokke has part 1 of 2 parts on making your Silverlight control properties in design surfaces such as Visual Studio designer or Expression Blend. An error when installing MVVM Light templates for VS10 Express Laurent Bugnion has released a new version of MVVMLight that resolves a problem with VS2010 Express version of the templates... no problem with anything else. Reading RSS items on Windows Phone 7 Arik Poznanski has a post up about reading RSS on a WP7, but better yet, he also has code for a helper class that you can grab, plus explanation of wiring it up. Integrating your Windows Phone unit tests with MSBuild #4: The WP7 Unit Test Application Deyan Ginev has a post up about Telerik's WP7 test app that outputs test results in XML from the emulator so they can be integrated with the MSBuild log. Accessing Data in a Silverlight Application: EF I apprently missed this post by Deborah Kurata last week on bringing data into your Silverlight app via Entity Frameworks... good detailed tutorial in VB and C#. Updating Data in a Silverlight Application: EF In Deborah Kurata's latest post, she is continuing with Entity Frameworks by demonstrating updating to the database... full source code will be produced in a later post. Fun with Silverlight and SharePoint 2010 Ribbon Control - Part 2 - An In Depth Look At The Ribbon Control Johnny Tordgeman has Part 2 of his Silverlight and Sharepoint 2010 Ribbon up... taking a deep-dive into the ribbon... great explanation of the attributes, code included. Geographic Coordinates Systems Roy Dallal has some Geo code up that's not necessarily Silverlight, but very cool if you're doing any GIS programming... ya gotta know the coordinate systems! Back button press when using webbrowser control in WP7 Jaime Rodriguez has a post up discussing the much-lamented back-button action in the certification requirements and how to deal with that in a web browser app. Multiplayer-enabling my Windows Phone 7 game: Day 1 Samuel Jack challenged himself to build a WP7 game in 3 days... now he's challenging himself to make it multiplayer in 3 days... this first hour-to-hour post is research of networking and an azure server-side solution. Multiplayer-enabling my Windows Phone 7 game: Day 2–Building a UI with XPF Day 2 for Samuel Jack getting the multiplayer portion of his game working in 3 days.. this day involves getting up-to-speed with XPF. How to Hotwire your WP7 Phone Battery Did you realize if you run your WP7 battery completely down that you can't charge it? James Ashley reports that circumstance, and how he resolved it. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Resources such as libraries, engines and frameworks to make Javacript-based MMORTS? [closed]

    - by hhh
    I am looking for resources outlined to make a MMORTS with Javascript as the client-side, probably just a simple canvas for the frontend. The guy in the video here mentions that JavaScript is one of the most misunderstood language -- and I do believe that. I think one can make quite cool games with it in the future. So I am now proactively looking for resources and perhaps some ideas. My first idea contained Node.js, C and NetBSD/bozohttpd (or the-4-7-chars' *ix-thing with green-logo -thing, move the q here) but I acknowledge my beginner -style approach -- this issue is broad and not only for one person to make it all-the-time-improved project! So I think perfect for community to tinker. Some games and examples possibly easy to make into MMORTS BrowserQuest here under MPL 2.0 and its content licensed under CC-BY-SA 3.0 (source here) [proprietary] LoU here and built with JS/Qooxdoo/c#/Windows-Server/ISS/etc, source. MY ANSWER BEGINS HERE TO BE MOVED BELOW, REQUIRING RE-OPENING. PLEASE, VOTE TO OPEN IT -- HELP US TO TINKER! My answer Generic Is there an MMO-related research body? Although about Android, certain things also appropriate with JS -game: Are there any 2D gaming libraries/frameworks/engines for Android? Why is it so hard to develop a MMO? Browser based MMO Architecture MMO architecture - Highly Scalable with Reporting capabilities What are the Elements of an MMO Game? Is this the right architecture for our MMORPG mobile game? Looking for architectures to develop massive multiplayer game server Information on seamless MMO server architecture Game-mechanics (search) Question sounding like about LoU: What are the different ways to balance an online multiplayer game where user spend different amounts of time online? Building an instance system What are the different ways to balance an online multiplayer game where user spend different amounts of time online? Hosting is it possible to make a MMO starting with scalable hosting? Should I keep login server apart from game server? MMO techniques, algorithms and resources for keeping bandwidth low? MMO Proxy Server Javascript and Client-based things What do I need to do a MMORTS in JavaScript with small amount of Developers? How to update the monsters in my MMO server using Node.js and Socket.IO Are there any good html 5 mmo design tutorials? Networking Loadbalancing Questions Something about TCP, routers, NAT, etc: How do I start writing an MMO game server? Who does the AI calculations in an MMO? They need someone more knowledgable to work with, a lot of cases where the same words mean different things. Data Structures What data structure should I use for a Diablo/WoW-style talent tree? Game Engine Need an engine for MMO mockup Helper sites http://www.gamedev.net/page/index.html

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  • Easiest turn-base games you can think of?

    - by Edgar Miranda
    I'm planning to get into the process of programming multiplayer turn-base games. I would like to start off by making some of the simplest (yet fun) multiplayer turn-base games out there. What are some that you can provide? For example... Tic-Tac-Toe Rock-Paper-Scissors Checkers Some not so easy games... 4 in a row chess poker In terms of "ease" of implementation I'm mainly looking at logic. For example, Rock-Paper-Scissors has very simple logic, while chess has logic that is more complicated. So far I have the following: Hexagon Heroes of Might and Magic Nine Men's Morris Connect 4 21 (card game) Pen the Pig (The Dot game) Memory Match

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  • How do I efficiently code both the client and server at the same time?

    - by liamzebedee
    I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid coding separate singleplayer and multiplayer code. I have just started coding and have encountered a major problem. Currently I'm developing the game in Eclipse, having all the game classes organized into packages. Then, in my server code, I just use all the classes in the client packages. The problem is, these client classes have variables that are specific to rendering, which obviously wouldn't be performed on a server. Should I create modified versions of the client classes to use in the server? Or should I just modify the client classes with a boolean, to indicate if its the client/server using it. Are there any other options I have? I just had a thought about maybe using the server class as the core class, then extending it with rendering stuff?

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  • New qeep app for Java ME feature phones: meet qeepy people

    - by hinkmond
    Is it "qeepy" if you meet people by using your cell phone instead of, you know, talking to them? Nah. Not if it's a Java ME cell phone! See: Use Qeep to Meet Peeps Here's a quote: Qeep is a free app, and compatible with over 1,000 Java-enabled feature phones... ... Qeep is one of the world's largest mobile gaming and social discovery platforms. Members of the mobile community can play live multiplayer games; blog photos; send sound attacks, text messages and virtual gifts; and meet new friends worldwide. So, go on. Go, use Qeep on your Java ME feature phone to play multiplayer games, blog photos, and meet new friends worldwide. No one will think that you're weird... Not much, at least. Hinkmond

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  • 2D Physics in a networked game (iOS)?

    - by Pedro
    I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer. The game itself wouldn't be very physics intensive, there will most likely be 20-30 physics bodies at any given time. For the multiplayer, I think I would have one player "hosting" and up to 3 other connecting via the Internet. Here's my first question, are there any 2D physics engines that work over a network(preferably open source)? My second question, Does anyone have any thoughts on using a non-networked engine (like Box2D or Chipmunk) and adding the networking component? Since there would not be very much information sent, do you think it would cause a lot of lag?

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  • Architectural advice - websockets javascript/php integration

    - by Ewan Vaentine
    Myself and a friend have started making a game, he's likely to be using impact.js for the user interaction etc, but we need multiplayer functionality so some form of websockets for TCP connections etc. So we were thinking impact.js into socket.io and node.js. However, user accounts, ecommerce, session handling and social media integration will all be handled with Codeigniter (PHP), my question is, is it wise to have node.js running in parallel with Codeigniter, or if this is even possible? If not, if you were to create a multiplayer online game utilising ecomms to buy credits and user accounts, how would you go about this from a structural position and what engines/frameworks would you recommend? I'm new to this site so I apologise in advance if I'm posting something inappropriate. Cheers, Ewan

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  • Is there an AIR native extension to use GameCenter APIs for turn-based games?

    - by Phil
    I'm planning a turn based game using the iOS 5 GameCenter (GameKit) turn-based functions. Ideally I would program the game with AIR (I'm a Flash dev), but so far I can't seem to find any already available native extension that offers that (only basic GameCenter functions), so my questions are: Does anyone know if that already exists? And secondly how complex a task would it be to create an extension that does that? Are there any pitfalls I should be aware of etc.? ** UPDATE ** There does not seem a solution to the above from Adobe. For anyone who is interested check out the Adobe Gaming SDK. It contains a Game Center ANE which I've read contains options for multiplayer but not turn-based multiplayer, at least it's a start. Comes a bit late for me as I've already learned Obj-c!

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  • Any good open source online RPG starter kit for development ?

    - by Andrew Sky
    Hi there, Does anyone know of a good open source toolkit that allows level designer and graphic designer or someone with basic programming experience to create multiplayer online Role Playing Game ? The game can be a simple 2D interface in a 2d virtual world. I know Microsoft have a starter kit something like the following : http://creators.xna.com/en-US/starterkit/roleplayinggame that allows developer to create RPG game running on XBox platform but i am looking more on multiplayer role playing game on the web platform where player can play directly with their browser. regards Andrew

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  • CodePlex Daily Summary for Tuesday, May 25, 2010

    CodePlex Daily Summary for Tuesday, May 25, 2010New ProjectsBibleNames: BibleNames BibleNames BibleNames BibleNames BibleNamesBing Search for PHP Developers: This is the Bing SDK for PHP, a toolkit that allows you to easily use Bing's API to fetch search results and use in your own application. The Bin...Fading Clock: Fading Clock is a normal clock that has the ability to fade in out. It's developed in C# as a Windows App in .net 2.0.Fuzzy string matching algorithm in C# and LINQ: Fuzzy matching strings. Find out how similar two string is, and find the best fuzzy matching string from a string table. Given a string (strA) and...HexTile editor: Testing hexagonal tile editorhgcheck12: hgcheck12Metaverse Router: Metaverse Router makes it easier for MIIS, ILM, FIM Sync engine administrators to manage multiple provisioning modules, turn on/off provisioning wi...MyVocabulary: Use MyVocabulary to structure and test the words you want to learn in a foreign language. This is a .net 3.5 windows forms application developed in...phpxw: Phpxw 是一个简易的PHP框架。以我自己的姓名命名的。 Phpxw is a simple PHP framework. Take my name named.Plop: Social networking wrappers and projects.PST Data Structure View Tool: PST Data Structure View Tool (PSTViewTool) is a tool supporting the PST file format documentation effort. It allows the user to browse the internal...PST File Format SDK: PST File Format SDK (pstsdk) is a cross platform header only C++ library for reading PST files.QWine: QWine is Queue Machine ApplicationSharePoint Cross Site Collection Security Trimmed Navigation: This SP2010 project will show security trimmed navigation that works across site collections. The project is written for SP2010, but can be easily ...SharePoint List Field Manager: The SharePoint List Field Manager allows users to manage the Boolean properties of a list such as Read Only, Hidden, Show in New Form etc... It sup...Silverlight Toolbar for DataGrid working with RIA Services or local data: DataGridToolbar contains two controls for Silverlight DataGrid designed for RIA Services and local data. It can be used to filter or remove a data,...SilverShader - Silverlight Pixel Shader Demos: SilverShader is an extensible Silverlight application that is used to demonstrate the effect of different pixel shaders. The shaders can be applied...SNCFT Gadget: Ce gadget permet de consulter les horaires des trains et de chercher des informations sur le site de la société nationale des chemins de fer tunisi...Software Transaction Memory: Software Transaction Memory for .NETStreamInsight Samples: This project contains sample code for StreamInsight, Microsoft's platform for complex event processing. The purpose of the samples is to provide a ...StyleAnalizer: A CSS parserSudoku (Multiplayer in RnD): Sudoku project was to practice on C# by making a desktop application using some algorithm Before this, I had worked on http://shaktisaran.tech.o...Tiplican: A small website built for the purpose of learning .Net 4 and MVC 2TPager: Mercurial pager with color support on Windowsunirca: UNIRCA projectWcfTrace: The WcfTrace is a easy way to collect information about WCF-service call order, processing time and etc. It's developed in C#.New ReleasesASP.NET TimePicker Control: 12 24 Hour Bug Fix: 12 24 Hour Bug FixASP.NET TimePicker Control: ASP.NET TimePicker Control: This release fixes a focus bug that manifests itself when switching focus between two different timepicker controls on the same page, and make chan...ASP.NET TimePicker Control: ASP.NET TimePicker Control - colon CSS Fix: Fixes ":" seperator placement issues being too hi and too low in IE and FireFox, respectively.ASP.NET TimePicker Control: Release fixes 24 Hour Mode Bug: Release fixes 24 Hour Mode BugBFBC2 PRoCon: PRoCon 0.5.1.1: Visit http://phogue.net/?p=604 for release notes.BFBC2 PRoCon: PRoCon 0.5.1.2: Release notes can be found at http://phogue.net/?p=604BFBC2 PRoCon: PRoCon 0.5.1.4: Ha.. choosing the "stable" option at the moment is a bit of a joke =\ Release notes at http://phogue.net/?p=604BFBC2 PRoCon: PRoCon 0.5.1.5: BWHAHAHA stable.. ha. Actually this ones looking pretty good now. http://phogue.net/?p=604Bojinx: Bojinx Core V4.5.14: Issues fixed in this release: Fixed an issue that caused referencePropertyName when used through a property configuration in the context to not wo...Bojinx: Bojinx Debugger V0.9B: Output trace and filtering that works with the Bojinx logger.CassiniDev - Cassini 3.5/4.0 Developers Edition: CassiniDev 3.5.1.5 and 4.0.1.5 beta3: Fixed fairly serious bug #13290 http://cassinidev.codeplex.com/WorkItem/View.aspx?WorkItemId=13290Content Rendering: Content Rendering API 1.0.0 Revision 46406: Initial releaseDeploy Workflow Manager: Deploy Workflow Manager Web Part v2: Recommend you test in your development environment first BEFORE using in production.dotSpatial: System.Spatial.Projections Zip May 24, 2010: Adds a new spherical projection.eComic: eComic 2010.0.0.2: Quick release to fix a couple of bugs found in the previous version. Version 2010.0.0.2 Fixed crash error when accessing the "Go To Page" dialog ...Exchange 2010 RBAC Editor (RBAC GUI) - updated on 5/24/2010: RBAC Editor 0.9.4.1: Some bugs fixed; support for unscopoedtoplevel (adding script is not working yet) Please use email address in About menu of the tool for any feedb...Facebook Graph Toolkit: Preview 1 Binaries: The first preview release of the toolkit. Not recommended for use in production, but enought to get started developing your app.Fading Clock: Clock.zip: Clock.zip is a zip file that contains the application Clock.exe.hgcheck12: Rel8082: Rel8082hgcheck12: scsc: scasMetaverse Router: Metaverse Router v1.0: Initial stable release (v.1.0.0.0) of Metaverse Router Working with: FIM 2010 Synchronization Engine ILM 2007 MIIS 2003MSTestGlider: MSTestGlider 1.5: What MSTestGlider 1.5.zip unzips to: http://i49.tinypic.com/2lcv4eg.png If you compile MSTestGlider from its source you will need to change the ou...MyVocabulary: Version 1.0: First releaseNLog - Advanced .NET Logging: Nightly Build 2010.05.24.001: Changes since the last build:2010-05-23 20:45:37 Jarek Kowalski fixed whitespace in NLog.wxs 2010-05-23 12:01:48 Jarek Kowalski BufferingTargetWra...NoteExpress User Tools (NEUT) - Do it by ourselves!: NoteExpress User Tools 2.0.0: 测试版本:NoteExpress 2.5.0.1154 +调整了Tab页的排列方式 注:2.0未做大的改动,仅仅是运行环境由原来的.net 3.5升级到4.0。openrs: Beta Release (Revision 1): This is the beta release of the openrs framework. Please make sure you submit issues in the issue tracker tab. As this is beta, extreme, flawless ...openrs: Revision 2: Revision 2 of the framework. Basic worker example as well as minor improvements on the auth packet.phpxw: Phpxw: Phpxw 1.0 phpxw 是一个简易的PHP框架。以我自己的姓名命名的。 Phpxw is a simple PHP framework. Take my name named. 支持基本的业务逻辑流程,功能模块化,实现了简易的模板技术,同时也可以支持外接模板引擎。 Support...sELedit: sELedit v1.1a: Fixed: clean file before overwriting Fixed: list57 will only created when eLC.Lists.length > 57sGSHOPedit: sGSHOPedit v1.0a: Fixed: bug with wrong item array re-size when adding items after deleting items Added: link to project page pwdatabase.com version is now selec...SharePoint Cross Site Collection Security Trimmed Navigation: Release 1.0.0.0: If you want just the .wsp, and start using this, you can grab it here. Just stsadm add/deploy to your website, and activate the feature as describ...Silverlight 4.0 Popup Menu: Context Menu for Silverlight 4.0 v1.24 Beta: - Updated the demo and added clipboard cut/copy and paste functionality. - Added delay on hover events for both parent and child menus. - Parent me...Silverlight Toolbar for DataGrid working with RIA Services or local data: DataGridToolBar Beta: For Silverlight 4.0sMAPtool: sMAPtool v0.7d (without Maps): Added: link to project pagesMODfix: sMODfix v1.0a: Added: Support for ECM v52 modelssNPCedit: sNPCedit v0.9a: browse source commits for all changes...SocialScapes: SocialScapes TwitterWidget 1.0.0: The SocialScapes TwitterWidget is a DotNetNuke Widget for displaying Twitter searches. This widget will be used to replace the twitter functionali...SQL Server 2005 and 2008 - Backup, Integrity Check and Index Optimization: 23 May 2010: This is the latest version of my solution for Backup, Integrity Check and Index Optimization in SQL Server 2005, SQL Server 2008 and SQL Server 200...sqwarea: Sqwarea 0.0.280.0 (alpha): This release brings a lot of improvements. We strongly recommend you to upgrade to this version.sTASKedit: sTASKedit v0.7c: Minor Changes in GUI & BehaviourSudoku (Multiplayer in RnD): Sudoku (Multiplayer in RnD) 1.0.0.0 source: Sudoku project was to practice on C# by making a desktop application using some algorithm Idea: The basic idea of algorithm is from http://www.ac...Sudoku (Multiplayer in RnD): Sudoku (Multiplayer in RnD) 1.0.0.1 source: Worked on user-interface, would improve it Sudoku project was to practice on C# by making a desktop application using some algorithm Idea: The b...TFS WorkItem Watcher: TFS WorkItem Watcher Version 1.0: This version contains the following new features: Added support to autodetect whether to start as a service or to start in console mode. The "-c" ...TfsPolicyPack: TfsPolicyPack 0.1: This is the first release of the TfsPolicyPack. This release includes the following policies: CustomRegexPathPolicythinktecture Starter STS (Community Edition): StarterSTS v1.1 CTP: Added ActAs / identity delegation support.TPager: TPager-20100524: TPager 2010-05-24 releaseTrance Layer: TranceLayer Transformer: Transformer is a Beta version 2, morphing from "Digger" to "Transformer" release cycle. It is intended to be used as a demonstration of muscles wh...TweetSharp: TweetSharp v1.0.0.0: Changes in v1.0.0Added 100% public code comments Bug fixes based on feedback from the Release Candidate Changes to handle Twitter schema additi...VCC: Latest build, v2.1.30524.0: Automatic drop of latest buildWCF Client Generator: Version 0.9.2.33468: Version 0.9.2.33468 Fixed: Nested enum types names are not handled correctly. Can't close Visual Studio if generated files are open when the code...Word 2007 Redaction Tool: Version 1.2: A minor update to the Word 2007 Redaction Tool. This version can be installed directly over any existing version. Updates to Version 1.2Fixed bugs:...xPollinate - Windows Live Writer Cross Post Plugin: 1.0.0.5 for WLW 14.0.8117.416: This version works with WLW 14.0.8117.416. This release includes a fix to enable publishing posts that have been opened directly from a blog, but ...Yet another developer blog - Examples: jQuery Autocomplete in ASP.NET MVC: This sample application shows how to use jQuery Autocomplete plugin in ASP.NET MVC. This application is accompanied by the following entry on Yet a...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active Projectspatterns & practices – Enterprise LibraryRawrpatterns & practices: Windows Azure Security GuidanceSqlServerExtensionsGMap.NET - Great Maps for Windows Forms & PresentationMono.AddinsCaliburn: An Application Framework for WPF and SilverlightBlogEngine.NETIonics Isapi Rewrite FilterSQL Server PowerShell Extensions

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance update: is for high performance, but isn't released yet. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • Do all mods simply alter game files? [on hold]

    - by Starkers
    When you install some mods you drag certain files into your game directory and replace the files. Other mods, though, come with an installer where you can set parameters first. Does the installer then go and automatically replace the certain files? At the end of the day, is that all the installation of any mod is? Is the installation of a mod simply the replacement of certain files inside the game's root directory? Do mods exist which don't fit the above statement? That install outside the game's root? Why do they do this? All the mods I can think of do just replace certain files inside the game's root. However, I know Team Fortress was spawned from a multiplayer halflife 1 mod. Do you reckon that mod installed files outside the root to enable multiplayer via a network for a single player game? How rare are these mods? Or do they not even exist? Do even extensive mods make all their changes inside the root?

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  • CodePlex Daily Summary for Wednesday, May 26, 2010

    CodePlex Daily Summary for Wednesday, May 26, 2010New Projects3D File Manager: 3D File manager is an application that aims to show how could look file manager in 3D. It´s developed in C# and XNA frameworkAcies: Acies is a dungeon crawler game done with C# and XNA.ActiveWinery: The open source winery and vineyard application.CC.Yacht: CC.Yacht is a client/server yacht dice game written in C# .NET. It utilizes a net.tcp WCF duplex service for client/server communication.Community Forums NNTP bridge: Community project for accessing the MS Web-Forums via an open source NNTP newsserver (bridge).Dojo Timer: WPF timer for Coding Dojo meetings. Timer feito em WPF para Coding Dojo.GameFX - The Game Development Framework: The Game Development Framework (GameFX) is simply a set of libraries to be used as the foundation for any simple 2D tile-based game. It can be used...Greg Roberts MVC Extensions: Asp.Net MVC Extensions including JSONP ActionResult. Targeted for MVC 2 and .NET 4.0.IIS Deploy: Project to develop a tool that automates the deploy Web sites and WCF services in single server environments and clustered.MarkLogic Sample Authoring App for Word: The MarkLogic Authoring Sample App for Word lets authors enrich Word documents using Content Controls, associate and manage metadata with those Con...Mono.Addins: Mono.Addins is a framework for creating extensible applications, and for creating add-ins which extend applications.MPCLI: MPCLI is a library that brings the power of the GNU MP big numbers library to those who use CLS-compliant languages such as C#, F#, and Visual Basi...NTFS parser classes: This is a C++ library to help parsing an NTFS volume, as well as file records and attributes. It will facilitate much when handling NTFS filesystem...Oddworld Level Gen: A 2D platform game, with Oddworld : Abe's Oddysee asset. The game introduce a dynamic system to generate the next level according to the previous l...Page Action Web Part for SharePoint 2007: This Web Part for SharePoint 2007 allows you to perform actions (such as causing an "Access is denied", redirect to another web page, view content ...Piggy Bank: Piggy Bank is a web-based financial application targetted towards kids.Productivity Hub Solutions: The Productivity Hub 2010 is a customizable, on-premise training solution for technology products. Developed by RedTech for Microsoft, the Producti...PyQt port of TortoiseHg: PyQt port of TortoiseHg (aka TortoiseHg 2.0)Releaser™: This is my private project. Currently, I'm not going to support it publicly.SLManagers: SLManagers 用于动态加载组件 实现对程序不同的的管理Smith Async .NET Memcached Client: Async .NET Memcached Client is a fully asynchronous implementation of a memcached client. The advantage of a fully asynchronous client is that you...Tauck Public API: Tauck's public API allows for travel agencies and other parterners to use Tauck's product information in their websites and other systems. Virtualizing WrapPanel: Virtualizing WrapPanel improves performance when binding a ListBox/ListView to a large amount of data. It is written in C#New Releases3D File Manager: 3D File manager: 3D File managerAragon Online Client: Aragon Online Client: The executable version of the Aragon Online Client can be installed from the Aragon Online page: http://aragon-online.net/aoclient/publish.phpASP.NET MVC CMS ( Using CommonLibrary.NET ): CommonLibrary CMS Alpha 2: CommonLibrary CMSA simple yet powerful CMS system in ASP.NET MVC 2 using C# 3.5. ActiveRecord based support for Blogs, Widgets, Pages, Parts, Ev...BFBC2 PRoCon: PRoCon 0.5.1.8: It's not even funny anymore =\Code for Rapid C# Windows Development eBook: LLBLGen LINQPad Data Context Driver Ver 1.0.0.3: Second release of a Static LLBLGen Pro Data Context Driver for LINQPad For LLBLGen Pro versions 2.6 and 3.0 beta. Fixed 'connection string not ini...Community Forums NNTP bridge: Community Forums NNTP Bridge V01: This is the first release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open sourcen NNTP Bridge.Community Forums NNTP bridge: Community Forums NNTP Bridge V02: This is the second release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open sourcen NNTP Bridge. ...DDDSample.Net: 0.9: Release 0.9 contains two major improvements: Vanilla version (both Synch and Asynch) has been updated so its model more closely resembles Java orig...DEWD: DEWD for Umbraco: Alpha release of the package. Usable for simple SQL editing, but lacking some core features such as validation, user friendly error handling, confi...Dojo Timer: Dojo Timer v1: Primeira versão Dojo Timer.eXpress Persistent Objects (XPO) Toolkit: Samples: Video Channel Channel.zip sample shows how to build a video site using XPO and WCF Data Services. DevExpress Channel DevExpress Channel Browse ...F# Project Extender: V0.9.2.1 (VS2008,VS2010): F# project extender for Visual Studio 2008 and Visual Studio 2010. Fixed bugs: -Project extender 0.9.2.0 can't be loaded in VS2008 without SDKFeedback Form: Feedback Application: Installer of the projectFeedback Form: Feedback Form: .sln for Feedback Form ApplicationGameFX - The Game Development Framework: Version 1.0 (Beta): Project is Visual Studio 2008 solution. GameFX Source code and sample program. The sample program allows you to create maps of any size, and drop ...MarkLogic Sample Authoring App for Word: MarkLogic Sample Authoring App for Word 1.0-1: Initial release of the MarkLogic Sample Authoring App for Word. See the home page for an overview on functionality. Within the release you'll ...MarkLogic Toolkit for Word: MarkLogic Toolkit for Word 1.2-1: Release built in support of the MarkLogic Sample Authoring App for Word. Updates include: update to XQuery API to expose functions for working w...Microsoft SQL Server Community & Samples: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release contains sample code for Microsoft SQL Server 2008R2. For many of these samples you will also need...Microsoft SQL Server Product Samples: Analysis Services: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Data Programming: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Database: AdventureWorks 2008R2 RTM: Sample Databases for Microsoft SQL Server 2008R2 (RTM)This release is dedicated to the sample databases that ship for Microsoft SQL Server 2008R2. ...Microsoft SQL Server Product Samples: End to End: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Engine: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Integration Services: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Replication: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Reporting Services: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Scripts: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Service Broker: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: XML: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...NLog - Advanced .NET Logging: Nightly Build 2010.05.25.001: Changes since the last build:2010-05-24 23:08:47 Jarek Kowalski Fixed base constructor invocation to ensure consistency. Added tests for common wra...NTFS parser classes: NTFS parser lib 0.55: 0.55openrs: Revision 3: Things that have been added since last release: Vector expanding Dynamic vectors Vector put method chaining Basic ISAAC implementation Wor...Page Action Web Part for SharePoint 2007: Page Action Web Part v1.0.0.0: First release of the Page Action Web Part v1.0.0.0.Productivity Hub Solutions: Silverlight Bookshelf: The Silverlight Bookshelf component of the 2010 Productivity Hub provides 4 accordion-style vertical tabs dispalying Featured Video, Featured Conte...Productivity Hub Solutions: Silverlight Product Carousel: The Product Carousel Silverlight component provides a rich navigation experience to the home page of the 2010 Productivity Hub - presenting the pro...Rawr: Rawr 2.3.18: >Rawr3 Public Beta has been released! Click here for details.< - Fix for bug in parsing characters with certain abnormal characters in their data. ...Runtime Intelligence Data Visualizer: RI Data Visualizer Release 1: This release of the RI Data Visualizer contains both a WPF client that displays application usage data and a Silverlight client that displays featu...sGSHOPedit: sGSHOPedit v1.1a: Fixed: bug in parsing description from "itemextdesc.txt" Fixed: surface change event Fixed: range for numeric values Added: search featureSLManagers: SlManagers: 实现简单的组件动态下载 使用Mef技术Sudoku (Multiplayer in RnD): Sudoku (Multiplayer in RnD) 1.0.1.0 program: Sudoku project was to practice on C# by making a desktop application using some algorithm Idea: The basic idea of algorithm is from http://www.ac...Sudoku (Multiplayer in RnD): Sudoku (Multiplayer in RnD) 1.0.1.0 source: user-interface, multi-threading, formatting Sudoku project was to practice on C# by making a desktop application using some algorithm Idea: The...Tauck Public API: XML Package 1.0: Current Release of XML dataTeach.Net: Teach.Net 1.0 Alpha: First alpha version. It should work, but there's gonna be bugs. Also, no intellisense documentation (or any other sort of documentation) yet. I'm w...VCC: Latest build, v2.1.30525.0: Automatic drop of latest buildVista Media Center TCP/IP Controller: Win7 64 and 32 bit Alpha - button command fix: button command fix , button-play, button-pause, button-skip back, button-skip fwd. Confirmed works on x64. Has not been tested on x32XsltDb - DotNetNuke Module Universal Building Block: 01.01.21: ASP.NET controls TreeView and TextEditor usage Live demo site Attention This release requires DNN 5.2 or higher as it using Telerik classes.in...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active ProjectsAStar.netpatterns & practices – Enterprise Librarypatterns & practices: Windows Azure Security GuidanceRawrSqlServerExtensionsMono.AddinsBlogEngine.NETGMap.NET - Great Maps for Windows Forms & PresentationCodeReviewCaliburn: An Application Framework for WPF and Silverlight

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  • GameKit and GKPeerPicker on 1st Gen iPhone and iPod Touch

    - by Reese McLean
    This is my current set up for my multiplayer game: A view that gives connection tips and warns the user that multiplayer will not work on the 1st Gen iPhone or ipod Touch. There is a "connect" button that pushes the game view and starts the GKPeerPicker. Unfortunately, I don't have a 1st Gen iPhone or iPod Touch to test what happens if they press the connect button. The view will be pushed, but I don't know what will happen when the PeerPicker tries to show. So the Question(s): Is there anyway to tell if the user will not be able to use GameKit so that I can disable the "connect" button? What will happen if they do press the connect button and GameKit is not available?

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