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  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Task Management - How important it is for a entry level developer?

    - by Naveen Kumar
    I hold masters in CS & now I'm mobile apps developer (Entry Level) , I always start to plan things when starting or doing any project both at work & projects i do at Home (for passion) - as I can deliver the project on time but sometimes i m running out of time like 10 tasks a day vs my time forecast will take 2 on that day? As I'm beginner level, I want your suggestions on How important is Task Management for a person like me & for achieving my goals? My target for the next 3 year will be a Project Manager or Similiar Role - i belive which these time managing skills will be a needed quality.

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  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Five Key Trends in Enterprise 2.0 for 2011

    - by kellsey.ruppel(at)oracle.com
    We recently sat down with Andy MacMillan, an industry veteran and vice president of product management for Enterprise 2.0 at Oracle, to get his take on the year ahead in Enterprise 2.0 (E2.0). He offered us his five predictions about the ways he believes E2.0 technologies will transform business in 2011. 1. Forward-thinking organizations will achieve an unprecedented level of organizational awareness. Enterprise 2.0 and Web 2.0 technologies have already transformed the ways customers, employees, partners, and suppliers communicate and stay informed. But this year we are anticipating that organizations will go to the next step and integrate social activities with business applications to deliver rich contextual "activity streams." Activity streams are a new way for enterprise users to get relevant information as quickly as it happens, by navigating to that information in context directly from their portal. We don't mean syndicating social activities limited to a single application. Instead, we believe back-office systems will be combined with social media tools to drive how users make informed business decisions in brand new ways. For example, an account manager might log into the company portal and automatically receive notification that colleagues are closing business around a certain product in his market segment. With a single click, he can reach out instantly to these colleagues via social media and learn from their successes to drive new business opportunities in his own area. 2. Online customer engagement will become a high priority for CMOs. A growing number of chief marketing officers (CMOs) have created a new direct report called "head of online"--a senior marketing executive responsible for all engagements with customers and prospects via the Web, mobile, and social media. This new field has been dubbed "Web experience management" or "online customer engagement" by firms and analyst organizations. It is likely to rapidly increase demand for a host of new business objectives and metrics from Web content management solutions. As companies interface with customers more and more over the Web, Web experience management solutions will help deliver more targeted interactions to ensure increased customer loyalty while meeting sales and business objectives. 3. Real composite applications will be widely adopted. We expect organizations to move from the concept of a single "uber-portal" that encompasses all the necessary features to a more modular, component-based concept for composite applications. This approach is now possible as IT and power users are empowered to assemble new, purpose-built composite applications quickly from existing components. 4. Records management will drive ECM consolidation. We continue to see a significant shift in the approach to records management. Several years ago initiatives were focused on overlaying records management across a set of electronic repositories and physical storage locations. We believe federated records management will continue, but we also expect to see records management driving conversations around single-platform content management consolidation. 5. Organizations will demand ECM at extreme scale. We have already seen a trend within IT organizations to provide a common, highly scalable infrastructure to consolidate and support content and information needs. But as data sizes grow exponentially, ECM at an extreme scale is likely to spread at unprecedented speeds this year. This makes sense as regulations and transparency requirements rise. The model in which ECM and lightweight CMS systems provide basic content services such as check-in, update, delete, and search has converged around a set of industry best practices and has even been coded into new industry standards such as content management interoperability services. As these services converge and the demand for them accelerates, organizations are beginning to rationalize investments into a single, highly scalable infrastructure. Is your organization ready for Enterprise 2.0 in 2011? Learn more.

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  • Cannot Change "Log on through Terminal Services" in Local Security Policy XP from Server 2008 GP

    - by Campo
    This is a mixed AD environment, Server 2003 R2 and 2008 R2 I have a 2003 AD R2 and a 2008 R2 AD. GPO is usually managed from the 2008 R2 machine. I have a RD Gateway on another server as well. I setup the CAP and RAP to allow a normal user to log on to the departments workstation. I also adjusted the GPO for that OU to allow Log on trhough Remote Desktop Gateway for the user group. This worked on my windows 7 workstation. But unfortunately the policy is a different name in XP "allow log on through Terminal Services" I can get through right into the machine but when the log on actually happens to the local machine i get the "Cannot log on interactively" error. This is set in (for the local machine) Secpol.msc Local Security Policy "user rights assignment" but is controlled by the GPO in Computer Configuration Policies Security Settings Local Policies "User Rights Assignment" Do I simply need to adjust the same setting on the same GPO but with a server 2003 GP editor? Feel like that could cause issues... Looking for some direction. Or if anyone has run into this issue yet. UPDATE Should this work? support.microsoft.com/kb/186529 Still seems like I will have the issue as the actual GP settings for Log on through Terminal Services is still different between Server 2008 R2 and 2003 R2.... Another Thought: Should I delete the GPO made for the department and remake it with the 2003 R2 server? I have no 2008 specific settings as the whole department runs XP other than myself. If that's a solution I will move my computer out of the department as a solution... Thoughts?

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  • Cisco IOS policy route for router originated VPN traffic

    - by Paul
    We have a Cisco IOS router with two DSL connections. One of them is intended for general traffic (ADSL), the other for VPN links (BDSL) and various other traffic. So the default route is the ADSL link, and we have a combination of static routes for the VPN traffic, and policy routes for other traffic types that should go out the BDSL link. For site to site traffic, this is fine, we just static route the public IPs and remote networks out of the BDSL line. The policy based routing works fine for any internal traffic that matches an ACL. The problem is now that there are remote VPN sites originating from dynamic addresses, so we cannot use static routes. The replies to incoming ISAKMP requests are following the default route out of the ADSL (despite there being no crypto map on that interface). I want to route the outgoing VPN traffic out of the BDSL. I have tried adding udp/500 and esp to and from the route-map acl that pushes traffic out of the BDSL line, but it doesn't match, presumably because the route-map happen earlier than the IPSec stuff. Any ideas how I can do this? IOS ver: 12.4.13T.

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  • Group Policy Software Installs Too Silent on Windows 7

    - by jonblock
    I'm trying to migrate a Windows XP deployment process to Windows 7. The process has been surprisingly smooth, after figuring out how to bring up a base system. We rely heavily on Group Policy software installation, which in XP can mean long periods on any given morning sitting around watching the machine install new updates. At least the typical Windows Installer message shows the user that something is indeed happening. As far as I can tell, Windows 7 retains the startup installation process (good), but eliminates the on-screen message to indicate what's happening (bad). All a user will see, possibly for a half-hour or more if they haven't restarted for a while, is the electric hamster wheel and the words "Please wait...". I forsee a significant increase in support calls... If you're familiar with msiexec.exe parameters, XP behaves like /qb-, and 7 behaves like /qn. I want the /qb- behavior back. Is there a way to re-enable the Windows Installer notices for Group Policy startup installations?

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  • GPO - Setting not applied, although policy is applied

    - by Kenny Bones
    This is rather strange. In our domain we have several terminal servers and this morning a user reported that no drives are mapped when he logs on to the terminal server. So, I checked Group Policy Results and compare two users. Both users have the exact same policies applied. But for this particular user, the Script section under User Configuration - Policies - Windows Settings is just not there. For the other user, which this is working fine for, it says under the Script section that Winning GPO is Terminal2008, which is the GPO that contains the script section. And the Terminal2008 GPO is applied to both users. Also, the loopback processing is set to Replace. What could be the cause for this? I've never seen this particular issue before. I mean, both users are in the same OU, they log on to the same terminal server and the same policies are applied to both. They do not however have the exact same group memberships, but should that matter? It's not stated that the script should be run only if the user is a member of a certain group either. Not sure if that could be done through that specific setting either.All I know is, the very same policies are applied to both users, in the same OU and the same computer. Meaning, the same policies should be applied? Edit: I just ran Group Policy Results on one of the other terminal servers, which are also in the same OU, and the Scripts section is there! This means that this particular user don't get this setting when he's logged onto this particular server. What could be the cause of this?

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  • Welcome Relief

    - by michael.seback
    Government organizations are experiencing unprecedented demand for social services. The current economy continues to put immense stress on social service organizations. Increased need for food assistance, employment security, housing aid and other critical services is keeping agencies busier than ever. ... The Kansas Department of Labor (KDOL) uses Oracle's social services solution in its employment security program. KDOL has used Siebel Customer Relationship Management (CRM) for nearly a decade, and recently purchased Oracle Policy Automation to improve its services even further. KDOL implemented Siebel CRM in 2002, and has expanded its use of it over the years. The agency started with Siebel CRM in the call center and later moved it into case management. Siebel CRM has been a strong foundation for KDOL in the face of rising demand for unemployment benefits, numerous labor-related law changes, and an evolving IT environment. ... The result has been better service for constituents. "It's really enabled our staff to be more effective in serving clients," said Hubka. That's a trend the department plans to continue. "We're 100 percent down the path of Siebel, in terms of what we're doing in the future," Hubka added. "Their vision is very much in line with what we're planning on doing ourselves." ... Community Services is the leading agency responsible for the safety and well-being of children and young people within Australia's New South Wales (NSW) Government. Already a longtime Oracle Case Management user, Community Services recently implemented Oracle Policy Automation to ensure accurate, consistent decisions in the management of child safety. "Oracle Policy Automation has helped to provide a vehicle for the consistent application of the Government's 'Keep Them Safe' child protection action plan," said Kerry Holling, CIO for Community Services. "We believe this approach is a world-first in the structured decisionmaking space for child protection and we believe our department is setting an example that other child protection agencies will replicate." ... Read the full case study here.

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  • What to choose API based server or Socket based server for data driven application

    - by Imdad
    I am working on a project which has a Desktop Application for MAC/COCOA, a native application for iPhone another native application in iPad. All the application do almost same thing. The applications are data driven applications. Every communication to server is made via a restful API developed in PHP. When a user logs in a lot of data is fetched from server. And to remain in sync with server pooling is done. As there are lot of data to pool it makes application slower and un-reliable. A possible solution that comes into my mind is to use Socket based server. My question is that will it reasonably improve the performance? And which technology (of sockets) will be good as a server side solution for data driven application? I have heard a lot about Node.js. Please give your suggestions.

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  • Web-based (intranet / non-hosted) timesheet / project tracking tools

    - by warren
    I realize some similar questions have been asked along these lines before, but from reading-through them today, it appears they don't match my use case. I am looking for a web-based, non-hosted time and project tracking tool. I've downloaded Collabtive so far, but am looking for other suggestions, too. My list of requirements: runs on standard LAMP stack non-hosted (ie, there is an option to download and run it on a local server) not a desktop/single-user application easy-to-use - my audience is a mix of technical and non-technical folks easy to maintain - when time for upgrading comes, I'd really like to not have to rebuild the app (a la ./configure ; make ; make install) needs to support multiple users free-form project additions: we don't have a central project management authority (users should be able to add whatever they're working on, not merely from a drop-down) Does anyone here have experience with such tools? It doesn't have to be free.. but free is always nice :)

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  • Web-based (intranet / non-hosted) timesheet / project tracking tools

    - by warren
    I realize some similar questions have been asked along these lines before, but from reading-through them today, it appears they don't match my use case. I am looking for a web-based, non-hosted time and project tracking tool. I've downloaded Collabtive and Achievo so far, but am looking for other suggestions, too. My list of requirements: runs on standard LAMP stack non-hosted (ie, there is an option to download and run it on a local server) not a desktop/single-user application easy-to-use - my audience is a mix of technical and non-technical folks easy to maintain - when time for upgrading comes, I'd really like to not have to rebuild the app (a la ./configure ; make ; make install) needs to support multiple users free-form project additions: we don't have a central project management authority (users should be able to add whatever they're working on, not merely from a drop-down) Does anyone here have experience with such tools? It doesn't have to be free.. but free is always nice :)

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  • Data Quality and Master Data Management Resources

    - by Dejan Sarka
    Many companies or organizations do regular data cleansing. When you cleanse the data, the data quality goes up to some higher level. The data quality level is determined by the amount of work invested in the cleansing. As time passes, the data quality deteriorates, and you need to repeat the cleansing process. If you spend an equal amount of effort as you did with the previous cleansing, you can expect the same level of data quality as you had after the previous cleansing. And then the data quality deteriorates over time again, and the cleansing process starts over and over again. The idea of Data Quality Services is to mitigate the cleansing process. While the amount of time you need to spend on cleansing decreases, you will achieve higher and higher levels of data quality. While cleansing, you learn what types of errors to expect, discover error patterns, find domains of correct values, etc. You don’t throw away this knowledge. You store it and use it to find and correct the same issues automatically during your next cleansing process. The following figure shows this graphically. The idea of master data management, which you can perform with Master Data Services (MDS), is to prevent data quality from deteriorating. Once you reach a particular quality level, the MDS application—together with the defined policies, people, and master data management processes—allow you to maintain this level permanently. This idea is shown in the following picture. OK, now you know what DQS and MDS are about. You can imagine the importance on maintaining the data quality. Here are some resources that help you preparing and executing the data quality (DQ) and master data management (MDM) activities. Books Dejan Sarka and Davide Mauri: Data Quality and Master Data Management with Microsoft SQL Server 2008 R2 – a general introduction to MDM, MDS, and data profiling. Matching explained in depth. Dejan Sarka, Matija Lah and Grega Jerkic: MCTS Self-Paced Training Kit (Exam 70-463): Building Data Warehouses with Microsoft SQL Server 2012 – I wrote quite a few chapters about DQ and MDM, and introduced also SQL Server 2012 DQS. Thomas Redman: Data Quality: The Field Guide – you should start with this book. Thomas Redman is the father of DQ and MDM. Tyler Graham: Microsoft SQL Server 2012 Master Data Services – MDS in depth from a product team mate. Arkady Maydanchik: Data Quality Assessment – data profiling in depth. Tamraparni Dasu, Theodore Johnson: Exploratory Data Mining and Data Cleaning – advanced data profiling with data mining. Forthcoming presentations I am presenting a DQS and MDM seminar at PASS SQL Rally Amsterdam 2013: Wednesday, November 6th, 2013: Enterprise Information Management with SQL Server 2012 – a good kick start to your first DQ and / or MDM project. Courses Data Quality and Master Data Management with SQL Server 2012 – I wrote a 2-day course for SolidQ. If you are interested in this course, which I could also deliver in a shorter seminar way, you can contact your closes SolidQ subsidiary, or, of course, me directly on addresses [email protected] or [email protected]. This course could also complement the existing courseware portfolio of training providers, which are welcome to contact me as well. Start improving the quality of your data now!

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  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • Organising levels / rooms in a MUD-style text based world

    - by Polynomial
    I'm thinking of writing a small text-based adventure game, but I'm not particularly sure how I should design the world from a technical standpoint. My first thought is to do it in XML, designed something like the following. Apologies for the huge pile of XML, but I felt it important to fully explain what I'm doing. <level> <start> <!-- start in kitchen with empty inventory --> <room>Kitchen</room> <inventory></inventory> </start> <rooms> <room> <name>Kitchen</name> <description>A small kitchen that looks like it hasn't been used in a while. It has a table in the middle, and there are some cupboards. There is a door to the north, which leads to the garden.</description> <!-- IDs of the objects the room contains --> <objects> <object>Cupboards</object> <object>Knife</object> <object>Batteries</object> </objects> </room> <room> <name>Garden</name> <description>The garden is wild and full of prickly bushes. To the north there is a path, which leads into the trees. To the south there is a house.</description> <objects> </objects> </room> <room> <name>Woods</name> <description>The woods are quite dark, with little light bleeding in from the garden. It is eerily quiet.</description> <objects> <object>Trees01</object> </objects> </room> </rooms> <doors> <!-- a door isn't necessarily a door. each door has a type, i.e. "There is a <type> leading to..." from and to are references the rooms that this door joins. direction specifies the direction (N,S,E,W,Up,Down) from <from> to <to> --> <door> <type>door</type> <direction>N</direction> <from>Kitchen</from> <to>Garden</to> </door> <door> <type>path</type> <direction>N</direction> <from>Garden</type> <to>Woods</type> </door> </doors> <variables> <!-- variables set by actions --> <variable name="cupboard_open">0</variable> </variables> <objects> <!-- definitions for objects --> <object> <name>Trees01</name> <displayName>Trees</displayName> <actions> <!-- any actions not defined will show the default failure message --> <action> <command>EXAMINE</command> <message>The trees are tall and thick. There aren't any low branches, so it'd be difficult to climb them.</message> </action> </actions> </object> <object> <name>Cupboards</name> <displayName>Cupboards</displayName> <actions> <action> <!-- requirements make the command only work when they are met --> <requirements> <!-- equivilent of "if(cupboard_open == 1)" --> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>EXAMINE</command> <!-- fail message is the message displayed when the requirements aren't met --> <failMessage>The cupboard is closed.</failMessage> <message>The cupboard contains some batteires.</message> </action> <action> <requirements> <require operation="equal" value="0">cupboard_open</require> </requirements> <command>OPEN</command> <failMessage>The cupboard is already open.</failMessage> <message>You open the cupboard. It contains some batteries.</message> <!-- assigns is a list of operations performed on variables when the action succeeds --> <assigns> <assign operation="set" value="1">cupboard_open</assign> </assigns> </action> <action> <requirements> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>CLOSE</command> <failMessage>The cupboard is already closed.</failMessage> <message>You closed the cupboard./message> <assigns> <assign operation="set" value="0">cupboard_open</assign> </assigns> </action> </actions> </object> <object> <name>Batteries</name> <displayName>Batteries</displayName> <!-- by setting inventory to non-zero, we can put it in our bag --> <inventory>1</inventory> <actions> <action> <requirements> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>GET</command> <!-- failMessage isn't required here, it'll just show the usual "You can't see any <blank>." message --> <message>You picked up the batteries.</message> </action> </actions> </object> </objects> </level> Obviously there'd need to be more to it than this. Interaction with people and enemies as well as death and completion are necessary additions. Since the XML is quite difficult to work with, I'd probably create some sort of world editor. I'd like to know if this method has any downfalls, and if there's a "better" or more standard way of doing it.

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  • Group Policy suddenly gone?!!

    - by user19049
    I got two amazing problem with my active directory We got GP that redirect user My Document to file server. but suddenly their policy are gone and when we check their access, the user access are gone!! and just show the Administrator access?!! Some of our Thin Client Machine are suddenly remove from domain?? suddenly when I log off, they remove from active directory!!

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  • Group Policy: Block access to \\localhost\C$

    - by Ryan R
    We have a restricted Windows 7 computer that hides and prevents non-admin users from accessing the C Drive. However, they are able to circumvent this by typing the following into Explorer: \\localhost\C$ How can I disable this path but allow other UNC paths. For example they are allowed to access a shared folder on a different computer. eg. \\192.168.2.1\SharedTransfer Note: Simply Enabling the Group Policy: Remove Run menu from Start Menu will not work as this blocks all UNC paths.

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  • Active Directory Group Policy: Script Errors

    - by ToreTrygg
    Hello all. Anyone having issues with AD group policy script errors when enabling VMware Fusion's "Sharing" feature? I've run into this problem in version 2.0 and 3.0. I have a logon script applied on an AD OU. It works fine on all Windows client workstations and in VMware Fusion only when the "Sharing" feature is NOT enabled. Any ideas would be much appreciated. Thanks.

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  • Group Policy fault - Students force

    - by Richard 'Bean' Williams
    Work at a school and we've got a scenario. We block F8 on all computers so students cannot access Safe Mode to bypass Group Policy... But students are logging into their accounts using AD, and they are turning them off half way through. Then they are claiming that when they login next time, they have Local Administrator accounts. Is this right, but we have blocked F8 and Startup repair, so wondering how they actually did it. Cheers Richard

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