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  • How do I make good guy attacks only hit bad guys and vice versa?

    - by tieTYT
    My game has many different type of good guys and many different type of bad guys. They will all be firing projectiles at each other but I don't want any accidental collateral damage to occur for either alignment. So bad guys should not be able to hit/damage other bad guys and good guys should not be able to hit/damage other good guys. The way I'm thinking of solving this is by making it so that the Unit instance (this is javascript, btw), has an alignment property that can be either good or bad. And I'll only let collision happen if the class Attack boolean didAttackCollideWithTarget(target) return attack.source.alignment != target.alignment and collisionDetected(attack.source, target) This is pseudo-code, of course. But I'm asking this question because I get the sense that there might be a much more elegant way to design this besides adding yet another property to my Unit class.

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  • DonXml does WCF in NYC

    - by gsusx
    Tomorrow is WCF day in New York city!!!!! My good friend and Tellago's CTO Don Demsak will be doing a session WCF Data and RIA Services at the WCF fire-starter event to be hosted at the Microsoft offices in New York city. Don has a encyclopedic knowledge of both technologies and will be sharing lots of best practices learned from applying these technologies in large service oriented environments. In addition to Don, my crazy Cuban friend Miguel Castro will also be presenting three sessions at the...(read more)

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  • Tellago 2011: Dwight, Chris and Don are MVPs

    - by gsusx
    It’s been a great start of 2011. Tellago’s Dwight Goins has been awarded as a Microsoft BizTalk Server MVP for 2011. I’ve always said that Dwight should have been an MVP a long time ago. His contributions to the BizTalk Server community are nothing but remarkable. In addition to Dwight, my colleagues Don Demsak and Chris Love also renewed their respective MVP award. A few other of us are up for renewal later in the year. As a recognition to Dwight’s award, we have made him the designated doorman...(read more)

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  • Tellago speaks about Business Intellligence with SQL Server 2008 R2

    - by gsusx
    At Tellago , we always try to stay in the frontlines of technology that can enhance our solution development practices. This year we are putting a lot of emphasis on business intelligence and in particular the new set of BI technologies such as Microsoft's PowerPivot, Master Data Services and StreamInsight that are scheduled to be release with SQL Server 2008 R2. In the last few weeks we have been working closely with different Microsoft field offices to coordinate a series of customers events that...(read more)

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  • Multi-Threaded Application vs. Single Threaded Application

    Why would we use a multi threaded application vs. a single threaded application? First we must define multithreading. Multithreading is a feature of an operating system that allows programs to run subcomponents or threads in parallel. Typically most applications only need to use one thread because they do not perform time consuming tasks. The use of multiple threads allows an application to distribute long running tasks so that they can be executed in parallel. This gives the user the perceived appearance that the application is working faster due to the fact that while one thread is waiting on an IO process the remaining tasks can make use of the available CPU. The allows working threads to execute in tandem so that they can be competed sooner. Multithreading Benefits Improved responsiveness — Users usually report improved responsiveness compared to single thread applications. Faster applications — Multiple threads can lead to improved application performance. Prioritization — Threads can be assigned a priority which would allow higher priority tasks to take precedence over lower priority tasks. Single Threading Benefits Programming and debugging —These activities are easier compared to multithreaded applications due to the reduced complexity Less Overhead — Threads add overhead to an application When developing multi-threaded applications, the following must be considered. Deadlocks occur when two threads hold a monitor that the other one requires. In essence each task is blocking the other and both tasks are waiting for the other monitor to be released. This forces an application to hang or deadlock. Resource allocation is used to prevent deadlocks because the system determines if approving the resource request will render the system in an unsafe state. An unsafe state could result in a deadlock. The system only approves requests that will lead to safe states. Thread Synchronization is used when multiple threads use the same instance of an object. The threads accessing the object can then be locked and then synchronized so that each task can interact with the static object on at a time.

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  • Oracle EBS R12.1.1 system09.dbf file corruption Bug

    - by longchun.zhu
    ??????,??????????????????,???? ?????????????.. ???????????,??????,???????????? After Installing or Upgrading Perform the following steps after installing or upgrading to Release 12.1.1 and before allowing users to access the system. Manually fix database dbf file If you installed 12.1.1 with a startCD of 12.1.1.9 or earlier (see Oracle Applications Release Notes, Release 12.1.1 My Oracle Support Document 798258.1), you must run the following sql commands to fix a particular corrupted dbf file: $ sqlplus/nolog sql connect / as sysdba sql alter database datafile '[full path of system09.dbf]' resize 1000M; sql alter database datafile '[full path of system09.dbf]' resize 1500M;

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  • Best solution for multiplayer realtime Android game

    - by piotrek
    I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best: Make server on PC, and client on mobile, all communition go through server ( ClientA - PC SERVER - All Clients ) Use bluetooth, I don't used yet, and I don't know is it hard to make multiplayer on bluetooth Make server on one of devices, and other devices connect ( through network, but I don't know is it hard to resolve problem with devices over NAT ? ) Other solution ?

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  • SO-Aware sessions in Dallas and Houston

    - by gsusx
    Our WCF Registry: SO-Aware keeps being evangelized throughout the world. This week Tellago Studios' Dwight Goins will be speaking at Microsoft events in Dallas and Houston ( https://msevents.microsoft.com/cui/EventDetail.aspx?culture=en-US&EventID=1032469800&IO=ycqB%2bGJQr78fJBMJTye1oA%3d%3d ) about WCF management best practices using SO-Aware . If you are in the area and passionate about WCF you should definitely swing by and give Dwight a hard time ;)...(read more)

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  • Moesion Webinar: Managing BizTalk Server from your Smartphone or Tablet Without Upsetting your Boss

    - by gsusx
    BizTalkers, This Thursday we will be hosting a webinar to highlight how to use Moesion to manage your BizTalk Server environment from your mobile device. We will walk through the complete feature set of Moesion HTML5 BizTalk management console as well as complementary features of the Moesion platform that can be used to manage your BizTalk environment from your mobile device. More importantly, if you are a BizTalk developer or IT Pro we REALLY REALLY REALLY would love to get your feedback about the...(read more)

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  • Business Continuity for EBS Using Oracle 11g Physical Standby DB

    - by Steven Chan
    Our Applications Technology Group database architects have released two new documents covering the use of Oracle Data Guard to create physical standby databases for Oracle E-Business Suite environments:Business Continuity for Oracle E-Business Release 12 Using Oracle 11g Physical Standby Database (Note 1070033.1)Business Continuity for Oracle E-Business Release 11i Using Oracle 11g Physical Standby Database (Note 1068913.1)

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  • Using Lazy<T> and abstract wrapper class to lazy-load complex system parameters

    - by DigiMortal
    .NET Framework 4.0 introduced new class called Lazy<T> and I wrote blog post about it: .Net Framework 4.0: Using System.Lazy<T>. One thing is annoying for me – we have to keep lazy loaded value and its value loader as separate things. In this posting I will introduce you my Lazy<T> wrapper for complex to get system parameters that uses template method to keep lazy value loader in parameter class. Problem with original implementation Here’s the sample code that shows you how Lazy<T> is usually used. This is just sample code, don’t focus on the fact that this is dummy console application. class Program {     static void Main(string[] args)     {         var temperature = new Lazy<int>(LoadMinimalTemperature);           Console.WriteLine("Minimal room temperature: " + temperature.Value);         Console.ReadLine();     }       protected static int LoadMinimalTemperature()     {         var returnValue = 0;           // Do complex stuff here           return true;     } } The problem is that our class with many lazy loaded properties will grow messy if it has all value loading code inside it. This code may be complex for more than one parameter and in this case it is better to use separate class for this parameter. Defining base class for parameters As a first step I will define base class for all lazy-loaded parameters. This class is wrapper around Lazy<T> and it also offers one template method that parameter classes have to override to provide loaded data. public abstract class LazyParameter<T> {     private Lazy<T> _lazyParam;       public LazyParameter()     {         _lazyParam = new Lazy<T>(Load);     }       protected abstract T Load();       public T Value     {         get { return _lazyParam.Value; }     } } It is also possible to extend Lazy<T> but I don’t prefer to do it as Lazy<T> has six constructors we have to take care of. Also I don’t like to expose Lazy<T> public interface to users of my parameter classes. Creating parameter class Now it’s time to create our first parameter class. Notice how few stuff we have in this class besides overridden Load() method. public class MinimalRoomTemperature : LazyParameter<int> {     protected override int Load()     {         var returnValue = 0;           // Do complex stuff here           return returnValue;     } } Using parameter class is simple. Here’s my test code. class Program {     static void Main(string[] args)     {         var parameter = new MinimalRoomTemperature();         Console.WriteLine("Minimal room temperature: " + parameter.Value);         Console.ReadLine();     } } Conclusion Lazy<T> is useful class that you usually don’t want to use outside from API-s. I like this class but I don’t like when people are using this class directly in application code. In this posting I showed you how to use Lazy<T> with wrapper class to get complex parameter loading code out from classes that use this parameter. We ended up with generic base class for parameters that you can also use as base for other similar classes (you have to find better name to base class in this case).

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  • Designing a social network with CQRS, graph databases and relational databases in mind

    - by Siraj Mansour
    I have done quite an amount of research on the topic so far, but i couldn't come up with a conclusion to make up my mind. I am designing a social network and during my research i stumbled upon graph databases, i found neo4j pretty interesting for user relations and traversing through nodes. I also thought of using a relational database such as MS-SQL or MySQL to store entity data only and depending on neo4j for connections between entities. Of course this means more work in my application to store and pull data in and out of 2 different sources. My first question : Is using this approach (graph + relational) a good approach for designing my social network keeping in mind that users on social networks don't have to in synch with real data by split second ? What are the positives and negatives of this approach ? My Second question : I've been doing some reading on CQRS and as i understood it is mostly useful for collaborative environments, and environments where users see a lot of "stale" data. social networks has shared comments, events, etc .. and many users query or update the same data. Could CQRS be a helpful approach ? Would it give any performance/scalability benefits or non-useful complexity ? Is it fairly applicable with my possible choice of (graph + relational) databases approach mentioned in the question above ? My purpose is to know if the approaches i have mentioned above seem good enough for the business context.

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  • Don't Use "Static" in C#?

    - by Joshiatto
    I submitted an application I wrote to some other architects for code review. One of them almost immediately wrote me back and said "Don't use "static". You can't write automated tests with static classes and methods. "Static" is to be avoided." I checked and fully 1/4 of my classes are marked "static". I use static when I am not going to create an instance of a class because the class is a single global class used throughout the code. He went on to mention something involving mocking, IOC/DI techniques that can't be used with static code. He says it is unfortunate when 3rd party libraries are static because of their un-testability. Is this other architect correct? update: here is an example: APIManager - this class keeps dictionaries of 3rd party APIs I am calling along with the next allowed time. It enforces API usage limits that a lot of 3rd parties have in their terms of service. I use it anywhere I am calling a 3rd party service by calling Thread.Sleep(APIManager.GetWait("ProviderXYZ")); before making the call. Everything in here is thread safe and it works great with the TPL in C#.

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  • How to handle "circular dependency" in dependency injection

    - by Roel
    The title says "Circular Dependency", but it is not the correct wording, because to me the design seems solid. However, consider the following scenario, where the blue parts are given from external partner, and orange is my own implementation. Also assume there is more then one ConcreteMain, but I want to use a specific one. (In reality, each class has some more dependencies, but I tried to simplify it here) I would like to instanciate all of this with Depency Injection (Unity), but I obviously get a StackOverflowException on the following code, because Runner tries to instantiate ConcreteMain, and ConcreteMain needs a Runner. IUnityContainer ioc = new UnityContainer(); ioc.RegisterType<IMain, ConcreteMain>() .RegisterType<IMainCallback, Runner>(); var runner = ioc.Resolve<Runner>(); How can I avouid this? Is there any way to structure this so that I can use it with DI? The scenario I'm doing now is setting everything up manually, but that puts a hard dependency on ConcreteMain in the class which instantiates it. This is what i'm trying to avoid (with Unity registrations in configuration). All source code below (very simplified example!); public class Program { public static void Main(string[] args) { IUnityContainer ioc = new UnityContainer(); ioc.RegisterType<IMain, ConcreteMain>() .RegisterType<IMainCallback, Runner>(); var runner = ioc.Resolve<Runner>(); Console.WriteLine("invoking runner..."); runner.DoSomethingAwesome(); Console.ReadLine(); } } public class Runner : IMainCallback { private readonly IMain mainServer; public Runner(IMain mainServer) { this.mainServer = mainServer; } public void DoSomethingAwesome() { Console.WriteLine("trying to do something awesome"); mainServer.DoSomething(); } public void SomethingIsDone(object something) { Console.WriteLine("hey look, something is finally done."); } } public interface IMain { void DoSomething(); } public interface IMainCallback { void SomethingIsDone(object something); } public abstract class AbstractMain : IMain { protected readonly IMainCallback callback; protected AbstractMain(IMainCallback callback) { this.callback = callback; } public abstract void DoSomething(); } public class ConcreteMain : AbstractMain { public ConcreteMain(IMainCallback callback) : base(callback){} public override void DoSomething() { Console.WriteLine("starting to do something..."); var task = Task.Factory.StartNew(() =>{ Thread.Sleep(5000);/*very long running task*/ }); task.ContinueWith(t => callback.SomethingIsDone(true)); } }

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  • How to code UI / HUD in Entity System?

    - by Sylpheed
    I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project. I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window, etc. How do you handle UI events (eg. pressing a button)? These are stuff that doesn't need to be processed every frame. Currently, I'm using MVC to code UI but I don't think that'll be compatible for Entity System. I've read that Entity System is embedded on a larger OOP. I don't know if UI is outside of ES or not. How do I approach this one?

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  • Component based game engine issue

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • Simplex Noise Help

    - by Alex Larsen
    Im Making A Minecraft Like Gae In XNA C# And I Need To Generate Land With Caves This Is The Code For Simplex I Have /// <summary> /// 1D simplex noise /// </summary> /// <param name="x"></param> /// <returns></returns> public static float Generate(float x) { int i0 = FastFloor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float n0, n1; float t0 = 1.0f - x0 * x0; t0 *= t0; n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); float t1 = 1.0f - x1 * x1; t1 *= t1; n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /// <summary> /// 2D simplex noise /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static float Generate(float x, float y) { const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 float n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in float s = (x + y) * F2; // Hairy factor for 2D float xs = x + s; float ys = y + s; int i = FastFloor(xs); int j = FastFloor(ys); float t = (float)(i + j) * G2; float X0 = i - t; // Unskew the cell origin back to (x,y) space float Y0 = j - t; float x0 = x - X0; // The x,y distances from the cell origin float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords float y2 = y0 - 1.0f + 2.0f * G2; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; // Calculate the contribution from the three corners float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } public static float Generate(float x, float y, float z) { // Simple skewing factors for the 3D case const float F3 = 0.333333333f; const float G3 = 0.166666667f; float n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D float xs = x + s; float ys = y + s; float zs = z + s; int i = FastFloor(xs); int j = FastFloor(ys); int k = FastFloor(zs); float t = (float)(i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; int kk = k % 256; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) n3 = 0.0f; else { t3 *= t3; n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary! } private static byte[] perm = new byte[512] { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static int FastFloor(float x) { return (x > 0) ? ((int)x) : (((int)x) - 1); } private static float grad(int hash, float x) { int h = hash & 15; float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient return (grad * x); // Multiply the gradient with the distance } private static float grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // into 8 simple gradient directions, float v = h < 4 ? y : x; // and compute the dot product with (x,y). return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); } private static float grad(int hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); } private static float grad(int hash, float x, float y, float z, float t) { int h = hash & 31; // Convert low 5 bits of hash code into 32 simple float u = h < 24 ? x : y; // gradient directions, and compute dot product. float v = h < 16 ? y : z; float w = h < 8 ? z : t; return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); } This Is My World Generation Code Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } And This Is A Example Of How I Set Blocks Block b = new Block(); b.BlockType = = Block.BlockTypes.Air; This Is A Example Of How I Set Models foreach (Block b in MyWorld) { switch(b.BlockType) { case Block.BlockTypes.Dirt: b.Model = DirtModel; break; ect. } } How Would I Use These To Generate To World (The Block Array) And If Possible Thread It More? btw It's 1024 Wide And 256 Tall

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  • Switch interface implementation using configuration

    - by Marcos
    We want to allow the same core service to be either fully implemented or, as other option, to be a proxy toward a client legacy system (via a WSDL for example). In that way, we have both implementation (proxy & full) and we switch which one to use in the configuration of the app. So in a nutshell, Some desired features: Two different implementation (proxy, full) instead of one implementation with a switch inside Switch implementation using configuration: dependency injection? reflection? Nice-to-have: the packaged delivered to the client doesn’t have to change depending on the choice between proxy or full Nice-to-have: Client can develop their custom implementation of the Core Interface and configure the applciation to use that one With this background, the question is: What alternatives we have to choose one implementation or other of an interface just changing configuration? Thanks

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  • Correct way to drive Main Loop in Cocoa

    - by Kyle
    I'm writing a game that currently runs in both Windows and Mac OS X. My main game loop looks like this: while(running) { ProcessOSMessages(); // Using Peek/Translate message in Win32 // and nextEventMatchingMask in Cocoa GameUpdate(); GameRender(); } Thats obviously simplified a bit, but thats the gist of it. In Windows where I have full control over the application, it works great. Unfortunately Apple has their own way of doing things in Cocoa apps. When I first tried to implement my main loop in Cocoa, I couldn't figure out where to put it so I created my own NSApplication per this post. I threw my GameFrame() right in my run function and everything worked correctly. However, I don't feel like its the "right" way to do it. I would like to play nicely within Apple's ecosystem rather than trying to hack a solution that works. This article from apple describes the old way to do it, with an NSTimer, and the "new" way to do it using CVDisplayLink. I've hooked up the CVDisplayLink version, but it just feels....odd. I don't like the idea of my game being driven by the display rather than the other way around. Are my only two options to use a CVDisplayLink or overwrite my own NSApplication? Neither one of those solutions feels quite right.

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  • Entity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How I see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What I've done : Currently, I've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • Announcing SO-Aware Test Workbench

    - by gsusx
    Yesterday was a big day for Tellago Studios . After a few months hands down working, we announced the release of the SO-Aware Test Workbench tool which brings sophisticated performance testing and test visualization capabilities to theWCF world. This work has been the result of the feedback received by many of our SO-Aware and Tellago customers in terms of how to improve the WCF testing. More importantly, with the SO-Aware Test Workbench we are trying to address what has been one of the biggest challenges...(read more)

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  • Dynamic Memory Allocation and Memory Management

    - by Bunkai.Satori
    In an average game, there are hundreds or maybe thousands of objects in the scene. Is it completely correct to allocate memory for all objects, including gun shots (bullets), dynamically via default new()? Should I create any memory pool for dynamic allocation, or is there no need to bother with this? What if the target platform are mobile devices? Is there a need for a memory manager in a mobile game, please? Thank you. Language Used: C++; Currently developed under Windows, but planned to be ported later.

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  • My Code Kata–A Solution Kata

    - by Glav
    There are many developers and coders out there who like to do code Kata’s to keep their coding ability up to scratch and to practice their skills. I think it is a good idea. While I like the concept, I find them dead boring and of minimal purpose. Yes, they serve to hone your skills but that’s about it. They are often quite abstract, in that they usually focus on a small problem set requiring specific solutions. It is fair enough as that is how they are designed but again, I find them quite boring. What I personally like to do is go for something a little larger and a little more fun. It takes a little more time and is not as easily executed as a kata though, but it services the same purposes from a practice perspective and allows me to continue to solve some problems that are not directly part of the initial goal. This means I can cover a broader learning range and have a bit more fun. If I am lucky, sometimes they even end up being useful tools. With that in mind, I thought I’d share my current ‘kata’. It is not really a code kata as it is too big. I prefer to think of it as a ‘solution kata’. The code is on bitbucket here. What I wanted to do was create a kind of simplistic virtual world where I can create a player, or a class, stuff it into the world, and see if it survives, and can navigate its way to the exit. Requirements were pretty simple: Must be able to define a map to describe the world using simple X,Y co-ordinates. Z co-ordinates as well if you feel like getting clever. Should have the concept of entrances, exists, solid blocks, and potentially other materials (again if you want to get clever). A coder should be able to easily write a class which will act as an inhabitant of the world. An inhabitant will receive stimulus from the world in the form of surrounding environment and be able to make a decision on action which it passes back to the ‘world’ for processing. At a minimum, an inhabitant will have sight and speed characteristics which determine how far they can ‘see’ in the world, and how fast they can move. Coders who write a really bad ‘inhabitant’ should not adversely affect the rest of world. Should allow multiple inhabitants in the world. So that was the solution I set out to act as a practice solution and a little bit of fun. It had some interesting problems to solve and I figured, if it turned out ok, I could potentially use this as a ‘developer test’ for interviews. Ask a potential coder to write a class for an inhabitant. Show the coder the map they will navigate, but also mention that we will use their code to navigate a map they have not yet seen and a little more complex. I have been playing with solution for a short time now and have it working in basic concepts. Below is a screen shot using a very basic console visualiser that shows the map, boundaries, blocks, entrance, exit and players/inhabitants. The yellow asterisks ‘*’ are the players, green ‘O’ the entrance, purple ‘^’ the exit, maroon/browny ‘#’ are solid blocks. The players can move around at different speeds, knock into each others, and make directional movement decisions based on what they see and who is around them. It has been quite fun to write and it is also quite fun to develop different players to inject into the world. The code below shows a really simple implementation of an inhabitant that can work out what to do based on stimulus from the world. It is pretty simple and just tries to move in some direction if there is nothing blocking the path. public class TestPlayer:LivingEntity { public TestPlayer() { Name = "Beta Boy"; LifeKey = Guid.NewGuid(); } public override ActionResult DecideActionToPerform(EcoDev.Core.Common.Actions.ActionContext actionContext) { try { var action = new MovementAction(); // move forward if we can if (actionContext.Position.ForwardFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.ForwardFacingPositions[0])) { action.DirectionToMove = MovementDirection.Forward; return action; } } if (actionContext.Position.LeftFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.LeftFacingPositions[0])) { action.DirectionToMove = MovementDirection.Left; return action; } } if (actionContext.Position.RearFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RearFacingPositions[0])) { action.DirectionToMove = MovementDirection.Back; return action; } } if (actionContext.Position.RightFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RightFacingPositions[0])) { action.DirectionToMove = MovementDirection.Right; return action; } } return action; } catch (Exception ex) { World.WriteDebugInformation("Player: "+ Name, string.Format("Player Generated exception: {0}",ex.Message)); throw ex; } } private bool CheckAccessibilityOfMapBlock(MapBlock block) { if (block == null || block.Accessibility == MapBlockAccessibility.AllowEntry || block.Accessibility == MapBlockAccessibility.AllowExit || block.Accessibility == MapBlockAccessibility.AllowPotentialEntry) { return true; } return false; } } It is simple and it seems to work well. The world implementation itself decides the stimulus context that is passed to he inhabitant to make an action decision. All movement is carried out on separate threads and timed appropriately to be as fair as possible and to cater for additional skills such as speed, and eventually maybe stamina, strength, with actions like fighting. It is pretty fun to make up random maps and see how your inhabitant does. You can download the code from here. Along the way I have played with parallel extensions to make the compute intensive stuff spread across all cores, had to heavily factor in visibility of methods and properties so design of classes was paramount, work out movement algorithms that play fairly in the world and properly favour the players with higher abilities, as well as a host of other issues. So that is my ‘solution kata’. If I keep going with it, I may develop a web interface for it where people can upload assemblies and watch their player within a web browser visualiser and maybe even a map designer. What do you do to keep the fires burning?

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  • Unleash AutoVue on Your Unmanaged Data

    - by [email protected]
    Over the years, I've spoken to hundreds of customers who use AutoVue to collaborate on their "managed" data stored in content management systems, product lifecycle management systems, etc. via our many integrations. Through these conversations I've also learned a harsh reality - we will never fully move away from unmanaged data (desktops, file servers, emails, etc). If you use AutoVue today you already know that even if your primary use is viewing content stored in a content management system, you can still open files stored locally on your computer. But did you know that AutoVue actually has - built-in - a great solution for viewing, printing and redlining your data stored on file servers? Using the 'Server protocol' you can point AutoVue directly to a top-level location on any networked file server and provide your users with a link or shortcut to access an interface similar to the sample page shown below. Many customers link to pages just like this one from their internal company intranets. Through this webpage, users can easily search and browse through file server data with a 'click-and-view' interface to find the specific image, document, drawing or model they're looking for. Any markups created on a document will be accessible to everyone else viewing that document and of course real-time collaboration is supported as well. Customers on maintenance can consult the AutoVue Admin guide or My Oracle Support Doc ID 753018.1 for an introduction to the server protocol. Contact your local AutoVue Solutions Consultant for help setting up the sample shown above.

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