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  • Asciifi Is a Lightening Fast Web-Based ASCII Converter

    - by Jason Fitzpatrick
    If you have a hankering from some old-school ASCII artwork, Asciifi is a free and lightening fast HTML5 ASCII converter. Despite the simplicity of ASCII images (pictures created not out of a grid of colored pixels like a standard digital photograph but out of a grid of text characters) many ASCII converters are rather slow. Asciifi speeds up the process by rendering your images on the fly with a snappy HTML5-based converter. Visit the site, drag and drop your image, and almost instantaneously you’ll see the results. The output can be further tweaked by adjusting the line width and the character set used. Hit up the link below to take it for a test drive. Asciifi [via Digital Inspiration] HTG Explains: Understanding Routers, Switches, and Network Hardware How to Use Offline Files in Windows to Cache Your Networked Files Offline How to See What Web Sites Your Computer is Secretly Connecting To

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  • Handling Players, enemies and attacks in HTML5

    - by Chris Morris
    I'm building a simple (currently) game with free roaming player and monsters on a map built by a 2D grid. I've been looking at the methods for implementing characters and enemies onto the screen and I've seen two seperate methods for doing this online. Drawing the player onto the screen canvas directly and refreshing the entire screen every FPS tick. Having a separate canvas to handle the player and moving the player canvas on top of the screen canvas via absolute positioning. I can see some pros and cons of both methods but what is generally the best method for doing this? I assume the second due to not having to drain resources by refreshing the map when the user is not moving, but the type of game will generally have constant movement.

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  • Double vs Single Quotes in Chrome

    - by Rodrigo
    So when you want to embed google docs on a site you are given this chunk of code: <iframe width='500' height='300' frameborder='0' src='https://docs.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0AiV6Vq32hBZIdHZRN3EwWERLZHVUT25ST01LTGxubWc&output=html&widget=true'></iframe> This works fine on my site. If you edit the page, we run the new content through some filters to escape out stuff and make sure it is valid html. After the process, the link above gets converted to this: <iframe frameborder="0" height="300" src="https://docs.google.com/spreadsheet/pub?hl=en_US&amp;hl=en_US&amp;key=0AiV6Vq32hBZIdHZRN3EwWERLZHVUT25ST01LTGxubWc&amp;output=html&amp;widget=true" width="500"></iframe> This will work on every browser except for chrome. Chrome thinks I am running JS in the src. I narrowed it down to a combination of double quotes and escaped '&' symbols. If i revert one of those back to the original state, the iframe works. I work in ruby where ' and " have different behaviors. Is Chrome doing the same thing? Is there a way to turn that off?

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  • Print Your Favorite Video Game Character in 3D

    - by Jason Fitzpatrick
    Beloved video game characters of yesterday are perfect candidates for 3D printing with their simple and block-based sprite shapes. Read on to learn more about the process and mathematics of turning 2D sprites into 3D models. Courtesy of Mikola Lysenko, a computer scientist and mechanical engineer, we’re treated to not just a tutorial on how to create a 3D shape from a 2D seed image, but the mathematics behind figuring out exactly what that 2D sprite should look like if stretched out into three dimensions. Hit up the link below for his tour of techniques including multiview stereo reconstruction and space carving (and why he went with one technique over the other)–the explanation of his process is just as interesting as the cool results it yields. Turning 8-Bit Sprites into Printable 3D Models [via Hack A Day] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • GLSL Shader Effects: How to do motion blur, etc?

    - by DevilWithin
    I am not sure how right it is to ask this question, but still here it goes. I have a full 2D environment, with sprites going around as landscape, characters, etc And to make it more state-of-art looking, i want to implement a motion blur effect, similar to modern FPS's (i.e. crysis) blur when moving fast the camera. In a sidescroller, the desired effect is having this slight blur appearing to give the idea of fast movement, when the camera is moving. If anyone could give me some tips on doing this, im assuming in a pixel shader, i'd be grate. Also, if anyone has other good tips on cool pixel shader effects for 2D games it would be awesome, like some stylizing post fx, such as previous Prince of Persia illustrative style. Thanks

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  • CodePlex Daily Summary for Saturday, September 29, 2012

    CodePlex Daily Summary for Saturday, September 29, 2012Popular ReleasesWindows 8 Toolkit - Charts and More: Beta 1.0: The First Compiled Version of my LibraryPDF.NET: PDF.NET.Ver4.5-OpenSourceCode: PDF.NET Ver4.5 ????,????Web??????。 PDF.NET Ver4.5 Open Source Code,include a sample Web application project.D3 Loot Tracker: 1.4: Session name is displayed in the UI. Changes data directory for clickonce deployment so that sessions files are persisted between versions. Added a delete button in the sessions list window. Allow opening of the sessions local folder from the session list widow. Display the session name in the main window Ability to select which diablo process to hook up to when pressing new () function BUT only if multi-process support is selected in the generals settings tab menu. Session picker...WPUtils: WPUtils 1.2: Just fixed an issue related to isolated storage path for ChoosePhotoBehavior. Specifically CreateDirectory method only accepts relative path, but was given a "/photos/" path which would result in exception. Please make sure you have this fix if you are using ChoosePhotoBehavior! NOTE: Windows Phone SDK 7.1 or higher is required.CRM 2011 Visual Ribbon Editor: Visual Ribbon Editor 1.1 Beta: Visual Ribbon Editor 1.1 Beta What's New: Fixed scrolling issue in UnHide dialog Added support for connecting via ADFS / IFD Added support for more than one action for a button Added support for empty StringParameter for Javascript functions Fixed bug in rule CrmClientTypeRule when selecting Outlook option Extended Prefix field in New Button dialogFree Aspx Image Gallery: Free Aspx Image Gallery Release V1: This is first basic release of my free aspx image gallery project. It is free to use and modify by the user without any need of providing any credit to me.Simple Microsoft Excel Document Converter (Convert To XLS, XLSX, PDF, XPS): ExcelDocConverter 0.1 Beta: Initial Release Microsoft Excel Documents Converter. Microsoft Excel 1997-2003 (XLS) Microsoft Excel 2007/2010 (XLSX) Portable Document Format (PDF) Microsoft XPS Document (XPS) Difference between NET2.0 and NET3.5 This program uses .NET Framework runtime library to run. Basically, they are no differences. Only the runtime library version is different. For older computers, i.e. Windows XP, might not have .NET Framework 3.5 installed, then use NET2.0 in stead. But, some Windows XP SP2 mig...Chaos games: Chaos games: Small app for generating fractals using chaos games[ITFA GROUP] CODE GENER: Code Gener 3.0 Final (Professional for .NET): Code Gener 3.0 Final (Professional for .NET) ReleaseTumblen3: tumblen3 Version27Sep2012: updated: instagram viewerVisual Studio Icon Patcher: Version 1.5.2: This version contains no new images from v1.5.1 Contains the following improvements: Better support for detecting the installed languages The extract & inject commands won’t run if Visual Studio is running You may now run in extract or inject mode The p/invoke code was cleaned up based on Code Analysis recommendations When a p/invoke method fails the Win32 error message is now displayed Error messages use red text Status messages use green textMCEBuddy 2.x: MCEBuddy 2.2.16: Changelog for 2.2.16 (32bit and 64bit) Now a standalone remote client also available to control the Engine remotely. 1. Added support for remote connections for status and configuration. MCEBuddy now uses port 23332. The remote server name, remote server port and local server port can be updated from the MCEBuddy.conf file BUT the Service or GUI needs to be restarted (i.e. reboot or restart service or restart program) for it to take effect. Refer to documentation for more details http://mce...ZXing.Net: ZXing.Net 0.9.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2393 of the java version improved api better Unity support Windows RT binaries Windows CE binaries new Windows Service demo new WPF demo WindowsCE Hotfix: Fixes an error with ISO8859-1 encoding and scannning of QR-Codes. The hotfix is only needed for the WindowsCE platform.MVC Bootstrap: MVC Boostrap 0.5.1: A small demo site, based on the default ASP.NET MVC 3 project template, showing off some of the features of MVC Bootstrap. This release uses Entity Framework 5 for data access and Ninject 3 for dependency injection. If you download and use this project, please give some feedback, good or bad!menu4web: menu4web 1.0 - free javascript menu for web sites: menu4web 1.0 has been tested with all major browsers: Firefox, Chrome, IE, Opera and Safari. Minified m4w.js library is less than 9K. Includes 21 menu examples of different styles. Can be freely distributed under The MIT License (MIT).Rawr: Rawr 5.0.0: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...Coevery - Free CRM: Coevery 1.0.0.26: The zh-CN issue has been solved. We also add a project management module.VidCoder: 1.4.1 Beta: Updated to HandBrake 4971. This should fix some issues with stuck PGS subtitles. Fixed build break which prevented pre-compiled XML serializers from showing up. Fixed problem where a preset would get errantly marked as modified when re-opening the encode settings window or importing a new preset.BlackJumboDog: Ver5.7.2: 2012.09.23 Ver5.7.2 (1)InetTest?? (2)HTTP?????????????????100???????????Player Framework by Microsoft: Player Framework for Windows 8 (Preview 6): IMPORTANT: List of breaking changes from preview 5 Added separate samples download with .vsix dependencies instead of source dependencies Support for FreeWheel SmartXML ad responses Support for Smooth Streaming SDK DownloaderPlugins Support for VMAP and TTML polling for live scenarios Support for custom smooth streaming byte stream and scheme handlers Support for new play time and position tracking plugin Added IsLiveChanged event Added AdaptivePlugin.MaxBitrate property Add...New Projects1325: amosaidhauidhaudhawud1326: sefsefsfsfefAggravation: A computer version of the classic board game Aggravation. This was built in Silverlight 4, and makes use of Prism and Behaviors. bjyxl: A project for practice my exchallange.BombaJob-WP: Windows Phone app for BombaJob.bg website. Available at GitHub too - https://github.com/supudo/BombaJob-WPDNN Module Creator: DNN Module Creator allows you to simply and easily create custom DotNetNuke modules directly from within the DotNetNuke CMS environment.Knuth Bit Operations: C# implementation of most of the bit operations from Volume 4A of "The Art of Computer Programming" by Donald Knuth.Machine Factory: Machine Factory is a PowerShell script module, which allows you to automate VHD-based deployment and configuration of virtual and physical machines.Neolog-WP: Neolog.bg official app for Windows Phone http://www.neolog.bg/Ngi.Scada: Ngi.ScadaPaging SharePoint ListItems using listitems position: This is a console application which will display the listitems in a paged manner using the SharePoint listitems position.Pentagon-XnaGamePrototype: Pentagon is a small prototype of a Xna and F# top-down shmup, made for an exam of the Master of Game Development in the University of Verona.Sharepoint sample - using feature upgrade: Sample demonstrating the use of SharePoint feature upgrades to add a new web part to existing pages, and add a new page to existing sites.Simple Permutations: A simple static class to provide easy to use extension methods to objects of type IEnumerable<T> which can generate Permutations and Combinations.SP SIN: SP SIN (from SharePoint Script/Style INjector) solves an age-old problem for developers and administrators; how to add script and style sheet resources to ShareTEST56: A simple Testtestproject0928: dfgdfgdThe Escape: The Escape is a 3D-First-Person Game written completely in XNA(C#).TreeViewWebPartForDocLib: ?????????????Web?????。 ????????????。?????、????????????????。Tube++: The one and only youtube HD player /downloader for your PC . Windows XP/ Windows 7 / Windows 8 / Window Server 2003 / Windows server 2008 / Windows Server 2012Unique SMS: This is a Unique School Management System Project.Who Is Watching Your Site: Who Is Watching Your Site is new!WinRTTriggers: WinRT Triggers - much like Expression triggers in Silverlight, but for WinRT Windows Store applications,

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  • Github Workflow: Pushing small fix branches to remote, or keep them local?

    - by Isaac Hodes
    In Scott Chacon's workflow (explained eg in this SO answer), with essentially two silos (development, and master), if, say I have a small bug to fix (e.g. can be fixed with a few characters) is the optimal way of doing that: a) branch off of development a branch called e.g. fix_123. Push this branch to origin as I work on it. When it's done, code-reviewed, whatever, merge into development and push development to origin. b) Same as above, but without pushing fix_123 to origin.

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  • Should programming languages be strict or loose?

    - by Ralph
    In Python and JavaScript, semi-colons are optional. In PHP, quotes around array-keys are optional ($_GET[key] vs $_GET['key']), although if you omit them it will first look for a constant by that name. It also allows 2 different styles for blocks (colon, or brace delimited). I'm creating a programming language now, and I'm trying to decide how strict I should make it. There are a lot of cases where extra characters aren't really necessary and can be unambiguously interpreted due to priorities, but I'm wondering if I should still enforce them or not to encourage good programming habits. What do you think?

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  • Google displaying swf menu in SiteLinks

    - by m90
    I have a website that uses a Flash based menu as its main navigation. A plain HTML fallback version is "lying underneath", the swf is embedded using swfobject. swfobject.embedSWF('MENU.swf', 'menu', '1000', '600', '8.0.0', 'ext/expressInstall.swf', {}, {wmode:'transparent',bgcolor:'#666666'}, {}); Somehow Google now started displaying a link to the swf-file in the SiteLinks (noting [SWF] beforehand) which is pretty ugly as the Flash content gets all scrambled and all you see is a random string of characters and numbers (it looks "hacked" to me, although I do know it is not). Also, the link to the swf is plain useless as it relies on JavaScript-functions in the HTML-document. I already demoted the swf in the Webmaster Tools, yet in some situations the link will still show up. Is anyone aware of this problem (I haven't found too much on this on the Internet) and knows how I can keep the search results from linking to the swf?

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  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

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  • Desktop Fun: Heroes of DC Comics Wallpaper Collection

    - by Asian Angel
    DC Comics has a great line-up of super hero characters and we have gathered together some of DC’s finest for you in today’s collection. Give your desktop super powers with our Heroes of DC Comics Wallpaper collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. How to Make and Install an Electric Outlet in a Cabinet or DeskHow To Recover After Your Email Password Is CompromisedHow to Clean Your Filthy Keyboard in the Dishwasher (Without Ruining it)

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  • Game-a-Week One Completed

    - by Matt Christian
    Last night I finished my Game-a-Week One and felt and extreme sense of accomplishment with what I finished in a single week. I removed all traces of the JigLibX code since it wasn't working properly due to my implementation and got my collision working thanks to some BoundingSpheres and Riemer's tutorials.  However, since the characters are Corndogs a rectangle bounding box would have made more sense although the bullets are only able to move forward currently. While developing it in a week was a challenge, developing it in a week while maintaining proper coding standards and clean, reusable code was damn near impossible.  It's possible my next step will be to either refactor it or move onto Game-a-Week Two. I will post a link to the game ZIP in the future.

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  • OnTriggerEnter not called

    - by Lautaro
    I am working on a fight game with 3D models but played like a 2D game. So the player characters have swords. The Player GameObject has several body parts that are colider triggers. The sword is a rigidbody colider. Ive had som problems with colisions not being detected. Ive added some Debug.Log and slowed downed the animations so what i can see is this: When players are close to each other the sword connects from a different angle. The OnTriggerStay is called several times BEFORE OnTriggerEnter is called if players are too close. Sometimes if too close the OnTriggerStay is called several times but the OnTriggerEnter is NEVER called. Any ideas on why this is?

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  • Good 3D Game Engine for the Horror Genre [on hold]

    - by James Wassall
    I am starting to think about and design (pencil drawings) a simple, horror game. I'm in need of a good engine which supports features like Dynamic Lighting (for a characters flashlight) and dynamic shadows. My first choice was obviously Unity3D, as its free and is (supposedly) the easiest to use. However, I believe that a lot of features are locked for the Pro version (a $1500 investment). Is there any good, free engines that support dynamic events? I have read a lot of posts recommending the Source engine but I don't want to make a mod, I would like to make a fully featured standalone game. I'm not looking for opinions on "Which engine you prefer" or "Which engine do you use", all I would like is to be presented with the facts. -James

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  • OUYA and Unity set up problems

    - by Atkobeau
    I'm having trouble with the Unity / OUYA plugin. I'm using Unity 4 with the latest update on a Windows 7 machine. When I open the starter kit and try to compile the plugin I get the following error: Picked up _JAVA_OPTIONS: -Xmx512M And if I try to Build and Run I get this error: Error building Player: ArgumentException: Illegal characters in path. I'm stumped, I've gone through lots of forum posts here and on stackoverflow and I can't seem to resolve it. My environment variables look like this: PATH - C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\tools; C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\platform-tools\ JAVA_HOME - C:\Program Files (x86)\Java\jdk1.6.0_45\ Everything in the OUYA Panel is white Any ideas?

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  • Collision detection with entities/AI

    - by James Williams
    I'm making my first game in Java, a top down 2D RPG. I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. Currently I'm drawing out my level and then drawing characters, NPCs and animated tiles on top of this. The problem is keeping track of the NPCs so that my Character class can interact with methods in the NPC classes on collision. I'm not sure my method of drawing the level and drawing everything else on top is a good one - can anyone shed any light on this topic?

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  • How to protect Ubuntu from fork bomb

    - by dblang
    I heard someone talking about a fork bomb, I did some research and found some dreadful information about some strange looking characters people can have you type at the command line and as a result do bad things on the computer. I certainly would not issue commands I do not understand but one never knows what can happen. I heard that some OS allows the administrator to place some limit on user processes to mitigate the effects of fork bombs, is this protection in Ubuntu by default or would a person with sudo privilege have to set this? If so, how?

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  • Game Development In C Only. Is it possible?

    - by Ishan Sharma
    I am a first year college student in India and want to make a small game as a this semester project. I am quite good at C and am learning it rapidly but I wanted to ask if developing a game entirely in C(no C++ or C#m I'd love to use these but for college projects, we have strict requirements of using only C). What I am looking for is a simple top view driving game. It won't have anything fancy and even the visual things will be powered by simple characters. For example, user controlled car can be represented by ¦ and edges of road by series of |'s. What do you think?

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  • What is use of universal character names in identifiers in C++

    - by Jan Hudec
    The C++ standard (I noticed it in the new one, but it did already exist in C++03) specifies universal character names, written as \uNNNN and \UNNNNNNNN and representing the characters with unicode codepoints NNNN/NNNNNNNN. This is useful with string literals, especially since explicitly UTF-8, UTF-16 and UCS-4 string literals are also defined. However, the universal character literals are also allowed in identifiers. What is the motivation behind that? The syntax is obviously totally unreadable, the identifiers may be mangled for the linker and it's not like there was any standard function to retrieve symbols by name anyway. So why would anybody actually use an identifier with universal character literals in it? Edit: Since it actually existed in C++03 already, additional question would be whether you actually saw a code that used it?

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  • The Art of Motion Capture [Video]

    - by Jason Fitzpatrick
    Motion capture is the process of using cameras and actors wearing special suits in order to build realistic and fluid foundations for CGI characters. Watch this informative video to see how the process works. Courtesy of the video series Good Job, a series focused on interesting jobs within the film and video game industry, we see how martial artists wearing special suits dotted with LEDs generate the basic framework for the fighters in the popular video game series Tekken. [via Neatorama] HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More

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  • How much server bandwidth does an average RTS game require per month?

    - by Nat Weiss
    My friend and I are going to write a multiplayer, multiplatform RTS game and are currently analyzing the costs of going with a client-server architecture. The game will have a small map with mostly characters, not buildings (think of DotA or League of Legends). The authoritative game logic will run on the server and message packet sizes will be highly optimized. We'd like to know approximately how much server bandwidth our proposed RTS game would use on a monthly basis, considering these theoretical constants: 100 concurrent users maximum 8 players maximum per game 10 ticks per second Bonus: If you can tell us approximately how much server RAM this kind of game would use that would also help a great deal. Thanks in advance.

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  • Dynamic body implementation

    - by ArturoVM
    I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to grow and shrink (as in actually growing, not just scaling), and it has to have collision detection (even if it's basic). Because of this requirements, it obviously can't be based on a sprite, so direct rendering of the shape should be the logical thing to do. I assume this is no easy task, but I just couldn't find a good physics engine that covers these requirements (or at least no tutorial on how to do it; I particularly searched for Box2D tutorials). Is there a way of doing this with Box2D, SDL, or any other physics or game engine out there? If not, what's a good place to start? I am really clueless as far as soft-body physics are concerned.

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  • Getting solutions off the internet. Bad or Good? [closed]

    - by Prometheus87
    I was looking on the internet for common interview questions. I came upon one that was about finding the occurrences of certain characters in an array. The solution written right below it was in my opinion very elegant. But then another thought came to my mind that, this solution is way better than what came to my mind. So even though I know the solution (that most probably someone with a better IQ had provided) my IQ was still the same. So that means that even though i may know the answer, it still wasn't mine. hence if that question was asked and i was hired upon my answer to that question i couldn't reproduce that same elegance in my other ventures within the organization My question is what do you guys think about such "borrowed intelligence"? Is it good? Do you feel that if solutions are found off the internet, it makes you think in that same more elegant way?

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  • XNA: How to make the Vaus Spacecraft move left and right on directional keys pressed?

    - by Will Marcouiller
    I'm currently learning XNA per suggestion from this question's accepted answer: Where to start writing games, any tutorials or the like? I have then installed everything to get ready to work with XNA Game Studio 4.0. General Objective Writing an Arkanoid-like game. I want to make my ship move when I press either left or right keys. Code Sample protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here #if WINDOWS if (Keyboard.GetState().IsKeyDown(Keys.Escape)) this.Exit(); else { if (Keyboard.GetState().IsKeyDown(Keys.Left)) MoveLeft(gameTime); } #endif // Move the sprite around. BounceEnergyBall(gameTime); base.Update(gameTime); } void MoveLeft(GameTime gameTime) { // I'm not sure how to play with the Vector2 object and its position here!... _vausSpacecraftPos /= _vausSpacecraftSpeed.X; // This line makes the spacecraft move diagnol-top-left. } Question What formula shall I use, or what algorithm shall I consider to make my spaceship move as expected left and right properly? Thanks for your thoughts! Any clue will be appreciated. I am on my learning curve though I have years of development behind me (already)!

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  • Estimated budget for RockBand 3 character creator feature [closed]

    - by milesmeow
    I want to get an idea of the budget required to make something akin to the Rock Band 3 character creator. We won't have the same level of detail for creating the base character, i.e. no face feature customization. We essentially want some very basic body sizing and want a bunch of clothing and accessories that the characters can try on. The clothing and accessories need to adapt and fit to the body types/shapes. The character should also support movement...and the clothes should move with the body. I've asked a similar question here regarding the development effort but not necessarily a budget. Do you think it's a $1M job? Most of the effort will go into creating the character models and the clothing models. The rest of the effort will go towards the user interface to navigate the customization features.

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