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  • Portland Silverlight User Group: WP7 &amp; XNA &ndash; I survived.

    - by George Clingerman
    Last night I gave a talk to the Portland Silverlight User Group. http://www.portlandsilverlight.net/Meetings/Details/15 And I survived (which you should have probably already figured out since you’re reading this post AND that’s what I titled it…) Really though it was a fantastic time and I had a lot of fun! I was a little nervous getting ready for it, but I’m always a little nervous getting ready for things. I had the game all written,  I knew the general flow for what the talk was going to be. I read over Scott Hanselman’s 11 Top Tips for a Successful Technical presentation (which has become something I do EVERY time I’m preparing for a talk). I gave myself a brief list of points I wanted to make sure I covered or worked into the talk. But then I was ready and I waited. I hate the waiting. It makes me nervous. Once I was up in front of the room though with my laptop open and some XNA code in front of me, my nerves go away. Then I’m ready. I know XNA, I love talking about XNA and I love sharing what I know and hearing questions that make me think. And hopefully that came through while I was talking. I had a freaking blast. The swag went quickly (and I was even able to hand out some XNA 2.0 books that have been around forever!) and the pizza was been gobbled down. I started the talk at about 6:10 and managed to cover a very brief intro to programming against the game loop (it’s a different concept and one that seems to trip a lot of people up getting started with game development) and then rolled into making a basic 2D game for Windows Phone 7 using XNA. And I finished the whole thing before 8:30. Wahoo! I’m planning on posting the source code and assets on my site so those should be coming soon. And to make things even better, they recorded the whole thing on video so everyone will get to see me pretend I can speak! Just wait till you hear the new song I wrote for this talk…

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  • Expanding Influence and Community

    - by Johnm
    When I was just nine years of age my father introduced me to the computer. It was a Radio Shack TRS-80 Color Computer (aka: CoCo). He shared with me the nuances of writing BASIC and it wasn't long before I was in the back seat of the school bus scribbling, on a pad of paper, the code I would later type. My father demonstrated that while my friends were playing their Atari 2600 consoles, I had the unique opportunity to create my own games on the Coco. One of which provided a great friend of mine hours and hours of hilarity and entertainment. It wasn't long before my father was inviting me to tag along as he drove to the local high school where a gathering of fellow Coco enthusiasts assembled. In these meetings all in attendance would chat about their latest challenges and solutions. They would swap the labors of their sleepless nights eagerly gazing into their green and black screens. Friendships were built and business partners were developed. While these experiences at the time in my pre-teen mind were chalked up to simply sharing time with my father, it had a tremendous impact on me later in life. This past weekend I attended the Louisville SQL Saturday (#45). It was great to see that there were some who brought along their children. It is encouraging to see fresh faces in the crowd at our  monthly IndyPASS meetings. Each time I see the youthful eyes peering from the audience while the finer details of SQL Server is presented, I cannot help but to be transported back to the experiences that I enjoyed in those Coco days. It is exciting to think of how these experiences are impacting their lives and stimulating their minds. Some of these children have actually approached me asking questions about what was presented or simply bragging about their latest discovery in programming. One of the topics that arose in the "Women in Technology" session in Louisville, which was masterfully facilitated by Kathi Kellenberger, was exploring how we could ignite the spark of interest in databases among the youth. It was awesome to hear that there were some that volunteer their time to share their experiences with students. It made me wonder what user groups could achieve if we were to consider expanding our influence and community beyond our immediate peers to include those who are simply enjoying their time with their father or mother.

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  • How to run software, that is not offered though package managers, that requires ia32-libs

    - by Onno
    I'm trying to install the Arma 2 OA dedicated server on a Virtualbox VM so I can test my own missions in a sandbox environment in a way that lets me offload them to another computer in my network. (The other computer is running the VM, but it's a windows machine, and I didn't want to hassle with its installation) It needs at least 2, and preferably 4GB of ram, so I thought I would install the AMD64 version of ubuntu 13.10 to get this going. 'How do you run a 32-bit program on a 64-bit version of Ubuntu?' already explained how to install 32bit software though apt-get and/or dpkg, but that doesn't apply in this case. The server is offered as a compressed download on the site of BI Studio, the developer of the Arma games. Its installation instructions are obviously slightly out of date with the current state of the art. (probably because the state of the art has been updated quite recently :) ) It states that I have to install ia32-libs, which has now apparently been deprecated. Now I have to find out how to get the right packages installed to make sure that it will run. My experience level is like novice-intermediate when it comes to these issues. I've installed a lot of packages though apt-get; I've solved dependency issues in the past; I haven't installed much software without using package managers. I can handle myself with basic administrative work like editing conf files and such. I have just gone ahead and tried to install it without installing ia32-libs through apt-get but to install gcc to get the libs after all. My reasoning being that gcc will include the files for backward compatibility coding and on linux all libs are (as far as I can tell) installed at a system level in /libs . So far it seems to start up. (I can connect with the game server trough my in-game network browser, so it's communicating) I'm not sure if there's any dependency checking going on when running the game server program, so I'm left with a couple of questions: Does 13.10 catch any calls to ia32libs libraries and translate the calls to the right code on amd64? If it runs, does that mean that all required libraries have been loaded correctly, or is there a change of it crashing later on when a library that was needed is missing after all? Is it necessary to do a workaround such as installing gcc? How do I find out what libraries I might need to run this software? (or any other piece of 32-bit software that isn't offered through a package manager)

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • Attaching new animations onto skeleton via props, a good idea?

    - by Cardin
    I'm thinking of coding a game with an idea of mine. I've coded 2D games before, but I'm new to 3D programming, so I'd like to ask if this idea of mine is feasible or out of my depth. I'm making a game where there are many different characters for the player to choose from (JRPG style). So to save time, I have an idea of creating many different varied characters using a completely naked body mesh and animation skeleton, standardised across all characters. For example, by placing different hair, boots, armor props on the character mesh, new characters can be formed. Kinda like playing dress-up with a barbie doll. I'm thinking this can be done by having a bone on the prop that I can programmically attach to the main mesh. Also, I plan to have some props add new animations to the base skeleton, so equipping some particular props would give it new attack, damage, idle animations. This is because I can't expect the character to have the same swinging animation if he had a big sword or an axe. I think this might be possible if the prop has its own instance of the animation skeleton with just only the new animations, and parenting the base body mesh to this new skeleton. So all the base body mesh has are just the basic animations, other animations come from the props. My concerns are, 1) the props might not attach to the mesh properly and jitter a lot, 2) since prop and body are animated differently, the props and base mesh will cause visual artefacts, like the naked thighs showing through the pants when the character walks, 3) a custom pipeline have to be developed to export skeletons without mesh, and also to attach the base body mesh to a new skeleton during runtime in the game. So my question: are these features considered 'easy' to code? Or am I trying to do something few have ever succeeded with on their own? It feels like all these can be done given enough time and I know I definitely have to do a bit of bone matrix calculations, but I really don't want to drag out the development timeline unnecessarily from coding mathematically intense things or analyzing how to parse 3D export formats. I'm currently only at the Game Design stage, so if these features aren't a good idea, I can simply change the design of the game. (Unrelated to question) I could always, as last resort, have the characters have predetermined outfit and weapon selections so as to animate everything manually.

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  • RTS Game Style Application [closed]

    - by Daniel Wynand van Wyk
    My question may seem somewhat odd, but I hope that my specifications will clarify EXACTLY what it is that I am after. I need some help choosing the right tooling for a particular endeavour. My background is in desktop application development and large back-end systems. I have worked primarily on the Microsoft stack using C# and the .Net framework. My goal is to develop a 2D, RTS style, interactive office simulation. The simulation will model various office spaces, office equipment, employees and their interactions with one another. The idea is to abstract the concept of an office completely. Under the hood the application will do many things that are nothing like a game. This includes P2P networking, VPN tunnelling, streaming video, instant messaging, document collaboration, remote screen sharing, file-sharing, virus scanning, VOIP, document scanning, faxing, emailing, distributed computing, content management and much more! A somewhat similar thing has been attempted by IBM, where they created a virtual office in second life. If their attempt was a game, the game-play would be notably horrible, to say the least! The users/players will drive and control my application through the various objects modelled in the simulation. A single application capable of performing all of these various tasks would be a nightmare to navigate for even the most expert user. Using the concept of a game, I can easily separate functionality by assigning them to objects that relate 1-1 with their real world counter-parts. This can greatly simplify computing for novice users, with many added benefits in terms of visibility, transparency of process and centralized configuration. My hope is to make complex computing tasks accessible to all kinds of users and to greatly reduce the cognitive load associated with using the many different utilities and applications inside office settings. The complexity is therefore limited to the complexity of the space in which you find yourself. I want the application to target as many platforms as possible and run on computers that have no accelerated graphics capabilities. The simulation won't contain any of the fancy eye-candy you find in modern games, to the contrary, my "game" will purposefully be clean and simple. The closest thing I could imagine would be an old game like "Theme Hospital" or the first instalment of "The Sims". All the content will be pre-created and not user-generated like Second Life. New functionality will be added via a plugin system. Given my background and nature of my "game", I would like to spend most of my time writing code that does not have to do with the simulated office, as the "game" is really just a glorified application menu. I have done much reading about existing engines, frameworks and tools. I need the help of an experienced game developer who has tried and tested various products over the years who can guide me in the right direction given my very particular needs. I would appreciate any help I can get!

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

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  • Best way to determine surface normal for a group of pixels?

    - by Paul Renton
    One of my current endeavors is creating a 2D destructible terrain engine for iOS Cocos2D (See https://github.com/crebstar/PWNDestructibleTerrain ). It is in an infant stages no doubt, but I have made significant progress since starting a couple weeks ago. However, I have run into a bit of a performance road block with calculating surface normals. Note: For my destructible terrain engine, an alpha of 0 is considered to not be solid ground. The method posted below works just great given small rectangles, such as n < 30. Anything above 30 causes a dip in the frame rate. If you approach 100x100 then you might as well read a book while the sprite attempts to traverse the terrain. At the moment this is the best I can come up with for altering the angle on a sprite as it roams across terrain (to get the angle for a sprite's orientation just take dot product of 100 * normal * (1,0) vector). -(CGPoint)getAverageSurfaceNormalAt:(CGPoint)pt withRect:(CGRect)area { float avgX = 0; float avgY = 0; ccColor4B color = ccc4(0, 0, 0, 0); CGPoint normal; float len; for (int w = area.size.width; w >= -area.size.width; w--) { for (int h = area.size.height; h >= -area.size.height; h--) { CGPoint pixPt = ccp(w + pt.x, h + pt.y); if ([self pixelAt:pixPt colorCache:&color]) { if (color.a != 0) { avgX -= w; avgY -= h; } // end inner if } // end outer if } // end inner for } // end outer for len = sqrtf(avgX * avgX + avgY * avgY); if (len == 0) { normal = ccp(avgX, avgY); } else { normal = ccp(avgX/len, avgY/len); } // end if return normal; } // end get My problem is I have sprites that require larger rectangles in order for their movement to look realistic. I considered doing a cache of all surface normals, but this lead to issues of knowing when to recalculate the surface normals and these calculations also being quite expensive (also how large should the blocks be?). Another smaller issue is I don't know how to properly treat the case when length is = 0. So I am stuck... Any advice from the community would be greatly appreciated! Is my method the best possible one? Or should I rethink the algorithm? I am new to game development and always looking to learn new tips and tricks.

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  • HTML5 platformer collision detection problem

    - by fnx
    I'm working on a 2D platformer game, and I'm having a lot of trouble with collision detection. I've looked trough some tutorials, questions asked here and Stackoverflow, but I guess I'm just too dumb to understand what's wrong with my code. I've wanted to make simple bounding box style collisions and ability to determine on which side of the box the collision happens, but no matter what I do, I always get some weird glitches, like the player gets stuck on the wall or the jumping is jittery. You can test the game here: Platform engine test. Arrow keys move and z = run, x = jump, c = shoot. Try to jump into the first pit and slide on the wall. Here's the collision detection code: function checkCollisions(a, b) { if ((a.x > b.x + b.width) || (a.x + a.width < b.x) || (a.y > b.y + b.height) || (a.y + a.height < b.y)) { return false; } else { handleCollisions(a, b); return true; } } function handleCollisions(a, b) { var a_top = a.y, a_bottom = a.y + a.height, a_left = a.x, a_right = a.x + a.width, b_top = b.y, b_bottom = b.y + b.height, b_left = b.x, b_right = b.x + b.width; if (a_bottom + a.vy > b_top && distanceBetween(a_bottom, b_top) + a.vy < distanceBetween(a_bottom, b_bottom)) { a.topCollision = true; a.y = b.y - a.height + 2; a.vy = 0; a.canJump = true; } else if (a_top + a.vy < b_bottom && distanceBetween(a_top, b_bottom) + a.vy < distanceBetween(a_top, b_top)) { a.bottomCollision = true; a.y = b.y + b.height; a.vy = 0; } else if (a_right + a.vx > b_left && distanceBetween(a_right, b_left) < distanceBetween(a_right, b_right)) { a.rightCollision = true; a.x = b.x - a.width - 3; //a.vx = 0; } else if (a_left + a.vx < b_right && distanceBetween(a_left, b_right) < distanceBetween(a_left, b_left)) { a.leftCollision = true; a.x = b.x + b.width + 3; //a.vx = 0; } } function distanceBetween(a, b) { return Math.abs(b-a); }

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Designing Snake AI

    - by Ronald
    I'm new to this gamedev stackechange but have used the math and cs sites before. So, I'm in a competition to create AI for a snake that will compete with 3 other snakes in 5 minute rounds where the rules are much like the traditional Nokia snake game except that there are 4 snakes, the board is 50x50 and there are a number of small obstacles on the field. Like the Nokia game, your snake grows when you get to the fruit and if you crash into yourself, another snake or the wall you die. The game runs with a 50ms delay between moves and the server sends the new game state every 50ms which the code must analyze and what not and output the next move. The winner is the snake who had the longest length at any point in the game. Tie breakers are decided by kills. So far what I have done is implemented an A* graph search from each snake to determine if my snake is the closest to the apple and if it is, it goes for the apple. Otherwise, I made a neat little algorithm to determine the emptiest area of the board, which my snake goes for, to anticipate the next apple. Other than this I have some small survivability checks to ensure my snake isn't walking into a trap that it can't get out and if it does get stuck, I have something to give it a better chance of getting out. ... Anyway, I've tested my snake on a test server and it does quite well. Generally, my strategy of only going for the apple when its a sure thing and finding space when its not makes it grow faster than any other snakes (some snakes do a similar thing but often just go to the middle or a corner) sometimes it wins these trial games but is more often than not beaten by the same snake who seems to have the edge on survivability(my snake grows quicker but then dies somehow and this other snake just plods slowly along and wins on consistency. So I was wondering about any ideas anyone has to try and improve my snake. Or maybe ideas at a new approach to take. My functions and classes are good so changes that might seem drastic shouldn't be too bad. I encourage all ideas. Any thoughts ??

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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  • Want to make RTS strategy game, good starting point...?

    - by NOLANDI
    everybody! I find this community because I did research about game developing topics. So I decide to register on this community and ask for your opinion. I am not begineer in computer stuffs, and I know logic of programming language. I have little knowlegde of C, C++, Started to learn C#...but I was always oriented about other areas of IT. Amateur for game making but not in IT general! I am interested to make RTS strategy video game, isometric camera view (like PC GAME COMMANDOS for example)...so I started to read many books about DirectX, XNA, OpenGL, C#, AI programming...so I want to know where is good starting point for making this game genre. I want to use C# for this project, not C++, since I always had trouble with it, because it is too complicated. I see good oportunity for learning C#, since it has more object-oriented concept, with much less code and easy readible code for writing. Beside of that I know that C++ is the more powerful language until today. So I want to use DirectX and C# for my project. But it will required more time for sure, to learn it. I have trouble with finding books for c# & DirectX (I found just one), but in every next book, it is programming in c++! I read many web sites and they mentioned Slim DX, and in generaly, other articles which I read tells that it is possible to make good game with combination c# and directX, but...I don't have enough information about all this stuffs, so I became confused! It is really hard to have wish to learn c++ from scratch, since I started c# and I like it really...I don't try OpenGL, but I am already familiar with DirectX (some beginning stuffs), and I think that it is good and interesting. So, I decide to choose between maybe Unity3d and XNA first. XNA...hm, it sound that it is not bad solution, but I heard that it is already overcome technology, and I think that it is better to wait with XNA, until I try to make something with DirectX and C#, at first. But I dont know it is possible to make strategy game in XNA?! Maybe I am wrong. I also, find Unity 3D game engine and I find that I could programming there in C#, but many all examples are written in Javascript (Digital tutors videos)...But I generaly have wish to learn it too, because it allows to export games to mobile phones, there a lot of documentations, it is free, etc... I want to find best way to learn C# and DirectX, and make this game, but I dont know if it's possible to combine?! But maybe is good to first try Unity and XNA, because I am beginner?! Thank you all! I am willing to hear your expirience.

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  • PHP or C++? I just want to choose a language and focus on it!

    - by user19177
    I love C++, but I feel I don't know if I should focus on web, so PHP, or C++. It's just an hard choice because right now I want to focus on one language and don't want to switch it a few months later. With C++ I'd program in SDL, while with PHP I don't know yet. I am not a very advanced programmer but I know basics of programming and can get going very well if determined. The problem is I just don't know.. I'm like OK! I'll go for C++! Then a minute later, wait what if I went with C#? Why this that.. ! I've read milion threads about C vs VB C# Python Ruby etc, all of them which I could find! It got me nowhere. The problem is probably I need to know something from some experts I guess.. I'm sure I'm not the only one who feels/felt like I do right now yeah? Uhm... I guess I might help you with some details so your answer may be easier to write! ( And also, if you want to say something else which is not related to PHP or C++, you can do that, I've just got to the conclusion that C++ and PHP are the ones that are worth it but yeah. C# I've discarded due to some stuff I read which says in future the projects I'd start now could just be useless and stuff like that.. ) Ok well : I'm 18 years old, and I program as hobby right now, but I do hope to go to a programming college in future. ( That would be in 2 years ). Hmm, I like programming games, and I'm mostly bothered by the fact "this language could be useless to what I need to do" ( I don't know how to explain this feeling! ) I don't know which other details I could add... I hope you guys can help me choose my path, this is really stressing me I'm wasting my time not doing anything right now because I don't know which language to use..! Thanks!

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  • Are there software options (preferabbly .NET) for doing distance and speed analysis of footballers moving on video?

    - by Anonymous Type
    Editing Question for Clarity Thanks for feedback so far, very insightful. I'm not sure how far along this part of the software community is, and what if any libraries exist for me to leverage from. Heres what I'm trying to do. Problem: Take an existing video of a game of rugby league. The Rugby League field is 100 metres long, 70 metres wide, and has white line markings every 10 metres running along the width of the field, as well as along the sidelines. Each side has 13 players on the field. Players on each team have identical jerseys that normally constrast strongly against background colours (green/brown field colour) and the referee's colour (usually yellow) and the designated water runner (orange). All players have a unique number in thick white lettering on their backs for identification. Video is taken with a high definition camera. Currently only one camera is used (2D) and existing video does not contain a foreground object of fixed spatial dimensions (as suggested in one answer for comparision measurements, however I could add this to future filming sessions if it is worthwhile). The player's do not run in a straight line 50% of the time but will go sideways on on a diagonal to the play the ball. The distance measured always starts from the spot of the previous "tackle", which ends where the player stops forward movement. It is not always possible to determine the players number from the video (facing other direction, sunlight, others standing in the way of the camera). But this isn't important as the software could allow for manual inputting of unknown "runs" at a later point after analysis. Determine the distance between two points (i.e. where the player started his "run" and where he finished it). I'm guessing that this would be quite doable if I manually marked the start and end point in the video. But how would I use landmarks in the background to determine the distance (assuming the person taking the video has kept it from jerking around). Question: Do software packages or libraries exist that are specialised enough to assist with writing analysis software to determine a sports persons distance travelled based on video taken of the performance?

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • Problem with apache + ssl: length mismatch error and ocasional bad request

    - by Ruben Garat
    we migrated a server from slicehost to linode recently, we copied the config from one server to the other. Everything works perfectly except that we get: Occasional errors with "Bad Request", this error is not common, you can use it all day and not see it, and the next day it will happen a lot. apart from that, a lot of the time, event though the request works fine we get some errors. using ssldump we get: New TCP connection #1: myip(39831) <-> develserk(443) 1 1 0.2316 (0.2316) C>S SSLv2 compatible client hello Version 3.1 cipher suites Unknown value 0x39 Unknown value 0x38 Unknown value 0x35 TLS_DHE_RSA_WITH_3DES_EDE_CBC_SHA TLS_DHE_DSS_WITH_3DES_EDE_CBC_SHA TLS_RSA_WITH_3DES_EDE_CBC_SHA SSL2_CK_3DES Unknown value 0x33 Unknown value 0x32 Unknown value 0x2f SSL2_CK_RC2 TLS_RSA_WITH_RC4_128_SHA TLS_RSA_WITH_RC4_128_MD5 SSL2_CK_RC4 TLS_DHE_RSA_WITH_DES_CBC_SHA TLS_DHE_DSS_WITH_DES_CBC_SHA TLS_RSA_WITH_DES_CBC_SHA SSL2_CK_DES TLS_DHE_RSA_EXPORT_WITH_DES40_CBC_SHA TLS_DHE_DSS_EXPORT_WITH_DES40_CBC_SHA TLS_RSA_EXPORT_WITH_DES40_CBC_SHA TLS_RSA_EXPORT_WITH_RC2_CBC_40_MD5 SSL2_CK_RC2_EXPORT40 TLS_RSA_EXPORT_WITH_RC4_40_MD5 SSL2_CK_RC4_EXPORT40 1 2 0.2429 (0.0112) S>C Handshake ServerHello Version 3.1 session_id[32]= 9a 1e ae c4 5f df 99 47 97 40 42 71 97 eb b9 14 96 2d 11 ac c0 00 15 67 4e f3 7d 65 4e c4 30 e9 cipherSuite Unknown value 0x39 compressionMethod NULL 1 3 0.2429 (0.0000) S>C Handshake Certificate 1 4 0.2429 (0.0000) S>C Handshake ServerKeyExchange 1 5 0.2429 (0.0000) S>C Handshake ServerHelloDone 1 6 0.4965 (0.2536) C>S Handshake ClientKeyExchange 1 7 0.4965 (0.0000) C>S ChangeCipherSpec 1 8 0.4965 (0.0000) C>S Handshake 1 9 0.5040 (0.0075) S>C ChangeCipherSpec 1 10 0.5040 (0.0000) S>C Handshake ERROR: Length mismatch from the apache error.log [Fri Aug 27 14:50:05 2010] [debug] ssl_engine_io.c(1892): OpenSSL: I/O error, 5 bytes expected to read on BIO#b80c1e70 [mem: b8100918] the server is ubuntu 10.04.1 the apache version is 2.2.14-5ubuntu8 the openssl version is 0.9.8k-7ubuntu8

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  • SSL23_WRITE:ssl handshake failure:s23_lib.c:177

    - by Armin
    When attempting to connect to an xmpp server over SSL, openssl fails with the following error: 3071833836:error:140790E5:SSL routines:SSL23_WRITE:ssl handshake failure:s23_lib.c:177 I believe that the server uses the RC4-MD5 cipher, here is the full output: [root@localhost ~]# openssl s_client -connect 184.106.52.124:5222 -cipher RC4-MD5 CONNECTED(00000003) >>> SSL 2.0 [length 0032], CLIENT-HELLO 01 03 03 00 09 00 00 00 20 00 00 04 01 00 80 00 00 ff b0 c9 c2 3f 0b 0e 98 df b4 dc fe b7 e8 8f 17 9a 34 b5 9b 17 1b 2b ac 01 dc bd 2b a9 2d 18 44 0c 3071866604:error:140790E5:SSL routines:SSL23_WRITE:ssl handshake failure:s23_lib.c:177: --- no peer certificate available --- No client certificate CA names sent --- SSL handshake has read 0 bytes and written 52 bytes --- New, (NONE), Cipher is (NONE) Secure Renegotiation IS NOT supported Compression: NONE Expansion: NONE --- Using gnutls-cli: [root@localhost ~]# gnutls-cli 184.106.52.124 -p 5222 Resolving '184.106.52.124'... Connecting to '184.106.52.124:5222'... *** Fatal error: A TLS packet with unexpected length was received. *** Handshake has failed GNUTLS ERROR: A TLS packet with unexpected length was received. Connecting to the same server on port 5223 works fine. Using OpenSSL 1.0.1e-fips on CentOS 6.5 and OpenSSL 1.0.1f on Ubuntu 14.04.1 Any tips on how to troubleshoot this? Thanks in advance.

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  • Overheating computer

    - by Samurai Waffle
    My computer overheats somewhat frequently, usually during intense use. And by intense use I mean browsing the internet while downloading, or gaming. It even overheats on extremely old games though, Master of Orion 2, which was developed for Windows 95. My computer has a Pentium 4 Ghz processor, 2 GB of ram, and is running Windows XP. One of the symptoms it has after overheating, is that it'll turn on immediately afterwards, but won't show any video on my monitor. I usually have to wait at least 5 minutes (mostly at least 10) before I can get it to turn on and show video on my monitor. I also usually have to wiggle around the graphics card a little bit, which is the ASUS A9550 Series with 256 MB. I'm not sure exactly what is causing the computer to overheat. At first I thought it was the video card, but after I noticed it was doing it while playing Master of Orion 2, I'm not so sure, because that game can't be making the video card work all that hard. So how exactly can I pinpoint the problem? Thanks for any help provided. Edit: Okay I downloaded the programs that you specified, and will start benchmarking my system to try and pinpoint what's overheating. What is the temperature range for when it's getting to hot? Also I have an abundant amount of software experience with computers, but unfortunately not to much hardware experience.

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  • Intel Core i7 QuadCore on HP Pavilion dv7 Overheating Issues

    - by kellax
    I bought a brand new HP notebook: HP Pavilion dv7-6b21em BeatsAudio edition. The notebook is about 2 months old and has pretty nasty overheating problem. I mainly use it for development however i do play some games. The disturbing thing is that the computer is loud on pretty simple tasks. Here are the specs: CPU: Intel Core i7-2670QM QuadCore ( 8 threads ) @ 2.20 GHz RAM: ( 8GB ) 2x 4GB @ 1066 HDD: 1TB 7200 GPU: ATI Radeon HD 6770M 1GB Dedicated DDR OS: Windows 7 64bit Enterprise I have an external monitor runing on VGA port an 22' Samsung SyncMaster S24B300 CPU Heat Statistics Platform: rPGA 988B (Socket G2) Frequency: cca. 3000 Mhz VID: 1.1809 - 1.2059 v Revision: D2 CPUID: 0x206A7 TDP: 45.0 Wats, Lithographu: 32 nm Heat: Tj. Max: 100*C, Power 4.5 - 5.9 Wats Core #0: 63*C Load on all is about 0 to 2% Core #1: 65*C Core #2: 66*C Core #3: 67*C I opened the notebook the fan is working fine there is no dust but still right now the fan is pretty loud even tho all i have open is FireFox. When i run a game the heat jumps to whopping 90-97*C. It has not shut down due to overheating yet but the loud fan is pretty annoying considering I'm not really doing anything stressfull. Is there anything i can do to fix this is it maybe a BIOS issue ? I have all drivers updated tho to the latest. I have very few background processes running consuming bare 2GB of RAM and about 2% of CPU. I had it serviced they said there is nothing wrong with it. But i feel that a Notebook that costs 1.2k Euros cant be like this.

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  • MacBook Pro screen flickers, and lines appears after using it a while

    - by Adam L. S.
    My aunt gave me her old MacBook Pro, but unfortunately it has a few issues. The main problem is that lines appears after I use it with applications that heavily depend on graphics, but they don't necessarily appear in that window. I also figured out that these lines appear with the windows, so the cursor goes over the lines, and menus and other windows also overlap them. If I take a screenshot of the window by itself, no lines appear. It seems obvious to me that this is a driver-related problem. Unfortunately, there are no updates or anything for the driver. At first I tried asking for a solution at Apple's forum, but they were only able to figure out that "something is wrong with the video card". I checked the MacBook with an Ubuntu disk, and the screen seemed OK. I've uploaded some photos to my Picasa account to show the symptoms. Recently, I've also noticed the screen flickering when using applications that need high performance graphics, like games. Also, the MacBook Pro came with Mac OS X Tiger, but she upgraded it to Leopard (she only brought the Tiger disk with her.) What can I do with this?

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  • What is the best keyboard for typing speed (not layouts)

    - by Gapton
    So I am a programmer, and I like playing typing speed games. My typing speed is, for common English words, 85 to 90 wpm, max 95. I type on various devices, my laptop, desktop, office pc.... they all have slightly different keyboards. Being a curious programmer, I wonder what types of keyboard is used for the highest possible typing speed. Or let me phrase it in another way, what is the type of keyboards that people use in typing speed contest? Here is something I know that I feel like I can share: It must be a wired keyboard, I can feel the lag as I am typing this on my wireless keyboard, even if it is a slightly more expensive model which claims to have zero lag. I know people prefer a mechanical keyboard, for the hepatic feedback, however I have not tried one. It lasts longer and is noisy, it also does not have the problem of normal keyboards where you press many keys at a time the signals will get all jammed and the computer will only receive one or two keys. I personally prefer those "thin profile" keyboards. I type a lot, and 95 wpm put me in the top 5%, this is of course just on a gaming site. However when I type on the fat keyboards, my fingers have to travel a much longer distance before the keys actually click. This is where I find myself typing much faster with those thin profile keyboards found on my laptop. Because my fingers only hover on the keys and I only need to press a short distance, each stroke takes less force and light rapid strokes is what makes me type fast. When I type on a fat keyboard, I was forced to use heavy strokes, and this slows me down. There must be some people out there who are keyboard scientists, who actually do experiments and user tests with different setups. It would be interesting to understand more about the things we use everyday for not just work but a majority of our communications. P.S. this is about hardware and not about switching keyboard layouts to dvorak

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  • Port forwarding + shared connection with Ubuntu

    - by Joey Adams
    Because my wireless router's ethernet ports are defective, I set up a shared wireless connection from my laptop (which has wifi) to my eMac (which does not) via a crossover ethernet cable. The laptop is behind a router as 192.168.1.131, and the eMac is behind the laptop as 10.42.43.1 . The laptop is running Ubuntu 9.10 (Karmic). I achieved the shared connection through NetworkManager Applet. I right-clicked on the network icon at the topright, went to Edit Connections, selected the Wired connection named "Auto eth0", clicked "Edit...", went to the "IPv4 Settings" tab, and selected the Method "Shared to other computers". The eMac can now access the Internet. Now I want to enable port forwarding. There's a game I want to play that needs port 6112 forwarded (both TCP and UDP) in order to host games. I set up the router to enable port forwarding for 192.168.1.131 (the laptop), but port forwarding still isn't available on the eMac. I suppose I need to pretend my laptop is a router and configure port forwarding on it, indicating that incoming connections to the laptop (192.168.1.131) should be forwarded to the eMac on the shared connection (10.42.43.1 ). Thus, packets coming into the router on port 6112 would be redirected to the laptop (by the router), then to the eMac (by the laptop). My question is, how would I do that on Ubuntu (in light of NetworkManager's presence)? Also, if I can't get this to work, does anyone mind hosting a comp stomp? :D

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  • Setting Ubuntu Global PATH for Ruby Enterprise Edition

    - by Wally Glutton
    Context: I recently installed Ruby Enterprise Edition (REE) on an Ubuntu 8.04 server. I would like for this new version of Ruby to globally supersede (for all users, crontabs, etc) the older version in /usr/local/bin. Attempted Solution #1: The REE documentation recommends placing the REE bin folder at the beginning of the global PATH in /etc/environment. I altered the PATH line in this file to read: PATH="/opt/ruby_ee/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games" This did affect my PATH at all. Attempted Solution #2: Next I followed these instructions and updated the PATH setting in the /etc/login.defs and /etc/crontab files. (I did not change /etc/sudoers.) This didn't affect my PATH either, even after logging out and rebooting the server. Other information: I seem to be having the same problem described here. I'm testing using the command: echo $PATH My shell is bash. My .bashrc doesn't not alter my PATH. I'm ssh'ed into the system for all testing. /opt/ruby_ee/ is a sym-link to /opt/ruby-enterprise-1.8.7-2011.03/

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  • nginx does not use variables set in /etc/environment on system reboot, but does when restarted from shell

    - by Dave Nolan
    I have a Rails app running on nginx/passenger. It restarts happily in a shell using sudo /etc/init.d/nginx stop|start|restart. But Passenger throws an error when the system is rebooted: "Missing the Rails #{version} gem". But GEM_HOME and GEM_PATH are both set in /etc/environment so surely they would be available to all processes during reboot? /etc/environment PATH="/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/bin/X11:/usr/games" GEM_HOME=/var/lib/gems/1.8 GEM_PATH=/var/lib/gems/1.8 /etc/init.d/nginx #! /bin/sh ### BEGIN INIT INFO # Provides: nginx # Required-Start: $all # Required-Stop: $all # Default-Start: 2 3 4 5 # Default-Stop: 0 1 6 # Short-Description: starts the nginx web server # Description: starts nginx using start-stop-daemon ### END INIT INFO PATH=/usr/local/sbin:/usr/local/bin:/sbin:/bin:/usr/sbin:/usr/bin DAEMON=/opt/nginx/sbin/nginx NAME=nginx DESC=nginx test -x $DAEMON || exit 0 # Include nginx defaults if available if [ -f /etc/default/nginx ] ; then . /etc/default/nginx fi set -e case "$1" in start) echo -n "Starting $DESC: " start-stop-daemon --start --quiet --pidfile /var/log/nginx/$NAME.pid \ --exec $DAEMON -- $DAEMON_OPTS echo "$NAME." ;; stop) echo -n "Stopping $DESC: " start-stop-daemon --stop --quiet --pidfile /var/log/nginx/$NAME.pid \ --exec $DAEMON echo "$NAME." ;; restart|force-reload) echo -n "Restarting $DESC: " start-stop-daemon --stop --quiet --pidfile \ /var/log/nginx/$NAME.pid --exec $DAEMON sleep 1 start-stop-daemon --start --quiet --pidfile \ /var/log/nginx/$NAME.pid --exec $DAEMON -- $DAEMON_OPTS echo "$NAME." ;; reload) echo -n "Reloading $DESC configuration: " start-stop-daemon --stop --signal HUP --quiet --pidfile /var/log/nginx/$NAME.pid \ --exec $DAEMON echo "$NAME." ;; *) N=/etc/init.d/$NAME echo "Usage: $N {start|stop|restart|force-reload}" >&2 exit 1 ;; esac exit 0 $ opt/nginx/sbin/nginx -v nginx version: nginx/0.7.67 Ubuntu lucid

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