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  • Get started with Farseer Physics 2.1.3 in Silverlight 3

    As a powerful RIA development tool, Microsoft Silverlight is being more widely used to develop data-driven business and game applications. As a famous 2D game engine, the Farseer Physics Engine supports a wide range of platforms such as Microsoft's XNA, Silverlight, WPF, and Vanilla .NET. This article aims to serve as an elementary tutorial to Silverlight 2D beginners. Three demos are given to gradually lead you into a more and more complex and practical game environment.

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  • Why Hire a Search Engine Optimization Consultant?

    Whether you have just established your online business or have been maintaining your website for some time now, hiring a search engine optimization consultant to enhance your online business is a smart move. Many websites fail to receive what they hope to earn because they are not fully utilizing the techniques for increasing their website presence. Although SEO techniques and tips can be found online, it doesn't mean that a person can quickly put them to use and expect maximum results.

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  • Affordable SEO Service is the Best Option

    Affordable SEO service is the key to a prosperous online marketing business. There are many ways of doing internet marketing but a few most popular methods that seem to be on the rise include Search Engine Optimization, better known as SEO, Pay Per Click or PPC, Website lead Generations, Google AdSense, online newsletters and online magazines. SEO-service is on the rise in the contemporary world.

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  • Tips For a Successful Link Building Strategy

    If you want to become a successful online marketer and want to make your online marketing campaign successful, you will need to work on building backlinks for your website. Link building will decide the failure or the success of your online marketing campaign.

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  • Is RapidSSL WildCard Cert suitable for my eCommerce Web site?

    - by Eian
    We have recently launched our online T-Shirts shop which is based on eCommerce platform but certainly we have been facing problem of customer’s transactions security as they were asking for suitable security of their confidential information while shop online over the my website. One of my friends is being used RapidSSL WildCard Certificate from RapidSSLonline.com To be clear that we don’t know much about SSL certificate security but we have found that SSL certificates ensure the online web site visitors towards their digital transaction safety. We would like to know that Is RapidSSL Wildcard Certificate the right choice for eCommerce shop?

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  • SEO Tools to Help You in Your Business

    SEO and other online strategies are being used more and more by businesses today. As the market is developing and becoming more educated, it is more important to ensure that you are on top of your game and understand the impact the SEO and other online tactics have on your website. This article will discuss some of the things that you need to watch out for in your online activities.

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  • SSL and mod_rewrite error

    - by wnoveno
    Hi, I have https on my site. Pages with rewritten URL in my site are inaccessible while direct urls (folders). here's the htaccess ## 2009-12-17 16:52 JGC [START] ## Enable http compression for this site <IfModule mod_deflate.c> SetOutputFilter DEFLATE ## Directive "DeflateCompressionLevel" not allowed in .htaccess, only valid in server config and virtual hosts # DeflateCompressionLevel 9 # file-types indicated will not be compressed SetEnvIfNoCase Request_URI \.(?:gif|jpe?g|png)$ no-gzip dont-vary SetEnvIfNoCase Request_URI \.(?:swf|flv|pdf)$ no-gzip dont-vary SetEnvIfNoCase Request_URI \.(?:exe|t?gz|zip|gz2|sit|rar)$ no-gzip dont-vary <IfModule mod_headers.c> Header append Vary User-Agent </IfModule> </IfModule> ## 2009-12-17 16:52 JGC [END] ## 2010-03-05 16:05 JGC [START] #<IfModule mod_alias.c> #RedirectMatch 301 ^(/)$ /online-casino-poker-register.html #RedirectMatch 301 ^(/en)$ /en/online-casino-poker-register.html #RedirectMatch 301 ^(/en/)$ /en/online-casino-poker-register.html #RedirectMatch 301 ^(/en\.html)$ /en/online-casino-poker-register.html #RedirectMatch 301 ^(/sc)$ /sc/online-casino-poker-register.html #RedirectMatch 301 ^(/sc/)$ /sc/online-casino-poker-register.html #RedirectMatch 301 ^(/sc\.html)$ /sc/online-casino-poker-register.html #RedirectMatch 301 ^(/ch)$ /ch/online-casino-poker-register.html #RedirectMatch 301 ^(/ch/)$ /ch/online-casino-poker-register.html #RedirectMatch 301 ^(/ch\.html)$ /ch/online-casino-poker-register.html #</IfModule> ## 2010-03-05 16:05 JGC [END] ## # @version $Id: htaccess.txt 10492 2008-07-02 06:38:28Z ircmaxell $ # @package Joomla # @copyright Copyright (C) 2005 - 2008 Open Source Matters. All rights reserved. # @license http://www.gnu.org/copyleft/gpl.html GNU/GPL # Joomla! is Free Software ## ##################################################### # READ THIS COMPLETELY IF YOU CHOOSE TO USE THIS FILE # # The line just below this section: 'Options +FollowSymLinks' may cause problems # with some server configurations. It is required for use of mod_rewrite, but may already # be set by your server administrator in a way that dissallows changing it in # your .htaccess file. If using it causes your server to error out, comment it out (add # to # beginning of line), reload your site in your browser and test your sef url's. If they work, # it has been set by your server administrator and you do not need it set here. # ##################################################### ## Can be commented out if causes errors, see notes above. Options +FollowSymLinks # # mod_rewrite in use RewriteEngine On #RewriteLog "/var/www/html/dafa888/rewrite.log" #RewriteLogLevel 3 RewriteCond %{HTTP_COOKIE} !jfcookie\[lang\] [NC] RewriteCond %{HTTP:Accept-Language} ^zh-cn [NC] RewriteRule ^$ /sc/ [L,R=301] RewriteCond %{HTTP_COOKIE} !jfcookie\[lang\] [NC] RewriteCond %{HTTP:Accept-Language} ^zh-tw [NC] RewriteRule ^$ /ch/ [L,R=301] #RewriteCond %{HTTP_COOKIE} !jfcookie[lang] [NC] #RewriteCond %{HTTP_COOKIE} jfcookie\[lang\] [NC] #RewriteCond %{HTTP_COOKIE} jfcookie\[lang\]=([^;]+) [NC] #RewriteRule ^(.*)$ /%1/$1 [NC,QSA] ########## Begin - Rewrite rules to block out some common exploits ## If you experience problems on your site block out the operations listed below ## This attempts to block the most common type of exploit `attempts` to Joomla! # # Block out any script trying to set a mosConfig value through the URL RewriteCond %{QUERY_STRING} mosConfig_[a-zA-Z_]{1,21}(=|\%3D) [OR] # Block out any script trying to base64_encode crap to send via URL RewriteCond %{QUERY_STRING} base64_encode.*\(.*\) [OR] # Block out any script that includes a <script> tag in URL RewriteCond %{QUERY_STRING} (\<|%3C).*script.*(\>|%3E) [NC,OR] # Block out any script trying to set a PHP GLOBALS variable via URL RewriteCond %{QUERY_STRING} GLOBALS(=|\[|\%[0-9A-Z]{0,2}) [OR] # Block out any script trying to modify a _REQUEST variable via URL RewriteCond %{QUERY_STRING} _REQUEST(=|\[|\%[0-9A-Z]{0,2}) # Send all blocked request to homepage with 403 Forbidden error! RewriteRule ^(.*)$ index.php [F,L] # ########## End - Rewrite rules to block out some common exploits # Uncomment following line if your webserver's URL # is not directly related to physical file paths. # Update Your Joomla! Directory (just / for root) RewriteBase / #RewriteCond %{HTTP_HOST} ^(.*)$ [NC] #RewriteRule ^(.*)$ http://www.%1/$1 [R=301] ########## Begin - Joomla! core SEF Section # RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_URI} !^/index.php RewriteCond %{REQUEST_URI} (/|\.php|\.html|\.htm|\.feed|\.pdf|\.raw|/[^.]*)$ [NC] RewriteRule (.*) index.php RewriteRule .* - [E=HTTP_AUTHORIZATION:%{HTTP:Authorization},L] # ########## End - Joomla! core SEF Section

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  • SFML: Generate a background image

    - by BlackMamba
    I want to generate a background, which is used in the game, on every instance of the game based on certain conditions. To do so, I'm using a sf::RenderTexture and a sf::Texture like this: sf::RenderTexture image; std::vector<sf::Texture> textures; sf::Texture texture; // instantiating the vector of textures and the image not shown here for (int i = 0; i < certainSize; ++i) { if(certainContition) { texture.setTexture("file"); texture.setPosition(pos1, pos2); } else { ... } image.draw(texture); } The point here is that I draw single textures on a sf::RenderTexture, but because textures always are on the graphic cards memory, I can't exceed a certain map size which I have to. I also considered using an sf::Image, but I can't find a way to draw an image (i.e. a texture) to it. The third way I found was using an sf::VertexArray, but this seems to be a bit too low-level for my rather simple purposes. So is there a common way to dynamically generate a background image based on other existing images?

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  • SDL2 sprite batching and texture atlases

    - by jms
    I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of sprites being drawn simultaneously to the screen. I'd like to know what can be done for increasing rendering efficiency if the need arises, preferably using the SDL2 API only. I have previously given a quick look at OpenGL-based 2D rendering, and noticed that SDL2 lacks a command like int SDL_RenderCopyMulti(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect* srcrects, SDL_Rect* dstrects, int count) Which would permit SDL to benefit from two common techniques used for efficient 2D graphics: Texture batching: Sorting sprites by the texture used, and then simultaneously rendering as many sprites that use the same texture as possible, changing only the source area on the texture and the destination area on the render target between sprites. This allows the encapsulation of the whole operation in a single GPU command, reducing the overhead drastically from multiple distinct calls. Texture atlases: Instead of creating one texture for each frame of each animation of each sprite, combining multiple animations and even multiple sprites into a single large texture. This lessens the impact of changing the current texture when switching between sprites, as the correct texture is often ready to be used from the previous draw call. Furthemore the GPU is optimized for handling large textures, in contrast to the many tiny textures typically used for sprites. My question: Would SDL2 still get somewhat faster from any rudimentary sprite sorting or from combining multiple images into one texture thanks to automatic video driver optimizations? If I will encounter performance issues related to 2D rendering in the future, will I be forced to switch to OpenGL for lower level control over the GPU? Edit: Are there any plans to include such functionality in the near future?

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  • "const char *" is incompatible with parameter of type "LPCWSTR" error

    - by N0xus
    I'm trying to incorporate some code from Programming an RTS Game With Direct3D into my game. Before anyone says it, I know the book is kinda old, but it's the particle effects system he creates that I'm trying to use. With his shader class, he intialise it thusly: void SHADER::Init(IDirect3DDevice9 *Dev, const char fName[], int typ) { m_pDevice = Dev; m_type = typ; if(m_pDevice == NULL)return; // Assemble and set the pixel or vertex shader HRESULT hRes; LPD3DXBUFFER Code = NULL; LPD3DXBUFFER ErrorMsgs = NULL; if(m_type == PIXEL_SHADER) hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "ps_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); else hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "vs_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); } How ever, this generates the following error: Error 1 error C2664: 'D3DXCompileShaderFromFileW' : cannot convert parameter 1 from 'const char []' to 'LPCWSTR' The compiler states the issue is with fName in the D3DXCompileShaderFromFile line. I know this has something to do with the character set, and my program was already running with a Unicode Character set on the go. I read that to solve the above problem, I need to switch to a multi-byte character set. But, if I do that, I get other errors in my code, like so: Error 2 error C2664: 'D3DXCreateEffectFromFileA' : cannot convert parameter 2 from 'const wchar_t *' to 'LPCSTR' With it being accredited to the following line of code: if(FAILED(D3DXCreateEffectFromFile(m_pD3DDevice9,effectFileName.c_str(),NULL,NULL,0,NULL,&m_pCurrentEffect,&pErrorBuffer))) This if is nested within another if statement checking my effectmap list. Though it is the FAILED word with the red line. Like wise I get the another error with the following line of code: wstring effectFileName = TEXT("Sky.fx"); With the error message being: Error 1 error C2440: 'initializing' : cannot convert from 'const char [7]' to 'std::basic_string<_Elem,_Traits,_Ax' If I change it back to a Uni code character set, I get the original (fewer) errors. Leaving as a multi-byte, I get more errors. Does anyone know of a way I can fix this issue?

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  • Matchmaking algorithm with a set of filters

    - by Yuriy Pogrebnyak
    I'm looking for matchmaking algorithm for 1x1 online game. Players must be matched not by their skill or level, as usual, but by some specific filters. Each player sends request, where he specifies some set of parameters (generally, 2-4 parameters). If some parameter is specified, player can be matched only with those who has sent this parameter with exactly the same value, or those who hasn't specified this parameter. I need this algorithm to be thread-safe and preferably fast. It would be great if it'll work for 3-4 or even more parameters, but also I'm looking for algorithm that works with only one parameter (in my case it's game bet). Also I'd appreciate ideas on how to implement or improve this algorithm on my server platform - ASP.NET. One more problem I'm facing is that finding match can't be executed right after user sends request, because if other user sends request before matching for previous is finished, they won't be matched even is they possibly could. So it seems that match finding should be started on schedule, and I need help on how to optimize it and how to choose time interval for starting new match finding. P.S. I've also posted this question on stackoverflow

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  • SpriteBatch being drawn outside of Stage?

    - by pyko
    Currently working on my first game, though running into some problems with libgx and screen aspect ratio. What I have is a Stage which contains things like menu buttons etc, and the rest of the game is pretty much sprites being drawn with via SpriteBatch. To avoid having multiple SpriteBatches and cameras, I have re-used the ones that are created when Stage is created. stage = new Stage(WIDTH, HEIGHT, true); // keep aspect ratio batch = stage.getSpriteBatch(); camera = (OrthographicCamera) stage.getCamera(); // move camera so 'active' screen is centred stage.getCamera().translate(-stage.getGutterWidth(), -stage.getGutterHeight(), 0); Anything that is Stage/Actor related is drawn fine - all goes within the aspect ratio adjusted boundaries. The problem I'm having is anything that drawn via SpriteBatch, seems to ignore this viewport that is defined by Stage and can be visible outside of the Stage area. batch.begin(); ... sirWuffles.draw(batch); ... batch.end(); For example, in the above, if Sir Wuffles is generated outside of the defined WIDTH/HEIGHT it might still appear in the "gutters" of the screen. Tried to explain it in the below screenshot. It's an exaggerated screen ratio to make the gutters large. I've also covered most of the gutter area in the blue/cyan rectangle so they are very obvious. Does anyone know what is happening? and how to fix it? Currently, my "fix" is to use ShapeRenderer to draw rectangles that correspond to the gutters on top of the sprites...

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  • Rendering shadow sprites in cocos2d-x

    - by lukeluke
    I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd*1 - Cs*S) where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1). The MAX() function is used to avoid negative results. This is a lighting effect: when the shadow sprite pixel is 0, there is no effect on the background pixel, otherwise, the background pixel becomes darker. Now, the only way that comes to my mind is to change the blending equation to GL_FUNC_SUBTRACT, but it doesn't compile with cocos2d-x (can't found it)... I would subclass the CCSprite class in order to implement the draw() method in order to change, when needed, the blending equation, call the original draw() method and restore the blending equation to its previous state at the end of the method. So my questions are two: how to use glBlendEquation() with cocos2d-x? Keep in mind that i am writing a game for iphone/android/windows. are shadows handled this way in 2D games? Thx

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  • Texture switching with a entity system

    - by GameDev-er
    I'm using thinking of using an entity system in my game. So far I've been using Artemis with success. However, I have a question about texture switching. I read that switching textures too often is bad. So I load all the textures when the game loads like so: import org.newdawn.slick.opengl.TextureLoader; ... public HashMap<String, Texture> Textures; ... Then for each texture I do this: Texture tex = TextureLoader.getTexture("PNG", this.getClass().getResourceAsStream(texturePath)); Textures.put(textureName, tex); Then when drawing entities I do this: drawEntity() { glBindTexture(GL_TEXTURE_2D, Textures.get(entityTexture).getTextureID()); ... } Say I have 50 entities, using 10 different 3D models, each with their own texture. When the drawEntity system runs, it doesn't group by which entities use which texture. So I could be switching textures before drawing each entity! Is there a more efficient way to switch textures between entities? Or is glBindTexture() a good option?

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  • Should i scrap my own leader board and go for the Facebook built in one?

    - by Magnus Johansson
    Currently I'm rolling my own score and leader board functionality in my FB canvas game. In my game, users can see what score they have, in addition I have a public leader board where everybody can see all scores from all other users.(I also have possibility for each user to set themselves as anonymous in the leader board, if desired) But now I started thinking; why do I have my own leader board system? Facebook has this scores API and I started play around with it. It, of course, integrates well with Facebook, scores and achievement showing up in the ticker and what not. But it seems that I can't let each user see a public leader board in much the same way I currently have it. But it do let the users see their friends score. Let's face it, this is all what FB is all about, right? Friends. So the question is; should i scrap my own leader board and go for the Facebook built in one (and skip the public part of it)? My gut feeling says yes, but I wanted to hear what other thinks.

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  • The ship "shudders" in scrolling Asteroids

    - by Ciaran
    In my Asteroids game the user can scroll through space. When scrolling, the ship is drawn in the centre of the window. I use interpolation. I scroll the window uing glOrtho, centering it around the centre of the ship. On my first machine (7 years old, Windows XP, NVIDIA), I am doing 50 updates and 76 frames per second. This is smooth. My other machine an old compaq laptop (Pentium III) with Linux and Radeon OpenGL driver delivers 50 updates and 30 frames per second. The ship regularly seems to "shudder" back and forth when at maximum thrust. When you position the mouse cursor beside the ship it is obvious that its relative position in the window changes. Also, the stars seem blurred into short "lines". Playing the game in non-scrolling mode, the ship moves within the window, glOrtho is therefore not called repeatedly and there is no problem. I suspect a bug in my positioning of the ship and the window but I have dumped out these values and they seem to only go forward, not forward-back-forward. The driver does support double buffering. I guess if it is my bug I need to slow the frame-rate down to debug properly. My question: is this an obvious driver bug or is the slower machine uncovering a bug in my stuff and if so, some debugging tips would be appreciated. I am drawing in world co-ordinates and letting OpenGL do the scaling and translation so if I had a quick way of verifying what pixel co-ordinates OpenGL produces for the ship centre, that would help clarify this.

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  • JavaCV IplImage to LWJGL Texture

    - by rendrag
    As a side project I've been attempting to make a dynamic display (for example a screen within a game) that shows images from my webcam. I've been messing around with JavaCV and LWJGL for the past few months and have a basic understanding of how they both work. I found this after scouring google, but I get an error that the ByteBuffer isn't big enough. IplImage img = cam.getFrame(); ByteBuffer buffer = img.asByteBuffer(); int textureID = glGenTextures(); //Generate texture ID glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID //I don't know how much of the following is necessary //Setup wrap mode glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); //Setup texture scaling filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //Send texture data to OpenGL - this is the line that actually does stuff and that OpenGL has a problem with glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL12.GL_BGR, GL_UNSIGNED_BYTE, buffer); That last line throws this- Exception in thread "Thread-0" java.lang.IllegalArgumentException: Number of remaining buffer elements is 144, must be at least 921600. Because at most 921600 elements can be returned, a buffer with at least 921600 elements is required, regardless of actual returned element count at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:162) at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:189) at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:230) at org.lwjgl.opengl.GL11.glTexImage2D(GL11.java:2845) at tests.TextureTest.getTexture(TextureTest.java:78) at tests.TextureTest.update(TextureTest.java:43) at lib.game.AbstractGame$1.run(AbstractGame.java:52) at java.lang.Thread.run(Thread.java:679)

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  • Procedural Generation of tile-based 2d World

    - by Matthias
    I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run time. In other words: I want to place the tiles (their textures) randomised on the fly. Of course I cannot create an endless ground plane, so I need to restrict how far from the player character (on which the camera focuses on) I procedurally generate the ground floor. My approach would be like this: I have a 2d grid that stores all tiles of the floor at their correct x/y coordinates within the game world. When the players moves the character, therefore also the camera, I constantly check whether there are empty locations in my x/y map within a max. distance from the character, i.e. cells in my virtual grid that have no tile set. In such a case I place a new tile there. Therefore the player would always see the ground plane without gaps or empty spots. I guess that would work, but I am not sure whether that would be the best approach. Is there a better alternative, maybe even a best-practice for my case?

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