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  • Making retro games: Any good known game architectures?

    - by A.Quiroga
    I'm trying to do a remake of Snowbros . I'm doing it using libgdx but at each time i must try to thought how things got done . For example the physics of the jump and collisions . It seams to be time perfect , but i use the deltaTime to try to aproximate the value in game . I think in this case maybe its using some calcs with processor Hz , but i don't know. Then the simple question , is there any resources of how did they programm this games? Or any idea of the simple ideas repeated each game to game in the old style retro games.

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  • Extremely Hybrid Game requirements

    - by tugrul büyükisik
    What system specifications would a game need if it was: Total players per planet: ~20000 Total players per team:~1M Total players per map(small volume of space or small surface over a planet): ~2000 Total players: ~10M(world has more players than this amount i think) Two of the players are commanders of opposite quadrants(from HUD of a strategy game). Lots of players use space-crafts as a captain(like 3d fps and rts). Many many players control consoles in those space-crafts as under command of captains.(fps ) Some players are still in stone-age trying to reinvent wheel in some planet. Players design and construct any vehicles they have. With good physics engine Has puzzles inside. Everyone get experience by doing stuff(RPG). Commerce, income or totally different resource-based group(like starcraft) Player classes(primitive: cunning and strong, wrapped: healthy, wealthy) Arcade top-down style firing with ships when people get bored very low chance of miraculous things.(mediclorians, wormholes, bugs) Different game-modes: persistent(living world), resetted periodically(a new chance for noobs), instant(pre-built space + hack&slash) I suspect this would need 128GB ram and 2048 cores.

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  • 3D Collision help

    - by Taylor
    I'm having difficulties with my project. I'm quite new in XNA. Anyway, I'm trying to make 3D game and I'm already stuck on one basic thing. I have terrain made from a heightmap, and an avatar model. I want to set up some collisions for game so the player won't go through the ground. But I just don't know how to detect collisions for so complex an object. I could just make a simple box collision for my avatar, but what about the ground? I already implemented the JigLibX physics engine in my project and I know that I can make a collision map with heightmap, but I can't find any tutorials or help with this. So how can I set proper collision for complex objects? How can I detect heightmap collisions in JigLibX? Just some links to tutorials would be enough. Thanks in advance!

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  • SQLAuthority News Storage and SQL Server Capacity Planning and configuration SharePoint Server 201

    Just a day ago, I was asked how do you plan SQL Server Storage Capacity. Here is the excellent article published by Microsoft regarding SQL Server capacity planning for SharePoint 2010. This article touches all the vital areas of this subject. Here are the bullet points for the same. Gather storage and SQL Server space [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Lag compensation of projectile shooting game

    - by Denis Ermolin
    I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution: Player hits fire button. Client sends input "fire". Client waits for server response. Server generates bullet then sends response to client. Client recieves response and finally fires projectile. Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?

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  • How access PhysicalMaterial from Actor Class?

    - by EmAdpres
    I use Projectile for my weapon system and UDKProjectile has two main function to handle Hit of projectiles(=bullet of my weapon): simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) // For Actors simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) // Everything except Actors ( I guess) the first method, the function just give me the actor which I hit and my question is How I can get that actor's physical material by first parameter ( Other ), in order to make a proper react about it ( for example a proper Sound of collide ) ... A tricky (but hateful ) way which I knew works is, make a Trace from a little back of that actor to that actor, and use HitInfo parameter which include physical Material ! But there should be a more standard way !

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  • Passive Income for a programmer : Teaching

    - by Victor
    While looking into passive income streams for someone with a Science/math/Engineering/Programming background, I ran into various ideas. I was looking to generate a passive income that would not take too much of an initiall learning curve. And it occurs to me that teaching/writing books/ on High School math/Physics/English is something I can do without a lot of prepwork. I am in Toronto . what are the average income opportunities for something like this? Where should I start looking?

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  • Are there any alternative JS ports of Box2D?

    - by Petteri Hietavirta
    I have been thinking about creating a top down 2D car game for HTML5. For my first game I wrote the physics and collisions my self but for this one I would like to use some ready made library. I found out Box2D and its JS port. http://box2d-js.sourceforge.net It seems to be quite old port, made in 2008. Is it lacking many features of current Box2D or does it have major issues with it? And are there any alternatives for it?

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  • Building a Java CMS - What Existing Product Should I Use?

    - by walnutmon
    I'm a Java developer and in need of a CMS. I've spent a lot of time reading about, and tinkering with Liferay but am concerned that it doesn't cover two of my three major concerns I need to have many sites with individual domains HTML/CSS designers need to be able to design the website templates, look and feel, and layouts in their own tools without having to worry about writing scripts Site and page building APIs must be understandable so that a custom builder interface can be created and harness the CMS as opposed to hacking it Liferay nails the first bullet point, but the second two appear to be unsolved. Does anyone have experience with a Java CMS that does all three? Or have any idea how to approach the problem if none exists? Has someone has used a Java CMS and has been able to add this functionality give some insight?

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone

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  • Handling player/background movements in 2D games

    - by lukeluke
    Suppose you have your animated character controlled by the player and a 2D world (like the old 2D side-scrolling games). When the user press right on the keyboard, the background is moved to the right. If the path is always horizontal, this is simple to do (incrementation/decrementation of the x-coordinate). But suppose that the path is instead a polygonal chain. My questions are: How do you move the background? How do you move the background if the game objects are managed with a physics engine like box2D?

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  • How To Enable Do Not Track In Every Web Browser

    - by Chris Hoffman
    We’ve covered why “Do Not Track” isn’t a silver bullet that prevents you from being tracked. However, if you don’t like being tracked and want to express that preference to websites, you can enable “Do Not Track” in every browser. To Google’s credit, future versions of Chrome explain exactly what Do Not Track does when you enable it. Remember that, by enabling Do Not Track, you’re just expressing a preference. Websites may or may not obey your preference. Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference

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  • Is it possible to learn maths via programming, or you should learn maths for programming?

    - by SAFAD
    I am not the best in maths, not very horrid either, but lower than the average, I've always been thinking to improve my maths, but schools and books didn't do the job because I get bored too fast. The only thing I don't get bored with is coding and gaming, so I thought what if coding a program that solves mathematical problems will help me understand maths better, most of these problems are limits (calculus), functions, Differential calculus, and some other subjects (I already said am not that good) similar to the previous noted. My question is: Am I able to achieve a better knowledge in maths if I do some specific program coding, and if possible, is physics possible that way too? Or am I wrong and Maths should be learned before programming to help improve my coding? P.S : C++ is the preferred language.

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  • JMeter: how to asign a single distinct value from CSV Data Set Config to each thread in thread group?

    - by JohnnyM
    I have to make a load test for a relatively large number of users so I cant realy use User Parameters pre-processor to parametrize each thread with custom user data. I've read that I should use CSV Data Set Config instead. However I run into a problem with how JMeter interprets the input of this Config. Example: I have a thread group of 3 threads and Loop Count:10 with one HTTP request sampler with server www.example.com and path: \${user}. The csv file (bullet is a single line in file) for CSV Data Set Config to extract the user parameter: 1 2 3 4 5 Expected output is that for thread 1-x the path of the request should be: \x. So the output file should consist of 10 samples per thread namely: for thread 1-1 : 10 requests to www.example.com\1 for thread 1-2 : 10 requests to www.example.com\2 for thread 1-3 : 10 requests to www.example.com\3 but instead i get requests to each \1 - \5 and then to EOF. Does anyone know how to achieve the expected effect with CSV Data Set Config in jmeter 2.9?

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  • RewriteRule for URL Subdirectory Root

    - by JYerdon
    Have not found this in my searches on SE. I need this scenario to work: • User visits someurl.com/news/folder or someurl.com/news/somefolder/, they get redirected to someurl.com/somefolder. • If the user visits JUST someurl.com/news or /news/, they are allowed through to visit /news. Here is my current rule: RewriteRule ^news/(.*) /$1 [NC,R=301,L] How do I make it allow the second bullet point? First seems to work with no issues. Thanks all! POST UPDATE I have got the code RewriteCond %{REQUEST_URI} ^news RewriteRule ^/news news/ [NC,L] RewriteCond %{REQUEST_URI} ^/news/(.)$ RewriteRule ^news/(.) /$1 [NC,R=301,L] BUT - it doesn't allow me to go to the URL something.com/news/ Any thoughts?

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  • Spawning bullets on command in Box2D

    - by recharge330
    I'm making a simple bullet hell game but I can't figure out how to get my character to shoot. Lets say I have bulletBody and shipBody, how would I continually spawn bulletBodies using the shipBody coordinates. I've tried a function that uses an array of b2bodies and just assigns them the bodydef and fixture but that causes the game to crash. C++ sample code would be best but any help is appreciated. EDIT: It looks like any reference to my b2World in a function will cause the game to crash. How do I declare the bodies without using a b2World as an argument in the function.

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  • Check if the vector is behind another or maybe opposite directions?

    - by Gilson
    I'm doing a network game and on the client side, i interpolate the client position with the server sent extrapolated position. The client has its own physics simulation wich is corrected by the server in steps. The problem is when it laggs and i 'kick' the ball, the server gets a delayed message and sends me the position backwards of the client position wich makes the ball goes back and forth. I want to ignore those and maybe compensate that on the server, not sure though. The problem is the clock difference on those case are 0.07ms or 0.10 ms wich isn't that high to ignore the message i guess. When i get the server position, i extrapolate with the clock interval * serverBallVelocity Can i check if my new ball server position is behind my actual ball vector position? I tried to use the dot product after normalized the two vectors to check if they are opposite but it ain't working properly. Any suggestions on checking that?

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  • What is the point in using real time?

    - by bobobobo
    I understand that using real time frame elapses (which should vary between 16-17ms on average) are provided by a lot of frameworks. GetTimeElapsedSinceLastFrame, and it gives you the wall clock time. But should we use this information in basic physics simulation? It looks to me to be a bad idea. Say there is a slight lag on the machine, for whatever reason (say a virus scanner starts up). The calculations all jump, and there is no need for this. Why not use a virtual second and ignore wall clock time? For gameplay on the level of Commander Keen, shouldn't you always use the virtual second and not real-time? (Besides stopwatch timing for race games) I don't see a need to use real time and not a fixed 16ms time step.

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  • Help comparing Cocos2d and Unity3d for this project [closed]

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

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  • I'm working on my resume for a job fair this week; any tips? [closed]

    - by buu700
    This will change as I update the document, but here is my resume. The job fair I'm going to is really huge (very good chance that it will determine where I intern this summer), so I would definitely appreciate any possible assistance in polishing this up. Any advice possible will be appreciated, ranging from spacing or absurdly minor formatting issues, to rearranging bullet points, to browser incompatibilities, to major changes in anything I've organised or written. At the moment, my only specific question is whether easter eggs are acceptable (specifically, if representatives who understand the reference will generally frown upon my inclusion of "Hacked The Gibson", given the context). Also, if anyone wants to evaluate it (e.g. font size, final arrangement, etc.), here is a PDF snapshot of the document at the time this question was submitted (the final version will have a different file name and appropriate metadata, for the record). Thanks!

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  • Continuing to code on large projects

    - by user3487347
    I am a hobbyist programmer, and I've started many medium - sized projects to work on just by myself. These include games, a raytracer, physics simulations etc. By the time these projects get to a certain size (around 5000 lines), I begin to slow down in adding features to the program. This is not because of a lack of ideas of what to implement in a program, but rather a struggle in how to go about it. In particular, I'm afraid of breaking what I already have working in order to implement a new feature. I've tried using version control like Git and Subversion, but these seem unnecessary when you are a one man team. I simply have a folder of "versions" of my program, one for each major change I make. How do I keep coding past this 5000 line mark? What about the 50000 line mark?

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  • MVC? patterns for game development? [closed]

    - by davivid
    Possible Duplicate: MVC-like compartmentalization in games? I am thinking of the best way to structure my project and was thought a MVC style pattern would be appropriate. Would be correct having the model handle the majority and basically being the game engine? Are there any standardised patterns recommended for simple game development? Model / Game Engine Data: Level Design, Chat feeds, etc Game Status: Player status, Enemy status, World Status etc etc. Engine: Physics, Collisions, AI View 3D: Gameplay, Camera, Rendering... 2D: UI etc Controller: Player Input UI Input

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  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

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  • Managing different utility classes between engine and libraries

    - by hayer
    I'm currently in updating some engine code (which does not work, so it is more like creating a engine). I've decided to swap over to SFML (instead of my own crappy renderer, window manager, and audio), Box2D (since I need physics, but have none), and some small utilities I've built myself. The problem is that each of the project mentioned over use different types for things like Vector2, etc. So to the question: is it a good idea to replace Box2D and SFML vectors with my own vector class (which is one of my better implementations)? My idea then was to have a separate .lib with all my classes that should be shared between all the projects in the solution.

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  • A separate solution for types, etc?

    - by hayer
    I'm currently in progress updating some engine-code(which does not work, so it is more like creating a engine). I've decided to swap over to SFML(instead of my own crappy renderer, window manager, and audio), Box2d(since I need physics, but have none), and some small utils I've built myself. The problem is that each of the project mentioned over use different types for things like Vector2, etc. So to the question; Is it a good idea to replace box2d and SFML vectors with my own vector class? (Which is one of my better implementations) My idea then was to have a seperate .lib with all my classes that should be shared between all the projects in the solution.

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