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  • Level Creating Help

    - by Brandon oubiub
    I am making a little 2d overhead RPG type game just for fun. I have almost all the basic stuff set up, but I just need a little help on level creation. I can already make a level and place each tile how I want it, but having to place each tile gets annoying after a while. I noticed that in a lot of games, even extremely simple ones, they have LOTS of levels with LOTS of tiles in each. Creating all that in this fashion would take forever. So I guess my question is, as a game developer, am I supposed to do all that, or maybe make a little level editor so I can see things as I create it? What do game developers do? I'm using Java. EDIT: Okay, say if I had an image for a map, that I made in MS paint or photoshop, and each pixel represent a tile value, could I somehow in Java detect what color an individual pixel is? If so, that would be perfect. If so, how?

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  • Changing Career to Game Development

    - by Don Carleone
    I m enthusiastic about and ready to shifting my career to Game Development sector, but before that I wonder some situations, I m now working as Senior .net programmer, i can only write code in c# right now, but i started to learn c++, I m computer engineer so before I know how to write in C but I didnt work with big projects, I wrote "Game of Life" before with C and used only Linked List DataStructure becouse of pushed my limits. But now I m thinking to shift Game Development, I love to play Console Games, I respect people who works about that business. But I just wonder, I see a lot of great developers who write codes with C++ and I ask myself that guys dont think to join Game Industry so why I think I can join! is that True? I dont live in USA or big country like. I live in a poor country, and here is no any Game Development Company, so I have to move to USA for working that job. So can you tell me if I start to learn something (c++,game enginees,physic enginees,3d math etc.) right now and working my usual job, after 7-8 month is it good time to move and finding a job about Game development in USA as junior game developer? is that possible? or is this just a dream? I realy need your advices. You can give down vote about that no problem, at least one advice can help me in my life.

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  • How can I rank teams based off of head to head wins/losses

    - by TMP
    I'm trying to write an algorithm (specifically in Ruby) that will rank teams based on their record against each other. If a team A and team B have won the same amount of games against each other, then it goes down to point differentials. Here's an example: A beat B two times B beats C one time A beats D three times C bests D two times D beats C one time B beats A one time Which sort of reduces to A[B] = 2 B[C] = 1 A[D] = 3 C[D] = 2 D[C] = 1 B[A] = 1 Which sort of reduces to A[B] = 1 B[C] = 1 A[D] = 3 C[D] = 1 D[C] = -1 B[A] = -1 Which is about how far I've got I think the results of this specific algorithm would be: A, B, C, D But I'm stuck on how to transition from my nested hash-like structure to the results. My psuedo-code is as follows (I can post my ruby code too if someone wants): For each game(g): hash[g.winner][g.loser] += 1 That leaves hash as the first reduction above hash2 = clone of hash For each key(winner), value(losers hash) in hash: For each key(loser), value(losses against winner): hash2[loser][winner] -= losses Which leaves hash2 as the second reduction Feel free to as me question or edit this to be more clear, I'm not sure of how to put it in a very eloquent way. Thanks!

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  • How does a segment based rendering engine work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • Performance issues with visibility detection and object transparency

    - by maul
    I'm working on a 3d game that has a view similar to classic isometric games (diablo, etc.). One of the things I'm trying to implement is the effect of turning walls transparent when the player walks behind them. By itself this is not a huge issue, but I'm having trouble determining which walls should be transparent exactly. I can't use a circle or square mask. There are a lot of cases where the wall piece at the same (relative) position has different visibility depending on the surrounding area. With the help of a friend I came up with this algorithm: Create a grid around the player that contains a lot of "visibility points" (my game is semi tile-based so I create one point for every tile on the grid) - the size of the square's side is close to the radius where I make objects transparent. I found 6x6 to be a good value, so that's 36 visibility points total. For every visibility point on the grid, check if that point is in the player's line of sight. For every visibility point that is in the LOS, cast a ray from the camera to that point and mark all objects the ray hits as transparent. This algorithm works - not perfectly, but only requires some tuning - however this is very slow. As you can see, it requries 36 ray casts minimum, but most of the time 60-70 depending on the position. That's simply too much for the CPU. Is there a better way to do this? I'm using Unity 3D but I'm not looking for an engine-specific solution.

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  • CodePlex Daily Summary for Friday, May 23, 2014

    CodePlex Daily Summary for Friday, May 23, 2014Popular Releasesbabelua: 1.5.5: V1.5.5 - 2014.5.23New feature: support lua5.1 keywords auto completion; debug message would write to output window now; editor outline combobox’s members now will sorting by the first letter; Stability improvement: fix a bug that when search in a file which not exists in current setting folder , result of switch relative path function would not correct; Some other bug fix;DotNet.Highcharts: DotNet.Highcharts 4.0 with Examples: DotNet.Highcharts 4.0 Tested and adapted to the latest version of Highcharts 4.0.1 Added new chart type: Heatmap Added new type PointPlacement which represents enumeration or number for the padding of the X axis. Changed target framework from .NET Framework 4 to .NET Framework 4.5. Closed issues: 974: Add 'overflow' property to PlotOptionsColumnDataLabels class 997: Split container from JS 1006: Series/Categories with numeric names don't render DotNet.Highcharts.Samples Updated s...String.Format Diagnostic (Roslyn): Diagnostic Format String (v1,3): In this release the tool is now capable of reporting multiple issues contained within the text of a formatstring. v1.3 Extends these capability to include if the formatstring argument is a String Constant. Validation Rules Supported Are the Argument Index supplied within range, of those supplied? Is the Argument Index less than the limit of 1000000 (This is defined inside of the .net framework's implementation) Is the Alignment with less than the limit of 1000 000 (This is define insid...Aspose for Apache POI: Missing Features of Apache POI SL - v 1.1: Release contain the Missing Features in Apache POI SL SDK in Comparison with Aspose.Slides for dealing with Microsoft Power Point. What's New ?Following Examples: Managing Slide Transitions Manage Smart Art Adding Media Player Adding Audio Frame to Slide Feedback and Suggestions Many more examples are yet to come here. Keep visiting us. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.OSGi.NET: Asp.net MVC 4.0 integration v2.2: + Support AreaRegistrationPowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.1.3: Added CompressLogs option to the config file. Each Install / Uninstall creates a timestamped zip file with all MSI and PSAppDeployToolkit logs contained within Added variable expansion to all paths in the configuration file Added documentation for each of the Toolkit internal variables that can be used Changed Install-MSUpdates to continue if any errors are encountered when installing updates Implement /Force parameter on Update-GroupPolicy (ensure that any logoff message is ignored) ...WordMat: WordMat v. 1.07: A quick fix because scientific notation was broken in v. 1.06 read more at http://wordmat.blogspot.comConEmu - Windows console with tabs: ConEmu 140522 [Alpha]: ConEmu - developer build x86 and x64 versions. Written in C++, no additional packages required. Run "ConEmu.exe" or "ConEmu64.exe". Some useful information you may found: http://superuser.com/questions/tagged/conemu http://code.google.com/p/conemu-maximus5/wiki/ConEmuFAQ http://code.google.com/p/conemu-maximus5/wiki/TableOfContents If you want to use ConEmu in portable mode, just create empty "ConEmu.xml" file near to "ConEmu.exe" WebExtras: v1.4.0-Beta-1: Enh: Adding support for jQuery UI framework Enh: Adding support for jqPlot charting library Dropping dependency on MoreLinq library Note: Html.LabelForV2(...) extension method has now been deprecated. You should use Html.RequiredFieldLabelFor(...) extension method instead. This extension method will be removed in future versions.????: 《????》: 《????》(c???)??“????”???????,???????????????C?????????。???????,???????????????????????. ??????????????????????????????????;????????????????????????????。Mini SQL Query: Mini SQL Query (1.0.72.457): Apologies for the previous update! FK issue fixed and also a template data cache issue.Wsus Package Publisher: Release v1.3.1405.17: Add Russian translation (thanks to VSharmanov) Fix a bug that make WPP to crash if the user click on "Connect/Reload" while the Report Tab is loading. Enhance the way WPP store the password for remote computers command.MoreTerra (Terraria World Viewer): More Terra 1.12.9: =========== = Compatibility = =========== Updated to account for new format 1.2.4.1 =========== = Issues = =========== all items have not been added. Some colors for new tiles may be off. I wanted to get this out so people have a usable program.LINQ to Twitter: LINQ to Twitter v3.0.3: Supports .NET 4.5x, Windows Phone 8.x, Windows 8.x, Windows Azure, Xamarin.Android, and Xamarin.iOS. New features include Status/Lookup, Mute APIs, and bug fixes. 100% Twitter API v1.1 coverage, Async, Portable Class Library (PCL).CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.26.0: Added access to the Release Notes during 'Check for Updates...'' Debug panels Added support for generic types members Members are grouped into 'Raw View' and 'Non-Public members' categories Implemented dedicated (array-like) view for Lists and Dictionaries http://download-codeplex.sec.s-msft.com/Download?ProjectName=csscriptnpp&DownloadId=846498ClosedXML - The easy way to OpenXML: ClosedXML 0.70.0: A lot of fixes. See history.TBox - tool to make developer's life easier.: TBox 1.29: Bug fixing. Add LocalizationTool pluginYAXLib: Yet Another XML Serialization Library for the .NET Framework: YAXLib 2.13: Fixed a bug and added unit tests related to serializing path like aliases with one letter (e.g., './B'). Thanks go to CodeProject user B.O.B. for reporting this bug. Added `Bin/*.dll.mdb` to `.gitignore`. Fixed the issue with Indexer properties. Indexers must not be serialized/deserialized. YAXLib will ignore delegate (callback/function pointer) properties, so that the exception upon serializing them is prevented. Significant improve in cycling object reference detection Self Referr...SFDL.NET: SFDL.NET (2.2.9.2): Changelog: Neues Icon Xup.in CnL Plugin BugfixSEToolbox: SEToolbox 01.030.008 Release 1: Fixed cube editor failing to apply color to cubes. Added to cube editor, replace cube dialog, and Build Percent dialog. Corrected for hidden asteroid ore, allowing rare ore to show when importing an asteroid, or converting a 3d model to an asteroid (still appears to be limitations on rare ore in small asteroids). Allowed ore selection to Asteroid file import. (Can copy/import and convert existing asteroid to another ore). Added progress bars to common long running operations. Fixed ...New ProjectsBlueCurve Search: BlueCurve is a small experimental search engine, implemented on top of Lucene. The goal is to test ways to create a powerfull search engine system framework.C64 Studio: C64 Studio is a .NET based IDE. The program supports project based C64 assembly and/or Basic V2 and is geared towards game development.ExpressToAbroad: ExpressToAbroadFarragoJS: A set of simple JavaScript functions: FarragoJS is a set of simple JavaScript functions offering features ranging from useful to totally pointless! But hey, there's a use for everything, right?fischetest: nothingIsDrone: Simple windows client for Parrot ar Drone. ??????? ?????? ??? Parrot ar Drone ??? Windows. Jewelry: this is project about auto generate codeMRBrowserLibrary: webbrowser control libraryQuan Ly Phong Tro DevExpress and LinQ: Quan Ly Phong Tro DevExpress + LinQUseless Games: JavaScript games written for practicing this wonderful language.?????-?????【??】?????????: ?????1992?,????????????????。??????????????????????。????????????,????,????????! ?????-?????【??】?????????: ??????、??????????????????,???????.??????????,????????。 ?????-?????【??】?????????: ??????????????,????????????,????????,???,???????????,????,????。?????,??????. ?????-?????【??】?????????: ????????,???????????,??????????,????:??,????,???????? ??????????,????????。??????! ?????-?????【??】?????????: ?????1992?,????????????????。??????????????????????。????????????,????,????????! ?????-?????【??】?????????: ????????,???????????,??????????,????:??,????,???????? ??????????,????????。??????! ?????-?????【??】?????????: ???????????????,??????,??????,??????、??????,??????、??,????,??????! ?????-?????【??】?????????: ???????2005?,????????????????????,??????????,??????。?????,???????????????????,??????! ?????-?????【??】?????????: ????????,???????????,??????????,????:??,????,???????? ??????????,????????。??????! ?????-?????【??】?????????: ????????,???????????,??????????,????:??,????,???????? ??????????,????????。??????! ?????-?????【??】?????????: ???????2005?,????????????????????,??????????,??????。?????,???????????????????,??????! ?????-?????【??】?????????: ???????????????:??????!?????!???:????、????、????、????。??,??????????!??????. ??????-??????【??】??????????: ?????????????????????,??????,???????????,????????????????,????????.??????. ?????-?????【??】?????????: ???????????????:??????!?????!???:????、????、????、????。??,??????????!??????. ?????-?????【??】?????????: ???????????????????????,????,????“???、???、???”?????,?????,?????????????????。??????! ?????-?????【??】?????????: ???????????????,??????,??????,??????、??????,??????、??,????,??????! ?????-?????【??】?????????: ???????????????,??????,??????,??????、??????,??????、??,????,??????! ?????-?????【??】?????????: ?????????????????????,??????,???????????,????????????????,????????.??????. ?????-?????【??】?????????: ??????????????,????????????,????????,???,???????????,????,????。?????,??????. ?????-?????【??】?????????: ???????????????:??????!?????!???:????、????、????、????。??,??????????!??????. ?????-?????【??】?????????: ???????????????,??????,??????,??????、??????,??????、??,????,??????! ?????-?????【??】?????????: ????????????,????,?????、???、?????,???????,?????,???????????100%。??????! ?????-?????【??】?????????: ???????2005?,????????????????????,??????????,??????。?????,???????????????????,??????! ?????-?????【??】?????????: ???????????????????????,???????????,??????,??????????????...????????。??????! ?????-?????【??】?????????: ???????????????????????,???????????,??????,??????????????...????????。??????! ?????-?????【??】?????????: ??????????????????,???,??????????、???????????????????。??????,????、????,??????! ?????-?????【??】?????????: ???????????????,??????,??????,??????、??????,??????、??,????,??????! ?????-?????【??】?????????: ?????????????????????,??????,???????????,????????????????,????????.??????. ?????-?????【??】?????????: ???????????????????????,????,????“???、???、???”?????,?????,?????????????????。??????! ?????-?????【??】?????????: ?????????????????????,??????,???????????,????????????????,????????.??????. ?????-?????【??】?????????: ?????1992?,????????????????。??????????????????????。????????????,????,????????! ?????-?????【??】?????????: ??????、??????????????????,???????.??????????,????????。 ?????-?????【??】?????????: ????????????,????,?????、???、?????,???????,?????,???????????100%。??????! ?????-?????【??】?????????: ????????,???????????,??????????,????:??,????,???????? ??????????,????????。??????! ?????-?????【??】?????????: ??????????????,????????????,????????,???,???????????,????,????。?????,??????. ?????-?????【??】?????????: ???????2005?,????????????????????,??????????,??????。?????,???????????????????,??????! ?????-?????【??】?????????: ???????????????????????,???????????,??????,??????????????...????????。??????! ?????-?????【??】?????????: ???????????????????????,???????????,??????,??????????????...????????。??????! ?????-?????【??】?????????: ???????????????,??????,??????,??????、??????,??????、??,????,??????! ??????-??????【??】??????????: ?????????????????????,??????,???????????,????????????????,????????.??????. ?????-?????【??】?????????: ???????????????:??????!?????!???:????、????、????、????。??,??????????!??????. ??????-??????【??】??????????: ????????,???????????,??????????,????:??,????,???????? ??????????,????????。??????! ?????-?????【??】?????????: ????????????,????,?????、???、?????,???????,?????,???????????100%。??????! ?????-?????【???????????: ??????????????,????????????,????????,???,???????????,????,????。?????,??????. ?????-?????【??】?????????: ??????????????,????????????,????????,???,???????????,????,????。?????,??????. ?????-?????【??】?????????: ??????????????????,???,??????????、???????????????????。??????,????、????,??????! ?????-?????【??】?????????: ???????????????????????,???????????,??????,??????????????...????????。??????! ?????-?????【??】?????????: ????????????,????,?????、???、?????,???????,?????,???????????100%。??????! ?????-?????【??】?????????: ?????1992?,????????????????。??????????????????????。????????????,????,????????! ?????-?????【??】?????????: ??????、??????????????????,???????.??????????,????????。 ?????-?????【??】?????????: ???????2005?,????????????????????,??????????,??????。?????,???????????????????,??????! ?????-?????【??】?????????: ?????????????????????,??????,???????????,????????????????,????????.??????. ?????-?????【??】?????????: ??????????????????,???,??????????、???????????????????。??????,????、????,??????!

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  • Friday Fun: Building Blasters 2

    - by Mysticgeek
    After dealing with unnecessary spreadsheets and TPS reports all week, it’s time to waste time playing a flash game. Today we take a look at Building Blasters 2 where you strategically place explosives to bring down structures. Building Blasters 2 You need to place explosives carefully to clear areas in the red level, keep bystanders safe, and manage your budget. After placing the explosives on the structure, you can set the amount of time that passes before they blow. This comes in handy when you reach advanced levels. When you’re ready to start the demolition click on the Detonate button and watch the buildings fall. If you don’t achieve the objectives, you will get the Demolition Error screen and can replay the level. After you’ve received enough money, you’ll get a message between missions telling you there is enough money to buy items in the shop. You can get enhanced destructive devices such as nitroglycerin, a wrecking ball, call in an air strike and more… If you’re sick of the pointy haired boss dragging you down all week, pretend the structures are the office building and destroy away. Building Blasters 2 is a great way to have fun and let off steam so you can enjoy your weekend. Play Building Blasters 2 For additional fun games to play, make sure and check out the How-To Geek Arcade. Similar Articles Productive Geek Tips Friday Fun: Demolition CityFriday Fun: Cargo BridgeFriday Fun: Portal, the Flash VersionFriday Fun: VehiclesFriday Fun: Play Bubble Quod TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 10 Superb Firefox Wallpapers OpenDNS Guide Google TV The iPod Revolution Ultimate Boot CD can help when disaster strikes Windows Firewall with Advanced Security – How To Guides

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  • Feeling Old? Before Middleware, Gamification, and MacBook Airs

    - by ultan o'broin
    Think we're done with green screens in the enterprise apps world? Fusion User Experience Advocate Debra Lilley (@debralilley) drew my attention to this super retro iPad terminal emulator app being used by a colleague to connect to JDE. Yes, before Middleware, this is how you did it. Surely the ultimate in hipster retro coexistence? Mind you, I've had to explain to lots of people I showed this to just what Telnet and IBM AS/400 are (or were). MochaSoft TN5250 Terminal Emulator iPad App This OG way of connecting to apps is a timely reminder not to forget all those legacy apps out there and the UX aspect to adoption and change. If a solution already works well and there's an emotional attachment to it, then the path to upgrade needs to be very clear and have valuable and demonstrable ROI for users and decision makers, a path that spans emotion and business benefits. On a pure usability front, that old school charm of the character-based green glow look 'n' feel could be easily done as a skin, personalizing an application for the user so that they feel comfortable with it. Fun too particularly in the mobile and BYOD space! In fact, there is a thriving retro apps market out there as illustrated by this spiffy lunar lander app (hat tip: John Cartan), part of a whole set of Atari's greatest hits available for iOS. Lunar Lander App And of course, there's the iOS version of Pong. Check out this retro Apple Mac SE/30 too. I actually remember using one of these. I have an Apple Mac Plus somewhere in my parents' house. I tried it out recently, and it actually booted, although all it was good for was playing the onboard games. Looking at all these olde worlde things makes me feel very old, but kinda warm inside too. The latter is a key part of today's applications user experience too.

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  • KERPOOOOW!

    - by Matt Christian
    Recently I discovered the colorful world of comic books.  In the past I've read comics a few times but never really got into them.  When I wanted to start a collection I decided either video games or comics yet stayed away from comics because I am less familiar with them. In any case, I stopped by my local comic shop and picked up a few comics and a few trade paperbacks.  After reading them and understanding their basic flow I began to enjoy not only the stories but the art styles hiding behind those little white bubbles of text (well, they're USUALLY white).  My first stop at the comic store I ended up with: - Nemesis #1 (cover A) - Shuddertown #1 (cover A I think) - Daredevil: King of Hell's Kitchen Trade Paperback - Peter Parker: Spiderman - One Small Break Trade Paperback It took me about 3-4 days to read all of that including re-reading the single issues and glancing over the beginning of Daredevil again.  After a week of looking around online I knew a little more about the comics I wanted to pick up and the kind of art style I enjoyed.  While Peter Parker: Spiderman was ok, I really enjoyed the detailed, realistic look of Daredevil and Shuddertown. Now, a few years back I picked up the game The Darkness for PS3.  I knew it was based off a comic but never read the comic.  I decided I'd pick up a few issues of it and ended up with: - The Darkness #80 (cover A) - The Darkness #81 (cover A) - The Darkness #82 (cover A) - The Darkness #83 (cover A) - The Darkness Shadows and Flame #1  (one-shot; cover A) - The Darkness Origins: Volume 1 Trade Paperback (contains The Darkness #1-6) - New Age boards and bags for storing my comics The Darkness is relatively good though jumping from issue #6 to issue #80 I lost a bit on who the enemy in the current series is.  I think out of all of them, issue #83 was my favorite of them. I'm signed up at the local shop to continue getting Nemesis, The Darkness, and Shuddertown, and I'll probably pick up a few different ones this weekend...

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  • Keyboard freezes / stuck if a key pressed repeatedly

    - by Aziz Rahmad
    I use Acer 4530. This problem has happened long since Ubuntu 10.10 and now that I use 11.04 dual booted with Linux Mint 10. Everytime I press one key repeatedly, like when I read a long article in a website/ebook or when I play games which required me to press arrow keys repeatedly, it would randomly freeze. That is, whatever I press on keyboard has no effect, and that also happens with touchpad. However, the USB mouse works just fine. I later found out that it's not actually freeze but more like it's like the key stuck. For example when I play tetris which I usually press w (down) button repeatedly, after some times it would freeze. And if I put the cursor in, say, browser's address bar, it would type "wwww....." infinitely. The only way I could fix it is by suspend the laptop, either by using mouse or by closing the lid. And instead of suspended, in that case the laptop would automatically wake up and everything will be fine. (Usually my laptop would wake up after suspended by pressing any key) It has happened since the first time I use Ubuntu, 10.10, and it also happens in Linux Mint 10, and until now in Ubuntu 11.04. It never happened when I use Windows, though. Anyone has ever encounter similar problem? Anyone know how to fix it permanently?

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  • How to learn the math behind the code?

    - by Solomon Wise
    I am a 12 year old who has recently gotten into programming. (Although I know that the number of books you have read does not determine your programming competency or ability, just to paint a "map" of where I am in terms of the content I know...) I've finished the books: Python 3 For Absolute Beginners Pro Python Python Standard Library by Example Beautiful Code Agile Web Development With Rails and am about halfway into Programming Ruby. I have written many small programs (One that finds which files have been updated and deleted in a directory, one that compares multiple players' fantasy baseball value, and some text based games, and many more). Obviously, as I'm not some sort of child prodigy, I can't take a formal Computer Science course until high school. I really want to learn computer science to increase my knowledge about the code, and the how the code runs. I've really become interested in the math part after reading the source code for Python's random module. Is there a place where I can learn CS, or programming math online for free, at a level that would be at least partially understandable to a person my age?

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • Load order in XNA?

    - by marc wellman
    I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int DrawableGameComponent.DrawOrder ? except the order that results from adding components to the Game.Components container and maybe there exists something similar with Game.Update(GameTime gt) ? UPDATE To exemplify my issue consider you have several game components which do depends to each other regarding their instantiation. All are inherited from DrawableGameComponent. Now suppose that in one of these components you are loading a Model from the games content pipeline and add it to some static container in order to provide access to it for other game components. public override LoadContent() { // ... Model m = _contentManager.Load<Model>(@"content/myModel"); // GameComponents is a static class with an accessible list where game components reside. GameComponents.AddCompnent(m); // ... } Now it's easy to imagine that this components load method has to precede other game components that do want to access the model m in their own load method.

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  • Minecraft in jdk 1.7.0_u2 x64

    - by Nela Drobná
    I have Ubuntu 11.10 64-bit and I installed JDK 1.7.0 update 2 x64 via webupd8 page. But currently I have problem with minecraft game. After downloading launcher from Minecraft.net and lauch the game by java -jar /home/zrebec/Downloads/minecraft.jar launcehr is launched normaly, after login the game download the updates but then I got just the black screen with this in terminal: Setting user: zrebec, -356009615199623309 Exception in thread "Minecraft main thread" java.lang.UnsatisfiedLinkError: /home/zrebec/.minecraft/bin/natives/liblwjgl.so: /home/zrebec/.minecraft/bin/natives/liblwjgl.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch) at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1928) at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1825) at java.lang.Runtime.load0(Runtime.java:792) at java.lang.System.load(System.java:1059) at org.lwjgl.Sys$1.run(Sys.java:69) at java.security.AccessController.doPrivileged(Native Method) at org.lwjgl.Sys.doLoadLibrary(Sys.java:65) at org.lwjgl.Sys.loadLibrary(Sys.java:81) at org.lwjgl.Sys.<clinit>(Sys.java:98) at org.lwjgl.opengl.Display.<clinit>(Display.java:132) at net.minecraft.client.Minecraft.a(SourceFile:180) at net.minecraft.client.Minecraft.run(SourceFile:648) at java.lang.Thread.run(Thread.java:722) Please anyone can help me with this? I think that problem will be in architecture becase: liblwjgl.so: /home/zrebec/.minecraft/bin/natives/liblwjgl.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch) Any idea please? I know, maybe this one is off topic because maybe its not Ubuntu problem maybe but in 64-bit works all perfectly and I think that accepted answer can help to many users and can make better playing games under linux. Really. Thank you very much for any idea.

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  • What platform to use for browser based turn based strategy game

    - by sunwukung
    I want to write a browser based strategy game that can be played by two players in separate locations. The game itself is predominantly turn based. To that end, I want to determine the correct platform on which to build this game. To prevent gamers "gaming" the system, the business logic needs to reside in the server. I could arguably use AJAX for a large part of the games functionality, but at two key points in the game loop, the opposing player can "counter" the current players move. In addition, when it's time for the players to swap, AJAX polling is likely to fall short, so it's starting to look like WebSockets is going to be a requirement to pull this off smoothly. So, the remaining question is regarding the back end. I'd kinda like to build this in Python/Flask - but this is primarily out of wanting to tackle a project with that language, not neccessarily because it's the appropriate tool for the job. The next most likely candidate has got to be NodeJS given it's (apparently) tighter integration with the WebSockets protocol. My question, then, is regarding the best platform on which to pursue this objective.

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  • How to Detect Sprites in a SpriteSheet?

    - by IAE
    I'm currently writing a Sprite Sheet Unpacker such as Alferds Spritesheet Unpacker. Now, before this is sent to gamedev, this isn't necessarily about games. I would like to know how to detect a sprite within a spriitesheet, or more abstactly, a shape inside of an image. Given this sprite sheet: I want to detect and extract all individual sprites. I've followed the algorithm detailed in Alferd's Blog Post which goes like: Determine predominant color and dub it the BackgroundColor Iterate over each pixel and check ColorAtXY == BackgroundColor If false, we've found a sprite. Keep going right until we find a BackgroundColor again, backtrack one, go down and repeat until a BackgroundColor is reached. Create a box from location to ending location. Repeat this until all sprites are boxed up. Combined overlapping boxes (or within a very short distance) The resulting non-overlapping boxes should contain the sprite. This implementation is fine, especially for small sprite sheets. However, I find the performance too poor for larger sprite sheets and I would like to know what algorithms or techniques can be leveraged to increase the finding of sprites. A second implementation I considered, but have not tested yet, is to find the first pixel, then use a backtracking algorithm to find every connected pixel. This should find a contiguous sprite (breaks down if the sprite is something like an explosion where particles are no longer part of the main sprite). The cool thing is that I can immediately remove a detected sprite from the sprite sheet. Any other suggestions?

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  • Eculidean space and vector magnitude

    - by Starkers
    Below we have distances from the origin calculated in two different ways, giving the Euclidean distance, the Manhattan distance and the Chebyshev distance. Euclidean distance is what we use to calculate the magnitude of vectors in 2D/3D games, and that makes sense to me: Let's say we have a vector that gives us the range a spaceship with limited fuel can travel. If we calculated this with Manhattan metric, our ship could travel a distance of X if it were travelling horizontally or vertically, however the second it attempted to travel diagonally it could only tavel X/2! So like I say, Euclidean distance does make sense. However, I still don't quite get how we calculate 'real' distances from the vector's magnitude. Here are two points, purple at (2,2) and green at (3,3). We can take two points away from each other to derive a vector. Let's create a vector to describe the magnitude and direction of purple from green: |d| = purple - green |d| = (purple.x, purple.y) - (green.x, green.y) |d| = (2, 2) - (3, 3) |d| = <-1,-1> Let's derive the magnitude of the vector via Pythagoras to get a Euclidean measurement: euc_magnitude = sqrt((x*x)+(y*y)) euc_magnitude = sqrt((-1*-1)+(-1*-1)) euc_magnitude = sqrt((1)+(1)) euc_magnitude = sqrt(2) euc_magnitude = 1.41 Now, if the answer had been 1, that would make sense to me, because 1 unit (in the direction described by the vector) from the green is bang on the purple. But it's not. It's 1.41. 1.41 units is the direction described, to me at least, makes us overshoot the purple by almost half a unit: So what do we do to the magnitude to allow us to calculate real distances on our point graph? Worth noting I'm a beginner just working my way through theory. Haven't programmed a game in my life!

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  • Kinect will recognise your finger movement

    - by Boonei
    Sources inside Microsoft suggest they MS guys are tying to improve motion controller. This could be a huge boost to gaming. There are quite a few things that we can do with our fingers when playing games like driving, shooting,sports etc. If fingers are captured then  XBox will give more realistic version of our avatar. Eurogamer has also suggested the same according to their sources. It would be only(mostly) a software update and would not require a new camera, because the USB controller interface currently in place in Kinect can take in data up-to 35MBps. The current utilization is only around roughly 1/2 of it. So there is currently a facility to send more data. Little more tech data, Kinect does transmit 320×240-pixel in 30 fps, if the device could capture and transfer at 640×480 pixels, then better resolution can detect more movements compared to current level of detection. Lets wait and watch ! This article titled,Kinect will recognise your finger movement, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z

    - by Jenko
    I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format: r r r x r r r y r r r z - - - zoom Strangely though, the camera does not respond to the Z translation parameter, and so you're forced to use X, Y, Zoom to move the camera around. Technically this is plausible for isometric-style games such as Age Of Empires III. But this is a 3D engine, and so why would they have designed the camera to ignore Z and respond only to zoom? Am I missing something here? I've tried every method of setting the camera and it really seems to ignore Z. So currently I have to resort to moving the main object in the scene graph instead of moving the camera in relation to the objects. My question: Do you have any idea why the engine would use such a scheme? Is it common? Why? Or does it seem like I'm missing something and the SetProjection(Matrix) function is broken and somehow ignores the Z translation in the matrix? (unlikely, but possible) Anyhow, what are the workarounds? Is moving objects around the only way? Edit: I'm sorry I cannot reveal much about the engine because we're in a binding contract. It's a locally developed engine (Australia) written in managed C# used for data visualizations. Edit: The default mode of the engine is orthographic, although I've switched it into perspective mode. Its probably more effective to use X, Y, Zoom in orthographic mode, but I need to use perspective mode to render everyday objects as well.

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  • arm-none-ebai-gcc does not work from mounted directory

    - by dmytro_lviv
    I want to build project for ARM micro controller. For this purpose in folder with project was placed script, which download toolchain and build him. After run this script toolchain was placed in folder with project. Folder with project placed on another logical disk (which shared between Win and Linux) and this disk is mounting each time when I start develop. (Mount by hand). When I start make, in terminal I receive error: make[3]: arm-none-eabi-gcc: Command not found The output from echo $PATH: /mnt/Smoothie-master/gcc-arm-none-eabi/bin:/usr/lib/lightdm/lightdm:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games The output from whereis arm-none-ebai-gcc: arm-none-ebai-gcc: All binaries files, which are relating to this toolchain are placed in the next directory: /mnt/Smoothie-master/gcc-arm-none-eabi/bin/ and has permissions: "-rwxrwxrwx" Before building this toolchain, I had another similar toolchain (another version of this), but installed through apt-get. And it was removed through apt-get before building new. Where is the problem? Thanks!

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  • Suitable SDK to develop quick game?

    - by gRnt
    I'm currently undertaking a personal project at home that I need to turn around inside the next few months (which working full time and still learning programming makes it a tad difficult). I'm looking for suggestions on SDK's or tools (preferably free or that come with games, similar to steam tools) that I can use to develop a "game". I'm OK with coding but have no 3D development skills at all. I've very little experience with mod tools or SDK's at all but I'm hoping someone can point me in the direction of one that does the following: A decent library of prefab 3D models to build scenes. Ability to add scripting to the scene I've used Unity before and would prefer to continue to do so however I really have the worst 3D skills imaginable and can't waste time learning them. I'd be looking for pre-fab items that are both industrial and possibly more lush environments (trees etc). If it makes any difference (due to licencing and what-not) I WILL NOT be selling this game or marketing it in any way and I am a University Student if any places do educations licences. Another alternative would be to source free 3d models elsewhere but again while I'm still learning I have no idea where to look if someone could point me in the right direction I'll do the rest of the digging. Thanks

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  • My boss is feuding with his boss. My workload is expanding What should I do?

    - by steve
    These two have always had a somewhat shaky relationship when they were on the same level. The other guy was recently promoted to director and now my boss reports to him. On the surface, they appear to get along when they get together, but my boss despises the man and badmouths him every chance that he gets (to peers, subordinates, etc). He believe that the director is setting him up to fail. The Director and upper management is holding my boss responsible for the not-so-great performance by the team as of late. He's been playing games to make my boss look bad. Due to lay offs, we don't have the manpower to deliever the results that we did before...but expectations have not lowered...and my boss is taking the heat for it. Now he's on the warpath and starting to micromanage. He's giving everyone more work. He's forcing us midlevel guys to take responsibility for the level one techs' performance. I'm spending less and less time coding....and more time babysitting vendors, techs, etc. I'm not so sure that's a bad thing because I'm sorta burnt out on coding, but I don't really care for the idea of having to be responsible for others poor performance....isn't that the manager's job? Anyway, do you guys have any suggestions on dealing with the situation?

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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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  • WordPress is now nicely supported on SQL Server (and SQL Azure for that matter)

    - by Eric Nelson
    WordPress is enormously popular for blogs and full websites thanks to an awesome eco system which has built up around it, the simplicity (relatively) of getting it up and running plus the flexibility to “bend it” in all sorts of directions. When I say bend, check out the following which are all WordPress sites My “back up blog” http://iupdateable.wordpress.com/  My groups “odd site” :) http://ubelly.com My favourite “cheap games” site http://www.frugalgaming.co.uk/  WordPress users typically run their sites on Linux and MySQL, although PHP (the language in which WordPress is written) can be happily run on Windows. Both fine technologies in their own right, but for me (and probably a fair few others) I would love to use WordPress but with the technologies I know best (aka Windows, IIS and SQL Server). However, that has proven to be actually rather tricky in practice to get working – until now. Earlier last month OmniTI released a patch for WordPress which provides SQL Server and SQL Azure support.  In parallel with that some fine folks inside Microsoft have also created http://wordpress.visitmix.com which contains information about running WordPress on the Microsoft platform with a particular focus on SQL Server and SQL Azure.  Top stuff! To run WordPress with SQL Server: Download and Install the WordPress on SQL Server Distro/Patch And then you will quite likely need to migrate: Check out how to Migrate to Windows and SQL Server by Zach Owens who is moving his blog to Windows and SQL Server Enjoy Related Links Running PHP on IIS on Windows http://php.iis.net/  If PHP is not your thing, then the following Blog engines are .NET based BlogEngine http://www.dotnetblogengine.net/ DasBlog http://www.dasblog.info/ Subtext http://subtextproject.com/ (which happens to power http://geekswithblogs.net where my main blog is http://geekswithblogs.net/iupdateable)

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  • Why are my 32bit OpenGL libraries pointing to mesa instead of nvidia, and how do I fix it?

    - by Codemonkey
    I have installed Nvidia's drivers on my Ubuntu 13 system, but according to this command (ldconfig -p | grep GL): $ ldconfig -p | grep GL libQtOpenGL.so.4 (libc6,x86-64) => /usr/lib/x86_64-linux-gnu/libQtOpenGL.so.4 libGLU.so.1 (libc6,x86-64) => /usr/lib/x86_64-linux-gnu/libGLU.so.1 libGLEWmx.so.1.8 (libc6,x86-64) => /usr/lib/x86_64-linux-gnu/libGLEWmx.so.1.8 libGLEW.so.1.8 (libc6,x86-64) => /usr/lib/x86_64-linux-gnu/libGLEW.so.1.8 libGLESv2.so.2 (libc6,x86-64) => /usr/lib/x86_64-linux-gnu/mesa-egl/libGLESv2.so.2 libGL.so.1 (libc6,x86-64) => /usr/lib/libGL.so.1 libGL.so.1 (libc6) => /usr/lib/i386-linux-gnu/mesa/libGL.so.1 libGL.so (libc6,x86-64) => /usr/lib/libGL.so libEGL.so.1 (libc6,x86-64) => /usr/lib/x86_64-linux-gnu/mesa-egl/libEGL.so.1 The 32bit version of OpenGL is pointing to mesa's libraries instead of nvidia. This causes my Steam games to refuse to launch with the error: Could not find required OpenGL entry point 'glGetError'! Either your video card is unsupported, or your OpenGL driver needs to be updated. Why is this the case? When the nvidia installer asked me if I wanted to install "32bit compatability libraries" (or something like that) I chose yes. How do I fix this? Edit: I just reinstalled the same Nvidia driver, and that apparently removed the 32bit OpenGL driver completely: $ ldconfig -p | grep libGL.so libGL.so.1 (libc6,x86-64) => /usr/lib/libGL.so.1 libGL.so (libc6,x86-64) => /usr/lib/libGL.so Now Steam won't start: You are missing the following 32-bit libraries, and Steam may not run: libGL.so.1 Again, I chose YES when the installer asked me if I wanted to install 32bit libraries. Why are they not installed!?

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