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  • Procedural content (settlement) generation

    - by instancedName
    I have, lets say, something like a homework or assignment to do. Roughly said I need to write an algorithm (pseudo code is not necessary, just in depth description) of procedure that would generate settlements, environment and a people to populate it with, as part of some larger world generation procedure. The genre of game is not specified, it could be any genre (rpg, strategy, colony simulation etc.) where interacting with large and extensive world is central to the game. Procedure should be called once per settlement. At the time of calling, world generation procedure makes geography, culture and history input available. Output should be map of the village and it's immediate area, and various potential additional information like myths, history, demographic facts etc. Bonus would be quest ant similar stuff, but that not really my focus at the moment. I will leave quality of the output for later when I actually dig little deeper into this topic. I am free to change parameters as long as I have strong explanation for doing so. Setting of the game is undetermined so I am free to use anything that I like the most. Ok, so my actual question is: Can anyone who has some experience in this field of game design recommend me some good literature, or point me in the direction where I should look/reed/study? I'm somewhat experienced game programmer, but I've never been into game design till now so any help will be great. I want to do this assignment as good as I can. As for deadline, it's not strictly set, but lets say I don't want it to take longer then few weeks, one month at worst case.

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  • Procedural landscape generation but not just fractals

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • Procedural world generation oriented on gameplay features

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • Procedural world generation oriented on gameplay features

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game (that is, not for the sake of scenery, but for the sake of gameplay) needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than the natural way cities arise, scattered on the land based on resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards? The reason I'm asking is that I'd previously pondered taking existing maps from fantasy fiction (my own and others), putting the information into the system as a base point, and then generating a good world to play in from it. This seems covered by existing technology, that is, where the designer puts in all the necessary information such as the city populations, resources, biomes, road networks and rivers, then allows the PCG fill in the gaps. But now I'm wondering if it may be possible to have a content generator generate also the overall design. Generate the cities and population centres, balancing them so that there is a natural seeming need of commerce, then generate the positions and connectivity, then from the type of city produce the list of necessary resources that must be nearby, and only then, maybe given some rules on how to make the journey between cities both believable and interesting, generate the final content including the roads, the choke points, the bridges and tunnels, ferries and the terrain including the biomes and coastline necessary. If this has been done before, I'd like to know, and would like to know what went wrong, and what went right.

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  • ... i just avoid GUID

    - by Tomaz.tsql
    Our partner was explaining to me that they are using GUID as primary key on all the tables. My immediate reaction was - why? and couple of basic doubts were: - since I can read uniqueidentifier, it does not tell me absolutely anything - if I will use my relational table, i sure will use other columns to get the information out - SQL is terrible when setting up clustered index on GUID columns (and hence performance problems) - why not use INT? it will save you space on disk, optimizer will be able...(read more)

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  • MS SQL Database with clustered GUID PKs - switch clustered index or switch to sequential (comb) GUID

    - by Eyvind
    We have a database in which all the PKs are GUIDs, and most of the PKs are also the clustered index for the table. We know that this is bad (due to the random nature of GUIDs). So, it seems there are basically two options here (short of throwing out GUIDs as PKs altogether, which we cannot do (at least not at this time)). We could change the GUID generation algorithm to e.g. the one that NHibernate uses, as detailed in this post, or we could, for the tables that are under the heaviest use, change to a different clustered index, e.g. an IDENTITY column, and keep the "random" GUIDs as PKs. Is it possible to give any general recommendations in such a scenario? The application in question has 500+ tables, the largest one presently at about 1,5 million rows, a few tables around 500 000 rows, and the rest significantly lower (most of them well below 10K). Furthermore, the application is installed at several customer sites already, so we have to take any possible negative effects for existing customer into consideration. Thanks!

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  • Compact representation of GUID/UUID?

    - by chakrit
    I need to generate a GUID and save it via a string representation. The string representation should be as short as possible as it will be used as part of an already-long URL string. Right now, instead of using the normal abcd-efgh-... representation, I use the raw bytes generated and base64-encode them instead, which results in a somewhat shorter string. But is it possible to make it even shorter? I'm OK with losing some degree of uniqueness and keeping a counter, but scanning all existing keys is not an option. Suggestions?

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  • Nhibernate Guid with PK MySQL

    - by Andrew Kalashnikov
    Hello colleagues. I've got a question. I use NHibernate with MySql. At my entities I use Id(PK) for my business-logic usage and Guid(for replication). So my BaseDomain: public class BaseDomain { public virtual int Id { get; set; } public virtual Guid Guid { get; set; } public class Properties { public const string Id = "Id"; public const string Guid = "Guid"; } public BaseDomain() { } } My usage domain: public class ActivityCategory : BaseDomain { public ActivityCategory() { } public virtual string Name { get; set; } public new class Properties { public const string Id = "Id"; public const string Guid = "Guid"; public const string Name = "Name"; private Properties() { } } } Mapping: <class name="ActivityCategory, Clients.Core" table='Activity_category'> <id name="Id" unsaved-value="0" type="int"> <column name="Id" not-null="true"/> <generator class="native"/> </id> <property name="Guid"/> <property name="Name"/> </class> But when I insert my entity: [Test] public void Test() { ActivityCategory ac = new ActivityCategory(); ac.Name = "Test"; using (var repo = new Repository<ActivityCategory>()) repo.Save(ac); } I always get '00000000-0000-0000-0000-000000000000' at my Guid field. What should I do for generate right Guid. May be mapping? Thanks a lot!

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  • Difference Procedural Generation and Random Generation

    - by U-No-Poo
    Today, I got into an argument about the term "procedural generation". My point was that its different from "classic" random generation in the way that procedural is based on a more mathematical, fractal based, algorithm leading to a more "realistic" distribution and the usual randomness of most languages are based on a pseudo-random-number generator, leading to an "unrealistic", in a way, ugly, distribution. This discussion was made with a heightmap in mind. The discussion left me somehow unconvinced about my own arguments though, so, is there more to it? Or am I the one who is, in fact, simply wrong?

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  • opening a GUID usb stick in windows 7

    - by altomic
    so I have a mac which I have files on. I put in a GUID formatted usb stick and dropped some files on to it. took the stick and plugged in to my netbook with win7. In Devices & Printers it shows up. It also appears in "safely remove hardware". no actual letter or device when i search for it in other ways. Question - how do I access the files of my GUID usb stick on my windows 7 netbook? thanks

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  • Map Generation Algorithms for Minecraft Clone

    - by Danjen
    I'm making a Minecraft clone for the sake of it (with some inspriation from Dwarf Fortress) and had a few questions about the way the world generation is handled. Things I want it to cover: Biomes such as hills, mountains, forests, etc. Caves/caverns/tunnels Procedural (so it stretches to infinity... is wrap-around a possibility?) Breaking the map into smaller chunks Moddable (ie, new terrain types) Multiplayer compatible In particular, I've seen things such as Perlin Noise, Heightmaps, and Marching Cubes thrown around. These are like different tools to use, but I don't know when or why I would use them. Are there any other techniques that are useful for map generation? I realize this is borderline subjective and open-ended, but I am looking for some more insight into the processes involved.

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  • Realistic planetary terrain generation with weights

    - by Programmdude
    I need terrain generation for a planet. The planet will be divided up into several hundred hexes, and I need it to be realistic and based on weights. I have dabbled in terrain generation before, but nothing like this. So I figure it would be a good idea to ask the community for answers, recommended articles or the like. By realistic, I mean not just random hexes, but continent shaped things with a few islands. More desert around the equator and more ice around the poles. I also have two weights I need to base it around: ice percentage and water percentage. That means that around XX% of the planet will need to be water. Does anyone have any advice or places to start? Generating arbitrary terrain is easy, but something a bit more "organic" like this seems rather difficult. It also needs to be seamless. Should be obvious since it's a planet, but no harm in pointing it out.

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  • Database Design Question: GUID + Natural Numbers

    - by Alan
    For a database I'm building, I've decided to use natural numbers as the primary key. I'm aware of the advantages that GUID's allow, but looking at the data, the bulk of row's data were GUID keys. I want to generate XML records from the database data, and one problem with natural numbers is that I don't want to expose my database key's to the outside world, and allow users to guess "keys." I believe GUID's solve this problem. So, I think the solution is to generate a sparse, unique iD derived from the natural ID (hopefully it would be 2-way), or just add an extra column in the database and store a guid (or some other multibyte id) The derived value is nicer because there is no storage penalty, but it would be easier to reverse and guess compared to a GUID. I'm (buy) curious as to what others on SO have done, and what insights they have.

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  • c# Create a unique name with a GUID

    - by Dave Rook
    I am creating a back up solution. I doubt there is anything new in what I'm trying to achieve. Before copying the file I want to take a backup of the destination file in case anything becomes corrupt. This means renaming the file. I have to be careful when renaming in case the file already exists and adding a 01 to the end is not safe. My question is, based upon not finding the answer else where, would adding a GUID to the file name work. So, if my file was called file01.txt, renaming the file to file01.txtGUID (where GUID is the generated GUID), I could then perform my back up of that file (at this instance having 2 back ups) and then, after ensuring the file has copied (by comparing length of file to the source), delete the file with the GUID in the name. I know the GUID is not 100% guaranteed to be unique but would this suffice?

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  • Software licensing and code generation

    - by Nicol Bolas
    I'm developing a tool that generates code from some various data. The tool itself will be licensed with the MIT license, which strikes a good balance for me in terms of allowing the freedom to use and modify it, while still holding the copyright. OK, but what is the legal status of the code generated by the tool? Who holds the copyright for code generated by a tool? Do I need to give users of the tool a license for the generated code, or do they already have that by virtue of it being generated by them? What is different about this code generation system (which may be relevant) is that the source information about the code generation is provided by the system itself. The user doesn't feed source data in; the source data is bundled along with it. They simply have the means to transform it in various ways (filtering out parts of the data they don't want, etc). Obviously they could edit the bundled data. Does that affect anything about this?

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  • Last GUID used up - new ScottGuID unique ID to replace it

    - by Eilon
    You might have heard in recent news that the last ever GUID was used up. The GUID {FFFFFFFF-FFFF-FFFF-FFFF-FFFFFFFFFFFF} was just consumed by a soon to be released project at Microsoft. Immediately after the GUID's creation the word spread around the Microsoft campuses around the globe. Microsoft's approximately 100,000 worldwide employees then started blogging, tweeting, and facebooking about the dubious "achievement." The following screenshot shows GUIDGEN (the Windows tool for creating GUIDs) with the last ever GUID. All GUIDs created by projects at Microsoft must be registered in a central repository for record keeping. This allows quick-fix engineers, security engineers, anti-malware developers, and testers to do a quick look up of an unknown GUID and find out if it belongs to Microsoft. The following screenshot shows the Microsoft GUID Tracker internal application and the last few GUIDs being used up by various Microsoft projects. What is perhaps more interesting than the news about the GUID is the project that used that last GUID. The recent announcements regarding the development experience for the Windows Phone 7 Series (WP7S) all involve free editions of Visual Studio 2010. One of the lesser known developer tools is based on a resurrected project that many of you are probably familiar with, but have never used. The tool is in fact Microsoft Bob 7 Series (MB7S). MB7S is an agent-based approach for mobile phone app development. The UI incorporates both natural language interfaces and motion gesture behaviors, similar to the Windows Phone 7 Series “Metro” interface. If it works, it will help to expand the breadth of mobile app developers. After the GUID: The ScottGuID It came as no big surprise that eventually the last GUID would be used up. Knowing this, a group of engineers at Microsoft has designed, implemented, and tested a replacement to the GUID: The ScottGuID. There are several core principles of the ScottGuID: 1. The concepts used in ScottGuIDs must be easily understood by a developer who is already familiar with GUIDs 2. There must exist a compatibility layer between ScottGuIDs and GUIDs 3. A ScottGuID must be usable in a practical manner in non-computing environments 4. There must exist ScottGuID APIs for all common platforms: Win32/Win64/WinCE, .NET (incl. Silverlight), Linux, FreeBSD, MacOS (incl. iPhone OS), Symbian, RIM BlackBerry, Google Android, etc. 5. ScottGuIDs must never run out ScottGuID use cases One of the more subtle principles of the ScottGuID is principle #3. While technically a GUID could be used in any environment, it was not practical to do so in terms of data entry and error detection. In order to have the ScottGuID be a true universal ID it must be usable in non-computing environments. Prior to the announcement of the ScottGuID there have been a number of until-now confidential projects. One of the tools that will soon become public is ScottGuIDGen, which is in essence an updated version of GUIDGEN that can create ScottGuIDs. The following screenshot shows a sample ScottGuID. To demonstrate the various applications of the ScottGuID there were test deployments around the globe. The following examples are a small showcase of the applications that have already been prototyped. Log in to Hotmail: Pay for gas: Sign in to Twitter: Dispense cat food: Conclusion I hope that this brief introduction to the ScottGuID shows how technology can continue to move forward, even when it appears there is a point that cannot be passed. With a small number of principles, a team of smart engineers, and a passion for "getting it right" the ScottGuID should last well past our lifetimes. In the coming months expect further announcements regarding additional developer tools, samples, whitepapers, podcasts, and videos. Please leave a comment on this post if you have any questions about the ScottGuID or what you would like to see us do with it. With ScottGuID, the possibilities are nearly endless and we want to stretch their reach as far as possible.

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  • What's the best language combo for code generation?

    - by Peter Turner
    I read through Code Generation in Action but never bothered to make anything of it because Ruby just doesn't fit with my lifestyle at this juncture. The book came out more on the cusp of the C# revolution, and it said that C# "was a language designed to be generated", apparently using Ruby as the generator language. In your experience, what is the ideal combination of languages to generate the most useful code?

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  • Convert string to GUID with sscanf

    - by Andy Li
    I'm trying to convert a string to GUID with sscanf: GUID guid; sscanf( "11111111-2222-3333-4455-667788995511", "%08x-%04x-%04x-%02x%02x-%02x%02x%02x%02x%02x%02x", &guid.Data1, &guid.Data2, &guid.Data3, &guid.Data4[0], &guid.Data4[1], &guid.Data4[2], &guid.Data4[3], &guid.Data4[4], &guid.Data4[5], &guid.Data4[6], &guid.Data4[7]); However, in runtime, it fails and exits with "Error: Command failed". Why? How to fix it? I do not want to compile with /clr so cannot use System.

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  • Mercurial Hg Clone fails on C# project with GUID

    - by AnneTheAgile
    UPDATE: In trying to replicate this problem one more time to answer your questions I could not! I can only conclude that my initial setup of Mercurial was problematic and/or possibly I was trying to checkin a build that failed compilation before the checkin. Sigh! Thank you so very much for your help. I gave credit for the help on how to do a script. I need to try that for general purposes. hi all, I hope you can help me :). I am trying to see if Mercurial would be a good DCVS for my project at work, and I'm surely a newbie to many things. We have a fairly large codebase in C# (Dotnet3.0 not 3.5 , WindowsXP) and it utilizes the GUID feature. I confess to know little about how or why we use the GUID, but I do know that I cannot touch it. So, when I try hg clone, it fails unless I change the GUID in the cloned directory (ie create new GUID in Visual Studio and then paste that new GUID to replace the old one). To me, this completely defeats the purpose and utility of quick easy clones. It also makes difficult all the many workflows that require multiple clones. Is there a workaround, or is there something I'm doing wrong? How can I simplify and/or remove this problem? Would Bazaar make this easier? Thank you!

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  • Sequential GUID in Linq-to-Sql?

    - by JacobE
    I just read a blog post about NHibernate's ability to create a GUID from the system time (Guid.Comb), thus avoiding a good amount of database fragmentation. You could call it the client-side equivalent to the SQL Server Sequential ID. Is there a way I could use a similar strategy in my Linq-to-Sql project (by generating the Guid in code)?

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  • GUID.TryParse() ?

    - by Jack Marchetti
    Obviously there is no public GUID.TryParse() in .NET CLR 2.0. So, I was looking into regular expressions [aka googling around to find one] and each time I found one there was a heated argument in the comments section about RegEx A doesn't work, use RegEx B. Then someone would write Regex C yadda yadda So anyway, What I decided to do was this, but I feel bad about it. public static bool IsGuid (string possibleGuid) { try { Guid gid = new Guid(possibleGuid); return true; } catch (Exception ex) { return false; } } Obviously I don't really like this since it's been drilled into me since day one to avoid throwing exceptions if you can defensibly code around it. Does anyonek now why there is no public Guid.TryParse() in the .NET Framework? Does anyone have a real Regular Expression that will work for all GUIDs?

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  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

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  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

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  • Code Generation and IDE vs writing per Hand

    - by sytycs
    I have been programming for about a year now. Pretty soon I realized that I need a great Tool for writing code and learned Vim. I was happy with C and Ruby and never liked the idea of an IDE. Which was encouraged by a lot of reading about programming.[1] However I started with (my first) Java Project. In a CS Course we were using Visual Paradigm and encouraged to let the program generate our code from a class diagram. I did not like that Idea because: Our class diagram was buggy. Students more experienced in Java said they would write the code per hand. I had never written any Java before and would not understand a lot of the generated code. So I took a different approach and wrote all methods per Hand (getter and Setter included). My Team-members have written their parts (partly generated by VP) in an IDE and I was "forced" to use it too. I realized they had generated equal amounts of code in a shorter amount of time and did not spend a lot of time setting their CLASSPATH and writing scripts for compiling that son of a b***. Additionally we had to implement a GUI and I dont see how we could have done that in a sane matter in Vim. So here is my Problem: I fell in love with Vim and the Unix way. But it looks like for getting this job done (on time) the IDE/Code generation approach is superior. Do you have equal experiences? Is Java by the nature of the language just more suitable for an IDE/Code generated approach? Or am I lacking the knowledge to produce equal amounts of code "per Hand"? [1] http://heather.cs.ucdavis.edu/~matloff/eclipse.html

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