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  • What is the lightest way to make a huge chess-like grid?

    - by Sotkra
    Hey there I'm working on a browser-game and I can't help but wonder about what's the lightest way to make the grid/board on which the game takes place. Right now, as a mere sample, I'll show you this: http://sotkra.com/game/ Now, as the grid gets bigger and bigger, the table and its td's create a very heavy filepage which in turn...sucks in more resources from the browser engine and computer. So, is a table with td's the most lightweight way to craft a huge grid-like board or is there something lighter that you recommend? Cheers Sotkra

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  • Representing a Gameworld that is Irregularly shaped

    - by Aaron M
    I am working on a project where the game world is irregularly shaped (Think of the shape of a lake). this shape has a grid with coordinates placed over it. The game world is only on the inside of the shape. (Once again, think Lake) How can I efficiently represent the game world? I know that many worlds are basically square, and work well in a 2 or 3 dimension array. I feel like if I use an array that is square, then I am basically wasting space, and increasing the amount of time that I need to iterate through the array. However, I am not sure how a jagged array would work here either. Example shape of gameworld X XX XX X XX XXX XXX XXXXXXX XXXXXXXX XXXXX XX XX X X Edit: The game world will most likely need each valid location stepped through. So I would a method that makes it easy to do so.

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  • SPARC T3-1 Record Results Running JD Edwards EnterpriseOne Day in the Life Benchmark with Added Batch Component

    - by Brian
    Using Oracle's SPARC T3-1 server for the application tier and Oracle's SPARC Enterprise M3000 server for the database tier, a world record result was produced running the Oracle's JD Edwards EnterpriseOne applications Day in the Life benchmark run concurrently with a batch workload. The SPARC T3-1 server based result has 25% better performance than the IBM Power 750 POWER7 server even though the IBM result did not include running a batch component. The SPARC T3-1 server based result has 25% better space/performance than the IBM Power 750 POWER7 server as measured by the online component. The SPARC T3-1 server based result is 5x faster than the x86-based IBM x3650 M2 server system when executing the online component of the JD Edwards EnterpriseOne 9.0.1 Day in the Life benchmark. The IBM result did not include a batch component. The SPARC T3-1 server based result has 2.5x better space/performance than the x86-based IBM x3650 M2 server as measured by the online component. The combination of SPARC T3-1 and SPARC Enterprise M3000 servers delivered a Day in the Life benchmark result of 5000 online users with 0.875 seconds of average transaction response time running concurrently with 19 Universal Batch Engine (UBE) processes at 10 UBEs/minute. The solution exercises various JD Edwards EnterpriseOne applications while running Oracle WebLogic Server 11g Release 1 and Oracle Web Tier Utilities 11g HTTP server in Oracle Solaris Containers, together with the Oracle Database 11g Release 2. The SPARC T3-1 server showed that it could handle the additional workload of batch processing while maintaining the same number of online users for the JD Edwards EnterpriseOne Day in the Life benchmark. This was accomplished with minimal loss in response time. JD Edwards EnterpriseOne 9.0.1 takes advantage of the large number of compute threads available in the SPARC T3-1 server at the application tier and achieves excellent response times. The SPARC T3-1 server consolidates the application/web tier of the JD Edwards EnterpriseOne 9.0.1 application using Oracle Solaris Containers. Containers provide flexibility, easier maintenance and better CPU utilization of the server leaving processing capacity for additional growth. A number of Oracle advanced technology and features were used to obtain this result: Oracle Solaris 10, Oracle Solaris Containers, Oracle Java Hotspot Server VM, Oracle WebLogic Server 11g Release 1, Oracle Web Tier Utilities 11g, Oracle Database 11g Release 2, the SPARC T3 and SPARC64 VII+ based servers. This is the first published result running both online and batch workload concurrently on the JD Enterprise Application server. No published results are available from IBM running the online component together with a batch workload. The 9.0.1 version of the benchmark saw some minor performance improvements relative to 9.0. When comparing between 9.0.1 and 9.0 results, the reader should take this into account when the difference between results is small. Performance Landscape JD Edwards EnterpriseOne Day in the Life Benchmark Online with Batch Workload This is the first publication on the Day in the Life benchmark run concurrently with batch jobs. The batch workload was provided by Oracle's Universal Batch Engine. System RackUnits Online Users Resp Time (sec) BatchConcur(# of UBEs) BatchRate(UBEs/m) Version SPARC T3-1, 1xSPARC T3 (1.65 GHz), Solaris 10 M3000, 1xSPARC64 VII+ (2.86 GHz), Solaris 10 4 5000 0.88 19 10 9.0.1 Resp Time (sec) — Response time of online jobs reported in seconds Batch Concur (# of UBEs) — Batch concurrency presented in the number of UBEs Batch Rate (UBEs/m) — Batch transaction rate in UBEs/minute. JD Edwards EnterpriseOne Day in the Life Benchmark Online Workload Only These results are for the Day in the Life benchmark. They are run without any batch workload. System RackUnits Online Users ResponseTime (sec) Version SPARC T3-1, 1xSPARC T3 (1.65 GHz), Solaris 10 M3000, 1xSPARC64 VII (2.75 GHz), Solaris 10 4 5000 0.52 9.0.1 IBM Power 750, 1xPOWER7 (3.55 GHz), IBM i7.1 4 4000 0.61 9.0 IBM x3650M2, 2xIntel X5570 (2.93 GHz), OVM 2 1000 0.29 9.0 IBM result from http://www-03.ibm.com/systems/i/advantages/oracle/, IBM used WebSphere Configuration Summary Hardware Configuration: 1 x SPARC T3-1 server 1 x 1.65 GHz SPARC T3 128 GB memory 16 x 300 GB 10000 RPM SAS 1 x Sun Flash Accelerator F20 PCIe Card, 92 GB 1 x 10 GbE NIC 1 x SPARC Enterprise M3000 server 1 x 2.86 SPARC64 VII+ 64 GB memory 1 x 10 GbE NIC 2 x StorageTek 2540 + 2501 Software Configuration: JD Edwards EnterpriseOne 9.0.1 with Tools 8.98.3.3 Oracle Database 11g Release 2 Oracle 11g WebLogic server 11g Release 1 version 10.3.2 Oracle Web Tier Utilities 11g Oracle Solaris 10 9/10 Mercury LoadRunner 9.10 with Oracle Day in the Life kit for JD Edwards EnterpriseOne 9.0.1 Oracle’s Universal Batch Engine - Short UBEs and Long UBEs Benchmark Description JD Edwards EnterpriseOne is an integrated applications suite of Enterprise Resource Planning (ERP) software. Oracle offers 70 JD Edwards EnterpriseOne application modules to support a diverse set of business operations. Oracle's Day in the Life (DIL) kit is a suite of scripts that exercises most common transactions of JD Edwards EnterpriseOne applications, including business processes such as payroll, sales order, purchase order, work order, and other manufacturing processes, such as ship confirmation. These are labeled by industry acronyms such as SCM, CRM, HCM, SRM and FMS. The kit's scripts execute transactions typical of a mid-sized manufacturing company. The workload consists of online transactions and the UBE workload of 15 short and 4 long UBEs. LoadRunner runs the DIL workload, collects the user’s transactions response times and reports the key metric of Combined Weighted Average Transaction Response time. The UBE processes workload runs from the JD Enterprise Application server. Oracle's UBE processes come as three flavors: Short UBEs < 1 minute engage in Business Report and Summary Analysis, Mid UBEs > 1 minute create a large report of Account, Balance, and Full Address, Long UBEs > 2 minutes simulate Payroll, Sales Order, night only jobs. The UBE workload generates large numbers of PDF files reports and log files. The UBE Queues are categorized as the QBATCHD, a single threaded queue for large UBEs, and the QPROCESS queue for short UBEs run concurrently. One of the Oracle Solaris Containers ran 4 Long UBEs, while another Container ran 15 short UBEs concurrently. The mixed size UBEs ran concurrently from the SPARC T3-1 server with the 5000 online users driven by the LoadRunner. Oracle’s UBE process performance metric is Number of Maximum Concurrent UBE processes at transaction rate, UBEs/minute. Key Points and Best Practices Two JD Edwards EnterpriseOne Application Servers and two Oracle Fusion Middleware WebLogic Servers 11g R1 coupled with two Oracle Fusion Middleware 11g Web Tier HTTP Server instances on the SPARC T3-1 server were hosted in four separate Oracle Solaris Containers to demonstrate consolidation of multiple application and web servers. See Also SPARC T3-1 oracle.com SPARC Enterprise M3000 oracle.com Oracle Solaris oracle.com JD Edwards EnterpriseOne oracle.com Oracle Database 11g Release 2 Enterprise Edition oracle.com Disclosure Statement Copyright 2011, Oracle and/or its affiliates. All rights reserved. Oracle and Java are registered trademarks of Oracle and/or its affiliates. Other names may be trademarks of their respective owners. Results as of 6/27/2011.

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  • JQuery > XSLT Plugin > Component returned failure code: 0x80600011 [nsIXSLTProcessorObsolete.transfo

    - by Sean Ochoa
    So, I'm using the XSLT plugin for JQuery, and here's my code: function AddPlotcardEventHandlers(){ // some code } function reportError(exception){ alert(exception.constructor.name + " Exception: " + ((exception.name) ? exception.name : "[unknown name]") + " - " + exception.message); } function GetPlotcards(){ $("#content").xslt("../xml/plotcards.xml","../xslt/plotcards.xsl", AddPlotcardEventHandlers,reportError); } Here's the modified jquery plugin. I say that its modified because I've added callbacks for success and error handling. /* * jquery.xslt.js * * Copyright (c) 2005-2008 Johann Burkard (<mailto:[email protected]>) * <http://eaio.com> * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN * NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. * */ /** * jQuery client-side XSLT plugins. * * @author <a href="mailto:[email protected]">Johann Burkard</a> * @version $Id: jquery.xslt.js,v 1.10 2008/08/29 21:34:24 Johann Exp $ */ (function($) { $.fn.xslt = function() { return this; } var str = /^\s*</; if (document.recalc) { // IE 5+ $.fn.xslt = function(xml, xslt, onSuccess, onError) { try{ var target = $(this); var change = function() { try{ var c = 'complete'; if (xm.readyState == c && xs.readyState == c) { window.setTimeout(function() { target.html(xm.transformNode(xs.XMLDocument)); if (onSuccess) onSuccess(); }, 50); } }catch(exception){ if (onError) onError(exception); } }; var xm = document.createElement('xml'); xm.onreadystatechange = change; xm[str.test(xml) ? "innerHTML" : "src"] = xml; var xs = document.createElement('xml'); xs.onreadystatechange = change; xs[str.test(xslt) ? "innerHTML" : "src"] = xslt; $('body').append(xm).append(xs); return this; }catch(exception){ if (onError) onError(exception); } }; } else if (window.DOMParser != undefined && window.XMLHttpRequest != undefined && window.XSLTProcessor != undefined) { // Mozilla 0.9.4+, Opera 9+ var processor = new XSLTProcessor(); var support = false; if ($.isFunction(processor.transformDocument)) { support = window.XMLSerializer != undefined; } else { support = true; } if (support) { $.fn.xslt = function(xml, xslt, onSuccess, onError) { try{ var target = $(this); var transformed = false; var xm = { readyState: 4 }; var xs = { readyState: 4 }; var change = function() { try{ if (xm.readyState == 4 && xs.readyState == 4 && !transformed) { var processor = new XSLTProcessor(); if ($.isFunction(processor.transformDocument)) { // obsolete Mozilla interface resultDoc = document.implementation.createDocument("", "", null); processor.transformDocument(xm.responseXML, xs.responseXML, resultDoc, null); target.html(new XMLSerializer().serializeToString(resultDoc)); } else { processor.importStylesheet(xs.responseXML); resultDoc = processor.transformToFragment(xm.responseXML, document); target.empty().append(resultDoc); } transformed = true; if (onSuccess) onSuccess(); } }catch(exception){ if (onError) onError(exception); } }; if (str.test(xml)) { xm.responseXML = new DOMParser().parseFromString(xml, "text/xml"); } else { xm = $.ajax({ dataType: "xml", url: xml}); xm.onreadystatechange = change; } if (str.test(xslt)) { xs.responseXML = new DOMParser().parseFromString(xslt, "text/xml"); change(); } else { xs = $.ajax({ dataType: "xml", url: xslt}); xs.onreadystatechange = change; } }catch(exception){ if (onError) onError(exception); }finally{ return this; } }; } } })(jQuery); And, here's my error msg: Object Exception: [unknown name] - Component returned failure code: 0x80600011 [nsIXSLTProcessorObsolete.transformDocument] Here's the info on the browser that I'm using for testing (with firebug v1.5.4 add-on installed): Mozilla/5.0 (Windows; U; Windows NT 6.1; en-US; rv:1.9.2.3) Gecko/20100401 Firefox/3.6.3 I'm really not sure what to do about this.... any thoughts?

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  • icefaces datatable component

    - by chetan
    I have two datatable in two different jspx page but when I call one then i try to call other old one still display what is the problem there. from the old page only datatable is display no other component are displayed. This is one jspx page -- -- <div style="margin-bottom: 20px;"> <div> <div class="page-navi"> <ice:dataPaginator id="dataScroll_3" for="companyDataTable1" paginator="true"> <f:facet name="first"> <ice:graphicImage url="/xmlhttp/css/xp/css-images/arrow-first.gif" title="First Page" /> </f:facet> <f:facet name="last"> <ice:graphicImage url="/xmlhttp/css/xp/css-images/arrow-last.gif" title="Last Page" /> </f:facet> <f:facet name="previous"> <ice:graphicImage url="/xmlhttp/css/xp/css-images/arrow-previous.gif" title="Previous Page" /> </f:facet> <f:facet name="next"> <ice:graphicImage url="/xmlhttp/css/xp/css-images/arrow-next.gif" title="Next Page" /> </f:facet> </ice:dataPaginator> </div> <ice:panelGroup> <ice:dataTable id="companyDataTable1" rendered="#{createLeaveBean.empRender}" binding="#{createLeaveBean.empTable}" value="#{createLeaveBean.lstEmployeeeInfo}" var="currentRow" width="80%" cellpadding="0" cellspacing="0" headerClass="std-table-header" styleClass="std-table" rows="10"> <ice:column style="width: 1%"> <f:facet name="header"> <ice:selectBooleanCheckbox id="selectallemp" partialSubmit="true" value="#{createLeaveBean.selectAll}" valueChangeListener="#{createLeaveBean.toggleSelectedFields}" onkeydown="moveFocus(event,'selectoneemp')" tabindex="8"></ice:selectBooleanCheckbox> </f:facet> <ice:selectBooleanCheckbox id="selectoneemp" value="#{currentRow.notify}" tabindex="9" ></ice:selectBooleanCheckbox> </ice:column> <ice:column style="width: 5%;"> <f:facet name="header"><ice:outputText value="Employee Id" /></f:facet> <ice:outputText value="#{currentRow.employeeInfoId}" /> </ice:column> <ice:column style="width: 34%;"> <f:facet name="header"><ice:outputText value="Employee Name" /></f:facet> <ice:outputText value="#{currentRow.firstName}" /> </ice:column> </ice:dataTable> </ice:panelGroup> </div> <ice:commandButton id="createleave" tabindex="12" value="Create" action="#{createLeaveBean.createLeavePolicyEmp}" styleClass="std-btn" style="margin-right: 10px;margin-left: 50px;margin-top: 15px"></ice:commandButton> <ice:commandButton id="cancelleave" tabindex="13" value="Cancel" action="#{createLeaveBean.cancelLeavePolicyEmp}" rendered="true" styleClass="std-btn" style="margin-top: 15px"></ice:commandButton> </div> This is second jspx page <div class="page-navi"> <ice:dataPaginator id="dataScroll_4" for="companyDataTable2" paginator="true"> <f:facet name="first"> <ice:graphicImage url="/xmlhttp/css/xp/css-images/arrow-first.gif" title="First Page" /> </f:facet> <f:facet name="last"> <ice:graphicImage url="/xmlhttp/css/xp/css-images/arrow-last.gif" title="Last Page" /> </f:facet> <f:facet name="previous"> <ice:graphicImage url="/xmlhttp/css/xp/css-images/arrow-previous.gif" title="Previous Page" /> </f:facet> <f:facet name="next"> <ice:graphicImage url="/xmlhttp/css/xp/css-images/arrow-next.gif" title="Next Page" /> </f:facet> </ice:dataPaginator> </div> <ice:panelGroup> <ice:dataTable id="companyDataTable2" rendered="#{createLeaveBean.deptRender}" binding="#{createLeaveBean.empTable}" value="#{createLeaveBean.lstEmployeeeInfo}" var="currentRowww" width="96%" cellpadding="0" cellspacing="0" headerClass="std-table-header" styleClass="std-table" rows="10"> <ice:column style="width: 5%;"> <f:facet name="header"><ice:outputText value="Employee Id" /></f:facet> <ice:outputText value="#{currentRowww.employeeInfoId}" /> </ice:column> <ice:column style="width: 34%;"> <f:facet name="header"><ice:outputText value="Employee Name" /></f:facet> <ice:outputText value="#{currentRowww.firstName}" /> </ice:column> </ice:dataTable> </ice:panelGroup> <ice:commandButton id="createLeave" value="Create" action="#{createLeaveBean.createLeavePolicyDept}" styleClass="std-btn" tabindex="8" style="margin-right: 10px;margin-left: 40px;margin-top: 15px"></ice:commandButton> <ice:commandButton id="cancelLeave" value="Cancel" action="#{createLeaveBean.cancelLeavePolicyDept}" rendered="true" styleClass="std-btn" tabindex="9" style="margin-top: 15px"></ice:commandButton>

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  • glitchy stuttery iphone game loop

    - by Adam
    This is a problem I've been trying to solve for a few days now, and I've looked at the various solutions on stackoverflow and nothing has really seemed to work for me. I'm making an iPhone game with OpenGLES graphics and accelerometer input, at this point it's very simple, but the rendering is already pretty bad... it stutters and seems to jump back or forward in time. It doesn't happen a lot, but it happens enough to be a problem. I mean, who wants to play a game where a bullet gets magically transported into the player, and then it's game over? No one. I've tried using NSTimer for the game loop, I've tried using a separate thread (with a frame rate and continuously) I've tried using different frame rates, from 30FPS to 60FPS (It seems to have a max frame rate around 45FPS, but no problems at 30FPS) I've tried using timeIntervalSince1970 and CFGetAbsoluteTime to measure loop time, with no noticeable diffence Anyone have any ideas on what is the best way to get this looking better? One of the posts I've read suggested running the simulation at a fixed frame rate and then just render as fast as possible, does that seem like a good idea?

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  • Wired component null in seam EntityHome action

    - by rangalo
    I have a custom EntityHome class. I wire the dependent entity in the wire method, but when I call the action (persist) the wired component is always null. What could be the reason, similar code generated by seam gen is apparently working. Here is the entity class. I have overrden persist method to log the value of the wired element. @Name("roundHome") @Scope(ScopeType.CONVERSATION) public class RoundHome extends EntityHome<Round>{ @In(required = false) private Golfer currentGolfer; @In(create = true) private TeeSetHome teeSetHome; @Override public String persist() { logger.info("Persist called"); if (null != getInstance().getTeeSet() ) { logger.info("teeSet not null in persist"); } else { logger.info("teeSet null in persist"); // wire(); } String retVal = super.persist(); //To change body of overridden methods use File | Settings | File Templates. return retVal; } @Logger private Log logger; public void wire() { logger.info("wire called"); TeeSet teeSet = teeSetHome.getDefinedInstance(); if (null != teeSet) { getInstance().setTeeSet(teeSet); logger.info("Successfully wired the teeSet instance with color: " + teeSet.getColor()); } } public boolean isWired() { logger.info("is wired called"); if(null == getInstance().getTeeSet()) { logger.info("wired teeSet instance is null, the button will be disabled !"); return false; } else { logger.info("wired teeSet instance is NOT null, the button will be enabled !"); logger.info("teeSet color: "+getInstance().getTeeSet().getColor()); return true; } } @RequestParameter public void setRoundId(Long id) { super.setId(id); } @Override protected Round createInstance() { Round round = super.createInstance(); round.setGolfer(currentGolfer); round.setDate(new java.sql.Date(System.currentTimeMillis())); return round; } } Here the xhtml <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE composition PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <ui:composition xmlns="http://www.w3.org/1999/xhtml" xmlns:s="http://jboss.com/products/seam/taglib" xmlns:ui="http://java.sun.com/jsf/facelets" xmlns:f="http://java.sun.com/jsf/core" xmlns:h="http://java.sun.com/jsf/html" xmlns:a="http://richfaces.org/a4j" xmlns:rich="http://richfaces.org/rich" template="layout/template.xhtml"> <ui:define name="body"> <h:form id="roundform"> <rich:panel> <f:facet name="header>"> #{roundHome.managed ? 'Edit' : 'Add' } Round </f:facet> <s:decorate id="dateField" template="layout/edit.xhtml"> <ui:define name="label">Date:</ui:define> <rich:calendar id="date" datePattern="dd/MM/yyyy" value="#{round.date}"/> </s:decorate> <s:decorate id="notesField" template="layout/edit.xhtml"> <ui:define name="label">Notes:</ui:define> <h:inputTextarea id="notes" cols="80" rows="3" value="#{round.notes}" /> </s:decorate> <s:decorate id="totalScoreField" template="layout/edit.xhtml"> <ui:define name="label">Total Score:</ui:define> <h:inputText id="totalScore" value="#{round.totalScore}" /> </s:decorate> <s:decorate id="weatherField" template="layout/edit.xhtml"> <ui:define name="label">Weather:</ui:define> <h:selectOneMenu id="weather" value="#{round.weather}"> <s:selectItems var="_weather" value="#{weatherCategories}" label="#{_weather.label}" noSelectionLabel=" Select " /> <s:convertEnum/> </h:selectOneMenu> </s:decorate> <div style="clear: both;"> <span class="required">*</span> required fields </div> </rich:panel> <div class="actionButtons"> <h:commandButton id="save" value="Save" action="#{roundHome.persist}" rendered="#{!roundHome.managed}" /> <!-- disabled="#{!roundHome.wired}" /> --> <h:commandButton id="update" value="Update" action="#{roundHome.update}" rendered="#{roundHome.managed}" /> <h:commandButton id="delete" value="Delete" action="#{roundHome.remove}" rendered="#{roundHome.managed}" /> <s:button id="discard" value="Discard changes" propagation="end" view="/Round.xhtml" rendered="#{roundHome.managed}" /> <s:button id="cancel" value="Cancel" propagation="end" view="/#{empty roundFrom ? 'RoundList' : roundFrom}.xhtml" rendered="#{!roundHome.managed}" /> </div> <rich:tabPanel> <rich:tab label="Tee Set"> <div class="association"> <h:outputText value="Tee set not selected" rendered="#{round.teeSet == null}" /> <rich:dataTable var="_teeSet" value="#{round.teeSet}" rendered="#{round.teeSet != null}"> <h:column> <f:facet name="header">Course</f:facet>#{_teeSet.course.name} </h:column> <h:column> <f:facet name="header">Color</f:facet>#{_teeSet.color} </h:column> <h:column> <f:facet name="header">Position</f:facet>#{_teeSet.pos} </h:column> </rich:dataTable> </div> </rich:tab> </rich:tabPanel> </h:form> </ui:define> </ui:composition>

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  • Displaying recntangles in game window with XNA

    - by blerh
    I want to divide my game grid into an array of rectangles. Each rectangle is 40x40 and there are 14 rectangles in every column, with a total of 25 columns. This covers a game area of 560x1000. This is the code I have set up to make the first column of rectangles on the game grid: Rectangle[] gameTiles = new Rectangle[15]; for (int i = 0; i <= 15; i++) { gameTiles[i] = new Rectangle(0, i * 40, 40, 40); } I'm pretty sure this works, but of course I cannot confirm it because rectangles do not render on the screen for me to physically see them. What I would like to do for debugging purposes is to render a border, or fill the rectangle with color so I can see it on the game itself, just to make sure this works. Is there a way to make this happen? Or any relatively simple way I can just make sure that this works? Thank you very much.

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  • Java the little console game won't repeat?

    - by Jony Kale
    Okay, what I have so far is: You enter the game, and write "spin" to the console. Program will enter the while loop. In the while loop, if entered int is -1, return to the back (Set console input back to "", and let the user select what game he would like to play). Problem: Instead of going back, and selecting "spin" again, the program exits? Why is it happening? How can I fix this? private static Scanner console = new Scanner(System.in); private static Spin spin = new Spin(); private static String inputS = ""; private static int inputI = 0; private static String[] gamesArray = new String[] {"spin", "tof"}; private static boolean spinWheel = false; private static boolean tof = false; public static void main (String[] args) { if (inputS.equals("")) { System.out.println("Welcome to the system!"); System.out.print("Please select a game: "); inputS = console.nextLine(); } while (inputS.equals("spin")) { System.out.println("Welcome to the spin game! Please write 1 to spin. and -1 to exit back"); inputI = console.nextInt(); switch (inputI) { case 1: break; case -1: inputI = 0; inputS = ""; break; } } }

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  • Porting WebGL game to iPhone's native OpenGL?

    - by ArtPulse
    We are developing a web game that uses WebGL for the two biggest parts of it. Working with HTML / CSS was too slow and too limited, so it's off the table. Thing is, iOS does not support WebGL publicly just yet, only on iAd. It is my guess Apple will eventually support it once the security issues they and Microsoft claim it has are fixed, and looks stable enough. Problem is, if Apple does not do this by the release of the next mayor iOS version, then we will have in our hands a mobile WebGL game that does not run. 6 months of development and testing to waste. So, questions: If that was the case, how viable (regarding amount of time) is it porting the WebGL part of the game to native iPhone OpenGL? I'm afraid that porting will take longer than the development of the game itself. I saw posts on Stack Overflow (like this) that suggested, on Android, adding the OpenGL interface manually to a WebKit element. It'd be slower than native. But either way... Is this something that could be accepted in the AppStore? Apple is very restrictive with these kind of stuff... Thank you all for your time!

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  • erlang design of a card game [closed]

    - by user601836
    I would like to discuss with you a possible implementation for a card game in erlang. The only full example I found online is OpenPoker. I would like to create one myself, so here is the implementation I have in mind: A gen_server to represent a deck: when started creates a deck of cards (shuffled). And stores it in its state. provides an handle_call (draw_card) A gen_server to represent the chat room. Stores in its state the registered name of a player process (e.g. player1, player2, luke etc etc). Exports handle_cast to join the chat (executed by default when somebody joins successfully the game) and one to broadcast a chat message to all users by calling an handle_cast on the gen_server representing a player. a gen_fsm to represent a game instance. Has two states (wait_join, and turn). Exports join/1 to join the game, play_card/2 and send_msg/2. One parameter is the pid of the player process. a gen_server to represent the player. Exports only start_link/1 where the parameter is the name to use to register the process (inside the init I call join method of gen_fsm). Has different handle_calls (e.g. get_hand, draw_card) and handle_casts (e.g. play_card, deliver_msg, and send_msg) A gen_server to represent the main process. Exports (join_game/1 which calls player:start_link/1, send_msg/2 to call player's send_msg, play_card/3 to call player's play_card). What do you think of this architecture? Thanks in advance

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  • Displaying rectangles in game window with XNA

    - by blerh
    I want to divide my game grid into an array of rectangles. Each rectangle is 40x40 and there are 14 rectangles in every column, with a total of 25 columns. This covers a game area of 560x1000. This is the code I have set up to make the first column of rectangles on the game grid: Rectangle[] gameTiles = new Rectangle[15]; for (int i = 0; i <= 15; i++) { gameTiles[i] = new Rectangle(0, i * 40, 40, 40); } I'm pretty sure this works, but of course I cannot confirm it because rectangles do not render on the screen for me to physically see them. What I would like to do for debugging purposes is to render a border, or fill the rectangle with color so I can see it on the game itself, just to make sure this works. Is there a way to make this happen? Or any relatively simple way I can just make sure that this works? Thank you very much.

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  • Developing a 2D Game for Windows Phone 8

    - by Vaccano
    I would like to develop a 2D game for Windows Phone 8. I am a professional Application Developer by day and this seems like a fun hobby. But I have been disapointed trying to get going. It seems that 2D games (far and away the majority of games) do not have any real support. It seems the Windows Phone makers did not include support for Direct2D. So unless you are planning to make a fully 3D app, you are out of luck. So, if you just wanted to make a nice 2D app, these are your choices: Write your game using Xaml and C# (Performance Issues?) Write your game using Direct3D and but only draw on one plane. Use the DirectX Took Kit found on codeplex. It allows you to use the dying XNA framework's API for development. Number 3 seems the best for my game. But I hate to waste my time learning the XNA api when Microsoft has clearly stated that it is not going to be supported going forward. Number 2 would work, but 3D development is really hard. I would rather not have to do all that to get the 2D effect. (Assuming Direct2D is easier. I have yet to look into that.) Number 1 seems the easiest, but I worry that my app will not run well if it is based off of xaml rendering rather than DirectX. What is the suggested method from Microsoft? And who decided that 2D games were going to get shortchanged?

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  • Android lifecycle of thread-based game

    - by ehehhh
    I ran into a bit of trouble while trying to get my game to work correctly after being put to the background by the user or a phone call for example. My app has a SurfaceView class called GameView, which has the onDraw() method to do all the necessary drawing for my game and two threads - one for calling the onDraw() and one for doing the necessary calculations for the game's logic. I succesfully implemented onPause() and onResume(). (I paused both threads when back button was pressed and resumed them after user cancelled in the AlertDialog.) Now I would like to have the game paused the same way when onStop() gets called. I put both threads on pause and saved my characters location in the savedInstanceState, but when I start my app again, no method gets called (I checked with Logcat). I believe onRestart() should be called first, then onStart() and then onResume(), but none of that happens. What am I doing wrong? (Didn't include any code, because it seems to be a problem of me not understanding the lifecycle, not a problem in code. If it seems necessary, I'll post the parts you request.)

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  • Quick question regarding MVC framework for a java game

    - by Jason
    I have a question regarding the use of the MVC framework for a blackjack game im writing in java. As I understand, my model would be a class that stores the state of the game, and more specifically, each players hand. Within the model class, I would have an array of listeners, which would be notified each time the game state changes (ie a player has drawn a new card). These listeners would be my viewer, which is the class that handles the display of the game. This class would implement the ActionListener interface, and each time the model changes, it would call/"notify" my viewer's actionPerformed method. My question is as follows: I intend to have two JPanels, each devoted to displaying the respective player's hand. As a player draws a new card, a new ImageIcon would be added to the panel. My question is how would the viewer class know what card has been added to the player's hand? I suppose I could store the player's hand before a notify event, and then upon the notification event, compare the new state with the old, to find out what has changed. I'm a complete novice here, so I could be completely wrong, but it seems a bit tedious to do this. Is there a more efficient/common way of detecting what has changed in the model between the before and after state? Another solution would be to redraw the entire panel each time the notification occurs? Would this be a better idea?

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  • How can I post scores to Facebook from a LibGDX android game?

    - by Vishal Kumar
    I am using LibGDX to create an android game. I am not making the HTML backend of the game. I just want it to be on the Android Google Play store. Is it possible to post the scores to Facebook? And if so, how can I do it. I searched and found the solutions only for web-based games. For LibGDX, there is a tutorial for Scoreloop. So, I am worried whether there is a way to do so. Any Suggestion will be welcome.

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  • How to produce assets effectively on large Flash game projects?

    - by Antoine Lassauzay
    I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to have them following any kind of structure and/or standards, nor taking into consideration performance. I would say also the most of our issues concerns UI and related animations. Our current workflow is (on a Facebook hidden object game) : Artists produce PSD and animate prototypes in Flash Artists re-organize their FLA files to be a bit more "programmer friendly" Programmers retouches assets until they have the right structure and export classes inside a SWC, from Flash Programmers try to improve performances, sometimes degrading the quality of game graphics Our main idea is to hire somebody dedicated to prepare assets for programmers but I am really looking forward to improving the pipeline. I was wondering if you guys have tips of any kind to improve this workflow, whether it be team organization, training, tools or tips with Flash. Any explanation on your asset pipeline is well appreciated too.

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  • How do i start Game programming in windows phone xna?

    - by Ankit Rathod
    Hello, I am very much interested in Game programming in Xna. However during my college days i did not take Physics or Maths. Does that mean i can't create games in xna? I just know basics of trignometry. Can you all point me to few links where i can learn xna as well as the basic stuff of Maths that is bound to be required in most of the games? Are all game programmers excellent in Maths and Physics ? Thanks in advance :)

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  • Best way to distribute graphics, audio and levels with an SDL game?

    - by Kristopher
    I'm working on finishing up a game written in C++ with SDL I've been working on for awhile, and I'm starting to ponder how I'm going to distribute it. It has hundreds of images that are loaded and used throughout the game, as well as a couple dozen .wav files for audio effects. What is the best way to distribute these? Should I just include the folders with all the files? Or is there a way I can package them into a single file, then open and extract them in my application? What's the best way to go about this?

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  • Getting Started with 2d Game Dev (C++): DirectX or OpenGL?

    - by Dfowj
    So, i'm a student looking to get my foot in the door of game development and im looking to do something 2D, maybe a tetris/space invaders/something-with-a-little-mouse-interaction clone. I pointed my searches in the direction of C++ and 2d and was eventually lead to DirectX/OpenGL Now as i understand it, all these packages will do for me is draw stuff on a screen. And thats all i really care about at this point. Sound isn't necessary. Input can be handled with stdlib probably. So, for a beginner trying to create a basic game in C++, would you recommend DirectX or OpenGL? Why? What are some key feature differences between the two? Which is more usable?

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  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

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  • Should I get my masters in Game Design and Development or Computer Science?

    - by Christopher Stephenson
    I am a recent grad with a B.S. in IT while I didn't minor in Game Desgin and development, I took few classes in it. During my job search I have seen that most gaming companies seems to want someone that majored in C.S, mathematics, or physics. During my undergrad I never had to take physics nor did I learn much about data structures and algorithms. These seem to be really important when searching for a job in game development. So I am thinking about going back to school to get my masters in either CS, or GDD. The problem though is which one? I am really not looking to create my own games, I just want to work on games.

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    Hi guys, I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Is there any advantage in using DX10/11 for a 2D game?

    - by David Gouveia
    I'm not entirely familiar with the feature set introduced by DX10/11 class hardware. I'm vaguely familiar with the new stages added to the programmable graphics pipeline, such as the geometry shader, the compute shader, and the new tesselation stages. I don't see how any of these make much of a difference for a 2D game though. Is there any compelling reason to make the switch to DX10/11 (or the OpenGL equivalents) for a 2D game, or would it be wiser to stick with DX9 considering that that a significant share of the market still runs on older technologies (e.g. the February 2012 Steam surveys lists around 17% of users as still using Windows XP)?

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