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  • How to tell MATLAB to open and save specific files in the same directory

    - by its-me
    I have to run an image processing algorithm on numerous images in a directory. An image is saved as name_typeX.tif, so there are X different type of images for a given name. The image processing algorithm takes an input image and outputs an image result. I need to save this result as name_typeX_number.tif, where 'number' is also an output from the algorithm for a given image. Now.. How do I tell MATLAB to open a specific 'typeX' file? Also note that there are other non-tif files in the same directory. How to save the result as name_typeX_number.tif? The results have to be saved in the same directory where the input images are present. How do I tell MATLAB NOT to treat the results that have been saved as an input images? I have to run this as background code on a server... so no user inputs allowed Thanks

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

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  • Good practices while working with multiple game engines, porting a game to a new engine

    - by Mahbubur R Aaman
    I have to work with multiple game engines, like Cocos2d Unity3d Galaxy While working with multiple game engines, what practices should i follow? EDIT: Is there any guideline to follow, that would be better as while any one working with multiple game engines? EDIT: While a game made by Cocos2d and done well at AppStore, then our target it to port to other platforms, then we utilize Unity3D. Here what should we do?

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  • Pro Google App Engine developer interview questions (with answers)

    - by WooYek
    What are good questions to determine if applicant is pro Google App Egine developer? Questions that can distinguish that someone is not an ad-hoc GAE programmer, but is really doing professional GAE development, with all areas concerned (eg. performance, transactions, async/batch data processing). Please provide answers, so an intermediate developer (such as myself :) can interview someone more experienced. Please avoid open questions. If possible please provide a link to a documentation part that's covering a topic in question. Please keep one interview question/answer per response for better reading experience and easier interview preparation.

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  • Client/Server Application Using Google App Engine

    - by Kevin Zhang
    Can someone please advise me what is the possible solution of using GAE to make a Client/Serer Application? As far as I know, GAE is designed to do web applications. What I want to do is to have a Java Client(Swing based) deployed on a number of computers and deploy the server on GAE. I found an example on GAE website which teaches how to make a SOAP service using GAE, but I don't know whether using SOAP is a good idea for client/server applications. Can someone give me some hints about how to design this system and what technology should be used? Any advices are welcome. Many thanks.

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  • Does your company name in an article title damage Search Engine relevance

    - by user492681
    I've been wondering about this for a while but never come across a solid answer. Many websites include their name in all the title tags of their articles. This is often apparent in word-press blogs etc. eg: Tsunami hits Japan and leaves thousands homeless | My Website Name The issue I have is that Search engines strip the stop words out of this sentence to leave the words in which it compares to the body text. So if I want my article to rank well and be relevant, in this case about the terrible Tsunami that has recently struck Japan what is to STOP the MY WEBSITE NAME section of the title de-valuing the relevance of the article. Am I over-worrying? Or should I take this in to consideration? Thanks for advice in advance.

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  • Programming Language vs. Game Engine [on hold]

    - by hunteroatway17
    I understand that this question has been asked multiple times before. I am just asking this quick and simple question. I have been learning programming in C#, Java and C++ for the past 6 months; Just experimenting with each. I think that C++ is the one that I like most. What I would like to know and am wondering about is should I learn a programming language and use a 2D framework like Allegro; Or should I learn Unity and make 2D games in that because it is probably faster and easier. I want to learn something that I can get pretty good at, seeing as I am pursuing a career in indie game development. I also have a programmer's mind set and I am a left brain thinker so learning a language is not a issue. I just want to best and most future proof choice. Thanks.

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  • SIMD Extensions for the Database Storage Engine

    - by jchang
    For the last 15 years, Intel and AMD have been progressively adding special purpose extensions to their processor architectures. The extensions mostly pertain to vector operations with Single Instruction, Multiple Data (SIMD) concept. The reasoning was that achieving significant performance improvement over each successive generation for the general purpose elements had become extraordinarily difficult. On the other hand, SIMD performance could be significantly improved with special purpose registers...(read more)

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  • Using Google App Engine to Perform World Updates vs an Authoritative Server

    - by Error 454
    I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute. I am looking for an answer that persuades me to either perform the world update on the google servers OR an authoritative server that syncs with the datastore. The main goal here would be to minimize GAE daily quotas. For some rough numbers, I am assuming 10,000 entities requiring updates. Each entity update would require: Reading 5 private entity variables (fetched from datastore) Fetching as many as 20 static variables (from datastore or persisted in server memory) Writing 5 entity variables Clients of the game would authenticate and set state directly against GAE as well as pull the latest world state from GAE. Running the update on GAE would consist of a cron job launched every minute. This would update all of the entities and save the results to the datastore. This would be more CPU intensive for GAE. Running the update on an authoritative server would consist of fetching entity data from the GAE datastore, calculating the new entity states and pushing the new state variables back to the datastore. This would be more bandwidth intensive for the datastore.

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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  • SIMD Extensions for the Database Storage Engine

    - by jchang
    For the last 15 years, Intel and AMD have been progressively adding special purpose extensions to their processor architectures. The extensions mostly pertain to vector operations with Single Instruction, Multiple Data (SIMD) concept. The motivation was that achieving significant performance improvement over each successive generation for the general purpose elements had become extraordinarily difficult. On the other hand, SIMD performance could be significantly improved with special purpose registers...(read more)

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  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

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  • engine for responsive gameplay

    - by zaftcoAgeiha
    Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...) What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

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  • Which game library/engine to choose?

    - by AllTheThingsSheSaid
    I'm not a programming beginner at all. I've tried 2 libraries/engines so far, allegro and Unity. For allegro. i think its not good if i wanna make a career in gaming industry since its not powerful enough. I don't feel comfortable with unity. Its more like a software like photoshop or flash. You can do almost everything with pre-defined functions, tools and with less coding. I need something which offers less tools and pre defined functions and more coding work. It would be awesome if its free and c/c++ based. I need both 2D/3D. and please, don't tell me to make my own library, i am not "that" advance. Any other information about gaming industry would be greatly appreciated.

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  • How does Google App Engine remote_api work

    - by EasilyBaffled
    As I understand it, and I may be wrong, but GAE's remote_api allows one application to access another application's datastore. I'll be blunt I don't understand how this works. I have read the article that everyone likes to point to, but I still don't understand how you can link two applications. Can someone explain it to me, perhaps with a small example or just point me to a tutorial that does this?

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Basic Steps in reading Excel files into matlab

    - by user3693727
    >> [NUM,TXT,RAW]=xlsread('C:\Users\Lincoln Wachn\Google Drive\Summer time\Book1') ??? Error using ==> xlsread at 219 XLSREAD unable to open file C:\Users\Lincoln Wachn\Google Drive\Summer time\Book1. File C:\Users\Lincoln Wachn\Google Drive\Summer time\Book1.xls not found. This is the error that I have received when I try to read a simple Excel file into MATLAB. This is a snapshot of the spreadsheet I would like to load in. Could guide me the basic know-how to extract these data? I have looked through the other questions pertaining to reading Excel files into MATLAB, but I am still very confused. I ultimately wish to extract the file below for my project using the same method. The second image shows the data I have to extract which I could not do. Its file type seems to be different, it is comma separated values file which is not xls. Hence, I am also confuse about whether different file type prevents extraction of data. Thanks you for helping(:

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  • Implementing custom Matlab functions in Simulink

    - by niko
    Hi, I would like to use custom Matlab function in Simulink. So far I have done it by placing Embedded Matlab Fuction block. However if the custom function contains another custom function the compile process fails. Here is the example of function I am trying to embed in the simulation: function [c, d, iterationsCount] = decodeLDPC(y, H, variance) Lci = initializeLq(y, H, variance); Lr = getLr(Lci); [Lq, c] = getLq(Lci, H, Lr); iterationsCount = 1; while(sum(mod(c * H', 2)) ~= 0) Lr = getLr(Lq); [Lq, c] = getLq(Lq, H, Lr); iterationsCount = iterationsCount + 1; end; G = getGeneratorMatrix(H); d = c/G; where initializeLq and getLr are custom functions as well. I would be very thankful if anyone could suggest a method to implement the above function in the simulation. Thank you.

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  • Saving "heavy" figure to PDF in MATLAB - rendering problem

    - by yuk
    I generate a figure in MATLAB with lot amount of points (100000+) and want to save it into a PDF file. With zbuffer or painters renderer I've got very large and slowly opened file (over 4 Mb) - all points are in vector format. Using OpenGL renderer rasterize the figure in PDF, ok for the plot, but not good for text labels. The file size is about 150 Kb. Try this simplified code, for example: x=linspace(1,10,100000); y=sin(x)+randn(size(x)); plot(x,y,'.') set(gcf,'Renderer','zbuffer') print -dpdf -r300 testpdf_zb set(gcf,'Renderer','painters') print -dpdf -r300 testpdf_pa set(gcf,'Renderer','opengl') print -dpdf -r300 testpdf_op The actual figure is much more complex with several axes and different types of plots. Is there a way to rasterize the figure, but keep text labels as vectors? Another problem with OpenGL is that is does not work in terminal mode (-nosplash -nodesktop) under Mac OSX. Looks like OpenGL is not supported. I have to use terminal mode for automation. The MATLAB version I run is 2007b. Mac OSX server 10.4.

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  • ploting 3d graph in matlab?

    - by lytheone
    Hello, I am currently a begineer, and i am using matlab to do a data analysis. I have a a text file with data at the first row is formatted as follow: time;wave height 1;wave height 2;....... I have column until wave height 19 and rows total 4000 rows. Data in the first column is time in second. From 2nd column onwards, it is wave height elevation which is in meter. At the moment I like to ask matlab to plot a 3d graph with time on the x axis, wave elevation on the y axis, and wave elevation that correspond to wave height number from 1 to 19, i.e. data in column 2 row 10 has a let say 8m which is correspond to wave height 1 and time at the column 1 row 10. I have try the following: clear; filename='abc.daf'; path='C:\D'; a=dlmread([path '\' filename],' ', 2, 1); [nrows,ncols]=size(a); t=a(1:nrows,1);%define t from text file for i=(1:20), j=(2:21); end wi=a(:,j); for k=(2:4000), l=k; end r=a(l,:); But everytime i use try to plot them, the for loop wi works fine, but for r=a(l,:);, the plot only either give me the last time data only but i want all data in the file to be plot. Is there a way i can do that. I am sorry as it is a bit confusing but i will be very thankful if anyone can help me out. Thank you!!!!!!!!!!

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