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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • Spritebatch not working in winforms

    - by CodingMadeEasy
    I'm using the Winforms sample on the app hub and everything is working fine except my spritebatch won't draw anything unless I call Invalidate in the Draw method. I have this in my initialize method: Application.Idle += delegate { Invalidate(); }; I used a breakpoint and it is indeed invalidating my program and it is calling my draw method. I get no errors with the spritebatch and all the textures are loaded I just don't see anything on the screen. Here's the code I have: protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); tileSheet.Draw(spriteBatch); foreach (Image img in selector) img.Draw(spriteBatch); spriteBatch.End(); } But when I do this: protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); tileSheet.Draw(spriteBatch); foreach (Image img in selector) img.Draw(spriteBatch); spriteBatch.End(); Invalidate(); } then all of a sudden the drawing starts to work! but the problem is that it freezes everything else and only that control gets updated. What can I do to fix this? It's really frustrating.

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  • Rendering shadow sprites in cocos2d-x

    - by lukeluke
    I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd*1 - Cs*S) where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1). The MAX() function is used to avoid negative results. This is a lighting effect: when the shadow sprite pixel is 0, there is no effect on the background pixel, otherwise, the background pixel becomes darker. Now, the only way that comes to my mind is to change the blending equation to GL_FUNC_SUBTRACT, but it doesn't compile with cocos2d-x (can't found it)... I would subclass the CCSprite class in order to implement the draw() method in order to change, when needed, the blending equation, call the original draw() method and restore the blending equation to its previous state at the end of the method. So my questions are two: how to use glBlendEquation() with cocos2d-x? Keep in mind that i am writing a game for iphone/android/windows. are shadows handled this way in 2D games? Thx

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  • Androidify Turns You into an Android-style Avatar

    - by ETC
    Androidify, a free application for Android phones, lets you create an Android-style avatar of yourself (or anyone, for that matter). Swap out the clothes, adjust the side of your noggin, add a pirate eye-patch, the customization options are abundant. Much like the Mii creator on the Wii, Androidify starts you off with the basics: skin color, hair style and color, adjustment of the body size. After that you can tweak things like clothing, accessories, facial hair and more. Once you’re done you can set it as your contact image, send it to others to use as your contact image, save as a photo, and other wise upload it with the social media tools you have on your phone. Hit up the link below to read more and grab a copy. Androidify [Android Market] Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar Reader for Android Updates; Now with Feed Widgets and More

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  • Would You Like It In Green?

    - by steve.diamond
    OK, so admittedly, this is already a TIRED and HACKNEYED term, but it applies here, so please endure the following. If you would like it in green, then yes, "We have an app for that!" In the soon-to-be-introduced next release of Oracle CRM On Demand, organizations gain unprecedented flexibility in their ability to optimize the look and feel of the Oracle CRM On Demand user interface. So if you want it in green, you can have it in green. And on this topic, I must say...our product development team seems to be taking unabashed pleasure in displaying this new color flexibility. Their demos are increasingly displaying a color palette that would make Martha Stewart hurl. And when I offer any feedback in my typically "direct" manner, they respond with, "Well Diamond, we can't show red or blue now, can we? It would just look like...everything else!" Yeah....but....but...I'm wearing a white shirt today, just like the white shirt I wore yesterday. And my wife has a fondness for "Shabby Chic," which is an interior design style deploying mostly white backdrops. Therefore, I guess I'm not the best one to critique. In all seriousness, although we'll be profiling far meatier features in the next release of Oracle CRM On Demand, this is important for organizations that want to match the look and feel of their CRM application to their corporate branding standards. Oh, and Happy St. Patrick's Day.

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  • Upcoming MySQL Events in Europe

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }h2 { margin: 12pt 0cm 3pt; page-break-after: avoid; font-size: 14pt; font-family: "Times New Roman"; font-style: italic; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }span.Heading2Char { font-family: Calibri; font-weight: bold; font-style: italic; }span.apple-style-span { }div.Section1 { page: Section1; } Oracle’s European MySQL team is active running many events during the upcoming couple of months. We hope to see you there - Register Now! Scale with MySQL Are you looking to scale with MySQL? On-premise or in the cloud? Leveraging SQL and NoSQL Access? Join us for a free Oracle seminar focusing on best practices for MySQL performance and scalability. April 25: London May 22: Berlin MySQL Enterprise Edition Workshop In this hands-on seminar we will present the MySQL Enterprise Edition management tools under guidance of Oracle’s MySQL experts providing hints and tips. May 8: Düsseldorf High Availability Solutions for MySQL Web-based and business critical applications must typically be available 24/7. In addition to being very costly due to lost revenue opportunities, downtime can be extremely detrimental to customer loyalty, and present regulatory issues if data is compromised. Join us for this seminar to better understand how to achieve high availability with MySQL. May 10: Helsinki May 23: Munich May 24: Baden-Dättwil (near Zürich)

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  • Win32 strange exception

    - by Christian Frantz
    When creating 2500 objects, I get a strange windows exception. It says the operation copmleted successfully at my constructor line. The program doesn't run or anything. I'm assuming it has something to do with memory. Each object has 32 indices and 8 vertices, so that 640,000 bytes or whatever vertices and indices are stored as. Any idea on how to fix this? Creating 25 objects works fine\ System.ComponentModel.Win32Exception was unhandled Message=The operation completed successfully Source=System.Drawing ErrorCode=-2147467259 NativeErrorCode=0 StackTrace: at System.Drawing.Icon.Initialize(Int32 width, Int32 height) at System.Drawing.Icon..ctor(Type type, String resource) at Microsoft.Xna.Framework.WindowsGameWindow.GetDefaultIcon() at Microsoft.Xna.Framework.WindowsGameWindow..ctor() at Microsoft.Xna.Framework.WindowsGameHost..ctor(Game game) at Microsoft.Xna.Framework.Game.EnsureHost() at Microsoft.Xna.Framework.Game..ctor() at Cube_Chaser.Cube..ctor(GraphicsDevice graphicsDevice, Vector3 Position, Color Color) in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 31 at Cube_Chaser.Cube.CreateMap() in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 247 at Cube_Chaser.Game1.LoadContent() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 86 at Microsoft.Xna.Framework.Game.Initialize() at Cube_Chaser.Game1.Initialize() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 77 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at Cube_Chaser.Program.Main(String[] args) in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Program.cs:line 15 InnerException:

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  • Oracle TechCast Live: "MySQL 5.5 Does Windows"

    - by bertrand.matthelie(at)oracle.com
    @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; } Interested in MySQL on Windows? Join our next Oracle TechCast Live on Tuesday January 11th at 10.00 am PT! MySQL Product Manager Mike Frank will then tell you all about the major MySQL 5.5 performance gains on Windows.   In case you're not familiar with the Oracle TechCast Live events, they're akin to online "fireside chats" with experts about new tools, technologies and trends in application development. They also include live Q&A sessions, and you can ask questions via Twitter & Facebook. You can check out a few archived sessions here.   Get ready to ask your questions to Mike!   We hope many of you will join.

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  • css: zoooming-out inside the browser moves rightmost floated div below other divs

    - by John Sonderson
    I am seeing something strange in both firefox and chrome when I increase the zoom level inside these browsers, although I see nothing wrong with my CSS... I am hoping someone on this group will be able to help. Here is the whole story: I have a right-floated top-level div containing three right-floated right. The three inner divs have all box-model measurements in pixels which add up to the width of the enclosing container. Everything looks fine when the browser size is 100%, but when I start making the browser smaller with CTRL+scrollwheel or CTRL+minus the rightmost margin shrinks down too fast and eventually becomes zero, forcing my rightmost floated inner div to fall down below the other two! I can't make sense out of this, almost seems like some integer division is being performed incorrectly in the browser code, but alas firefox and chrome both display the same result. Here is the example (just zoom out with CTRL-minus to see what I mean): Click Here to View What I Mean on Example Site Just to narrow things down a bit, the tags of interest are the following: div#mainContent div#contentLeft div#contentCenter div#contentRight I've searched stackoverflow for an answer and found the following posts which seem related to my question but was not able to apply them to the problem I am experiencing: http:// stackoverflow.com/questions/6955313/div-moves-incorrectly-on-browser-resize http:// stackoverflow.com/questions/18246882/divs-move-when-resizing-page http:// stackoverflow.com/questions/17637231/moving-an-image-when-browser-resizes http:// stackoverflow.com/questions/5316380/how-to-stop-divs-moving-when-the-browser-is-resized I've duplicated the html and css code below for your convenience: Here is the HTML: <!doctype html> <html> <head> <meta charset="utf-8"> <title>Pinco</title> <link href="css/style.css" rel="stylesheet" type="text/css"> </head> <body> <div id="wrapper"> <header> <div class="logo"> <a href="http://pinco.com"> <img class="logo" src="images/PincoLogo5.png" alt="Pinco" /> </a> </div> <div class="titolo"> <h1>Benvenuti!</h1> <h2>Siete arrivati al sito pinco.</h2> </div> <nav> <ul class="menu"> <li><a href="#">Menù Qui</a></li> <li><a href="#">Menù Quo</a></li> <li><a href="#">Menù Qua</a></li> </ul> </nav> </header> <div id="mainContent"> <div id="contentLeft"> <section> <article> <p> Lorem ipsum dolor sit amet, consectetur adipiscing elit. Quisque tempor turpis est, nec varius est pharetra scelerisque. Sed eu pellentesque purus, at cursus nisi. In bibendum tristique nunc eu mattis. Nulla pretium tincidunt ipsum, non imperdiet metus tincidunt ac. In et lobortis elit, nec lobortis purus. Cras ac viverra risus. Proin dapibus tortor justo, a vulputate ipsum lacinia sed. In hac habitasse platea dictumst. Phasellus sit amet malesuada velit. Fusce diam neque, cursus id dui ac, blandit vehicula tortor. Phasellus interdum ipsum eu leo condimentum, in dignissim erat tincidunt. Ut fermentum consectetur tellus, dignissim volutpat orci suscipit ac. Praesent scelerisque urna metus. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Duis pulvinar, sem a sodales eleifend, odio elit blandit risus, a dapibus ligula orci non augue. Nullam vitae cursus tortor, eget malesuada lectus. Nulla facilisi. Cras pharetra nisi sit amet orci dignissim, a eleifend odio hendrerit. </p> </article> </section> </div> <div id="contentCenter"> <section> <article> <p> Maecenas vitae purus at orci euismod pretium. Nam gravida gravida bibendum. Donec nec dolor vel magna consequat laoreet in a urna. Phasellus cursus ultrices lorem ut sagittis. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Vivamus purus felis, ornare quis ante vel, commodo scelerisque tortor. Integer vel facilisis mauris. </p> <img src="images/auto1.jpg" width="272" height="272" /> <p> In urna purus, fringilla a urna a, ultrices convallis orci. Duis mattis sit amet leo sed luctus. Donec nec sem non nunc mattis semper quis vitae enim. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Suspendisse dictum porta quam, vel lobortis enim bibendum et. Donec iaculis tortor id metus interdum, hendrerit tincidunt orci tempor. Sed dignissim cursus mattis. </p> </article> </section> </div> <div id="contentRight"> <section> <article> <img src="images/auto2.jpg" width="272" height="272" /> <img src="images/auto3.jpg" width="272" height="272" /> <p> Cras eu quam lobortis, sodales felis ultricies, rhoncus neque. Aenean nisi eros, blandit ac lacus sit amet, vulputate sodales mi. Nunc eget purus ultricies, aliquam quam sit amet, porttitor velit. In imperdiet justo in quam tristique, eget semper nisi pellentesque. Cras fringilla eros enim, in euismod nisl imperdiet ac. Fusce tempor justo vitae faucibus luctus. </p> </article> </section> </div> </div> <footer> <div class="footerText"> <p> Copyright &copy; Pinco <br />Lorem ipsum dolor sit amet, consectetur adipiscing elit. <br />Fusce ornare turpis orci, nec egestas leo feugiat ac. <br />Morbi eget sem facilisis, laoreet erat ut, tristique odio. Proin sollicitudin quis nisi id consequat. </p> </div> <div class="footerLogo"> <img class="footerLogo" src="images/auto4.jpg" width="80" height="80" /> </div> </footer> </div> </body> </html> and here is the CSS: /* CSS Document */ * { margin: 0; border: 0; padding: 0; } body { background: #8B0000; /* darkred */; } body { margin: 0; border: 0; padding: 0; } div#wrapper { margin: 0 auto; width: 960px; height: 100%; background: #FFC0CB /* pink */; } header { position: relative; background: #005b97; height: 140px; } header div.logo { float: left; width: 360px; height: 140px; } header div.logo img.logo { width: 360px; height: 140px; } header div.titolo { float: left; padding: 12px 0 0 35px; color: black; } header div.titolo h1 { font-size: 36px; font-weight: bold; } header div.titolo h2 { font-size: 24px; font-style: italic; font-weight: bold; color: white;} header nav { position: absolute; right: 0; bottom: 0; } header ul.menu { background: black; } header ul.menu li { display: inline-block; padding: 3px 15px; font-weight: bold; } div#mainContent { float: left; width: 100%; /* width: 960px; *//* height: 860px; */ padding: 30px 0; text-align: justify; } div#mainContent img { margin: 12px 0; } div#contentLeft { height: 900px; float: left; margin-left: 12px; border: 1px solid black; padding: 15px; width: 272px; background: #ccc; } div#contentCenter { height: 900px; float: left; margin-left: 12px; border: 1px solid transparent; padding: 15px; width: 272px; background: #E00; } div#contentRight { height: 900px; float: left; margin-left: 12px; border: 1px solid black; padding: 15px; width: 272px; background: #ccc; } footer { clear: both; padding: 12px; background: #306; color: white; height: 80px; font-style: italic; font-weight: bold; } footer div.footerText { float: left; } footer div.footerLogo { float: right; } a { color: white; text-decoration: none; } Thanks.

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  • OurSQL: The MySQL Database Community Podcast

    - by bertrand.matthelie(at)oracle.com
    @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; } For those of you not aware of it, Sheeri K. Cabral and Sarah Novotny are doing a great job running the "OurSQL" Podcast. A great and convenient way to learn more about various MySQL topics. @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } Episode 33 is about "Looking through the Lenz"...that is, Lenz Grimmer, MySQL Community Manager at Oracle and long time MySQLer.   Lenz talks about snapshot backups in general, MySQL backups with snapshots, and mylvmbackup, a script he wrote and maintains to easily take consistent MySQL snapshot backups. Check it out!   Keep up the good work, Sheeri and Sarah!

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  • What to think about when designing a simple GUI for a quiz game

    - by PeterK
    I am coming close to finish my first iPhone game ever, as a matter of fact also my first programming experience ever, which is a quiz game. I have all the functionality i want and is currently polishing it both from a code point of view as well as looking at the GUI. My initial idea was not to use any specific graphics but rather focus on the game experience and simplicity and by that only using background color, orange, and white text as well as buttons. The design is based on that all ages, from learning to read, should be able to host and play this game. However, as i am now getting close to the finish line i am starting to think what is needed from a GUI point of view. I would like to ask for some advice what to think about when designing a GUI. Is it considered OK without any 'fancy' graphics, what is the risk without it etc.? Also, what colors goes well together if i choose to use a simple GUI. I am thinking about color blindness etc. In other words how do i design a good and effective GUI for a simple game as mine? Thanks

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  • How add fog with pixel shader (HLSL) XNA?

    - by Mehdi Bugnard
    I started to make a small game in XNA . And recently i tried to add a "fog" on "pixel shader HLSL" with the class Effect from XNA . I search online about some tutorial and found many sample. But nothing want work on my game :-( . Before i already add a "fog" effect in my game and everything work, because i used the class "BasicEffect" but with the class "Effect" and HLSL, it's really more complicated. If somebody have an idea, it's will be wonderfull. Thanks again. Here is my code HLSL, i use. // Both techniques share this same pixel shader. float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { //return tex2D(Sampler, input.TextureCoordinate) * input.Color; float d = length(input.TextureCoordinate - cameraPos); float l = saturate((d-fogNear)/(fogFar-fogNear)); float fogFactory = clamp((d - fogNear) / (fogFar - fogNear), 0, 1) * l; return tex2D(Sampler, input.TextureCoordinate) * lerp(input.Color, fogColor, fogFactory); } Here is the screenShot With effect Without effect

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  • MySQL Connect Call for Papers Open Now, until May 6

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; } MySQL Connect will take place in San Francisco September 29 and 30; you can read the Press Release here. The call for papers is open until May 6, submit your sessions now! This is your chance to present your real-world experience and share your expertise and best practices with the MySQL community. The conference includes six tracks: Performance and Scalability, High Availability, Cloud Computing, Architecture and Design, Database Administration, and Application Development. You can submit conference sessions as well as BOF (Birds-of-a-Feather) sessions. We look forward to hearing from you! Interested in sponsorship and exhibit opportunities? You will find more information here. Registration for MySQL Connect also opened today. Register now to take advantage of the Early Bird discount! MySQL Connect will be jam-packed with technical sessions, hands-on labs and Birds of a Feather (BOF) sessions delivered by MySQL community members, users, customers and MySQL engineers from Oracle. The event is a unique opportunity to learn about the latest MySQL features, discuss product roadmaps, and connect directly with the engineers behind the latest MySQL code.

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  • MySQL 5.5 Available on Oracle Linux 6 and RHEL 6

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Calibri"; }@font-face { font-family: "Cambria"; }@font-face { font-family: "MS Minngs"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; } Following the availability of MySQL 5.5 on Oracle Linux 6 with the Unbreakable Enterprise Kernel, MySQL 5.5 is now also available on Red Hat Enterprise Linux 6 (RHEL 6) and Oracle Linux 6 with the Red Hat compatible kernel. MySQL users can download MySQL 5.5 Community Edition binaries for Oracle Linux and Red Hat Linux 6 here. MySQL customers can rely on Oracle Premier Support for MySQL when using the MySQL database on either Oracle Linux or Red Hat Enterprise Linux 6. In addition to offering direct Linux support to customers running RHEL6, Oracle Linux 6, or a combination of both, Oracle also provides Oracle Linux 6 binaries, update and erratas for free via http://public-yum.oracle.com.

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  • How to set TextureFilter to Point to make example Bloom filter work?

    - by Mr Bell
    I have simple app that renders some particles and now I am trying to apply the bloom shader from the xna samplers ( http://create.msdn.com/en-US/education/catalog/sample/bloom ) to it, but I am running into this exception: "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4." When the BloomComponent tries to end the sprite batch in the DrawFullscreenQuad method: spriteBatch.Begin(0, BlendState.Opaque, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); //<------- Exception thrown here It seems to be related to the pixel shaders that I am using to animate the particle. In a nutshell, I have a texture2d in vector4 format that holds particle positions, and another one for velocities. Here is a snippet from that area: GraphicsDevice.SetRenderTarget(tempRenderTarget); animationEffect.CurrentTechnique = animationEffect.Techniques[technique]; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointWrap, DepthStencilState.DepthRead, RasterizerState.CullNone, animationEffect); spriteBatch.Draw(randomValues, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); What I comment out the code that calls the particle animation pixel shaders the bloom component runs fine. Is there some state that I need to reset to make the bloom work?

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  • Unity custom shaders and z-fighting

    - by Heisenbug
    I've just readed a chapter of Unity iOS Essential by Robert Wiebe. It shows a solution for handling z-figthing problem occuring while rendering a street on a plane with the same y offset. Basically it modified Normal-Diffuse shader provided by Unity, specifing the (texture?) offset in -1, -1. Here's basically what the shader looks like: Shader "Custom/ModifiedNormalDiffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Offset -1,-1 //THIS IS THE ADDED LINE Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex) *_Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } Ok. That's simple and it works. The author says about it: ...we could use a copy of the shader that draw the road at an Offset of -1, -1 so that whenever the two textures are drawn, the road is always drawn last. I don't know CG nor GLSL, but I've a little bit of experience with HLSL. Anyway I can't figure out what exactly is going on. Could anyone explain me what exactly Offset directly does, and how is solves z-fighting problems?

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  • How do you author HDR content?

    - by Nathan Reed
    How do you make it easy for your artists to author content for an HDR renderer? What kinds of tools should you provide, and what workflows need to change, in going from LDR to HDR? Note that I'm not asking about the technical aspects of implementing an HDR renderer, but about best practices for creating materials and lighting in HDR. I've googled around a bit, but there doesn't seem to be much about this topic on the web. Can anyone point me to some good resources on this, or share their own experiences? Some specific points: Lighting - how can lighting artists pick HDR light colors? Do they have a standard LDR color picker and then a multiplier? Is the multiplier in gamma or linear space? Maybe instead of a multiplier it's a log-luminance? Or a physical brightness level, like the number of lumens? How will they know what multiplier/luminance/brightness is "correct" for a given light? Materials - how can texture artists make emissive color maps, such as neon signs, TV screens, skyboxes, etc? Can you paint one as a regular LDR (8-bit-per-channel) image and apply a multiplier (or log-luminance, etc.)? Are there cases where it's necessary to actually paint HDR images? If so, how do you go about this in Photoshop (or other software)?

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  • How can I create a square 10x10 grid using nested for loops in Java? [migrated]

    - by help
    I'm trying to create a 10x10 grid using for loops in Java. I'm able to create rows going up and down but not repeating. for(int i = 1; i < temperatures.length; i++) { temperatures[i] = (temperatures[i-1] + 12) / 2; //takes average of 12 and previous temp } } public void paint(Graphics g) { for(int y = 1; y < 9; y++) { g.setColor(Color.black); g.drawRect(10, 10, 10, 10); g.drawRect(10, 10, 10, 20); g.drawRect(10, 10, 10, 30); g.drawRect(10, 10, 10, 40); g.drawRect(10, 10, 10, 50); g.drawRect(10, 10, 10, 60); g.drawRect(10, 10, 10, 70); g.drawRect(10, 10, 10, 80); g.drawRect(10, 10, 10, 90); g.drawRect(10, 10, 10, 100); for(int x = 1; x < 9; x++) { g.setColor(Color.black); g.drawRect(10, 10, 10, 10); g.drawRect(10, 10, 20, 10); g.drawRect(10, 10, 30, 10); g.drawRect(10, 10, 40, 10); g.drawRect(10, 10, 50, 10); g.drawRect(10, 10, 60, 10); g.drawRect(10, 10, 70, 10); g.drawRect(10, 10, 80, 10); g.drawRect(10, 10, 90, 10); g.drawRect(10, 10, 100, 10); } } } }

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  • Center Page Content Horizontally using Div with CSS

    - by Aamir Hasan
    Center your website content to create equal sized Space from  the left and right using css. Horizontally centered by setting its right and left margin widths to "auto". This is the preferred way to accomplish horizontal centering with CSS. Create a warpper div which will hold your content div and then give it a margin:auto attribute which will bring your warpper div into center of page.<html><head><title>Center Page Content Horizontally and Vertically using Div with CSS </title> <style type="text/css">body{background-color:#eaeaea;}  #wrapper {width: 777px;margin:auto}  #content{background-color:#00FF00;min-height:400px;}  </style>  </head>  <body>  <form id="form1" runat="server">  <div id="wrapper"> <div id="wrapper">  <div id="content">  Welcome to Studentacad.com  </div>  </div>  </form>  </body></html>

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  • How to fix bad Collada produced by FBX?

    - by David
    I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D. Unfortunately the resulting Collada files are not usable for several reasons, among them: There's a Maya specific extra technique diffuse <diffuse> <texture texture="Map__2-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...) Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material -- this doubles the number of polygons of each model without any valuable reason Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg". Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?

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  • Changing Palette for Day/Light Mode using GIMP

    - by J.C.
    Hello, Suppose I've a picture, which want to achieve day/light mode by changing 8bpp color palette. If I want the pixel index of my picture is always fixed for both day mode and night mode. For example, the 1st pixel index is 100. Which I can look up index 100 in day mode palette and night mode palette. How can I use GIMP to do so? My goal is to not update my pixel index of my picture. Also, as you see in two palette, they are not one one mapping. That is index 1 of the day mode palette and index 1 of the night mode palette may not used in the same pixel of the picture, how can I tackle this problem? Actually, my use case is as follow I want to use one 8bpp picture to achieve day/night mode by update only the color palette (without updating the pixel index). The advantage is I only have to prepare 2 256 byte palette rather than saving 2 big pictures in my limited data ram. Thanks a lot

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  • Windows 8 Apps Unleashed Now in Bookstores!

    - by Stephen.Walther
    My book Windows 8 Apps with HTML5 and JavaScript Unleashed is now in bookstores! Learn how to create Metro apps Windows 8 apps with JavaScript. And the book is in color! All of the code listings and illustrations are in color. Why build Windows 8 apps? When you create a Windows 8 app, you can put your app in the Windows 8 Store. In other words, customers can buy your app directly from Windows. Think iPhone apps, but for a much larger market. In my book, I explain how you can create both game apps and simple productivity apps by creating Windows 8 apps with JavaScript. The book is a short read and I include plenty of code samples that have been tested against the final release of Windows 8. You can buy the book by going to your local Barnes & Noble bookstore or you can buy the book through Amazon by using the following link: It looks like the book is also available for the Kindle: Kindle: Windows 8 Apps with HTML5 and JavaScript Unleashed

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  • XNA - Render texture to a rendertarget 2d via SpriteBatch error

    - by Jared B
    I got simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D... private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if(Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from Draw(GameTime gameTime). First drawScene is called, then drawPostProcessing is called. The thing is, I can't run the code because "the render target must not be set on the device when it is used as a texture." at line spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); I already found the solution, which is to draw the actual renderTarget (targetScene) to the texture so it doesn't create a reference to the loaded rendertarget. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(OutputTarget) SpriteBatch.Draw(InputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render InputTarget to OutputTarget without reference issues?

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  • how to double buffer in multiple classes with java

    - by kdavis8
    I am creating a Java 2D video game. I can load graphics just fine, but when it gets into double buffering I have issues. My source code package myPackage; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; public class GameView extends JFrame { private BufferedImage backbuffer; private Graphics2D g2d; public GameView() { setBounds(0, 0, 500, 500); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); backbuffer = new BufferedImage(getHeight(), getWidth(), BufferedImage.TYPE_INT_BGR); g2d = backbuffer.createGraphics(); Toolkit tk = Toolkit.getDefaultToolkit(); Image img = tk.getImage(this.getClass().getResource("cage.png")); g2d.setColor(Color.red); //g2d.drawString("Hello",100,100); g2d.drawImage(img, 100, 100, this); repaint(); } public static void main(String args[]) { new GameView(); } public void paint(Graphics g) { g2d = (Graphics2D)g; g2d.drawImage(backbuffer, 0, 0, this); } }

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  • Windows 8 Apps Unleashed Now in Bookstores!

    - by Stephen.Walther
    My book Windows 8 Apps with HTML5 and JavaScript Unleashed is now in bookstores! Learn how to create Metro apps Windows 8 apps with JavaScript. And the book is in color! All of the code listings and illustrations are in color. Why build Windows 8 apps? When you create a Windows 8 app, you can put your app in the Windows 8 Store. In other words, customers can buy your app directly from Windows. Think iPhone apps, but for a much larger market. In my book, I explain how you can create both game apps and simple productivity apps by creating Windows 8 apps with JavaScript. The book is a short read and I include plenty of code samples that have been tested against the final release of Windows 8. You can buy the book by going to your local Barnes & Noble bookstore or you can buy the book through Amazon by using the following link: It looks like the book is also available for the Kindle: Kindle: Windows 8 Apps with HTML5 and JavaScript Unleashed

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