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  • CodePlex Daily Summary for Saturday, May 01, 2010

    CodePlex Daily Summary for Saturday, May 01, 2010New ProjectsAjaxControlToolkit additional extenders: AjaxControlToolkit based additionals extenders. Now it contains BreadCrumbsExtender and UpdatePanelExtender for long opertions using Comet. It's d...Data Ductus Malmö Utilities: This is a collection of various utilities used / may be used by Data Ductus Malmö. Utilities ranges from postsharp aspects, WCF utils both inhouse ...DestinationPDF a PDF exporter that works from the browser: Generate a PDF document from your webpage, selecting the HTML portions you want to add. DynamicJson: dynamic json structure for C# 4.0. Event-Based Components Tooling: Event-Based Components (EBC) bring software development on par with mechanical engineering and electrical engineering in that they describe how sof...Find diff of two text or xml files. Transform from one to another.: An algorithm to diff two strings or XElements. Not only get the diff, but also get how to transform one string to another. Two methods are provid...Fireworks: Fireworks is an extensible application framework designed to create custom tools for managing XML (XSD only) documents. Fireworks is especially us...General Ontology & Text Engineering Architecture for .NET: GOTA is an OpenSource online & collaborative text engineering development environment for .NET. GOTA aims to simplify and parallelize the developme...IsWiX: IsWiX is a Windows Installer XML ( WiX ) document editor based on the Fireworks Application Framework. Is WiX enables non-setup developers to colla...kp.net: Managed ADO.Net provider for kdb+ database.LinqToTextures: A node-based editor for creating procedural textures and HLSL shaders. Developed in C#. Can export PNG images, .fx files for HLSL, or XML that can ...MTG Match Counter: MTG Match Counter is a simple life\match counter, designed for Magic: The Gathering players.MVP Passive View Control Model Framework: Framework that builds on the power of my view on the Passive View pattern which I call the Passive Ciew Control Model. This framework is my impleme...My Notepad: Get an all-tabbed, free floating type of a notepad - a perfect replacement for the current notepad for a normal computer user. You no longer have t...NerdDinnerAddons: Add-ons for ASP.NET MVC NerdDinner ApplicationrITIko: Questo progetto è stato creato come esperimento dalla classe 4G dell'ITIS B. Pascal di Cesena. Serve (per ora) solo per testate il funzionamento d...Semester Manager: CVUT Semester ManagerSharePoint 2010 PowerShell Scripts & Utilities: A collection of PowerShell modules / scirpts for managing SharePoint 2010 deployments and product releated featuresSmartBot: Irc client for searching information.StackOverflow Desktop Client in C# and WPF: StackOverflow client written in WPF and C# that can notify you of new posts for tags that you've marked interesting on the actual website. Works...TimeSaver - virtual worlds at the service of e-Gov: TimeSaver aims at the construction of tools to build specialized virtual worlds for the provision of services for e-Gov. TimeSaver has received fin...TinyProject: This is a tiny project developing code.Turtle Logo (programming language) for Kids: Turtle Logo for Kids teaches kids step by step the basic of computers programmong. LOGO is a computer programming language used for functional prog...UITH- Hospital Manaegment: A simple hospital or clinic management softwareUniHelper: UniHelper is a tool to help simplify .NET development with UniData/UniVerse database servers.Value Injecter: useful for filling/reading forms (asp.net-mvc views, webforms, winforms, any object) with data from another (or more) object(s) and after you can g...Vortex2D.NET Game Engine: Easy to use 2D game engine for Windows based on .NET and Direct3D9Yame Sample Project: 这个是学习项目,可能用内容:ExtJs,VS2010,Enterprise Library 5,Unity 2New ReleasesAll-In-One Code Framework: All-In-One Code Framework 2010-04-30: Improved and Newly Added Examples:For an up-to-date list, please refer to All-In-One Code Framework Sample Catalog. Samples for ASP.NET Name D...C#Mail: Higuchi.Mail.dll (2010.4.30 ver): Higuchi.Mail.dll at 2010-3-30 version.CycleMania Starter Kit EAP - ASP.NET 4 Problem - Design - Solution: Cyclemania 0.08.66: see Source Code tab for recent change historyDestinationPDF a PDF exporter that works from the browser: Initial release: DestinationPDF library DestinationPDF javascript helper functions Sample htmlDotNetNuke 5 Thai Language Pack: Resource Pack Core: Bata Released for DNN Core & Module Thai LanuageDotNetNuke Skins Pack: DNN 80 Skins Pack.: This released is the first for DNN 4 & 5 with Skin Token Design (legacy skin support on DNN 4 & 5)DynamicJson: Release 1.0.0.0: 1st ReleaseFamAccountor: 家庭账薄 预览版v0.0.3: 家庭账薄 预览版v0.0.3 该版本提供基本功能,还有待扩展! Feature: 完成【系统管理】下【注销用户】、【重新记账】功能。 添加导出EXCEL功能。Feed Viewer: 3.7.0.0: new tray icon better fitting with Windows 7 and Vista tray icons style bugfixesFind diff of two text or xml files. Transform from one to another.: Beta1 Release Source Code and Sample App: This is the first release. The source code compiled on VS2010 DotNET4.0. The Sample App EXE and DLL require DotNET4.0 I did not use any new featu...Fireworks: Fireworks 1.0.264.0: Build 1.0.264.0 - Internal TFS Changeset 815 Fireworks.msi - Integrated Fireworks Application example packaged with Windows Installer. FireworksM...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.0.9 beta Released: Hi, This release contains the following enhancements: 1) Multilevel property path in DataBinding- Now onwards you will be able to work with multi...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.5.2 beta Released: Hi, This release contains the following enhancements: 1) Multilevel property path in DataBinding- Now onwards you will be able to work with multi...General Ontology & Text Engineering Architecture for .NET: GOTA Server Types: This document shows current GOTA Server TypesHammock for REST: Hammock v1.0.2: v1.0.2 Changes.NET 4.0 and Client Profile security model fix Fixes for OAuth access tokens and verifiers Silverlight proxy values are now surfa...Industrial Dashboard: ID 3.0: Added Example with IndustrialGrid. Added Example with SidebarAccordionMenu.IsWiX: IsWiX 1.0.258.0: Build 1.0.258.0 built against Fireworks 1.0.264.0JpAccountingBeta: JpBeta: This is A testNerdDinnerAddons: NerdDinnerAddons: Add-ons for ASP.NET MVC NerdDinner Applicationopen gaze and mouse analyzer: Ogama 3.2: This release was published on 30.04.2010 and is mainly a bugfix release on improving the interface to the ITU GazeTracker. For the list of changes ...Perspective - Easy 2D and 3D programming with WPF: Perspective 2.0 beta: A .NET 4.0 version of Perspective with many improvements : New panels (see also Silverlight version) : BeePanel : a honeycomb layout wrap panel. ...Protoforma | Tactica Adversa: Skilful 0.3.5.562 RC2: RC2 MD5 checksum: 95703dcd6085f0872e9b34c2e1a8337d SHA-1 checksum: 8e63f6fe7e3a01e7e47bc2cbf20210725ddd11cfRule 18 - Love your clipboard: Rule 18 - version 1.2: This is the forth public release for Rule 18 and includes a bunch of bug fixes and tweaks to the tool. The tool has extensive usage in the field an...Sharp DOM: Sharp DOM 1.0: This is the first release of Sharp DOM project. It includes the major features needed for stronly typed HTML code development, including support fo...sMAPedit: sMAPedit v0.7: Added: segment visualization Added: remove & create paths, points, segments Added: saving file function Added: editing of fields in points an...sTASKedit: sTASKedit v0.7b (Alpha): Fixed: leave focus when saving to avoid missing change of last edited field Fixed: when changing task id, all cryptkeys are changed and all texts...TidyTinyPics: TidyTinyPics 0.13: We can avoid to have the renaming done automatically.TimeSaver - virtual worlds at the service of e-Gov: JamSession4TimeSaver: JamSession v0.9 - this is the first draft source code for the JamSession orchestration language, which shall be used in TimeSaver. Future versions...Tribe.Cache: Tribe.Cache 1.0: Release 1.0Turtle Logo (programming language) for Kids: Logo: Source code in C# on Silverlight using Visual Studio 2010UITH- Hospital Manaegment: UITH-Hospital: A simple hospital management system. to use the program you need to install sql express server 2005 .net framework 3.5VCC: Latest build, v2.1.30430.0: Automatic drop of latest buildVisual Studio 2010 AutoScroller Extension: AutoScroller v0.2: A Visual studio 2010 auto-scroller extension. Simply hold down your middle mouse button and drag the mouse in the direction you wish to scroll, fu...Most Popular ProjectsRawrWBFS ManagerAJAX Control Toolkitpatterns & practices – Enterprise LibraryMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)iTuner - The iTunes CompanionASP.NETDotNetNuke® Community EditionMost Active Projectspatterns & practices – Enterprise LibraryRawrIonics Isapi Rewrite FilterHydroServer - CUAHSI Hydrologic Information System Serverpatterns & practices: Azure Security GuidanceGMap.NET - Great Maps for Windows Forms & PresentationTinyProjectSqlDiffFramework-A Visual Differencing Engine for Dissimilar Data SourcesFarseer Physics EngineNB_Store - Free DotNetNuke Ecommerce Catalog Module

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  • NINE Questions with Michelle Juett

    - by NINEQuestions
    Michelle Juett is one of the more interesting people I know, even though we’ve never met face to face. She’s part artist, part techie and all cool. We “met” via my good buddy George Clingerman and have plotting to take over the world, errr… I mean “collaborating” ever since. If you happen to live in the Seattle area, you can catch her and her work at Sakura Con on April 2-4, 2010 and various other gamer and art cons throughout the year. You can also find her on Twitter as @Shelldragon. Now that you know a little bit, I’ll let her tell you the rest of the story in these NINE Questions: 1. Where are you from? I was born in Clearwater, Florida. I like to tell people I'm from the Bermuda Triangle, it just makes explaining myself so much easier. My family moved to Washington when I was 5 and I've been in the Pacific Northwest ever since. We like to QQ about the rain but we really love the green trees and clean water. 2. What do you do? I fight evil by moonlight and win love by daylight.. or something like that.  I’ve been in quality assurance for games during the day since January 2008 and an artist for life. I currently work in QA for a really awesome game company in Bellevue.  At home, I work on personal digital art, making game assets as well as other random freelance projects as they pop up. 3. How did you get to where you are now? I'm still not where I want to be but I'm getting closer. The biggest piece of advice I can give is to work hard and never settle for the minimum required. I tend to overwork myself but I've never regretted it. You can want something really bad but if you aren't willing to work for it, then you can't expect it to just happen. I've always drawn and had an unhealthy love for video games that I was told I’d grow out of.  I knew I would not ‘grow out’ of games and that real adults make them and I could too. After I graduated, in searching for jobs, I discovered game testing. I figured this would be a good way to get my foot in the door and start networking. I’ve worked with consoles, websites and now, PC games.  I stuck with my journey, although it has been a rocky one, daylighting as a tester and moonlighting as an artist. I'm still on that journey but I wouldn't have it any other way. Test has given me a perspective that is difficult, if not impossible, to obtain any other way. It gives an unconditional respect for other hard working testers and an insight into creative problem solving. 4. So video game testing probably sounds WAY cooler than the reality. What's it like? What's a given day for you? Game testers don't get a lot of respect because of their stigmas and the fact most people don't actually know what we do.  People hear about the opening and closing disc trays all day. Many places do treat their testers like numbers. It all depends on where you work and how awesome your company is. I've had to deal with a lot of bad work situations to get to a really good one. QA exists to ensure the game is as flawless and enjoyable as it can be by the time it has to leave the nest and go out into the world. This includes everything obvious: “can I beat the level and save the princess?” to the more obscure: ‘What happens when I lose internet connection while trying to save right before falling into a pit to my death while holding the jump key then my cat pulls out my memory card and hides it in her litter box?” On the dev side, for developers, testers can be very scary people. Especially when the test team is not in house and you can’t see each other’s faces.  I've seen both sides. We don't mean to hurt your feelings. We really DO love you and want your game to be the best it can be! It can be some serious tough love. 5. You are also an accomplished artist. Got any major projects right now you'd like to talk about? LOL, I don't know if I’d say I'm an accomplished artist just yet. I’m still a long way from where I want to be. I figure that’s what makes you grow though: the desire to never stop improving. I like QA but I want to be a full time artist. I was lucky enough to register for a table at Sakura Con in the 11 second window that the tables sold out. As such, I’ll be selling my wares in the Artist Alley April 2-4th. Part of preparing for this is actually making the art to be sold there. Anime is a fun pass time but I don’t draw a whole lot of it so I’m making up for lost time. As I seem to enjoy burying myself in work, I’m an art lead for a secret project that’s so secret I might be killed tonight for even mentioning it. I also take on various freelance projects and do what I can to help out indie games. I discovered the XNA community a year and a half ago and developed a love for Indies when I was writing a weekly newsletter on XBLA news. I’m a little late to the party but I find myself in a unique position where I am an artist and also have technical skills in games. While not programmer myself, I have a lot of game sense and experience. I hope to make some awesome happen. Lastly, I have an ongoing web comic Shell’s Angels) that tends to get neglected when I get busy. I still love drawing comics and keep a little book with me to sketch down ideas as they pop into my head. I may pick it back up again as a larger project sometime in the future. 6. Can you talk about any of the other freelance projects you're doing or are you sworn to secrecy on those too? We wouldn't want a team of game developer ninjas to take you out or anything. All my projects are currently 2d. I have personal projects such as the ongoing comic as well as a graphic novel I've been picking at here and there. My main focus until April is Sakura Con, Sakura Con, Sakura Con.  I see it as a great way to get exposure and convention experience. I found out I love conventions a couple years ago and I want to get more involved in them. 7. As an artist, what is your weapon of choice? What do you use to get most of your stuff done? I am a Photoshop Hero and I have the hoodie to prove it. (http://www.pennyarcademerch.com/pah090011.html) I've dabbled in other paint programs but I always gravitate back to Photoshop. She is my one true love. I'd like to learn programs like Flash or Anime Studio when I get a bit more time because of their animation abilities. I've worked on frame by frame animation forever but I would love to learn 2d rigging. Still, nothing can compare to a simple sketchpad and a pencil. I always have one on me in case I come across or think of something interesting and can't get to a computer. If the Courier ever comes to exist it will be an ideal weapon for me. 8. You did some videos too, depicting the art creation process. What was the motivation behind those? The creative process is just as important as the final product, if not more so.  I've always loved watching speed paint videos and wanted to try it out myself. Turns out it's a lot of work and time but it's definitely fun to go back and rewatch them. Art isn't always the end result and is more often the process itself. 9. Got any interesting tattoos? Designed any for yourself or other people? Not yet, but not for lack of desire. I've toiled over what and where for years. Last year, I finally decided the back of my shoulders would be the place. Like anything permanent, I want it to have meaning. I thought of somehow incorporating games but I couldn't find something I felt would stand the test of time even with all the classic sprite games. I'm very picky so we'll see if I can get something solid decided. Come see me at Sakura Con April 2 -4!!!

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  • Need some advice regarding collision detection with the sprite changing its width and height

    - by Frank Scott
    So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have a walking and jumping animation. For one, I'd like to to be able to have each frame of variable size, I think. I want collision detection to be accurate and during a jumping animation the sprite's height will be shorter (because of the calves meeting the hamstrings). Again, this also works fine at the moment. I can get the character to animate properly each frame and cycle through animations. The problems arise when the width and height of the character change. Often times its position will be corrected by the collision detection system and the character will be rubber-banded to random parts of the map or even go outside the map bounds. For some reason with the linked collision detection algorithm, when the width or height of the sprite is changed on the fly, the entire algorithm breaks down. The solution I found so far is to have a single width and height of the sprite that remains constant, and only adjust the source rectangle for drawing. However, I'm not sure exactly what to set as the sprite's constant bounding box because it varies so much with the different animations. So now I'm not sure what to do. I'm toying with the idea of pixel-perfect collision detection but I'm not sure if it would really be worth it. Does anyone know how Braid does their collision detection? My game is also a 2D sidescroller and I was quite impressed with how it was handled in that game. Thanks for reading.

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  • CodePlex Daily Summary for Wednesday, April 28, 2010

    CodePlex Daily Summary for Wednesday, April 28, 2010New ProjectsArgument Handler: This project aims to help the handling of arguments in command line programs.Bing for BlackBerry: Bing for BlackBerry is a SDK that allows intergration and searching Bing in there applications.C4F - GeoWallpaper: This is an extension for my MEF Utility Runner to change desktop wallpaper based on Flickr images geotagged with your current location. Uses Windo...CRM 4.0 Contract Utilities: List of Contract Utilities (i.e. custom workflow actions) 1. Change contract status from Active to Draft 2. Copy Contract (with custom start/end da...ELIS: Multimedia player based on WPFEnterprise Administration with Powershell: The EnterpriseShell aims to produce a powershell code library that will enable Enterprise Administrators to quickly reconfigure their IT infrastruc...ExposedObject: ExposedObject uses dynamic typing in C# to provide convenient access to private fields and methods from code outside of the class – for testing, ex...F# Project Extender: Installing F# Project Extender provides tools to better organize files in F# projects by allowing project subdirectories and separating file manage...Hack Framework: Code bundle with the internets brains connected into one piece of .Net frameworkKrypton XNA: Krypton allows users of the XNA framework to easily add 2D lighting to their games. Krypton is fast, as it utilizes the GPU and uses a vertex shade...Net Darts: Provides an easy way to calculate the score left to throw. Users can easily click on the score.PlayerSharp: PlayerSharp is a library written entirely in C# that allows you to communicate your C# programs with the Player Server by Brian Gerkey et al (http:...Ratpoid: RatpoidRedeemer Tower Defense: 2d tower defense game. It is developed with XNA technology, using .Net Visual Studio 2008 or .Net Visual Studio 2010SelfService: Simple self service projectSharePoint Exchange Calendar: a jQuery based calendar web part for displaying Exchange calendars within SharePoint.SharpORM, easy use Object & Relation Database mapping Library: AIM on: Object easy storeage, Create,Retrieve,Update,Delete User .NET Attribute marking or Xml Standalone Mapping eg. public class Somethin...Silverlight Calculator: Silverlight Calculator makes it easier for people to do simple math calculations. It's developed in C# Silverlight 2. Silverlight Calendar: Silverlight Calendar makes it easier for people to view a calendar in silverlight way. It's developed in C# Silverlight 2.SPSocialUtil for SharePoint 2010: SPSocialUtil makes it easier for delevoper to use Social Tag, Tag Cloud, BookMark, Colleague in SharePoint 2010. It's developed in C# with Visual S...Sublight: Sublight open source project is a simple metadata utility for view models in ASP.NET MVC 2Veda Auto Dealer Report: Create work item tasks for the Veda Auto Dealer ReportWPF Meta-Effects: WPF Meta-Effects makes it easier for shader effect developpers to develop and maintain shader code. You'll no longer have to write any HLSL, instea...New ReleasesBing for BlackBerry: Bing SDK for BlackBerry: There are four downloadable components: The library, in source code format, in its latest stable release. A "getting started" doc that will gui...DotNetNuke® Store: 02.01.34: What's New in this release? Bugs corrected: - Fixed a bug related to encryption cookie when DNN is used in Medium Trust environment. New Features:...Encrypted Notes: Encrypted Notes 1.6.4: This is the latest version of Encrypted Notes, with general improvements and bug fixes for 'Batch Encryption'. It has an installer that will create...EPiServer CMS Page Type Builder: Page Type Builder 1.2 Beta 2: For more information about this release check out this blog post.ExposedObject: ExposedObject 0.1: This is an initial release of the ExposedObject library that lets you conveniently call private methods and access private fields of a class.Extended SSIS Package Execute: Ver 0.01: Version 0.01 - 2008 Compatible OnlyF# Project Extender: V0.9.0.0 (VS2008): F# project extender for Visual Studio 2008. Initial ReleaseFileExplorer.NET: FileExplorer.NET 1.0: This is the first release of this project. ---------------------------------------------------------------- Please report any bugs that you may en...Fluent ViewModel Configuration for WPF (MVVM): FluentViewModel Alpha3: Overhaul of the configuration system Separation of the configuratior and service locator Added support for general services - using Castle Wind...Home Access Plus+: v4.1: v4.1 Change Log: booking system fixes/additions Uploader fixes Added excluded extensions in my computer Updated Config Tool Fixed an issue ...ILMerge-GUI, merge .NET assemblies: 1.9.0 BETA: Compatible with .NET 4.0 This is the first version of ILMerge-GUI working with .NET 4.0. The final version will be 2.0.0, to be released by mid May...iTuner - The iTunes Companion: iTuner 1.2.3769 Beta 3c: Given the high download rate and awesome feedback for Beta 3b, I decided to release this interim build with the following enhancements: Added new h...Jet Login Tool (JetLoginTool): In then Out - 1.5.3770.18310: Fixed: Will only attempt to logout if currently logged in Fixed: UI no longer blocks while waiting for log outKooboo CMS: Kooboo CMS 2.1.1.0: New features Add new API RssUrl to generate RSS link, this is an extension to UrlHelper. Add possibility to index and search attachment content ...Krypton XNA: Krypton v1.0: First release of Krypton. I've tried to throw together a small testbed, but just getting tortoisehq to work the first time around was a huge pain. ...LinkedIn® for Windows Mobile: LinkedIn for Windows Mobile v0.5: Added missing files to installer packageNito.KitchenSink: Version 7: New features (since Version 5) Fixed null reference bug in ExceptionExtensions. Added DynamicStaticTypeMembers and RefOutArg for dynamically (lat...Numina Application/Security Framework: Numina.Framework Core 51341: Added multiple methods to API and classic ASP libraryOpenIdPortableArea: 0.1.0.3 OpenIdPortableArea: OpenIdPortableArea.Release: DotNetOpenAuth.dll DotNetOpenAuth.xml MvcContrib.dll MvcContrib.xml OpenIdPortableArea.dll OpenIdPortableAre...Play-kanaler (Windows Media Center Plug-in): Playkanaler 1.0.5 Alpha: Playkanaler version 1.0.5 Alpha Skärmsläckar-fix. helt otestad!PokeIn Comet Ajax Library: PokeIn v0.81 Library with ServerWatch Sample: Release Notes Functionality improved. Possible bugs fixed. Realtime server time sample addedSharpORM, easy use Object & Relation Database mapping Library: Vbyte.SharpOrm 1.0.2010.427: Vbyte.SharpOrm for Access & SQLServer.7z 1.0 alpha release for Access oledb provider and Sql Server 2000+.Silverlight 4.0 Popup Menu: Context Menu for Silverlight 4.0: - Markup items can now be added seperately using the AddItem method. Alternatingly all items can be placed inside a listbox which can then be added...Silverlight Calculator: SilverCalculator: SilverCalculator version 1.0 Live demoSilverlight Calendar: Silverlight Calendar: Silverlight Calendar version 1.0 Live demoSpeakup Desktop Frontend: Speakup Desktop Frontend v0.2a: This is new version of Speakup Desktop Frontend. It requires .net 4.0 to be installed before using it. In this release next changes were done: - ...TwitterVB - A .NET Twitter Library: Twitter-2.5: Adds xAuth support and increases TwitterLocation information (html help file is not up to date, will correct in a later version.)VCC: Latest build, v2.1.30427.5: Automatic drop of latest buildXP-More: 1.1: Added a parent VHD edit feature. Moved VM settings from double-click to a button, and rearranged the buttons' layout.Yasbg: It's Static 1.0: Many changes have been made from the previous release. Read the README! This release adds settings tab and fixes bugs. To run, first unzip, then...Most Popular ProjectsRawrWBFS Managerpatterns & practices – Enterprise LibraryAJAX Control ToolkitSilverlight ToolkitMicrosoft SQL Server Product Samples: DatabaseWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesPHPExcelMost Active ProjectsRawrpatterns & practices – Enterprise LibraryGMap.NET - Great Maps for Windows Forms & PresentationNB_Store - Free DotNetNuke Ecommerce Catalog ModuleIonics Isapi Rewrite FilterParticle Plot PivotFarseer Physics EngineBlogEngine.NETDotNetZip LibrarySqlDiffFramework-A Visual Differencing Engine for Dissimilar Data Sources

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  • CodePlex Daily Summary for Tuesday, April 13, 2010

    CodePlex Daily Summary for Tuesday, April 13, 2010New ProjectsChat Neo: Video chatDev-wow HappyFuwa: Silverlight + Asp.net + Ajax 实现的以北京奥运为题材,福娃在线聊天互动系统 登录系统后,你可以和线上的朋友即时互动,走动 聊天 动作等都会呈现给其他的在线用户Dynamic Configuration Manager: Dynamic Configuration Manager GameHelper: the project of myselfGeotron: Geotron is a C# geolocation library to resolve postcodes and addresses to co-ordinates, to assist developers in creating location-aware applications. InfoPath Forms Services 2010 Web Testing Toolkit: This project has the tools and information needed to write Visual Studio web tests for InfoPath Forms Services 2010.IronBrainFuck, SimpleBrainFuck: IronBrainFuck and SimpleBrainFuck makes it easier for BrainFuck programmers to develop BrainFuck-compatible programs. It's developed in C#.Runtime Intelligence API: The Runtime Intelligence API library and samples provided by PreEmptive Solutions.SilverVNC 1.0: This project is a Silverlight VNC Viewer. It requires Silverlight 4.0 and works in Out of Browser with full-trust.Snippet Creator: Yet another Visual Studio plugin for creating code snippets.Software Codex: Software Codex is a collection of projects developed in .net to provide a set of libraries and functionalities for developers. It is divided into m...TestCrm: Let go!Make our CrmVidCoder: VidCoder is a DVD ripping and video transcoding application. It uses HandBrake for the encoding engine, but has a revamped and easy to use UI writt...WPF Data Virtualization: Component for displaying and interacting a large data set in WPF application.WPF Gantt chart: Gantt chart control for WPFNew ReleasesAJAX Control Toolkit: 40412: AJAX Control Toolkit Release Notes - April 12th 2010 Release Version 40412April 12, 2010 release of the AJAX Control Toolkit. AJAX Control Toolkit...ASP.NET MVC | SCAFFOLD: ASP.NET MVC SCAFFOLD 1.0 PREVIEW: Primeiro release do ASP.NET MVC SCAFFOLD.Autenticar no OpenLDAP utilizando pGIna: LDAPAuth plugin: Release: DLL LDAPAuth Brief: pGina pluginBluetooth Radar: Version 1.8: Add position helper class to test whether a given point is on the interior of a circle. Random set of Devices on the radar + Zindex changes on Mous...Database Searcher: DB-Searcher Binaries v0.1: First beta version containing following features: Search exact database values via .NET DB-Provider Microsoft SQL MySQL .NET Connector (no .NET t...DBSourceTools: DBSourceTools_1.2.0.7: Release 1.2.0.7 Extended search engine from (pegas)'s patch. Fixed Script Data bug with reserved word (eripsni). Write Targets can now create targe...ESB Toolkit Extensions: Tellago SOA ESB Extenstions v0.4: Windows Installer file that installs Library on a BizTalk ESB 2.0 system. This Install automatically configures the esb.config to use the new compo...Fluent Assertions: Release 1.2: See this blog post for more details on this release: http://www.dennisdoomen.net/2010/04/fluent-assertions-12-has-been-released.htmlFNA Fractal Numerical Algorithm for a new encryption technology: FNA: This is a latest distribution ( 0.04 at the moment). Is a Perl package (.pm). More information on: http://search.cpan.org/~anak/Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts 3.0.6 Released!: Hi, Today we have released the final version of Visifire v3.0.6 which contains the following major features: * Zoom using interactive ZoomRec...HD-Trailers.NET Downloader: HD-Trailers.NET_Downloader_v.91_BETA: - added configuration option 'FeedAddress' to specify the URL of the RSS feed to consume - implemented fix for workitem4260: AddDate = false; will ...HobbyBrew Mobile: Beta 1: First public BetaHome Access Plus+: v3.2.6.1: v3.2.6.1 Fixed the wrong date in the iCal Generator Fixed the admin booking posting logging it as being booked by the admin Fixed the problem o...HTML Ruby: 6.21.1: Added back the space ruby text option More consistent ruby text positioning regardless to the page's stylesInfoPath Forms Services 2010 Web Testing Toolkit: IPFS 2010 Web Test Toolkit 20100412 for VS2008: The ExtractAndSubstituteDynamicInfoPathData web test plugin. To use it, simply add the plugin to your web test. It automatically recognizes the inf...IronPython: 2.6.1: Hello Python Community, We’re pleased to announce the final release of IronPython 2.6.1. This version of IronPython makes great strides in stabili...IronRuby: 1.0: IronRuby 1.0 is the first stable version of IronRuby, targeting Ruby 1.8.6 compatibility. For a high-level compatibility report solely based on Rub...METAR.NET Decoder: 0.3.x beta: First public release. Main of the application is working. Metar can be downloaded, decoded, updated and encoded back to metar string. Release incl...MiniTwitter: 1.11: MiniTwitter 1.11 更新内容 修正 設定ファイルを自動でバックアップして、破損したときは出来るだけ修正するように。 初回起動時にタイムラインを更新しようとすると落ちるバグを修正。MSBuild Mercurial Tasks: 1.0.1 Stable: Ready for Production release. This version integrates all the basic functionalities of Mercurial as defined in the Use Case 1.Multiplayer Quiz: Release 1_7_0_0: Latest Version Strongly recommended to use .NET 4.0 now that it is in RC It can be downloaded from hereMVC Foolproof Validation: Beta 0.9.3754: First Beta release. Addressed several bugs from alpha along with some considerable class refactoring. ModelAwareValidationAttribute will make creat...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Excel 2007 Template, version 1.0.1.121: The NodeXL Excel 2007 template displays a network graph using edge and vertex lists stored in an Excel 2007 workbook. 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For a detailed explanation please refer to http://www...Snippet Creator: SnippetCreator.Setup: This is the first and (I hope) final release.SQL Server Health & History (SQLH2): SQLH2 v.2.2.001: New Features Updated to use .Net 3.5 Job and Job history information implemented Last dif and log backup columns added Logical Disk implemented Dis...SQL Server Health & History (SQLH2): SQLH2PerfCollector v.2.1.003: Updated to run on .Net 3.5 Now installs to correct registry path on x64Star Trooper for XNA 2D Tutorial: Lesson one content: Here is Lesson one original content for the StarTrooper 2D XNA tutorial. The blog tutorial has now started over on http://xna-uk.net/blogs/darkgen...SysPad: SysPad 4.10.7.1: A folder management and scratchpad utility; especially useful in a business network setting that utilizes numerous, commonly used folders. The pro...TaskUnZip for SSIS: TaskUnZip for SSIS 1.1.0.0: Add: recursive compress. Add: filter option for exstract e compress file. (Tnx to: Kevin Wendler)TCP Wrapper: TCP Wrapper 1.0.0.3: Adding Client Accessor to CommingDataAvailableEventArgs ...UCD: Architecture: UCDArch 1.0: Production release of UCDArch 1.0 (for ASP.NET MVC 1.0). New Features including the ability to modify the NHibernate FlushMode, URL convention help...VCC: Latest build, v2.1.30412.0: Automatic drop of latest buildVidCoder: 0.1.0: First VidCoder beta release. It's missing a few features that will be added before release: Advanced x264 options In-GUI encode log Additiona...WatchersNET CKEditor™ Provider for DotNetNuke: CKEditor Provider 1.10.01: Whats New changesBrowser: Removed extra "\" sign from Current folder name selecting the root folder Browser: Fixed Folder Rendering Browser Fix...WPF Gantt chart: gantt: first, alpha version, of gantt chart for wpfxvanneste: Coverflow et thumbnail sharepoint: Code du coverflow silverlight du webcast sur les thumbnails sharepointMost Popular ProjectsWBFS ManagerRawrMicrosoft SQL Server Product Samples: DatabaseAJAX Control ToolkitSilverlight ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesFacebook Developer ToolkitPHPExcelMost Active ProjectsRawrnopCommerce. Open Source online shop e-commerce solution.AutoPocopatterns & practices – Enterprise LibraryShweet: SharePoint 2010 Team Messaging built with PexFarseer Physics EngineNB_Store - Free DotNetNuke Ecommerce Catalog ModuleIonics Isapi Rewrite FilterBlogEngine.NETBeanProxy

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  • OpenGL: Where shoud I place shaders?

    - by mivic
    I'm trying to learn OpenGL ES 2.0 and I'm wondering what is the most common practice to "manage" shaders. I'm asking this question because in the examples I've found (like the one included in the API Demo provided with the android sdk), I usually see everything inside the GLRenderer class and I'd rather separate things so I can have, for example, a GLImage object that I can reuse whenever I want to draw a textured quad (I'm focusing on 2D only at the moment), just like I had in my OpenGL ES 1.0 code. In almost every example I've found, shaders are just defined as class attributes. For example: public class Square { public final String vertexShader = "uniform mat4 uMVPMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec4 aColor;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vColor = aColor;\n" + "}\n"; public final String fragmentShader = "precision mediump float;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_FragColor = vColor;\n" + "}\n"; // ... } I apologize in advance if some of these questions are dumb, but I've never worked with shaders before. 1) Is the above code the common way to define shaders (public final class properties)? 2) Should I have a separate Shader class? 3) If shaders are defined outside the class that uses them, how would I know the names of their attributes (e.g. "aColor" in the following piece of code) so I can bind them? colorHandle = GLES20.glGetAttribLocation(program, "aColor");

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  • Keep basic game physics separate from basic game object? [on hold]

    - by metamorphosis
    If anybody has dealt with a similar situation I'd be interested in your experience/wisdom, I'm developing a 2D game library in C++, I have game objects which have very basic physics, they also have movement classes attached to differing states, for example, a different movement type based on whether the character is jumping, on ice, whatever. In terms of storing velocity and acceleration impulses, are they best held by the object? Or by the associated movement class? The reason I ask is that I can see advantages to both approaches- if you store physics data in the movement class, you have to pass physics information between class instances when a state change occurs (ie. impulses, gravity etc) but the class has total control over whether those physics are updated or not. An obvious example of how this would be useful was if an object was affected by something which caused it to ignore gravity, or something like that. on the other hand if you store the physics data in the object class, it feels more logical, you don't have to go around passing physics impulses and gravity etc, however the control that the movement class has over the object's physics becomes more convoluted. Basically the difference is between: object->physics stacks (acceleration impulses etc) ->physics functions ->movement type <-movement type makes physics function calls through object and object->movement type->physics stacks ->physics functions ->object forwards external physics calls onto movement type ->object transfers physics stacks between movement types when state change occurs Are there best practices here?

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  • Programming concepts taken from the arts and humanities

    - by Joey Adams
    After reading Paul Graham's essay Hackers and Painters and Joel Spolsky's Advice for Computer Science College Students, I think I've finally gotten it through my thick skull that I should not be loath to work hard in academic courses that aren't "programming" or "computer science" courses. To quote the former: I've found that the best sources of ideas are not the other fields that have the word "computer" in their names, but the other fields inhabited by makers. Painting has been a much richer source of ideas than the theory of computation. — Paul Graham, "Hackers and Painters" There are certainly other, much stronger reasons to work hard in the "boring" classes. However, it'd also be neat to know that these classes may someday inspire me in programming. My question is: what are some specific examples where ideas from literature, art, humanities, philosophy, and other fields made their way into programming? In particular, ideas that weren't obviously applied the way they were meant to (like most math and domain-specific knowledge), but instead gave utterance or inspiration to a program's design and choice of names. Good examples: The term endian comes from Gulliver's Travels by Tom Swift (see here), where it refers to the trivial matter of which side people crack open their eggs. The terms journal and transaction refer to nearly identical concepts in both filesystem design and double-entry bookkeeping (financial accounting). mkfs.ext2 even says: Writing superblocks and filesystem accounting information: done Off-topic: Learning to write English well is important, as it enables a programmer to document and evangelize his/her software, as well as appear competent to other programmers online. Trigonometry is used in 2D and 3D games to implement rotation and direction aspects. Knowing finance will come in handy if you want to write an accounting package. Knowing XYZ will come in handy if you want to write an XYZ package. Arguably on-topic: The Monad class in Haskell is based on a concept by the same name from category theory. Actually, Monads in Haskell are monads in the category of Haskell types and functions. Whatever that means...

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  • Residual packages Ubuntu 12.04

    - by hydroxide
    I have an Asus Q500A with win8 and Ubuntu 12.04 64 bit; Linux kernel 3.8.0-32-generic. I have been having residual package issues which have been giving me trouble trying to reconfigure xserver-xorg-lts-raring. I tried removing all residual packages from synaptic but the following were not removed. Output of sudo dpkg -l | grep "^rc" rc gstreamer0.10-plugins-good:i386 0.10.31-1ubuntu1.2 GStreamer plugins from the "good" set rc libaa1:i386 1.4p5-39ubuntu1 ASCII art library rc libaio1:i386 0.3.109-2ubuntu1 Linux kernel AIO access library - shared library rc libao4:i386 1.1.0-1ubuntu2 Cross Platform Audio Output Library rc libasn1-8-heimdal:i386 1.6~git20120311.dfsg.1-2ubuntu0.1 Heimdal Kerberos - ASN.1 library rc libasound2:i386 1.0.25-1ubuntu10.2 shared library for ALSA applications rc libasyncns0:i386 0.8-4 Asynchronous name service query library rc libatk1.0-0:i386 2.4.0-0ubuntu1 ATK accessibility toolkit rc libavahi-client3:i386 0.6.30-5ubuntu2 Avahi client library rc libavahi-common3:i386 0.6.30-5ubuntu2 Avahi common library rc libavc1394-0:i386 0.5.3-1ubuntu2 control IEEE 1394 audio/video devices rc libcaca0:i386 0.99.beta17-2.1ubuntu2 colour ASCII art library rc libcairo-gobject2:i386 1.10.2-6.1ubuntu3 The Cairo 2D vector graphics library (GObject library) rc libcairo2:i386 1.10.2-6.1ubuntu3 The Cairo 2D vector graphics library rc libcanberra-gtk0:i386 0.28-3ubuntu3 GTK+ helper for playing widget event sounds with libcanberra rc libcanberra0:i386 0.28-3ubuntu3 simple abstract interface for playing event sounds rc libcap2:i386 1:2.22-1ubuntu3 support for getting/setting POSIX.1e capabilities rc libcdparanoia0:i386 3.10.2+debian-10ubuntu1 audio extraction tool for sampling CDs (library) rc libcroco3:i386 0.6.5-1ubuntu0.1 Cascading Style Sheet (CSS) parsing and manipulation toolkit rc libcups2:i386 1.5.3-0ubuntu8 Common UNIX Printing System(tm) - Core library rc libcupsimage2:i386 1.5.3-0ubuntu8 Common UNIX Printing System(tm) - Raster image library rc libcurl3:i386 7.22.0-3ubuntu4.3 Multi-protocol file transfer library (OpenSSL) rc libdatrie1:i386 0.2.5-3 Double-array trie library rc libdbus-glib-1-2:i386 0.98-1ubuntu1.1 simple interprocess messaging system (GLib-based shared library) rc libdbusmenu-qt2:i386 0.9.2-0ubuntu1 Qt implementation of the DBusMenu protocol rc libdrm-nouveau2:i386 2.4.43-0ubuntu0.0.3 Userspace interface to nouveau-specific kernel DRM services -- runtime rc libdv4:i386 1.0.0-3ubuntu1 software library for DV format digital video (runtime lib) rc libesd0:i386 0.2.41-10build3 Enlightened Sound Daemon - Shared libraries rc libexif12:i386 0.6.20-2ubuntu0.1 library to parse EXIF files rc libexpat1:i386 2.0.1-7.2ubuntu1.1 XML parsing C library - runtime library rc libflac8:i386 1.2.1-6 Free Lossless Audio Codec - runtime C library rc libfontconfig1:i386 2.8.0-3ubuntu9.1 generic font configuration library - runtime rc libfreetype6:i386 2.4.8-1ubuntu2.1 FreeType 2 font engine, shared library files rc libgail18:i386 2.24.10-0ubuntu6 GNOME Accessibility Implementation Library -- shared libraries rc libgconf-2-4:i386 3.2.5-0ubuntu2 GNOME configuration database system (shared libraries) rc libgcrypt11:i386 1.5.0-3ubuntu0.2 LGPL Crypto library - runtime library rc libgd2-xpm:i386 2.0.36~rc1~dfsg-6ubuntu2 GD Graphics Library version 2 rc libgdbm3:i386 1.8.3-10 GNU dbm database routines (runtime version) rc libgdk-pixbuf2.0-0:i386 2.26.1-1 GDK Pixbuf library rc libgif4:i386 4.1.6-9ubuntu1 library for GIF images (library) rc libgl1-mesa-dri-lts-quantal:i386 9.0.3-0ubuntu0.4~precise1 free implementation of the OpenGL API -- DRI modules rc libgl1-mesa-dri-lts-raring:i386 9.1.4-0ubuntu0.1~precise2 free implementation of the OpenGL API -- DRI modules rc libgl1-mesa-glx:i386 8.0.4-0ubuntu0.6 free implementation of the OpenGL API -- GLX runtime rc libgl1-mesa-glx-lts-quantal:i386 9.0.3-0ubuntu0.4~precise1 free implementation of the OpenGL API -- GLX runtime rc libgl1-mesa-glx-lts-raring:i386 9.1.4-0ubuntu0.1~precise2 free implementation of the OpenGL API -- GLX runtime rc libglapi-mesa:i386 8.0.4-0ubuntu0.6 free implementation of the GL API -- shared library rc libglapi-mesa-lts-quantal:i386 9.0.3-0ubuntu0.4~precise1 free implementation of the GL API -- shared library rc libglapi-mesa-lts-raring:i386 9.1.4-0ubuntu0.1~precise2 free implementation of the GL API -- shared library rc libglu1-mesa:i386 8.0.4-0ubuntu0.6 Mesa OpenGL utility library (GLU) rc libgnome-keyring0:i386 3.2.2-2 GNOME keyring services library rc libgnutls26:i386 2.12.14-5ubuntu3.5 GNU TLS library - runtime library rc libgomp1:i386 4.6.3-1ubuntu5 GCC OpenMP (GOMP) support library rc libgpg-error0:i386 1.10-2ubuntu1 library for common error values and messages in GnuPG components rc libgphoto2-2:i386 2.4.13-1ubuntu1.2 gphoto2 digital camera library rc libgphoto2-port0:i386 2.4.13-1ubuntu1.2 gphoto2 digital camera port library rc libgssapi-krb5-2:i386 1.10+dfsg~beta1-2ubuntu0.3 MIT Kerberos runtime libraries - krb5 GSS-API Mechanism rc libgssapi3-heimdal:i386 1.6~git20120311.dfsg.1-2ubuntu0.1 Heimdal Kerberos - GSSAPI support library rc libgstreamer-plugins-base0.10-0:i386 0.10.36-1ubuntu0.1 GStreamer libraries from the "base" set rc libgstreamer0.10-0:i386 0.10.36-1ubuntu1 Core GStreamer libraries and elements rc libgtk2.0-0:i386 2.24.10-0ubuntu6 GTK+ graphical user interface library rc libgudev-1.0-0:i386 1:175-0ubuntu9.4 GObject-based wrapper library for libudev rc libhcrypto4-heimdal:i386 1.6~git20120311.dfsg.1-2ubuntu0.1 Heimdal Kerberos - crypto library rc libheimbase1-heimdal:i386 1.6~git20120311.dfsg.1-2ubuntu0.1 Heimdal Kerberos - Base library rc libheimntlm0-heimdal:i386 1.6~git20120311.dfsg.1-2ubuntu0.1 Heimdal Kerberos - NTLM support library rc libhx509-5-heimdal:i386 1.6~git20120311.dfsg.1-2ubuntu0.1 Heimdal Kerberos - X509 support library rc libibus-1.0-0:i386 1.4.1-3ubuntu1 Intelligent Input Bus - shared library rc libice6:i386 2:1.0.7-2build1 X11 Inter-Client Exchange library rc libidn11:i386 1.23-2 GNU Libidn library, implementation of IETF IDN specifications rc libiec61883-0:i386 1.2.0-0.1ubuntu1 an partial implementation of IEC 61883 rc libieee1284-3:i386 0.2.11-10build1 cross-platform library for parallel port access rc libjack-jackd2-0:i386 1.9.8~dfsg.1-1ubuntu2 JACK Audio Connection Kit (libraries) rc libjasper1:i386 1.900.1-13 JasPer JPEG-2000 runtime library rc libjpeg-turbo8:i386 1.1.90+svn733-0ubuntu4.2 IJG JPEG compliant runtime library. rc libjson0:i386 0.9-1ubuntu1 JSON manipulation library - shared library rc libk5crypto3:i386 1.10+dfsg~beta1-2ubuntu0.3 MIT Kerberos runtime libraries - Crypto Library rc libkeyutils1:i386 1.5.2-2 Linux Key Management Utilities (library) rc libkrb5-26-heimdal:i386 1.6~git20120311.dfsg.1-2ubuntu0.1 Heimdal Kerberos - libraries rc libkrb5-3:i386 1.10+dfsg~beta1-2ubuntu0.3 MIT Kerberos runtime libraries rc libkrb5support0:i386 1.10+dfsg~beta1-2ubuntu0.3 MIT Kerberos runtime libraries - Support library rc liblcms1:i386 1.19.dfsg-1ubuntu3 Little CMS color management library rc libldap-2.4-2:i386 2.4.28-1.1ubuntu4.4 OpenLDAP libraries rc libllvm3.0:i386 3.0-4ubuntu1 Low-Level Virtual Machine (LLVM), runtime library rc libllvm3.1:i386 3.1-2ubuntu1~12.04.1 Low-Level Virtual Machine (LLVM), runtime library rc libllvm3.2:i386 3.2-2ubuntu5~precise1 Low-Level Virtual Machine (LLVM), runtime library rc libltdl7:i386 2.4.2-1ubuntu1 A system independent dlopen wrapper for GNU libtool rc libmad0:i386 0.15.1b-7ubuntu1 MPEG audio decoder library rc libmikmod2:i386 3.1.12-2 Portable sound library rc libmng1:i386 1.0.10-3 Multiple-image Network Graphics library rc libmpg123-0:i386 1.12.1-3.2ubuntu1 MPEG layer 1/2/3 audio decoder -- runtime library rc libmysqlclient18:i386 5.5.32-0ubuntu0.12.04.1 MySQL database client library rc libnspr4:i386 4.9.5-0ubuntu0.12.04.1 NetScape Portable Runtime Library rc libnss3:i386 3.14.3-0ubuntu0.12.04.1 Network Security Service libraries rc libodbc1:i386 2.2.14p2-5ubuntu3 ODBC library for Unix rc libogg0:i386 1.2.2~dfsg-1ubuntu1 Ogg bitstream library rc libopenal1:i386 1:1.13-4ubuntu3 Software implementation of the OpenAL API (shared library) rc liborc-0.4-0:i386 1:0.4.16-1ubuntu2 Library of Optimized Inner Loops Runtime Compiler rc libosmesa6:i386 8.0.4-0ubuntu0.6 Mesa Off-screen rendering extension rc libp11-kit0:i386 0.12-2ubuntu1 Library for loading and coordinating access to PKCS#11 modules - runtime rc libpango1.0-0:i386 1.30.0-0ubuntu3.1 Layout and rendering of internationalized text rc libpixman-1-0:i386 0.24.4-1 pixel-manipulation library for X and cairo rc libproxy1:i386 0.4.7-0ubuntu4.1 automatic proxy configuration management library (shared) rc libpulse-mainloop-glib0:i386 1:1.1-0ubuntu15.4 PulseAudio client libraries (glib support) rc libpulse0:i386 1:1.1-0ubuntu15.4 PulseAudio client libraries rc libqt4-dbus:i386 4:4.8.1-0ubuntu4.4 Qt 4 D-Bus module rc libqt4-declarative:i386 4:4.8.1-0ubuntu4.4 Qt 4 Declarative module rc libqt4-designer:i386 4:4.8.1-0ubuntu4.4 Qt 4 designer module rc libqt4-network:i386 4:4.8.1-0ubuntu4.4 Qt 4 network module rc libqt4-opengl:i386 4:4.8.1-0ubuntu4.4 Qt 4 OpenGL module rc libqt4-qt3support:i386 4:4.8.1-0ubuntu4.4 Qt 3 compatibility library for Qt 4 rc libqt4-script:i386 4:4.8.1-0ubuntu4.4 Qt 4 script module rc libqt4-scripttools:i386 4:4.8.1-0ubuntu4.4 Qt 4 script tools module rc libqt4-sql:i386 4:4.8.1-0ubuntu4.4 Qt 4 SQL module rc libqt4-svg:i386 4:4.8.1-0ubuntu4.4 Qt 4 SVG module rc libqt4-test:i386 4:4.8.1-0ubuntu4.4 Qt 4 test module rc libqt4-xml:i386 4:4.8.1-0ubuntu4.4 Qt 4 XML module rc libqt4-xmlpatterns:i386 4:4.8.1-0ubuntu4.4 Qt 4 XML patterns module rc libqtcore4:i386 4:4.8.1-0ubuntu4.4 Qt 4 core module rc libqtgui4:i386 4:4.8.1-0ubuntu4.4 Qt 4 GUI module rc libqtwebkit4:i386 2.2.1-1ubuntu4 Web content engine library for Qt rc libraw1394-11:i386 2.0.7-1ubuntu1 library for direct access to IEEE 1394 bus (aka FireWire) rc libroken18-heimdal:i386 1.6~git20120311.dfsg.1-2ubuntu0.1 Heimdal Kerberos - roken support library rc librsvg2-2:i386 2.36.1-0ubuntu1 SAX-based renderer library for SVG files (runtime) rc librtmp0:i386 2.4~20110711.gitc28f1bab-1 toolkit for RTMP streams (shared library) rc libsamplerate0:i386 0.1.8-4 Audio sample rate conversion library rc libsane:i386 1.0.22-7ubuntu1 API library for scanners rc libsasl2-2:i386 2.1.25.dfsg1-3ubuntu0.1 Cyrus SASL - authentication abstraction library rc libsdl-image1.2:i386 1.2.10-3 image loading library for Simple DirectMedia Layer 1.2 rc libsdl-mixer1.2:i386 1.2.11-7 Mixer library for Simple DirectMedia Layer 1.2, libraries rc libsdl-net1.2:i386 1.2.7-5 Network library for Simple DirectMedia Layer 1.2, libraries rc libsdl-ttf2.0-0:i386 2.0.9-1.1ubuntu1 ttf library for Simple DirectMedia Layer with FreeType 2 support rc libsdl1.2debian:i386 1.2.14-6.4ubuntu3 Simple DirectMedia Layer rc libshout3:i386 2.2.2-7ubuntu1 MP3/Ogg Vorbis broadcast streaming library rc libsm6:i386 2:1.2.0-2build1 X11 Session Management library rc libsndfile1:i386 1.0.25-4 Library for reading/writing audio files rc libsoup-gnome2.4-1:i386 2.38.1-1 HTTP library implementation in C -- GNOME support library rc libsoup2.4-1:i386 2.38.1-1 HTTP library implementation in C -- Shared library rc libspeex1:i386 1.2~rc1-3ubuntu2 The Speex codec runtime library rc libspeexdsp1:i386 1.2~rc1-3ubuntu2 The Speex extended runtime library rc libsqlite3-0:i386 3.7.9-2ubuntu1.1 SQLite 3 shared library rc libssl0.9.8:i386 0.9.8o-7ubuntu3.1 SSL shared libraries rc libstdc++5:i386 1:3.3.6-25ubuntu1 The GNU Standard C++ Library v3 rc libstdc++6:i386 4.6.3-1ubuntu5 GNU Standard C++ Library v3 rc libtag1-vanilla:i386 1.7-1ubuntu5 audio meta-data library - vanilla flavour rc libtasn1-3:i386 2.10-1ubuntu1.1 Manage ASN.1 structures (runtime) rc libtdb1:i386 1.2.9-4 Trivial Database - shared library rc libthai0:i386 0.1.16-3 Thai language support library rc libtheora0:i386 1.1.1+dfsg.1-3ubuntu2 The Theora Video Compression Codec rc libtiff4:i386 3.9.5-2ubuntu1.5 Tag Image File Format (TIFF) library rc libtxc-dxtn-s2tc0:i386 0~git20110809-2.1 Texture compression library for Mesa rc libunistring0:i386 0.9.3-5 Unicode string library for C rc libusb-0.1-4:i386 2:0.1.12-20 userspace USB programming library rc libv4l-0:i386 0.8.6-1ubuntu2 Collection of video4linux support libraries rc libv4lconvert0:i386 0.8.6-1ubuntu2 Video4linux frame format conversion library rc libvisual-0.4-0:i386 0.4.0-4 Audio visualization framework rc libvorbis0a:i386 1.3.2-1ubuntu3 The Vorbis General Audio Compression Codec (Decoder library) rc libvorbisenc2:i386 1.3.2-1ubuntu3 The Vorbis General Audio Compression Codec (Encoder library) rc libvorbisfile3:i386 1.3.2-1ubuntu3 The Vorbis General Audio Compression Codec (High Level API) rc libwavpack1:i386 4.60.1-2 audio codec (lossy and lossless) - library rc libwind0-heimdal:i386 1.6~git20120311.dfsg.1-2ubuntu0.1 Heimdal Kerberos - stringprep implementation rc libwrap0:i386 7.6.q-21 Wietse Venema's TCP wrappers library rc libx11-6:i386 2:1.4.99.1-0ubuntu2.2 X11 client-side library rc libx11-xcb1:i386 2:1.4.99.1-0ubuntu2.2 Xlib/XCB interface library rc libxau6:i386 1:1.0.6-4 X11 authorisation library rc libxaw7:i386 2:1.0.9-3ubuntu1 X11 Athena Widget library rc libxcb-dri2-0:i386 1.8.1-1ubuntu0.2 X C Binding, dri2 extension rc libxcb-glx0:i386 1.8.1-1ubuntu0.2 X C Binding, glx extension rc libxcb-render0:i386 1.8.1-1ubuntu0.2 X C Binding, render extension rc libxcb-shm0:i386 1.8.1-1ubuntu0.2 X C Binding, shm extension rc libxcb1:i386 1.8.1-1ubuntu0.2 X C Binding rc libxcomposite1:i386 1:0.4.3-2build1 X11 Composite extension library rc libxcursor1:i386 1:1.1.12-1ubuntu0.1 X cursor management library rc libxdamage1:i386 1:1.1.3-2build1 X11 damaged region extension library rc libxdmcp6:i386 1:1.1.0-4 X11 Display Manager Control Protocol library rc libxext6:i386 2:1.3.0-3ubuntu0.1 X11 miscellaneous extension library rc libxfixes3:i386 1:5.0-4ubuntu4.1 X11 miscellaneous 'fixes' extension library rc libxft2:i386 2.2.0-3ubuntu2 FreeType-based font drawing library for X rc libxi6:i386 2:1.6.0-0ubuntu2.1 X11 Input extension library rc libxinerama1:i386 2:1.1.1-3ubuntu0.1 X11 Xinerama extension library rc libxml2:i386 2.7.8.dfsg-5.1ubuntu4.6 GNOME XML library rc libxmu6:i386 2:1.1.0-3 X11 miscellaneous utility library rc libxp6:i386 1:1.0.1-2ubuntu0.12.04.1 X Printing Extension (Xprint) client library rc libxpm4:i386 1:3.5.9-4 X11 pixmap library rc libxrandr2:i386 2:1.3.2-2ubuntu0.2 X11 RandR extension library rc libxrender1:i386 1:0.9.6-2ubuntu0.1 X Rendering Extension client library rc libxslt1.1:i386 1.1.26-8ubuntu1.3 XSLT 1.0 processing library - runtime library rc libxss1:i386 1:1.2.1-2 X11 Screen Saver extension library rc libxt6:i386 1:1.1.1-2ubuntu0.1 X11 toolkit intrinsics library rc libxtst6:i386 2:1.2.0-4ubuntu0.1 X11 Testing -- Record extension library rc libxv1:i386 2:1.0.6-2ubuntu0.1 X11 Video extension library rc libxxf86vm1:i386 1:1.1.1-2ubuntu0.1 X11 XFree86 video mode extension library rc odbcinst1debian2:i386 2.2.14p2-5ubuntu3 Support library for accessing odbc ini files rc skype-bin:i386 4.2.0.11-0ubuntu0.12.04.2 client for Skype VOIP and instant messaging service - binary files rc sni-qt:i386 0.2.5-0ubuntu3 indicator support for Qt rc wine-compholio:i386 1.7.4~ubuntu12.04.1 The Compholio Edition is a special build of the popular Wine software rc xaw3dg:i386 1.5+E-18.1ubuntu1 Xaw3d widget set

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  • How to implement curved movement while tracking the appropriate angle?

    - by Vexille
    I'm currently coding a 2D top-down car game which will be turn-based. And since it's turn-based, the cars won't be controlled directly (i.e. with a simple velocity vector that adjusts its angle when the player wants to turn), but instead it's movement path has to be planned beforehand, and then the car needs to follow the path when the turn ends (think Steambirds). This question has some interesting information, but its focus is on homing-missile behaviour, which I kinda had figured out, but doesn't really apply to my case, I think, since I need to show a preview of the path when the player is planning his turn, then have the car follow that path. In that same question, there's an excellent answer by Andrew Russel which mentions Equations of Motion and Bézier's Curve. Some of his other suggestions of implementation are specific to XNA though, so they don't help much (I'm using Marmalade SDK). If I assume Bézier's Curve as the solution of choice, I'm left with one specific problem: I'll have the car's position (the first endpoint) and the target/final position (the last endpoint), but what should I use as the control point (assuming a square/quadratic curve)? And whether I use Bézier's Curve or another parametric equation, I'd still be left with another issue: the car can't just follow the curve, it must turn (i.e. adjust its angle) accordingly. So how can I figure out which way the car should be pointing to at any given point in the curve?

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  • Jumping Vs. Gravity

    - by PhaDaPhunk
    Hi i'm working on my first XNA 2D game and I have a little problem. If I jump, my sprite jumps but does not fall down. And I also have another problem, the user can hold spacebar to jump as high as he wants and I don't know how to keep him from doing that. Here's my code: The Jump : if (FaKeyboard.IsKeyDown(Keys.Space)) { Jumping = true; xPosition -= new Vector2(0, 5); } if (xPosition.Y >= 10) { Jumping = false; Grounded = false; } The really simple basic Gravity: if (!Grounded && !Jumping) { xPosition += new Vector2(1, 3) * speed; } Here's where's the grounded is set to True or False with a Collision Rectangle MegamanRectangle = new Rectangle((int)xPosition.X, (int)xPosition.Y, FrameSizeDraw.X, FrameSizeDraw.Y); Rectangle Block1Rectangle = new Rectangle((int)0, (int)73, Block1.Width, Block1.Height); Rectangle Block2Rectangle = new Rectangle((int)500, (int)73, Block2.Width, Block2.Height); if ((MegamanRectangle.Intersects(Block1Rectangle) || (MegamanRectangle.Intersects(Block2Rectangle)))) { Grounded = true; } else { Grounded = false; } The grounded bool and The gravity have been tested and are working. Any ideas why? Thanks in advance and don't hesitate to ask if you need another Part of the Code.

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  • HTML5 or Javascript game engine to develop a browser game

    - by Jack Duluoz
    I would like to start developing a MMO browser game, like Travian or Ogame, probably involving also a bit of more sophisticated graphical features such as players interacting in real time with a 2d map or something like that. My main doubt is what kind of development tools I should use: I've a good experience with PHP and MySQL for the server side and Javascript (and jQuery) regarding the client side. Coding everything from scratch would be of course really painful so I was wondering if I should use a javascript game engine or not. Are there (possibly free) game engine you would recommend? Are they good enough to develop a big game? Also, I saw a lot of HTML5 games popping up lately but I'm now sure if using HTML5 is a good idea or not. Would you recommend it? What are the pro and cons about using HTML5? If you'd recommend it, do you have any good links regarding game development with HTML5? (PS: I know that HTML5 and a Javascript engine are not mutually exclusive, I just didn't know how to formulate a proper title since English is not my main language. So, please, answer addressing HTML5 and a game engine pro and cons separately)

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  • Render rivers in a grid.

    - by Gabriel A. Zorrilla
    I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant algorithm to render them. It's a 2D, square, mapgrid. The cells which the river pases has a simple integer value with this form :rivernumber && pointOrder. Ie: 10, 11, 12, 13, 14, 15, 16...1+N for the first river, 20,21,22,23...2+N for the second, etc. This is created in the map grid generation time and it's executed just once, when the world is generated. I wanted to treat each river as a vector, but there is a problem, if the same river has branches (because i put some noise to generate branches), i can not just connect the points in order. The second alternative is to generate a complex algorithm where analizes each point, checks if the next is not a branch, if so trigger another algorithm that take care of the branch then returns to the main river, etc. Very complex and inelegant. Perhaps there is a solution in the world generation algorithm or in the river rendering algorithm that is commonly used in these cases and i'm not aware of. Any tips? Thanks!!

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  • Stage3D Camera problem

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } Here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • What is the Xbox360's D3DRS_VIEWPORTENABLE equivalent on WinXP D3D9?

    - by Jim Buck
    I posted this on StackOverlow, but of course it should be posted here. I am maintaining a multiplatform codebase for Xbox360 and WinXP. I am seeing an issue on the XP side that appears to be related to D3DRS_VIEWPORTENABLE on the Xbox360 version not having an equivalent on WinXP D3D9. This article had an interesting idea, but the only way to construct an identity matrix is to supply negative numbers to D3DVIEWPORT9::X and D3DVIEWPORT9::Height, but they are unsigned numbers. (I tried to put in negative numbers anyway, but nothing interesting happened.) So, how does one emulate the behavior of D3DRS_VIEWPORTENABLE under WinXP/D3D9? (For clarity, the result I'm seeing is that a 2d screen-aligned quad works fine on Xbox360 but is offset/stretched on WinXP. In fact, the (0, 0) starts in the center of the screen on WinXP instead of in the lower-left corner like on the Xbox360 as a result of applying the viewport transform.) Update: I didn't have an Xbox360 devkit at the time I wrote up this question, but I've since gotten one. I commented out the disabling of the D3DRS_VIEWPORTENABLE state, and the exact same behavior resulted on the Xbox360 as on the WinXP build. So, there must be some DirectX magic to bridge the gap here for emulating D3DRS_VIEWPORTENABLE being turned off on WinXP.

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  • Comparison between Cocos2d and Corona

    - by dontangg
    I'm having a really hard time deciding which way to go on this. I'm about to start developing a game and I haven't been able to find many good comparisons between these approaches. I don't have many requirements for the game yet, but here is what I do know. needs to work on iPhone I don't have much money ($400 for Unity for iPhone is probably too much. I can probably afford $99 for Corona.) Graphics will be 2D Physics support is not needed Ability to use particles would be nice Game Center support would be nice (Corona is planning to support it soon) It would be nice to be able to support Android as well if it isn't much effort. I have done my own research, so I know basic things about them. I know Corona uses Lua and Cocos2D uses Objective C. I know that Corona allows deployment to iPhone and Android, but how easy is it? Cocos2D is free, but so many people talk about how easy it is to use Corona, but I don't like being restricted to features Corona supports or the price tag. I feel so torn here.

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  • What is spreadsheet useful for?

    - by zvrba
    I have been in computer business for 15 years in various roles (sysadmin, developer, researcher), and I have never encountered someone using excel for something more advanced than for formatting tables, or as an ad-hoc database that could have been maintained in a text-file. I had to do heavy data-processing and plotting and for that I used some perl scripts + gnuplot, got tiredof it, and went over to R eventually. 2D spreadsheet just didn't seem well-suited for doing statistical analyses over 5-dimensional datasets (not to mention that it produces UGLY plots). I attempted to use spreadsheet for time-tracking, and found out that I would have better been served by a relational database, so I gave up on using excel for that too. For example, it's important to consistently name tasks, and I needed to find out unique task names in a given column across several sheets (I had one timesheet for each month). How do you make such "query" in a program that essentially evaluates independent cells and has little notion of relations between them? So, what are spreadsheets useful for? Why do they have a bunch of mathematical stuff built into them when, AFAICT, people use them mostly as table formatters or bad substitutes for databases?

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  • Top Down RPG Movement w/ Correction?

    - by Corey Ogburn
    I would hope that we have all played Zelda: A Link to the Past, please correct me if I'm wrong, but I want to emulate that kind of 2D, top-down character movement with a touch of correction. It has been done in other games, but I feel this reference would be the easiest to relate to. More specifically the kind of movement and correction I'm talking about is: Floating movement not restricted to tile based movement like Pokemon and other games where one tap of the movement pad moves you one square in that cardinal direction. This floating movement should be able to achieve diagonal motion. If you're walking West and you come to a wall that is diagonal in a North East/South West fashion, you are corrected into a South West movement even if you continue holding left (West) on the controller. This should work for both diagonals correcting in both directions. If you're a few pixels off from walking squarely into a door or hallway, you are corrected into walking through the hall or down the hallway, i.e. bumping into the corner causes you to be pushed into the hall/door. I've hunted for efficient ways to achieve this and have had no luck. To be clear I'm talking about the human character's movement, not an NPC's movement. Are their resources available on this kind of movement? Equations or algorithms explained on a wiki or something? I'm using the XNA Framework, is there anything in it to help with this?

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Ambiguation between multitouch geistures tap and free drag in Windows Phone 8 Emulator (Monogame)

    - by Moses Aprico
    I am making a 2d tile based tactic game. I want the map to be slided around (because it's bigger than the screen) with FreeDrag (It's perfectly done, the map can moved around, that's not the problem). And then, I want to display the character's actions, everytime it's tapped. The problem then appeared. Everytime I want to FreeDrag the map, the Tap trigger always fired first before the FreeDrag one. Is there any way to differ the map sliding than the character tapping? Below is my code. while (TouchPanel.IsGestureAvailable) { GestureSample gesture = TouchPanel.ReadGesture(); switch (gesture.GestureType) { case GestureType.FreeDrag: { //a } break; case GestureType.Tap: { //b } break; } } Every time I first want to free drag (at the first touch), it always goes to "b" first (see commented line above), and then to "a" rather than immediately goes to "a". I've tried flick, but it seems the movement produced by flick is too fast, so freedrag fits the most. Is there any way or workaround to perform FreeDrag (or similar) without firing the Tap trigger? Thanks in advance.

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  • Collision Detection Code Structure with Sloped Tiles

    - by ProgrammerGuy123
    Im making a 2D tile based game with slopes, and I need help on the collision detection. This question is not about determining the vertical position of the player given the horizontal position when on a slope, but rather the structure of the code. Here is my pseudocode for the collision detection: void Player::handleTileCollisions() { int left = //find tile that's left of player int right = //find tile that's right of player int top = //find tile that's above player int bottom = //find tile that's below player for(int x = left; x <= right; x++) { for(int y = top; y <= bottom; y++) { switch(getTileType(x, y)) { case 1: //solid tile { //resolve collisions break; } case 2: //sloped tile { //resolve collisions break; } default: //air tile or whatever else break; } } } } When the player is on a sloped tile, he is actually inside the tile itself horizontally, that way the player doesn't look like he is floating. This creates a problem because when there is a sloped tile next to a solid square tile, the player can't move passed it because this algorithm resolves any collisions with the solid tile. Here is a gif showing this problem: So what is a good way to structure my code so that when the player is inside a sloped tile, solid tiles get ignored?

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  • Admob banner not getting remove from superview

    - by Anil gupta
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • Watson Ties Against Human Jeopardy Opponents

    - by ETC
    In January we showed you a video of Waton in a practice round against Jeopardy champions Ken Jennings and Brad Rutter. Last night they squared off in a real round of Jeopardy with Watson in a tie with Rutter. Watson held his own against the two champions leveraging the 90 IBM Power 750 servers, 2,880 processors, and the 16TB of memory driving him to his full advantage. It was impressive to watch the round unfold and to see where Watson shined and where he faltered. Check out the video below to footage of Watson in training and then in action on Jeopardy. Pay special attention to the things that trip him up. Watson answers cut and dry questions with absolute lighting speed but stumbles when it comes to nuances in language–like finis vs. terminus in the train question that Jennings answered correctly. Watch Part 2 of the video above here. Latest Features How-To Geek ETC 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 How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents Peaceful Tropical Cavern Wallpaper

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  • Libgdx detect when player is outside of screen

    - by Rockyy
    Im trying to learn libGDX (coming from XNA/MonoDevelop), and I'm making a super simple test game to get to know it better. I was wondering how to detect if the player sprite is outside of the screen and make it so it is impossible to go outside of the screen edges. In XNA you could do something like this: // Prevent player from moving off the left edge of the screen if (player.Position.X < 0) player.Position = new Vector2(0, player.Position.Y); How is this achieved in libgdx? I think it's the Stage that handles the 2D viewport in libgdx? This is my code so far: private Texture texture; private SpriteBatch batch; private Sprite sprite; @Override public void create () { float w = Gdx.graphics.getWidth(); float h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); texture = new Texture(Gdx.files.internal("player.png")); sprite = new Sprite(texture); sprite.setPosition(w/2 -sprite.getWidth()/2, h/2 - sprite.getHeight()/2); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(-1f); else sprite.translateX(-10.0f); } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(1f); else sprite.translateX(10f); } batch.begin(); sprite.draw(batch); batch.end(); }

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