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  • How does Google App Engine remote_api work

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

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  • Physics Loop in a NodeJS/Socket.IO Environment

    - by Thomas Mosey
    I'm developing a 2D HTML5 Canvas Game, and I am trying to think of the most efficient way to implement a Physics Loop on the server-end of things, running NodeJS and Socket.IO. The only method I've thought of is using setTimeout/Interval, is there any better way? Any examples would be appreciated. EDIT: The Game is a top-down Game, like Zelda and older Pokemon Games. Most of the physics done in the loop will be simple intersects.

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

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

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

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

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  • Python/Biomolecular Physics- Trying to code a simple stochastic simulation of a system exhibiting co

    - by user359597
    *edited 6/17/10 I'm trying to understand how to improve my code (make it more pythonic). Also, I'm interested in writing more intuitive 'conditionals' that would describe scenarios that are commonplace in biochemistry. The conditional criteria in the below program is explained in Answer #2, but I am not satisfied with it- it is correct, but isn't obvious and isn't easy to implement for more complicated conditional scenarios. Ideas welcome. Comments/criticisms welcome. First posting experience @ stackoverflow- please comment on etiquette if needed. The code generates a list of values that are the solution to the following exercise: "In a programming language of your choice, implement Gillespie’s First Reaction Algorithm to study the temporal behaviour of the reaction A---B in which the transition from A to B can only take place if another compound, C, is present, and where C dynamically interconverts with D, as modelled in the Petri-net below. Assume that there are 100 molecules of A, 1 of C, and no B or D present at the start of the reaction. Set kAB to 0.1 s-1 and both kCD and kDC to 1.0 s-1. Simulate the behaviour of the system over 100 s." def sim(): # Set the rate constants for all transitions kAB = 0.1 kCD = 1.0 kDC = 1.0 # Set up the initial state A = 100 B = 0 C = 1 D = 0 # Set the start and end times t = 0.0 tEnd = 100.0 print "Time\t", "Transition\t", "A\t", "B\t", "C\t", "D" # Compute the first interval transition, interval = transitionData(A, B, C, D, kAB, kCD, kDC) # Loop until the end time is exceded or no transition can fire any more while t <= tEnd and transition >= 0: print t, '\t', transition, '\t', A, '\t', B, '\t', C, '\t', D t += interval if transition == 0: A -= 1 B += 1 if transition == 1: C -= 1 D += 1 if transition == 2: C += 1 D -= 1 transition, interval = transitionData(A, B, C, D, kAB, kCD, kDC) def transitionData(A, B, C, D, kAB, kCD, kDC): """ Returns nTransition, the number of the firing transition (0: A->B, 1: C->D, 2: D->C), and interval, the interval between the time of the previous transition and that of the current one. """ RAB = kAB * A * C RCD = kCD * C RDC = kDC * D dt = [-1.0, -1.0, -1.0] if RAB > 0.0: dt[0] = -math.log(1.0 - random.random())/RAB if RCD > 0.0: dt[1] = -math.log(1.0 - random.random())/RCD if RDC > 0.0: dt[2] = -math.log(1.0 - random.random())/RDC interval = 1e36 transition = -1 for n in range(len(dt)): if dt[n] > 0.0 and dt[n] < interval: interval = dt[n] transition = n return transition, interval if __name__ == '__main__': sim()

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  • Which Open Source Licenses can address concerns for an Open Source Game Engine?

    - by Chris
    I am on a team that is looking to open source an engine we are building. It's intended as an engine for Online RPG style games. We're writing it to work on both desktops and android platforms. I've been over to the OSI http://opensource.org/licenses/category to check out the most common licenses. However, this will be my first time going into an open source project and I wanted to know if the community had some insight into which licenses might be best suited. Key licensing concerns: Removing or limiting our liability (most already seem to cover this, but stating for completeness). We want other developers to be able to take part or all of our project and use it in their own projects with proper accreditation to our project. Licensing should not hinder someone's ability to quickly use the engine. They should be able to download a release and start using it without needing to wait on licensing issues. Game content (gfx, sound, etc.) that is not part of the engine should be allowed to be licensed separately. If someone is using our engine, they can retain full copy right of their content, including engine generated data. Our primary goal is exposure, which is why we're going open source to start with. Both for the project and for the individuals developing it. Are there any licenses that can require accreditation visible to players? While I'd put our primary goal as exposure, for licensing the accreditation is less of a concern. From what I've read through (and have been able to understand) it doesn't seem like any of the licenses cover anything that is produced by the licensed software. Are there any that state this specifically, or does simply not mentioning it leave it open for other licensing? Are there any other concerns that we should consider? Has anyone had any issues using any of these licenses?

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  • Physics in my game confused after restructuring the Game loop

    - by Julian Assange
    Hello! I'm on my way with making a game in Java. Now I have some trouble with an interpolation based game loop in my calculations. Before I used that system the calculation of a falling object was like this: Delta based system private static final float SPEED_OF_GRAVITY = 500.0f; @Override public void update(float timeDeltaSeconds, Object parentObject) { parentObject.y = parentObject.y + (parentObject.yVelocity * timeDeltaSeconds); parentObject.yVelocity -= SPEED_OF_GRAVITY * timeDeltaSeconds; ...... What you see here is that I used that delta value from previous frame to the current frame to calculate the physics. Now I switched and implement a interpolation based system and I actually left the current system where I used delta to calculate my physics. However, with the interpolation system the delta time is removed - but now are my calculations screwed up and I've tried the whole day to solve this: Interpolation based system private static final float SPEED_OF_GRAVITY = 500.0f; @Override public void update(Object parentObject) { parentObject.y = parentObject.y + (parentObject.yVelocity); parentObject.yVelocity -= SPEED_OF_GRAVITY; ...... I'm totally clueless - how should this be solved? The rendering part is solved with a simple prediction method. With the delta system I could see my object be smoothly rendered to the screen, but with this interpolation/prediction method the object just appear sticky for one second and then it's gone. The core of this game loop is actually from here deWiTTERS Game Loop, where I trying to implement the last solution he describes. Shortly - my physics are in a mess and this need to be solved. Any ideas? Thanks in advance!

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  • Engine for 2D Top-Down Physics-Based Skeletal Animation

    - by RylandAlmanza
    I just watched at the Sui Generis video, and was completely amazed. Specifically, the part where the big troll thing is beating up the player with his flail. This got me really excited, and I would like to try implementing something like this in a 2D Top-Down format. Something like this. That atloria example seems simple enough, but it's not exactly what I'm looking to make. I think atloria is using predefined animations, where as I would like to make something more physics-based like the Sui Generis engine does. So, I'm wondering what physics engines might work for something like this, and if I'd need to implement my own skeletal system, or if I could just use "joints" and such from the engine. The only experience I have in terms of physics engines is Box2D, which I've heard shouldn't be used for top-down settings, and I can think of a few reasons it wouldn't work out well. One of those reasons being gravity. In box 2D, gravity pulls towards a side of the screen (usually the bottom.) I wouldn't want my player's forearms constantly being pulled to one side. :) Also should mention that the programming language doesn't matter all that much to me. I'm currently playing with HTML5 stuff, though. :) Thanks in advance!

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  • Best depth sorting method for a Top Down 2D game using a 3D physics engine

    - by Alic44
    I've spent many days googling this and still have issues with my game engine I'd like to ask about, which I haven't seen addressed before. I think the problem is that my game is an unusual combination of a completely 2D graphical approach using XNA's SpriteBatch, and a completely 3D engine (the amazing BEPU physics engine) with rotation mostly disabled. In essence, my question is similar to this one (the part about "faux 3D"), but the difference is that in my game, the player as well as every other creature is represented by 3D objects, and they can all jump, pick up other objects, and throw them around. What this means is that sorting by one value, such as a Z position (how far north/south a character is on the screen) won't work, because as soon as a smaller creature jumps on top of a larger creature, or a box, and walks backwards, the moment its z value is less than that other creature, it will appear to be behind the object it is actually standing on. I actually originally solved this problem by splitting every object in the game into physics boxes which MUST have a Y height equal to their Z depth. I then based the depth sorting value on the object's y position (how high it is off the ground) PLUS its z position (how far north or south it is on the screen). The problem with this approach is that it requires all moving objects in the game to be split graphically into chunks which match up with a physical box which has its y dimension equal to its z dimension. Which is stupid. So, I got inspired last night to rewrite with a fresh approach. My new method is a little more complex, but I think a little more sane: every object which needs to be sorted by depth in the game exposes the interface IDepthDrawable and is added to a list owned by the DepthDrawer object. IDepthDrawable contains: public interface IDepthDrawable { Rectangle Bounds { get; } //possibly change this to a class if struct copying of the xna Rectangle type becomes an issue DepthDrawShape DepthShape { get; } void Draw(SpriteBatch spriteBatch); } The Bounds Rectangle of each IDepthDrawable object represents the 2D Axis-Aligned Bounding Box it will take up when drawn to the screen. Anything that doesn't intersect the screen will be culled at this stage and the remaining on-screen IDepthDrawables will be Bounds tested for intersections with each other. This is where I get a little less sure of what I'm doing. Each group of collisions will be added to a list or other collection, and each list will sort itself based on its DepthShape property, which will have access to the object-to-be-drawn's physics information. For starting out, lets assume everything in the game is an axis aligned 3D Box shape. Boxes are pretty easy to sort. Something like: if (depthShape1.Back > depthShape2.Front) //if depthShape1 is in front of depthShape2. //depthShape1 goes on top. else if (depthShape1.Bottom > depthShape2.Top) //if depthShape1 is above depthShape2. //depthShape1 goes on top. //if neither of these are true, depthShape2 must be in front or above. So, by sorting draw order by several different factors from the physics engine, I believe I can get a really correct draw order. My question is, is this a good way of going about this, or is there some tried and true, tested way which is completely different and has somehow completely eluded me on the internets? And, if this does seem like a good way to remake my draw order sorting, what's the right sorting algorithm for reordering the Bounds Rectangle collision lists, and how do you deal with a Bounds Rectangle colliding with two different object which don't collide with eachother. I know these are solved problems, but I've only been programming for a year so any specific input here will be greatly appreciated. Thanks for reading this far, ye who made it -- sorry it was so long!

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  • What is the best plan to handle server fault for google app engine [closed]

    - by lucemia
    I used google-appengine without preparing much backup plans before, but it looks like not a good idea anymore.... Since google app engine is quite hard to find a backup replacement, I plan to just add a "server error" page which will show while server fault. Currently I am thinking to: Use the cdn cloudfare in front of google app engine. It will also handle the NAME server for me. Prepare some static version of webpages (such as "Oops! the server fault") in another hosting platform While google app engine failed, I will switch the destination from google app engine to the static page by change the CNAME records on cloudfare. Is there any other recommand way to solve this situation?

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  • Thread locking issue with FileHelpers between calling engine.ReadNext() method and readign engine.Li

    - by Rad
    I use producer/consumer pattern with FileHelpers library to import data from one file (which can be huge) using multiple threads. Each thread is supposed to import a chunk of that file and I would like to use LineNumber property of the FileHelperAsyncEngine instance that is reading the file as primary key for imported rows. FileHelperAsyncEngine internally has an IEnumerator IEnumerable.GetEnumerator(); which is iterated over using engine.ReadNext() method. That internally sets LineNumber property (which seems is not thread safe). Consumers will have Producers assiciated with them that will supply DataTables to Consumers which will consume them via SqlBulkLoad class which will use IDataReader implementation which will iterate over a collection of DataTables which are internal to a Consumer instance. Each instance of will have one SqlBulkCopy instance associate with it. I have thread locking issue. Below is how I create multiple Producer threads. I start each thread afterwords. Produce method on a producer instance will be called determining which chunk of input file will be processed. It seems that engine.LineNumber is not thread safe and I doesn't import a proper LineNumber in the database. It seems that by the time engine.LineNumber is read some other thread called engine.ReadNext() and changed engine.LineNumber property. I don't want to lock the loop that is supposed to process a chunk of input file because I loose parallelism. How to reorganize the code to solve this threading issue? Thanks Rad for (int i = 0; i < numberOfProducerThreads; i++) DataConsumer consumer = dataConsumers[i]; //create a new producer DataProducer producer = new DataProducer(); //consumer has already being created consumer.Subscribe(producer); FileHelperAsyncEngine orderDetailEngine = new FileHelperAsyncEngine(recordType); orderDetailEngine.Options.RecordCondition.Condition = RecordCondition.ExcludeIfBegins; orderDetailEngine.Options.RecordCondition.Selector = STR_ORDR; int skipLines = i * numberOfBufferTablesToProcess * DataBuffer.MaxBufferRowCount; Thread newThread = new Thread(() => { producer.Produce(consumer, inputFilePath, lineNumberFieldName, dict, orderDetailEngine, skipLines, numberOfBufferTablesToProcess); consumer.SetEndOfData(producer); }); producerThreads.Add(newThread); thread.Start();} public void Produce(DataConsumer consumer, string inputFilePath, string lineNumberFieldName, Dictionary<string, object> dict, FileHelperAsyncEngine engine, int skipLines, int numberOfBufferTablesToProcess) { lock (this) { engine.Options.IgnoreFirstLines = skipLines; engine.BeginReadFile(inputFilePath); } int rowCount = 1; DataTable buffer = consumer.BufferDataTable; while (engine.ReadNext() != null) { lock (this) { dict[lineNumberFieldName] = engine.LineNumber; buffer.Rows.Add(ObjectFieldsDataRowMapper.MapObjectFieldsToDataRow(engine.LastRecord, dict, buffer)); if (rowCount % DataBuffer.MaxBufferRowCount == 0) { consumer.AddBufferDataTable(buffer); buffer = consumer.BufferDataTable; } if (rowCount % (numberOfBufferTablesToProcess * DataBuffer.MaxBufferRowCount) == 0) { break; } rowCount++; } } if (buffer.Rows.Count > 0) { consumer.AddBufferDataTable(buffer); } engine.Close(); }

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  • multithreading problem with Nvidia PhysX

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics' It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...

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  • How do I properly use multithreading with Nvidia PhysX?

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults() (waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not "compute new physics". It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. Does anyone have a solution to this?

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  • SFX Played Once per Collision or Hit

    - by David Dimalanta
    I have a question about using Box2D (engine for LibGDX used to make realistic physics). I observed on the code that I've made for the physics here below: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } Now, I'm thinking which part o line should I implement for the sound effects. My objectives to make SFX played once for every collision (Or should I say "SFX played once per collision"?) on the following: SFX played once if they hit on the objects of its kind. (e.g. apple vs. apple) SFX played once on a different sound when it hit on the ground. (e.g. apple land on the mud) Take note that I'm using Box2D for the Java programming version thanks to LibGDX via Box2D engine and I edited the physics body using Physics Body Editor before I implement it to code. I tried to check every available methods for body, fixture definition, or body definition to code for the SFX when hit but it seems only for the gravity and weight. Is there possibly available on the document for SFX played when collision happens if possible?

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  • What are the common character animation techniques used in tile based hack&slash games?

    - by Gorky
    I wonder what kind of animation techniques are used for creature and character animation in modern hack&slash type tile based games? Keyframing for different actions may be one option. Skeletal framing may be another. But how about the physics? Or do they use a totally hybrid system of inverse kinematics supported with a skeleton,physics and mixed with interpolated keyframing for more realistic animations? If so, how and for what reasons? I can think of many different solutions for the issues below but I wonder what's used and best suited for issues like: Walking or moving on an uneven terrain Combat interaction, combat physics and collisions Attaching rigid items to character and their iteractions ih physics world Soft body dynamics like hair, vegetation, clothes and fabric in line with animations and iteractions.

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  • Programming jobs for a science based degree [on hold]

    - by clairharrison
    I am currently in my last year of a Masters in Physics at Uni and I am looking to go into a job that is mainly programming based. As part of my course we have learnt C++, Matlab and as a hobby I taught myself HTML, CSS, JAVA and a bit of JavaScript. After getting to this stage in my degree I've realised that its actually the programming side of Physics that I enjoy most. I've been working on a few Android apps & websites in my spare time but only things that utilize what I know in JAVA, HTML etc. Using Physics in programming is good fun but I don't want to limit myself just to Physics based jobs. I just want to know a few things: What kind of jobs can I apply for that would require the kind of skills I already posses/can work towards possessing in a year Can I compete with graduates who have had a lot more programming in their course for example Computer Science? Are there any specific extra things I need on my CV before I start applying for these jobs?

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  • What reference point/ tutorial could I use to help me make a "Ball rolling" game in flash?

    - by user1798964
    I am a complete newbie to programming, only took high school Computer science so I kind of know what im doing, I just want to know how I can make a ball rolling game that I want to make, could anyone show me an example of a good "ball rolling game" that has good physics and everything, I have tried to use Box2D for the physics portion of the game, but I found that using that is just code and I can't figure out how to make the graphics and details of the world I want to make in my game, all I would like to do would have a game that has the collision detection and physics of box2d only apply to one ball in it and use the left and right keys to move it. sorry if I am too unclear, if anyone could show a tutorial or something to me on how to make a proper "Ball rolling" game that has good physics that would be appreciated, thank you for taking the time to read this

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  • How does one escape the GPL?

    - by tehtros
    DISCLAIMER I don't pretend to know anything about licensing. In fact, everything I say below may be completely false! Backstory: Recently, I've been looking for a decent game engine, and I think I've found one that I really like, Cafu Engine. However, they have a dual licensing plan, where everything you make with the engine is forced under GPL, unless you pay for a commercial license. I'm not saying that it's a bad engine, they even say that they are very relaxed about the licensing fees. However, the fact that it even involves the GPL scares me. So my question is basicly, how does one escape the GPL. Here's an example: The id Tech engine, also known as the Quake engine, or the Doom engine, was the base for the popular Source engine. However, the id Tech engine has been released under the GPL, and the Source engine is proprietary. Did Valve get a different license? Or did they do something to escape the GPL? Is there a way to escape the GPL? Or, if you use GPL'd source code as a base for another project, are you forced to use the GPL, and make your source code available to the world. Could some random person take the id Tech engine, modify it past the point of recognition, then use it as a proprietary engine for commercial products? Or are they required to make it open source. One last thing, I generally have no problem what-so-ever with open source. However I feel that open source has it's place, but that is not in the bushiness world.

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  • Simulating an object floating on water

    - by Aaron M
    I'm working on a top down fishing game. I want to implement some physics and collision detection regarding the boat moving around the lake. I would like for be able to implement thrust from either the main motor or trolling motor, the effect of wind on the object, and the drag of the water on the object. I've been looking at the farseer physics engine, but not having any experience using a physics engine, I am not quite sure that farseer is suitable for this type of thing(Most of the demos seem to be the application of gravity to a vertical top/down type model). Would the farseer engine be suitable? or would a different engine be more suitable?

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  • Pros & Cons of Google App Engine

    - by Rishi
    Pros & Cons of Google App Engine [An Updated List 21st Aug 09] Help me Compile a List of all the Advantages & Disadvantages of Building an Application on the Google App Engine Pros: 1) No Need to buy Servers or Server Space (no maintenance). 2) Makes solving the problem of scaling much easier. Cons: 1) Locked into Google App Engine ?? 2)Developers have read-only access to the filesystem on App Engine. 3)App Engine can only execute code called from an HTTP request (except for scheduled background tasks). 4)Users may upload arbitrary Python modules, but only if they are pure-Python; C and Pyrex modules are not supported. 5)App Engine limits the maximum rows returned from an entity get to 1000 rows per Datastore call. 6)Java applications may only use a subset (The JRE Class White List) of the classes from the JRE standard edition. 7)Java applications cannot create new threads. Known Issues!! http://code.google.com/p/googleappengine/issues/list Hard limits Apps per developer - 10 Time per request - 30 sec Files per app - 3,000 HTTP response size - 10 MB Datastore item size - 1 MB Application code size - 150 MB Pro or Con? App Engine's infrastructure removes many of the system administration and development challenges of building applications to scale to millions of hits. Google handles deploying code to a cluster, monitoring, failover, and launching application instances as necessary. While other services let users install and configure nearly any *NIX compatible software, App Engine requires developers to use Python or Java as the programming language and a limited set of APIs. Current APIs allow storing and retrieving data from a BigTable non-relational database; making HTTP requests; sending e-mail; manipulating images; and caching. Most existing Web applications can't run on App Engine without modification, because they require a relational database.

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  • pluto or jetspeed on google app engine?

    - by Patrick Cornelissen
    I am trying to build something "portlet server"-ish on the google app engine. (as open source) I'd like to use the JSR168/286 standards, but I think that the restrictions of the app engine will make it somewhere between tricky and impossible. Has anyone tried to run jetspeed or an application that uses pluto internally on the google app engine? Based on my current knowledge of portlets and the google app engine I'm anticipating these problems: A war file with portlets is from the deployment standpoint more or less a complete webapp (yes, I know that it doesn't really work without a portal server). The war file may contain it's own web.xml etc. This makes deployment on the app engine rather difficult, because the apps are not visible to each other, so all portlet containing archives need to be included in the war file of the deployed "app engine based portal server". The "portlets" are (at least in liferay) started as permanent servlet processes, based on their portlet.xmls and web.xmls which is located in the same spot for every portlet archive that is loaded. I think this may be problematic in the app engine, because everything is in one big "web app", so it may be tricky to access the portlet.xmls from each archive. This prevents a 100% compatibility in my opinion. Is here anyone who has any experience with the combination of portlets and the app engine? Do you think it's feasible to modify jetspeed, pluto or any other portlet container to be able to run it on the app engine?

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  • Calculating collision force with AfterCollision/NormalImpulse is unreliable when IgnoreCCD = false?

    - by Michael
    I'm using Farseer Physics Engine 3.3.1 in a very simple XNA 4 test game. (Note: I'm also tagging this Box2D, because Farseer is a direct port of Box2D and I will happily accept Box2D answers that solve this problem.) In this game, I'm creating two bodies. The first body is created using BodyFactory.CreateCircle and BodyType.Dynamic. This body can be moved around using the keyboard (which sets Body.LinearVelocity). The second body is created using BodyFactory.CreateRectangle and BodyType.Static. This body is static and never moves. Then I'm using this code to calculate the force of collision when the two bodies collide: staticBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(AfterCollision); protected void AfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact) { float maxImpulse = 0f; for (int i = 0; i < contact.Manifold.PointCount; i++) maxImpulse = Math.Max(maxImpulse, contact.Manifold.Points[i].NormalImpulse); // maxImpulse should contain the force of the collision } This code works great if both of these bodies are set to IgnoreCCD=true. I can calculate the force of collision between them 100% reliably. Perfect. But here's the problem: If I set the bodies to IgnoreCCD=false, that code becomes wildly unpredictable. AfterCollision is called reliably, but for some reason the NormalImpulse is 0 about 75% of the time, so only about one in four collisions is registered. Worse still, the NormalImpulse seems to be zero for completely random reasons. The dynamic body can collide with the static body 10 times in a row in virtually exactly the same way, and only 2 or 3 of the hits will register with a NormalImpulse greater than zero. Setting IgnoreCCD=true on both bodies instantly solves the problem, but then I lose continuous physics detection. Why is this happening and how can I fix it? Here's a link to a simple XNA 4 solution that demonstrates this problem in action: http://www.mediafire.com/?a1w242q9sna54j4

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  • why do we need advanced knowledge of mathematics & physics for programming?

    - by Sumeet
    Guys, I have been very good in mathematics and physics in my schools and colleges. Right now I am a programmer. Even in the colleges I have to engrossed my self into computers and programming things all the time. As I used to like it very much. But I have always felt the lack of advanced mathematics and physics in all the work I have done (Programs). Programming never asked me any advanced mathematics and physics knowledge in what I was very good. It always ask u some optimized loops, and different programming technologies which has never been covered in advanced mathematics and physics. Even at the time of selection in big College , such a kind of advanced knowledge is required. Time by time I got out of touch of all that facts and concepts (advanced mathematics and physics). And now after, 5 years in job I found it hard to resolve Differentiations and integrations from Trigonometry. Which sometimes make me feel like I have wasted time in those concepts because they are never used. (At that time I knew that I am going to be a programmer) If one need to be a programmer why do all this advanced knowledge is required. One can go with elementry knowledge a bit more. You never got to think like scientists and R&D person in your Schols and colleges for being a programmer? Just think and let me know your thoughts. I must be wrong somewhere in what I think , but not able to figure that out..? Regards Sumeet

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  • Netbean Cannot update Google App Engine server to appengine-java-sdk-1.3.2

    - by sy
    I am using Netbean 6.7.1 I just update my google app engine plugin in netbean with Netbean auto update. I found out there is new app engine SDK. So i want to update my google app engine server to point to appengine-java-sdk-1.3.2 After I download appengine-java-sdk-1.3.2.zip. I unzip it. Then at Netbean: I already have a Google App Engine server under Services - Server. I can't find anyway to point it to the newly installed sdk folder. So I deleted the existing "Google App Engine" server & try to add a new one. Server - Add Server - Google App Engine - at "Installation Location", I point it to google app engine folder, which is "C:\appengine-java-sdk-1.3.2", it show this message at bottom "C:\appengine-java-sdk-1.3.2" & don't allow me to continue. May I know how to solve this? thanks!

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