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  • Should iOS games use a Timer?

    - by ????
    No matter what frameworks we use -- Core Graphics, Cocos2D, OpenGL ES -- to write games, should a timer be used (for games that has animation even when a user doesn't do any input, such as after firing a missile and waiting to see if the UFO is hit)? I read that NSTimer might not get fired until after scheduled time (interval), and CADisplayLink can delay and get fired at a later time as well, only that it tells you how late it is so you can move the object more, so it can make the object look like it skipped frame. Must we use a Timer? And if so, what is the best one to use?

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  • What is the point in using real time?

    - by bobobobo
    I understand that using real time frame elapses (which should vary between 16-17ms on average) are provided by a lot of frameworks. GetTimeElapsedSinceLastFrame, and it gives you the wall clock time. But should we use this information in basic physics simulation? It looks to me to be a bad idea. Say there is a slight lag on the machine, for whatever reason (say a virus scanner starts up). The calculations all jump, and there is no need for this. Why not use a virtual second and ignore wall clock time? For gameplay on the level of Commander Keen, shouldn't you always use the virtual second and not real-time? (Besides stopwatch timing for race games) I don't see a need to use real time and not a fixed 16ms time step.

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  • Does setting document.domain via script interfere with Google Analytics?

    - by Seth Petry-Johnson
    I have a site, www.example.com, that displays some secure content from forms.example.com in iframes. To enable cross-frame navigation, pages on both sites use JavaScript to set the document.domain to just "example.com". I am using Google Analytics on www.example.com, but the GA site is not showing any data. It indicates that the tracking code is found (the status icon is a green checkmark), but no data is reported. The GA profile lists the website as "www.example.com". Is this a supported scenario? Is my script interfering with the GA code in some way?

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  • Are VM-based languages becoming viable for Graphics since the move to GPU computing?

    - by skiwi
    Perhaps the title is not the most clear, so let me elaborate it more: I am talking about VM-based languages, by that I mean languages that run on the JVM (java) and for example C#. Also I am talking about 3D graphics, just to be clear. Lately the trend has been that most computing is being done on the GPU and not on the CPU, and since times the issue with programming games on a VM-based language is that garbage collecting may happen randomly. So let's take a look which is responsible for what: Showing the graphics: GPU Uploading graphics to the GPU: CPU? Needs to be done every frame? Calculating physics constraints: GPU Doing the real game logic (Determining when to move objects (independent of physics calculations), processing AI): CPU Is my list actually correct? And if it is, is for example Java becoming more viable? Or is uploading the graphics (vertices) still the most expensive operation? Would like to get more insight into this.

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  • BleachBit: How to Completely Clear URL History in Firefox?

    - by tSquirrel
    14.04 / Firefox 29.0 I've been using Bleachbit to clear usage/file history, and for the most part it works great. However, it doesn't seem to clear the website hostnames out of the URL, at all. These addresses are not bookmarked. Also, the total URL isn't preserved, just the hostname. Visit site http://www.bluesnews.com/some_random_URL_string Exit Firefox Run Bleachbit, with ALL Firefox options selected Restart Firefox Check history: completely empty, other than bookmarked sites. www.bluesnews is NOT bookmarked Type "blue" which is Firefox automatically completes as "http://www.bluesnews.com/" Alternate Step #3: Use Firefox's built-in "Clear History" and select ALL entries with a time frame of "Everything". Same result as above. My inquiry in BB forums hasn't been responded to. I found Dan's proposed solution, however changing autocomplete in about:config only turns off the function, it doesn't actually stop storing URLs.

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  • Attributes and Behaviours in game object design

    - by Brukwa
    Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all Attributes\Behaviour idea with some sample data. Now I have faced a little problem when I added a RenderingSystem to my prototype application. I have created an object with RenderBehaviour which listens for messages (OnMessage function) like MovedObject in order to mark them as invalid and in OnUpdate pass I am inserting a new renderable object to rederer queue. I have noticed that rendering updates should be the last thing made in single frame and this causes RenderBehaviour to depend on any other Behaviour that changes object position (i.ex. PhysicsSystem and PhysicsBehaviour). I am not even sure if I am doing this the way it should be. Do you have any clues that might put me on the right track?

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  • GDD-BR 2010 [2C] Building for a Faster Web

    GDD-BR 2010 [2C] Building for a Faster Web Speakers: Eric Bidelman Track: Chrome and HTML5 Time: C [12:05 - 12:50] Room: 2 Level: 151 Why should a web app be less performant than a native app? This session will focus on creating the next generation of web applications. We'll look HTML5 features that increase app performance, Chrome Developer Tools to speed development, Native Client for running native C++ in the browser, and Google Chrome Frame to bring these awesome features to users with older browsers. From: GoogleDevelopers Views: 84 1 ratings Time: 37:32 More in Science & Technology

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  • XNA Octree with batching

    - by Alex
    I'm integrating batching in my engine. However I'm using an octree which is auto generated around my scene. Now batching renders a hole group at ones while an octree sorts out which objects that should be rendered within the camera frustum, therefore dividing the group. Batching and octree doesn't go along very well, right? Problem: The way I see it I have two options, either create batch groups based on objects who are close to one another within the octree or I can rebuild the batching matrixbuffer for the instances visible each frame. Which approach should I go with or does there exist another solution?

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  • Squibbly Update: Multiple Document Support

    - by Geertjan
    An update on Squibbly, the recently announced free and open source integration framework for LibreOffice! Now multiple documents can be opened at the same time, either from "File | Open File" or from the File Browser (i.e., the rebranded Favorites window). Click to enlarge the image below to get a fuller perspective on Squibbly: Take note of the tabs at the bottom of the editor-area in the screenshot above, and especially when you click the image to enlarge it. Multiple tabs are available at the same time, each representing a different open document. Click a different tab and its document is activated and brought to the front of the application. That means multiple LibreOffice applications can be used simultaneously, each could be undocked from the frame of the application, and the user can work with multiple documents, from multiple LibreOffice applications, all at the same time. Info from this forum entry were useful in getting to the above solution: http://www.oooforum.org/forum/viewtopic.phtml?t=41955 Still several focus-related problems to solve for the application to be ready for general usage.

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  • box2d and constant movement

    - by Arnas
    i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of the touch and call a method every frame which applies linear velocity to the body with a vector of the direction the body should go _body->SetLinearVelocity(b2Vec2((a.x - currPos.x)/SPEED_RATIO,(size.height - a.y - currPos.y)/SPEED_RATIO)); //click position - current position, screen height - click position (since the y axis is flipped, (0,0) is in the bottom left ) - current position = vector of the direction we want to go now the problem with this is that the body slows down until it finally stops when getting closer to the point we want it to go, since the closer we are to that point the lenght of the vector gets smaller. Besides that i've read that it's bad practice to set linear velocity in box2d and i should use apply force instead, but that way the forces would add up and overshoot the target where it's supposed to stop. So what i'm asking is how to move a box2d body to a coordinate in constant speed.

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  • How to syncronize two animations without delays

    - by GeKi
    I have one character idle animation running inside a game in a loop, over and over again. A a certain time I trigger another animation to be played, for the same character. The second animation won't play immediately, as will be a discontinuity in my character animation. First I wait for the idle animation to finish and then I play my second animation. Now I have a smooth, continuous animation, BUT I have introduced a delay between my action and character animation. If I play the second animation right away as it is triggered, the character animation won't be continuous and smooth. I was thinking on breaking the idle animation in small pieces and also to have the same number of second action animations to match the last frame of the idle pieces. This won't solve the delay completely, only will minimize it a bit. So it's a magic formula of how can I get rid of this delay? Thanks.

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  • What should I do if my text exceeds my text render target boundaries?

    - by user1423893
    I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render target Draw the render target texture using a perspective projection and a world transform My problem is how to deal with strings whose characters length exceeds that of the render target dimensions? For example if I have string "This is a reallllllllllly long string" and the render target can't accommodate it, it will only capture "This is a realllll". The render target (and its size) could be set each frame but wouldn't that be far too costly?

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  • Sprite animation problem

    - by hustlerinc
    I have this sprite I have to animate. The sprite is 7 images total but animation is 10 frames (2 positions are repeated). The order I want to go through the frames is like this: 3 - 4 - 5 - 6 - 4 - 3 - 2 - 1 - 0 - 2. My problem is how can I skip 1 frame once I reach the end of each direction? The reason I want to skip is to save me from creating duplicate positions in the spritesheet. I'm doing this in Javascript.

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  • Why are my sprite sheet's frames not visible in Cocos Builder?

    - by Ramy Al Zuhouri
    I have created a sprite sheet with zwoptex. Then I just dragged the .plist and .png files to my Cocos Builder project. After this I wanted to take a sprite frame and set it to a sprite: But the sprite image is empty! At first I thought it was just empty in Cocos Builder, and that it must have been working correctly when imported to a project. But if I try to run that scene with CCBReader I still see an empty sprite. Why?

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  • Communication between Box2D and libGDX Stage (Scene2D) running in separate threads

    - by atok
    I'm making a physics based 2D game using libGDX and Box2D. I want to move the execution of the simulation out of render thread. I use immutable messages and the BlockingQueue to pass the information about player actions. The Box2D applies forces and runs a frame of simulation. In the next step I would like to sync back the changes and update Scene2D Actors accordingly. Making an immutable copy of the state of the game world and sending it back using Gdx.app.postRunnable() is one option but it seems inefficient. Is there any other option?

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  • How many threads should an Android game use?

    - by kvance
    At minimum, an OpenGL Android game has a UI thread and a Renderer thread created by GLSurfaceView. Renderer.onDrawFrame() should be doing a minimum of work to get the higest FPS. The physics, AI, etc. don't need to run every frame, so we can put those in another thread. Now we have: Renderer thread - Update animations and draw polys Game thread - Logic & periodic physics, AI, etc. updates UI thread - Android UI interaction only Since you don't ever want to block the UI thread, I run one more thread for the game logic. Maybe that's not necessary though? Is there ever a reason to run game logic in the renderer thread?

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  • How to detect and collide two elastic line segments?

    - by Tautrimas
    There are 4 moving physical nodes in 3D space. They are paired with two elastic line segments / strings (1 <- 2; 3 <- 4). Part I: How to detect the collision of two segments? Part II: On the moment of collision, fifth node is created at the intersection point and here you have the force-based graph. 5-th node (bend point) can slide among the strings as in a real world. Given the new coordinates of 4 nodes, how to calculate the position of the 5-th node on the next frame? I assume string force on the nodes to be F = -k * x where x is the string length. All I came up to is that the force between 5 and 1 equals 5 and 2 (the same with 3 and 4). What are the other properties?.

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  • Google index iframes on Facebook fan pages? (Hole website content)

    - by user2536417
    I have a fairly simple question that I've tried to get help from the guys on the Google Webmaster Help Q&A site but so far no joy so hopefully someone here can provide me with the information I'm looking for. I have a Facebook fanpage for my website, I have made an app that basically uses an iframe and puts the site within a frame within Facebook. All works good but Google is not indexing this page. I am using <link rel="canonical" href="#" /> on my pages so prehaps this is an issue?

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  • processing gamestate with a window of commands across time?

    - by rook2pawn
    I have clients sending client updates at a 100ms intervals. i pool the command inputs and create a client command frame. the commands come into the server in these windows and i tag them across time as they come in. when i do a server tick i intend to process this list of commands i.e. [ {command:'duck',timestamp:350,player:'a'}, {command:'shoot',timestamp:395,player:'b'}, {command:'move', timestamp:410,player:'c'} {command:'cover',timestamp:420,player:'a'} ] how would i efficiently update the gamestate based on this list? the two solutions i see are 1) simulate time via direct equation to figure out how far everyone would move or change as if the real gameupdate was ticking on the worldtick..but then unforseen events that would normally trigger during real update would not get triggered such as powerups or collissions 2) prepare to run the worldupdate multiple times and figure out which commands get sent to which worldupdate. this seems better but a little more costly is there a canonical way to do this?

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  • Should I use events in this case?

    - by joon
    I'm creating a video player, like a custom YouTube player. All of the GUI elements (progress bar, video player, play button, ...) are different classes, but I obviously need them to communicate. When the progress bar is clicked, or the slider is moved, it needs to send a "seek(x)" command to the video player. Similarly, the video player needs to update the progressbar every frame. Currently I'm doing this by having almost all elements have a link to each other. So when I create the progress bar, I'm telling it where the video player is. But after a while this becomes more and more complicated, and I'm wondering if events would be a better way to do this. Or a main controller class that has all the connections. What should I do?

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  • Libgdx change color of Texture at runtime [on hold]

    - by Springrbua
    i allready asked this on Stackoverflow, but i think this question may belong here. In a Libgdx game i have some Animations for my Player. All the Frames for this Animation are inside a TextureAtlas. The Player Textures show a human, with a white T-Shirt. The T-Shirt is the only white part of the Player. Now i want to be able to replace the white color with red for Player1, with green for Player2 and so on. How can i do that, without loosing the advantage of the TextureAtlas (Texture switching)? Ofc 1 way would be to store 4 versions of every Frame, for 4 different Players (colors). But there are games out there, where you can fully customize the Player, give him a blue hat, red pants and pink shirts and so on. How can this be done? Thanks a lot! EDIT: The question on Stackoverflow

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  • OpenGL: Drawing to a texture

    - by Danran
    Well im just a bit stuck wondering how to draw an item to a texture. Specifically, i'm using; glDrawArrays(GL_LINE_STRIP, indices[0], indices.size()); Because what i'm drawing via the above function updates every-frame, i'm just totally not sure how to go about drawing what i have to a texture. Any help is greatly appreciated! Edit: Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents from backbuffer method working. Here's what i currently have; http://pastebin.com/dJpPt6Pd And sadly all i get is a white square. Its probably something stupid that i'm doing wrong. Just unsure what it could be?

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  • Android Java: Way to effectively pause system time while debugging?

    - by TheMaster42
    In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations. However, while debugging (for example, stepping through my code), the system time on my phone is happily chugging along, so it's impossible to look at, say, two sequential frames of data in the debugger (since by the time I'm done looking at the first frame, the system time has continued to move ahead by seconds or even minutes). Is there a programming practice or method to pause the system clock (or a way for my code to intercept and fake my deltaTime) whenever I pause execution from the debugger? Additional Information: I'm using Eclipse Classic with the ADT plugin and a Samsung SII, coding in Java. My code invoking nanoTime: http://pastebin.com/0ZciyBtN I do all display via a Canvas object (2D sprites and animations).

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  • How do I make a Java gave without a JFrame?

    - by kullalok
    I am working on an arcade-like game, and so far, I have been using JFrame. All the action occurs in the JFrame basically. However, I've noticed that a lot of games that you install on a computer don't have a frame. When you play them on Windows, the game covers the entire screen (the start bar disappears and you can't access any other application on your computer). I'd like to do that for my game. Is it possible to do so with Java? If so, how would I do this?

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  • How do i add a start menu page to my java game?

    - by user2149407
    I have a rather cool space invaders game that my friend and I have been working on for a while, and we have decided it needs an opening page, with "Start" options, "Quit" options and so forth. I have looked at several methods online, but cant seem to get any of them to work! Does anybody have any ideas? P.S Using JFrame to draw the main frame Im just looking to do this within Java, so just a panel that appears at a state change (GAME, MENU). Id like it to contain a few buttons to start the game, and quit. Later, I will add achievements, but im after something really basic for now. But thanks for the suggestions!

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