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  • E3 2012 : Tout savoir sur la Wii U : les caractéristiques de la console de Nintendo, les jeux et autres détails

    Tout savoir sur la Wii U Les caractéristiques, les jeux, les détails et le reste À l'occasion de l'E3, nous avons pu apprendre beaucoup sur la Wii U, la prochaine console de Nintendo. Commençons tout d'abord par les caractéristiques de la machine : Machine :[IMG]http://jeux.developpez.com/news/images/WiiU.jpg[/IMG] 4.57 cm de hauteur sur 26.67cm en longueur sur 17.2cm de large ; 1.5kg ; le processeur est basé sur un IBM Power ayant plusieurs coeurs ; la carte graphique est basée sur AMD Radeon HD mémoire flash, supporte aussi les cartes SD et possède quatre ports USB (deux à l'avant et deux à l'arrière) ; lec...

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • What frameworks are available for cross device 2d game development?

    - by kim3er
    I'm about to embark on a 2D gaming project. Initially, I'll be targeting iPhone and Facebook, but would like to expand the rollout to include Android (and possibly Windows Phone) in a future phase. Flash and Unity seem to be the most likely suspects, but is one better than the other? Are there pros/cons that may not be obvious at first glance? Are there frameworks that I have not considered? I am primarily a .NET developer, so the Unity C# integration is appealling. But I also have experience with AS3, JavaScript and Objective-C. Rich

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  • Unity , libgdx, or something else to develop my first game for Android?

    - by capcom
    I want to start by saying that I absolutely love Unity (even more when I team it up with Blender). I really want to start developing games for Android, but it seems like Unity poses way too many roadblocks in terms of which devices it supports (and even if it does support them, it doesn't work well on all of them). I've been looking around for alternatives, and found something called libgdx. Well, it's nothing like Unity unfortunately, but at least it seems like I may be able to reach a larger audience in the market. I'd like to start by making 2D games, but with 3D graphics (say, imported from Blender). I can do this very easily in Unity, and it seems like it should be alright with libgdx too. But I really want to know if ditching Unity is a smart idea, considering how comfortable I am with it already, and how much I like it. Finally, is libgdx something you would recommend considering my requirements/situation? BTW, I am quite familiar with Eclipse too. Many thanks. Feel free to request further details.

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  • What sort of data should be sent for mouse-based movement in a multiplayer game?

    - by Daniel
    I'm new to the Multiplayer Rodeo here so please bear with me... I am just getting started and I'm trying to figure out how to deal with movement. I've looked at the question Best way to implement mouse-based movement in MMOG which gives me a pretty good idea, but I'm still struggling with what kind of data should be sent to the server. If a player is on position [x:0, y:0] and I click with the mouse on [x:40, y:40] to start movement, what information should I send to the server? Should I calculate the position based on velocity on client side and just send the expected location? Or should I send current location and velocity and direction? When the server is updating the clients on the players' whereabouts, should the position be sent only, and the clients expected to interpolate/predict movement, or can the direction sent from the client (instead of just coordinates) be used. My concern(or confusion) is regarding the ping/lag frequency of data update and use of a predictive algorithm, as I'd like the movement to be smooth even with a high latency, and prevent ability to cheat(though that's not the top priority).

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  • In a 2D tile-based game, how should NPCs and tiles reference each other?

    - by lezebulon
    I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles. Now I want to put for instance NPCs that can move on the map. What do you think is best: 1) each tile has a pointer to the NPC that is on its tile, or a NULL pointer 2) having a list of NPCs, and they have the coordinates of the tile they are on. 3) something else? 1) is faster for collision detection but it would use much more memory space and it is slower to find all NPCs in a map. 2) is the opposite. thanks

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  • Should I use OpenGL while working with the C++ Software?

    - by Paralytic
    I am completely new to programming and game development for that matter. I am using the C++ software to create my Game Engine with the help of a beginners guide. I noticed it has a OpenGL option when starting up a new project. I've heard of OpenGL pertaining to game development, not sure what it is though. Should I be using OpenGL when creating my Game Engine? Will it matter if I just start with a blank slate?

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  • How can you represent equip-able items in a 2d game?

    - by ThePlan
    I've been working on an item system for a post-apocalyptic RPG, with diablo as inspiration, and it would be awesome if I could visually represent an item that can be equipped on the player sprite. I was thinking you could have a player sprite with certain animations, then the equipped item would be drawn as if it was on the player with the same animations, so it syncs with the player animations but that couldn't work very smoothly, I imagine there's a better system. How can you graphically represent an item worn on the player, which moves like he does, and looks as if he's wearing it? I'm not asking you how to do it in framework X or platform X (altho if you REALLY need it, I'm using Allegro 5 with codeblocks on win XP) but instead I'm asking you how to generally program such an idea.

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  • Anyone can suggest some Game Frameworks for GNU/Linux? [closed]

    - by dysoco
    So I've been developing a little bit with XNA + C# in Windows, not really much: just some 2D stuff, but I've found that XNA is a really good framework. I'm a GNU/Linux user, and I'm definitely migrating my desktop to Gentoo Linux (I've been using Arch in my laptop for a while now). But, of course, I need a C# + XNA alternative... I'm not really an expert in any language, so I can really pick up anything (except, maybe, Functional ones), I prefer C-Like languages like Java or Ruby, I tried Python but found the Whitespace syntax confusing. I would like to hear some of you'r suggestions, I'm not asking for "the best", but for "some suggestions", so I think this is objective enough. Probably you're going to suggest C++ + SDL, but I would prefer something more "High Level" like XNA, but I'm open to discuss anything. So... any ideas ? Note: I think this questions meets the guidelines for this site, if it doesn't: please not only downvote this question, but comment on what can I do to improve it. Thanks. PS: 2D Games, not 3D

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  • How to handle jumping up a slope in a runner game?

    - by you786
    In an 2D endless runner, what should happen when the player is running "too fast" up a slope and jumps? For example, in a "normal" case: .O. . __..O_____ . / . / O/ _/ If he is moving to the right slowly enough, he will jump upwards and land on the flat part of the surface. However, if he is moving too fast, the jump will have no effect as his forward motion will bring him back in contact with the slope before he can get high enough to pass over it. When the speed is sufficiently high, there will effectively be no jump. _________ / .O/ O/ _/ Are there any known ways to solve this issue? I know it's physically correct*, but are there techniques that other games use to overcome this in a reasonable manner? As a last resort I'll have to just remove all slopes that are too slanted. *If you constrain the player to never jumping backwards.

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  • 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing?

    - by Arthur Wulf White
    I wish to add the ability to zoom-in, zoom-out, rotate and move the view in a top-down view over a collection of points and lines in a large 2d map. I split the map into a grid so I only need to render the points that are 'near' the camera. My question is, how do I render a point A(Xp,Yp) assuming the following details: Offset of the camera pov from the origin of the map is: Xc, Yc Meaning the camera center is positioned on top of that point. If there's a point in Xc, Yc it is positioned in the center of the screen. The rotation angle is: alpha The scale is: S Read my answer first. I am thinking there is more optimized solution, thanks. My question is how to include the following improvement: I read in the AS3 Bible book that: In regards to ShaderInput, You can use these methods to coerce Pixel Bender to crunch huge sets of data masquerading as images, without doing too much work on the ActionScript side to make them look like images. Meaning if I am performing the same linear function on a lot of items, I can do it all at once if I use Shaders correctly and save processing time. Does anyone know how that is accomplished? Here is a sample of what I mean: http://wonderfl.net/c/eFp0/

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  • How to configure screens in console or create screen configuration profiles?

    - by uncle Lem
    I have two monitors and integrated GPU (Intel® HD Graphics 4600). It works fine for work or movies, but if I launch games in fullscreen mode - I get artifacts, glitches and so on. Temporary disabling second monitor solve this problem, but then I have to enable it back, and set its properties manually (by default, additional screen attaches its left-top corner to main monitor's right-top corner, but I need it to be left-bottom and right-bottom corners). So I need some kind of automatization here. Best option - tool to create and swap between some kind of config profiles. Or, maybe, some console manipulations which I can put into script files would be fine too. (Ubuntu 13.04, if it matters)

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • Beginner flash game development: Start with framework or from scratch?

    - by captaincomic
    I want to write some simple flash games (as a hobby). I have a lot of programming experience, but no experience with Flash/ActionScript. My question is: As a beginner, is it a good idea to start with a framework like Flixel, FlashPunk or PushButton or would it be better to write my first games from scratch? Also, if you vote for using a framework, which one would you recommend? What are the differences? And another question: What about Flex, would you recommend using it?

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  • Creating a game engine in C++ and Python - Where do I start? [closed]

    - by Peter
    Yes, you read correctly, how does humble ole Peter here make an engine using the 2 languages he's proficient in to an extent. I have more than enough time and wish not to use any 3rd party "stuffs" (engine parts like methods, classes etc etc, fully from scratch). If anyone could PLEASE explain how this is done then i will love you forever. Thanks for reading, hoping for some productive answers. Thankyou very much. EDIT: Re read what i've said for the 4th time, forgot to mention; 2D sprite based, with voxels and physics. :D

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  • How do I create an efficient long, pannable, sprite-animated scene in a Windows Store game?

    - by Groo
    I am creating my first Windows Store application in XAML, and I cannot seem to find a proper example for the requirements I have. The basic idea of the app is to have a large scrollable canvas which would lazily start animating visible parts of the view as soon as user stops panning over a certain content (with some audio played also): My original idea was to use a StackPanel to add a bunch of custom controls, each of which would then animate itself once visible (with a short delay), but I have a couple of concerns: If the entire canvas is ~50 screen widths wide, is it feasible to load all content at the beginning, or do I need to plan doing some lazy loading during scrolling? For example, when I select a certain region in the Bing Travel app, it seems to lazily load tiles as I scroll it towards the end. Since content is stretched 100% vertically, and these animations are vectorized to be resolution independent, I am not sure if XAML (CompositionTarget) will be able to handle this, or I have to go for DirectX (MonoGame or C++) to get rid of flicker. Even better, is there an example for Windows 8 which uses a 100% vertically sized GridView with custom animated controls inside?

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  • Les développeurs au centre de Firefox 17 : ajout d'un panneau de balisages, révisions de la console Web et du débogueur

    Les développeurs au centre de Firefox 17 ajout d'un panneau de balisages, révisions de la console Web, du débogueur et de l'inspecteur de page Le canal Aurora vient de recevoir la mise à jour Firefox 17, qui permet d'avoir un premier aperçu des nouvelles fonctionnalités et améliorations que le navigateur offrira. Firefox 17 met l'accent sur les outils de développement Web qui s'enrichissent d'un nouveau panneau de balisages pour l'éditeur HTML. Accessible via le raccourci clavier Alt + M (ou Ctrl + M pour les utilisateurs de Mac), ce panneau permet aux développeurs de mieux manipuler le DOM d'une page. [IMG]http://rdonfack.developpez.com/images/markup...

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  • If I were to start an Android or iPhone app or game, what program should I use?

    - by John
    I don't really know a lot about programming and the only things I do is using codes with Gamemaker, but I have read that it is too basic and it can't be used with iPhone or Android. Is there anything free that I can use to make games for those platforms? Or if not, any suggestions for engines or anything else? I was wondering about Unity, for example, is that a good investment to use for making games?

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  • how to make game objects to contain other objects?

    - by user3161621
    Im pretty undecided about what path to take here. The simplest that comes to mind is just adding a field List to the GameObject class where i would store the things contained in it. But would it be elegant and well tought? And would it be good performance wise?(ofc 99.9% of my objects wouldnt have anything stored in them...) What about deriving a ContainerObject from GameObject? This way only they would have additional fields but then i would have to change many things, my collections of objects would have to become a generic and id have to cast very often into GameObject...

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  • Should I use OpenGL while working with C++?

    - by Paralytic
    I am completely new to programming and game development for that matter. I am using the C++ software to create my Game Engine with the help of a beginners guide. I noticed it has a OpenGL option when starting up a new project. I've heard of OpenGL pertaining to game development, not sure what it is though. Should I be using OpenGL when creating my Game Engine? Will it matter if I just start with a blank slate?

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  • Android : Google ajoute l'essai gratuit aux abonnements In-app, l'option de monétisation accessible via la console développeur

    Android : Google ajoute l'essai gratuit aux abonnements In-app la nouvelle option de monétisation accessible via la console développeur Google vient d'ajouter l'option de test avant achat au service d'abonnement In-app pour les applications Android. L'abonnement In-app permet aux développeurs de mettre au point un système d'accès au contenu et aux mises à jour d'une application moyennant le paiement d'échéances mensuelles ou annuelles. Afin d'offrir aux développeurs plusieurs possibilités pour monétiser leurs applications, le service vient de s'enrichir d'une fonctionnalité qui permettra la mise en oeuvre des essais gratuits au sein des applications. Selon la descri...

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  • Windows Azure Service Bus Splitter and Aggregator

    - by Alan Smith
    This article will cover basic implementations of the Splitter and Aggregator patterns using the Windows Azure Service Bus. The content will be included in the next release of the “Windows Azure Service Bus Developer Guide”, along with some other patterns I am working on. I’ve taken the pattern descriptions from the book “Enterprise Integration Patterns” by Gregor Hohpe. I bought a copy of the book in 2004, and recently dusted it off when I started to look at implementing the patterns on the Windows Azure Service Bus. Gregor has also presented an session in 2011 “Enterprise Integration Patterns: Past, Present and Future” which is well worth a look. I’ll be covering more patterns in the coming weeks, I’m currently working on Wire-Tap and Scatter-Gather. There will no doubt be a section on implementing these patterns in my “SOA, Connectivity and Integration using the Windows Azure Service Bus” course. There are a number of scenarios where a message needs to be divided into a number of sub messages, and also where a number of sub messages need to be combined to form one message. The splitter and aggregator patterns provide a definition of how this can be achieved. This section will focus on the implementation of basic splitter and aggregator patens using the Windows Azure Service Bus direct programming model. In BizTalk Server receive pipelines are typically used to implement the splitter patterns, with sequential convoy orchestrations often used to aggregate messages. In the current release of the Service Bus, there is no functionality in the direct programming model that implements these patterns, so it is up to the developer to implement them in the applications that send and receive messages. Splitter A message splitter takes a message and spits the message into a number of sub messages. As there are different scenarios for how a message can be split into sub messages, message splitters are implemented using different algorithms. The Enterprise Integration Patterns book describes the splatter pattern as follows: How can we process a message if it contains multiple elements, each of which may have to be processed in a different way? Use a Splitter to break out the composite message into a series of individual messages, each containing data related to one item. The Enterprise Integration Patterns website provides a description of the Splitter pattern here. In some scenarios a batch message could be split into the sub messages that are contained in the batch. The splitting of a message could be based on the message type of sub-message, or the trading partner that the sub message is to be sent to. Aggregator An aggregator takes a stream or related messages and combines them together to form one message. The Enterprise Integration Patterns book describes the aggregator pattern as follows: How do we combine the results of individual, but related messages so that they can be processed as a whole? Use a stateful filter, an Aggregator, to collect and store individual messages until a complete set of related messages has been received. Then, the Aggregator publishes a single message distilled from the individual messages. The Enterprise Integration Patterns website provides a description of the Aggregator pattern here. A common example of the need for an aggregator is in scenarios where a stream of messages needs to be combined into a daily batch to be sent to a legacy line-of-business application. The BizTalk Server EDI functionality provides support for batching messages in this way using a sequential convoy orchestration. Scenario The scenario for this implementation of the splitter and aggregator patterns is the sending and receiving of large messages using a Service Bus queue. In the current release, the Windows Azure Service Bus currently supports a maximum message size of 256 KB, with a maximum header size of 64 KB. This leaves a safe maximum body size of 192 KB. The BrokeredMessage class will support messages larger than 256 KB; in fact the Size property is of type long, implying that very large messages may be supported at some point in the future. The 256 KB size restriction is set in the service bus components that are deployed in the Windows Azure data centers. One of the ways of working around this size restriction is to split large messages into a sequence of smaller sub messages in the sending application, send them via a queue, and then reassemble them in the receiving application. This scenario will be used to demonstrate the pattern implementations. Implementation The splitter and aggregator will be used to provide functionality to send and receive large messages over the Windows Azure Service Bus. In order to make the implementations generic and reusable they will be implemented as a class library. The splitter will be implemented in the LargeMessageSender class and the aggregator in the LargeMessageReceiver class. A class diagram showing the two classes is shown below. Implementing the Splitter The splitter will take a large brokered message, and split the messages into a sequence of smaller sub-messages that can be transmitted over the service bus messaging entities. The LargeMessageSender class provides a Send method that takes a large brokered message as a parameter. The implementation of the class is shown below; console output has been added to provide details of the splitting operation. public class LargeMessageSender {     private static int SubMessageBodySize = 192 * 1024;     private QueueClient m_QueueClient;       public LargeMessageSender(QueueClient queueClient)     {         m_QueueClient = queueClient;     }       public void Send(BrokeredMessage message)     {         // Calculate the number of sub messages required.         long messageBodySize = message.Size;         int nrSubMessages = (int)(messageBodySize / SubMessageBodySize);         if (messageBodySize % SubMessageBodySize != 0)         {             nrSubMessages++;         }           // Create a unique session Id.         string sessionId = Guid.NewGuid().ToString();         Console.WriteLine("Message session Id: " + sessionId);         Console.Write("Sending {0} sub-messages", nrSubMessages);           Stream bodyStream = message.GetBody<Stream>();         for (int streamOffest = 0; streamOffest < messageBodySize;             streamOffest += SubMessageBodySize)         {                                     // Get the stream chunk from the large message             long arraySize = (messageBodySize - streamOffest) > SubMessageBodySize                 ? SubMessageBodySize : messageBodySize - streamOffest;             byte[] subMessageBytes = new byte[arraySize];             int result = bodyStream.Read(subMessageBytes, 0, (int)arraySize);             MemoryStream subMessageStream = new MemoryStream(subMessageBytes);               // Create a new message             BrokeredMessage subMessage = new BrokeredMessage(subMessageStream, true);             subMessage.SessionId = sessionId;               // Send the message             m_QueueClient.Send(subMessage);             Console.Write(".");         }         Console.WriteLine("Done!");     }} The LargeMessageSender class is initialized with a QueueClient that is created by the sending application. When the large message is sent, the number of sub messages is calculated based on the size of the body of the large message. A unique session Id is created to allow the sub messages to be sent as a message session, this session Id will be used for correlation in the aggregator. A for loop in then used to create the sequence of sub messages by creating chunks of data from the stream of the large message. The sub messages are then sent to the queue using the QueueClient. As sessions are used to correlate the messages, the queue used for message exchange must be created with the RequiresSession property set to true. Implementing the Aggregator The aggregator will receive the sub messages in the message session that was created by the splitter, and combine them to form a single, large message. The aggregator is implemented in the LargeMessageReceiver class, with a Receive method that returns a BrokeredMessage. The implementation of the class is shown below; console output has been added to provide details of the splitting operation.   public class LargeMessageReceiver {     private QueueClient m_QueueClient;       public LargeMessageReceiver(QueueClient queueClient)     {         m_QueueClient = queueClient;     }       public BrokeredMessage Receive()     {         // Create a memory stream to store the large message body.         MemoryStream largeMessageStream = new MemoryStream();           // Accept a message session from the queue.         MessageSession session = m_QueueClient.AcceptMessageSession();         Console.WriteLine("Message session Id: " + session.SessionId);         Console.Write("Receiving sub messages");           while (true)         {             // Receive a sub message             BrokeredMessage subMessage = session.Receive(TimeSpan.FromSeconds(5));               if (subMessage != null)             {                 // Copy the sub message body to the large message stream.                 Stream subMessageStream = subMessage.GetBody<Stream>();                 subMessageStream.CopyTo(largeMessageStream);                   // Mark the message as complete.                 subMessage.Complete();                 Console.Write(".");             }             else             {                 // The last message in the sequence is our completeness criteria.                 Console.WriteLine("Done!");                 break;             }         }                     // Create an aggregated message from the large message stream.         BrokeredMessage largeMessage = new BrokeredMessage(largeMessageStream, true);         return largeMessage;     } }   The LargeMessageReceiver initialized using a QueueClient that is created by the receiving application. The receive method creates a memory stream that will be used to aggregate the large message body. The AcceptMessageSession method on the QueueClient is then called, which will wait for the first message in a message session to become available on the queue. As the AcceptMessageSession can throw a timeout exception if no message is available on the queue after 60 seconds, a real-world implementation should handle this accordingly. Once the message session as accepted, the sub messages in the session are received, and their message body streams copied to the memory stream. Once all the messages have been received, the memory stream is used to create a large message, that is then returned to the receiving application. Testing the Implementation The splitter and aggregator are tested by creating a message sender and message receiver application. The payload for the large message will be one of the webcast video files from http://www.cloudcasts.net/, the file size is 9,697 KB, well over the 256 KB threshold imposed by the Service Bus. As the splitter and aggregator are implemented in a separate class library, the code used in the sender and receiver console is fairly basic. The implementation of the main method of the sending application is shown below.   static void Main(string[] args) {     // Create a token provider with the relevant credentials.     TokenProvider credentials =         TokenProvider.CreateSharedSecretTokenProvider         (AccountDetails.Name, AccountDetails.Key);       // Create a URI for the serivce bus.     Uri serviceBusUri = ServiceBusEnvironment.CreateServiceUri         ("sb", AccountDetails.Namespace, string.Empty);       // Create the MessagingFactory     MessagingFactory factory = MessagingFactory.Create(serviceBusUri, credentials);       // Use the MessagingFactory to create a queue client     QueueClient queueClient = factory.CreateQueueClient(AccountDetails.QueueName);       // Open the input file.     FileStream fileStream = new FileStream(AccountDetails.TestFile, FileMode.Open);       // Create a BrokeredMessage for the file.     BrokeredMessage largeMessage = new BrokeredMessage(fileStream, true);       Console.WriteLine("Sending: " + AccountDetails.TestFile);     Console.WriteLine("Message body size: " + largeMessage.Size);     Console.WriteLine();         // Send the message with a LargeMessageSender     LargeMessageSender sender = new LargeMessageSender(queueClient);     sender.Send(largeMessage);       // Close the messaging facory.     factory.Close();  } The implementation of the main method of the receiving application is shown below. static void Main(string[] args) {       // Create a token provider with the relevant credentials.     TokenProvider credentials =         TokenProvider.CreateSharedSecretTokenProvider         (AccountDetails.Name, AccountDetails.Key);       // Create a URI for the serivce bus.     Uri serviceBusUri = ServiceBusEnvironment.CreateServiceUri         ("sb", AccountDetails.Namespace, string.Empty);       // Create the MessagingFactory     MessagingFactory factory = MessagingFactory.Create(serviceBusUri, credentials);       // Use the MessagingFactory to create a queue client     QueueClient queueClient = factory.CreateQueueClient(AccountDetails.QueueName);       // Create a LargeMessageReceiver and receive the message.     LargeMessageReceiver receiver = new LargeMessageReceiver(queueClient);     BrokeredMessage largeMessage = receiver.Receive();       Console.WriteLine("Received message");     Console.WriteLine("Message body size: " + largeMessage.Size);       string testFile = AccountDetails.TestFile.Replace(@"\In\", @"\Out\");     Console.WriteLine("Saving file: " + testFile);       // Save the message body as a file.     Stream largeMessageStream = largeMessage.GetBody<Stream>();     largeMessageStream.Seek(0, SeekOrigin.Begin);     FileStream fileOut = new FileStream(testFile, FileMode.Create);     largeMessageStream.CopyTo(fileOut);     fileOut.Close();       Console.WriteLine("Done!"); } In order to test the application, the sending application is executed, which will use the LargeMessageSender class to split the message and place it on the queue. The output of the sender console is shown below. The console shows that the body size of the large message was 9,929,365 bytes, and the message was sent as a sequence of 51 sub messages. When the receiving application is executed the results are shown below. The console application shows that the aggregator has received the 51 messages from the message sequence that was creating in the sending application. The messages have been aggregated to form a massage with a body of 9,929,365 bytes, which is the same as the original large message. The message body is then saved as a file. Improvements to the Implementation The splitter and aggregator patterns in this implementation were created in order to show the usage of the patterns in a demo, which they do quite well. When implementing these patterns in a real-world scenario there are a number of improvements that could be made to the design. Copying Message Header Properties When sending a large message using these classes, it would be great if the message header properties in the message that was received were copied from the message that was sent. The sending application may well add information to the message context that will be required in the receiving application. When the sub messages are created in the splitter, the header properties in the first message could be set to the values in the original large message. The aggregator could then used the values from this first sub message to set the properties in the message header of the large message during the aggregation process. Using Asynchronous Methods The current implementation uses the synchronous send and receive methods of the QueueClient class. It would be much more performant to use the asynchronous methods, however doing so may well affect the sequence in which the sub messages are enqueued, which would require the implementation of a resequencer in the aggregator to restore the correct message sequence. Handling Exceptions In order to keep the code readable no exception handling was added to the implementations. In a real-world scenario exceptions should be handled accordingly.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • WF4 &ndash; Guess the number game!

    - by MarkPearl
    I posted yesterday how really good WF4 was looking. Today I thought I would show some real basics that I was able to figure out. This will be a simple example, I am going to make a flowchart workflow – which will prompt the user to guess the number until they guess the right number. Lets begin… Make a new project and make it a Workflow console Application. Then select the Workflow file and drag a FlowChart (2) to point 3. This will now show a green start circle in the designer form. We are going to work with primitives to start with. We are now going to drag a few objects onto the Workflow, We drag the WriteLine, Assign & Decision items onto the designer. Once they are dragged onto the designer we will want to link them up. The order that they are linked is critical since this will determine the order of the solution. In this case, we want the system to first ask “Guess a number”, then to wait for the user to input some code, and then to display “You got it” if they got it right, and “Try again” if they got it wrong. So we now link the arrows to the objects. This is done by moving the mouse pointer over the start objects and clicking on one of the toggles and then dragging it to the next object and releasing the button over one of the toggles. This will place an arrow from the source object to the target object. Okay… pretty simple stuff – now we just need these primitive objects to do stuff. Lets start with the WriteLine primitive. We place the text in inverted commas in the Text field. Because this field accepts any valid VB expression we could have put variables etc. in there if we wanted to. The next thing we want to do is allow the user to input a number. This brings up an interesting problem, if a user were to type in a number, there would need to be someway to declare a variable to hold that value for the life of the workflow. We can achieve this by declaring a variable. To declare a variable, move your cursor over the variables tab at the bottom of the workflow, and then type the name of the new variable in the “Create Variable” field and set it as shown in the image above. Now that we have a variable, we want to call the Console.Readline method and assign the inputted value from the Console to that variable. The code that cannot be seen is actually this – Convert.ToInt32(Console.ReadLine()) We now have a workflow that first prompts the user for a number, then allows the user to type in a number. We are almost done, we just need to make the system react to the value inputted. There are a few ways we could do this, I am going to use the Decision item. So select the Decision object on the designer and then view its properties (F4 for me), and in the condition field place a condition. For simplicity sake I have decided that if the user guesses 10, they will have guessed the number. This is now the completed workflow. Its really easy to understand and shows some really powerful principles for Business applications. You can run the application and see what it does. Imagine writing business solutions that do not worry about the exact flow of objects, but simply allows a business analyst or someone to configure the solution to work exactly as the business rules would dictate. And if the rules changed six months later all they would need to do is re-drag some of the flows. Now I do not know if WF4 will allow for this, but it feels like it is a step in the right direct.

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  • C#: How to resolve this circular dependency?

    - by Rosarch
    I have a circular dependency in my code, and I'm not sure how to resolve it. I am developing a game. A NPC has three components, responsible for thinking, sensing, and acting. These components need access to the NPC controller to get access to its model, but the controller needs these components to do anything. Thus, both take each other as arguments in their constructors. ISenseNPC sense = new DefaultSenseNPC(controller, worldQueryEngine); IThinkNPC think = new DefaultThinkNPC(sense); IActNPC act = new DefaultActNPC(combatEngine, sense, controller); controller = new ControllerNPC(act, think); (The above example has the parameter simplified a bit.) Without act and think, controller can't do anything, so I don't want to allow it to be initialized without them. The reverse is basically true as well. What should I do? ControllerNPC using think and act to update its state in the world: public class ControllerNPC { // ... public override void Update(long tick) { // ... act.UpdateFromBehavior(CurrentBehavior, tick); CurrentBehavior = think.TransitionState(CurrentBehavior, tick); } // ... } DefaultSenseNPC using controller to determine if it's colliding with anything: public class DefaultSenseNPC { // ... public bool IsCollidingWithTarget() { return worldQuery.IsColliding(controller, model.Target); } // ... }

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