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  • Access to nested methods when DSL

    - by Vyacheslav Loginov
    class Warcraft def initialize &block instance_eval &block end def method_missing name, *args, &block instance_variable_set("@#{name}".to_sym, args[0]) self.class.send(:define_method, name, proc { instance_variable_get("@#{name}")}) end def game &block @game = Game.new &block end class Game def initialize &block instance_eval &block end def method_missing name, *args, &block instance_variable_set("@#{name}".to_sym, args[0]) self.class.send(:define_method, name, proc { instance_variable_get("@#{name}")}) end end end warcraft = Warcraft.new do name "Warcraft III" battle_net :iccup game do side :sentinels hero "Furion" rune_appear_every 2 end end puts warcraft.inspect # => #<Warcraft:0x00000000be3e80 @name="Warcraft III", @battle_net=:iccup, @game=#<Warcraft::Game:0x000000009c6c38 @side=:sentinels, @hero="Furion", @rune_appear_every=2>> How to access nested methods? puts warcraft.battle_net # => iccup puts warcraft.side #=> #<Proc:[email protected]:9 (lambda)> puts warcraft.game #=> dsl.rb:18:in `instance_eval': block not supplied (ArgumentError) puts warcraft.game.side #=> dsl.rb:18:in `instance_eval': block not supplied (ArgumentError)

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  • If Nvidia Shield can stream a game via WiFi (~150-300Mbps), where is the 1-10Gbps wired streaming?

    - by Enigma
    Facts: It is surprising and uncharacteristic that a wireless game streaming solution is the *first to hit the market when a 1000mbps+ Ethernet connection would accomplish the same feat with roughly 6x the available bandwidth. 150-300mbps WiFi is in no way superior to a 1000mbps+ LAN connection aside from well wireless mobility. Throughout time, (since the internet was created) wired services have **always come first yet in this particular case, the opposite seems to be true. We had wired internet first, wired audio streaming, and wired video streaming all before their wireless counterparts. Why? Largely because the wireless bandwidth was and is inferior. Even today despite being significantly better and capable of a lot more, it is still inferior to a wired connection. Situation: Chief among these is that NVIDIA’s Shield handheld game console will be getting a microconsole-like mode, dubbed “Shield Console Mode”, that will allow the handheld to be converted into a more traditional TV-connected console. In console mode Shield can be controlled with a Bluetooth controller, and in accordance with the higher resolution of TVs will accept 1080p game streaming from a suitably equipped PC, versus 720p in handheld mode. With that said 1080p streaming will require additional bandwidth, and while 720p can be done over WiFi NVIDIA will be requiring a hardline GigE connection for 1080p streaming (note that Shield doesn’t have Ethernet, so this is presumably being done over USB). Streaming aside, in console mode Shield will also support its traditional local gaming/application functionality. - http://www.anandtech.com/show/7435/nvidia-consolidates-game-streaming-tech-under-gamestream-brand-announces-shield-console-mode ^ This is not acceptable to me for a number of reasons not to mention the ridiculousness of having a little screen+controller unit sitting there while using a secondary controller and screen instead. That kind of redundant absurdity exemplifies how wrong of a solution that is. They need a second product for this solution without the screen or controller for it to make sense... at which point your just buying a little computer that does what most other larger computers do better. While this secondary project will provide a wired connection, it still shouldn't be necessary to purchase a Shield to have this benefit. Not only this but Intel's WiDi claims game streaming support as well - wirelessly. Where is the wired streaming? All that is required, by my understanding, is the ability to decode H.264 video compression and transmit control/feedback so by any logical comparison, one (Nvidia especially) should have no difficulty in creating an application for PC's (win32/64 environment) that does the exact same thing their android app does. I have 2 video cards capable of streaming (encoding) H.264 so by right they must be capable of decoding it I would think. I should be able to stream to my second desktop or my laptop both of which by hardware comparison are superior to the Shield. I haven't found anything stating plans to allow non-shield owners to do this. Can a third party create this software or does it hinge on some limitation that only Nvidia can overcome? Reiteration of questions: Is there a technical reason (non marketing) for why Nvidia opted to bottleneck the streaming service with a wireless connection limiting the resolution to 720p and introducing intermittent video choppiness when on a wired connection one could achieve, presumably, 1080p with significantly less or zero choppiness? Is there anything limiting developers from creating a PC/Desktop application emulating the same H.264 decoding functionality that circumvents the need to get an Nvidia Shield altogether? (It is not a matter of being too cheap to support Nvidia - I have many Nvidia cards that aren't being used. One should not have to purchase specialty hardware when = hardware already exists) Same questions go for Intel Widi also. I am just utterly perplexed that there are wireless live streaming solution and yet no wired. How on earth can wireless be the goto transmission medium? Is there another solution that takes advantage of H.264 video compression allowing live streaming over a wired connection? (*) - Perhaps this isn't the first but afaik it is the first complete package. (**) - I cant back that up with hard evidence/links but someone probably could. Edit: Maybe this will be the solution I am looking for but I still find it hard to believe that they would be the first and after wireless solutions already exist. In-home Streaming You can play all your Windows and Mac games on your SteamOS machine, too. Just turn on your existing computer and run Steam as you always have - then your SteamOS machine can stream those games over your home network straight to your TV! - http://store.steampowered.com/livingroom/SteamOS/

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  • Unreal Tournament 3 vs UDK: What Should I Choose?

    - by Matt Christian
    Many people in the mod community were very excited to see the release of the Unreal Developer Kit (UDK) a few months ago.  Along with generating excitement into a very dedicated community, it also introduced many new modders into a flourishing area of indie-development.  However, since UDK is free, most beginners jump right into UDK, which is OK though you might just benefit more from purchasing a shelf-copy of Unreal Tournament 3. UDK UDK is a free full version of UnrealEd (the editor environment used to create games like Gears of War 1/2, Bioshock 1/2, and of course Unreal Tournament 3).  The editor gives you all the features of the editor from the shelf-copy of the game plus some refinements in many of the tools.  (One of the first things you'll find about UnrealEd is that it's a collection of tools grouped into the same editor so it really isn't a single 'tool') Interestingly enough, Epic is allowing you to sell any game made in UDK with a few catches.  First off, you must purchase a liscense for your game (which, I THINK is aproximately $99 starting).  Secondly, you must pay 25% of all profits for the first $5,000 of your game revenue to them (about $1250).  Finally, you cannot use any of the 'media' provided in UDK for your game.  UDK provides sample meshes, textures, materials, sounds, and other sample pieces of media pulled (mostly) from Unreal Tournament 3. The final point here will really determine whether you should use UDK.  There is a very small amount of media provided in UDK for someone to go in and begin creating levels without first developing your own meshes, textures, and other media.  Sure, you can slap together a few unique levels, though you will end up finding yourself restriced to the same items over and over and over.  This is absolutely how professional game development is; you are 'given' (typically liscensed or built in-house) an engine/editor and you begin creating all the content for the game and placing it.  UDK is aimed toward those who really want to build their game content from scratch with a currently existing engine.  It is not suited for someone who would like to simply build levels and quick mods without learning external 3D programs and image editing software. Unreal Tournament 3 Unless you have a serious grudge against FPS's, Epic, or your computer sucks, there really is no reason not to own this game for PC.  You can pick it up on Steam or Amazon for around $20 brand new.  Not only are you provided with a full single-player and multiplayer game, but you are given the entire UnrealEd 3.0 including all of the content used to build UT3.  If you want to start building levels and mods quickly for UT3, you should absolutely pick up a shelf-copy. However, as off-the-shelf UT3 is a few years old now, the tools have not been updated for quite a while.  Compared to UDK, the menus are more difficult to navigate through and take more time getting used to.  Since UDK is updated almost every month, there are new inclusions to the editor that may not be in UT3 (including the future addition of 3D!).  I haven't worked enough with shelf UT3 to see if there are more features in UDK or if they both feature the same stuff in different forms, however you should remember that the Unreal Engine 3.0 has undergone numerous upgrades between it's launch and Gears of War 2 (in fact, Epic had a conference to show off what changed just between the Gears of Wars games). Since UT3 has much more core content, someone who wants to focus on level editing or modding the core UT3 game may find their needs better suited with an off-the-shelf copy of UT3.  If that level designer has a team that is generating custom assets, they may be better off with UDK. The choice is now yours...

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  • Huge or minimal performance hit running game servers on a Virtual Machine? [closed]

    - by Damainman
    I have a two dedicated servers to choose from depending on which one would do a better job. I plan on updating the Hard Drive space and RAM at a later date depending on how I move forward. Server 1: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon L5420(Quad Core) @ 2.50Ghz Server2: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon E5420(Quad Core) @ 2.50GHz I want to run a virtual machine that will host about 10 game servers, with about 16 active slots per server. It will be a mix and match from: Minecraft Counter Strike( 1.6, Source, Global Offensive) Battlefield Team Fortress I know the general consensus is virtualization is a horrible idea if you plan on running virtual servers on them. The issue is, the discussions I read do not really clearly state whether they are speaking about a virtual server running inside an OS(ie: VMware Player running on Windows with the game server in a VM) or a Hypervisor such as Xen Cloud Platform. I am trying to get a definite answer on how feasible the above would be and how much of a performance hit it might be if the VM running the game servers is on a hypervisor such as Xen Cloud Platform. My initial research lead me to believe that there wouldn't be a performance hit since the virtualization is different than running it via inside of a OS.

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  • Is there a way to make Skype show my contacts instead of my history in the sidebar?

    - by Paperflyer
    <rant> that new Skype on OSX is so amazingly awful its not even funny...</rant> Alright then, so, the most amazing feat of the new Skype version 5 is that whenever it starts up, it immediately shows me just about the most useless information possible: A log of my last conversation. Chances are, the last thing I did was to make a Skype call so all Skype shows me is a long list of Call Started and Call Ended. Amazingly useful. Actually, I probably started up Skype to make a call to someone, so the information I would like to see is the list of available contacts. Now the best thing would be to actually put this list in the sidebar, where it would be readily available no matter what I was doing last. Instead, Skype puts a history of all recent conversations there which might or might not contain the desired contact. At any rate, I have to scan that whole list to search for the desired contact every time I open up Skype, then I find out that the contact is not in there, hit the contacts icon in the top left and then finally can start making the call. Is there a way to just put the list of contacts in the sidebar and make Skype behave again?

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  • Recover a folder or file in TortoiseSVN whilst also retaining all history.

    - by Topdown
    In revision 1 a folder existed. In revision 2 the folder was accidently deleted and the change committed. We wish to roll back such that the folder is present, and retain its history. In the TortoiseSVN docs it indicates 'how' in the section titled "Getting a deleted file or folder back". To quote: Getting a deleted file or folder back If you have deleted a file or a folder and already committed that delete operation to the repository, then a normal TortoiseSVN - Revert can't bring it back anymore. But the file or folder is not lost at all. If you know the revision the file or folder got deleted (if you don't, use the log dialog to find out) open the repository browser and switch to that revision. Then select the file or folder you deleted, right-click and select [Context Menu] - [Copy to...] as the target for that copy operation select the path to your working copy. A switch retrieves the file into my working copy as one would expect, however there is no "Copy to" option on the context menu when I right click this working copy. If I open the repos browser, there is a copy to option, but it seems this simply takes a copy of the file. The solution I feel is to do a Branch/Tag, but if I try this from a prior revision to the same path in the repository SVN throws error that the path already exists. Therefore, how do I recover a folder/file in TortoiseSVN whilst also retaining all history. TortoiseSVN v1.6.8, Build 19260 - 32 Bit , Subversion 1.6.11,

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  • How to rename Java packages without breaking Subversion history?

    - by M. Joanis
    Hello everyone, The company I'm working for is starting up and they changed their name in the process. So we still use the package name com.oldname because we are afraid of breaking the file change history, or the ancestry links between versions, or whatever we could break (I don't think I use the right terms, but you get the concept). We use: Eclipse, TortoiseSVN, Subversion I found somewhere that I should do it in many steps to prevent incoherence between content of .svn folders and package names in java files: First use TortoiseSVN to rename the directory, updating the .svn directories. Then, manually rename the directory back to the original name. To finally use Eclipse to rename the packages (refactor) back to the new name, updating the java files. That seems good to me, but I need to know if the ancestry and history and everything else will still be coherent and working well. I don't have the keys to that server, that's why I don't hastily backup things and try one or two things. I would like to come up with a good reason not to do it, or a way of doing it which works. Thank you for your help, M. Joanis

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  • C# trying to capture the KeyDown event on a form

    - by Patrick
    Hello! I am creating a small game, the game is printed onto a panel on a windows form. Now i want to capture the keydown event to see if its the arrow keys that has been pressed, the problem however is that i can't seem to capture it. Let me explain, on the form i have 4 buttons and various other controls and if the user for instance press one of the buttons (to trigger a game event) then the button has focus and i can't capture the movements with the arrow keys. I tried something like private void KeyDown(KeyEventArgs e) { if (e.KeyCode == Keys.Left) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.E); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Right) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.W); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Up) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.N); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Down) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.S); game.DrawObjects(panel1.CreateGraphics()); } } and then when the form key down event was pressed, i used this private void MainForm_KeyDown(object sender, KeyEventArgs e) { KeyDown(e); } I also added keydown for the buttons and the various other controls on the windows form, but i am not getting any response back. I have setup a breakpoint inside the function to see if it's being called, but that breakpoint never triggers? Any ideas? The most optimal was to have a general KeyDown event that triggers (regardless of what control that currently has focus) and then calls the KeyDown method.

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  • How can I sync files in two different git repositories (not clones) and maintain history?

    - by brian d foy
    I maintain two different git repos that need to share some files, and I'd like the commits in one repo to show up in the other. What's a good way to do that for ongoing maintenance? I've been one of the maintainers of the perlfaq (Github), and recently I fell into the role of maintaining the Perl core documentation, which is also in git. Long before I started maintaining the perlfaq, it lived in a separate source control repository. I recently converted that to git. Periodically, one of the perl5-porters would sync the shared files in the perlfaq repo and the perl repo. Since we've switched to git, we'e been a bit lazy converting the tools, and I'm now the one who does that. For the time being, the two repos are going to stay separate. Currently, to sync the FAQ for a new (monthly) release of perl, I'm almost ashamed to say that I merely copy the perlfaq*.pod files in the perlfaq repo and overlay them in the perl repo. That loses history, etc. Additionally, sometimes someone makes a change to those files in the perl repo and I end up overwriting it (yes, check git diff you idiot!). The files do not have the same paths in the repo, but that's something that I could change, I think. What I'd like to do, in the magical universe of rainbows and ponies, is pull the objects from the perlfaq repo and apply them in the perl repo, and vice-versa, so the history and commit ids correspond in each. Creating patches works, but it's also a lot work to manage it Git submodules seem to only work to pull in the entire external repo I haven't found something like svn's file externals, but that would work in both directions anyway I'd love to just fetch objects from one and cherry-pick them in the other What's a good way to manage this?

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  • Double Buffering for Game objects, what's a nice clean generic C++ way?

    - by Gary
    This is in C++. So, I'm starting from scratch writing a game engine for fun and learning from the ground up. One of the ideas I want to implement is to have game object state (a struct) be double-buffered. For instance, I can have subsystems updating the new game object data while a render thread is rendering from the old data by guaranteeing there is a consistent state stored within the game object (the data from last time). After rendering of old and updating of new is finished, I can swap buffers and do it again. Question is, what's a good forward-looking and generic OOP way to expose this to my classes while trying to hide implementation details as much as possible? Would like to know your thoughts and considerations. I was thinking operator overloading could be used, but how do I overload assign for a templated class's member within my buffer class? for instance, I think this is an example of what I want: doublebuffer<Vector3> data; data.x=5; //would write to the member x within the new buffer int a=data.x; //would read from the old buffer's x member data.x+=1; //I guess this shouldn't be allowed If this is possible, I could choose to enable or disable double-buffering structs without changing much code. This is what I was considering: template <class T> class doublebuffer{ T T1; T T2; T * current=T1; T * old=T2; public: doublebuffer(); ~doublebuffer(); void swap(); operator=()?... }; and a game object would be like this: struct MyObjectData{ int x; float afloat; } class MyObject: public Node { doublebuffer<MyObjectData> data; functions... } What I have right now is functions that return pointers to the old and new buffer, and I guess any classes that use them have to be aware of this. Is there a better way?

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  • Why is my custom view not appearing?

    - by user351469
    When I comment out setContentView(boardView); in my Game.java my custom view in BoardView works fine and displays everything nicely... but onSizeChanged never gets called in BoardView.java... so I can't read the device width and height at runtime. If I leave setContentView uncommented onSizeChanged works... but the screen is blank! I want to be able to read the screen width and height at runtime and set the sizes of my ImageViews at creation so they are the optimal size. public class Game extends Activity implements OnClickListener{ private BoardView boardView; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); boardView = new BoardView(this); setContentView(boardView); // when this line disabled, it looks ok boardView.requestFocus(); } public class BoardView extends View { private final Game game; private float width; // width of one unit private float height; // height of one unit public BoardView(Context context){ super(context); this.game = (Game)context; setFocusable(true); setFocusableInTouchMode(true); LinearLayout maincontainer = new LinearLayout(game); maincontainer.setLayoutParams(new LinearLayout.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT)); maincontainer.setGravity(Gravity.CENTER); maincontainer.setOrientation(LinearLayout.VERTICAL); maincontainer.setBackgroundColor(Color.BLACK); LinearLayout innercontainer = new LinearLayout(game); innercontainer.setLayoutParams(new LinearLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); innercontainer.setGravity(Gravity.CENTER); innercontainer.setOrientation(LinearLayout.HORIZONTAL); // declare a new table TableLayout layout = new TableLayout(game); layout.setLayoutParams(new TableLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); // build a grid of ImageViews in a TableLayout for (int f=1; f<=7; f++) { TableRow tr = new TableRow(game); for (int c=1; c<=7; c++) { ImageView b = new ImageView(game); b.setImageResource(R.drawable.neworb); b.setOnClickListener(game); tr.addView(b, 30,30); // I'd like to not use fixed values here } // for layout.addView(tr); } // for innercontainer.addView(layout); maincontainer.addView(innercontainer); game.setContentView(maincontainer); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh){ width = w/9f; height = width; super.onSizeChanged(w, h, oldw, oldh); } }

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  • What's the best library to do a URL hash/history in JQuery?

    - by alex
    I've been looking around JQuery libraries for the URL hash, but found none that were good. There is the "history plugin", but we all know it's buggy and isn't flexible. I am loading my pages inside a div. I'll need a way to do back/forward along with the url hashing. mydomain.com/#home mydomain.com/#aboutus mydomain.com/#register What's the best library that can handle all of this?

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  • I simple search controller that stores search history, should I use resource routing or non-resource?

    - by vfilby
    I am learning rails and am toying with a simple web-app that integrates with flickr to search photos based on user given criteria and store the query in a search history table. I am seeking the best or 'rails' way of handling this. Should I setup a controller and non-resource routes that handle the search and store the data in a custom table; or should I create a resource for queries with a resource route and an additional path for search?

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  • How do I permanently remove (obliterate) files from history?

    - by phmr
    I commited a lot of files locally (including binary files removing & adding...) and now when I try to push it takes a lot of time. Actually I messed up my local repo history. How could I avoid this mistake in the future ? Can I transform a set of local revision 1-2-3-4 to 1-2 with 2 being the final revision of the local clone ?

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  • How to black out second monitor when playing a full screen game?

    - by Gary
    I've got two monitors. When I play a full screen game in my primary monitor, the second monitor still shows the Windows desktop. How can I black out the second monitor so that it doesn't show anything at all? My graphics card is from ATI. I'm running Windows 7 in Boot Camp on an iMac. I don't know if this makes a difference, however, as any solution to my question will do, really. For instance, is there a tiny app that I could run to disable the second monitor for a while? I'd rather not have to open Windows display settings every time I run a game and disable the monitor that way, though.

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  • Wii game bought in US, will it work on a PAL console in Europe?

    - by Stijn Sanders
    I can't seem to find a European online outlet that offers this Wii game I'm looking for. If I would buy it from a web-shop in the US, could I end up with a game that doesn't work well with my console? I'm worried because all games I have for the Wii so far have a prominent mention of "PAL" on the cover. I didn't notice "NTSC" on the photo's of the cover online, but I'm worried none the less. (And thought I'd ask it here first...) Also, does anyone happen to know if Belgian customs would add tax to shipments like this coming in from the US?

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  • How can I run a game server on a computer behind a NAT, if I have another computer not behind a NAT?

    - by Macha
    My home connection is part of a large NAT, outside my control. Inside my home, my router has a NAT, under my control. I control a public facing Linux VPS with one IP address, outside my home network. Ideally, what I'd like to do is set something up so that I connect my home computer to my VPS, and after that port X on my VPS leads to port Y on my home computer, for the purposes of running a game server of a game that does not run under Linux. Is this possible?

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  • I missed allowing ".NET Runtime Optimization Service" while installing a game — could there be any problems?

    - by MDLss
    I'm using ESET Smart Security 4 on Windows 7. I selected Interactive Mode so it asks me when something needs to connect to my PC. So when I was installing a game named League of Legends, I was away from my computer. When I came back, I saw that the download was finished but ESET was asking whether to allow .NET Runtime Optimization Service to connect my computer using port 80 TCP. So I selected Allow but It was too late because the download was already finished. I can play the game, but could it be bugged or broken or something?

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  • Looking for design/architecture suggestions for a simple HTML game.

    - by z-boss
    Imagine that HTML page is a game surface (see picture). User can have n number of boards (blue divs) on his page. Each board can be moved, re-sized, relabeled, created new and removed. Inside each board there are m number of figures (purple divs). Each of these user can move inside the board or to another board, re-size, change color and label, delete, add new. The goal of the game is not important, but let's say it is to rearrange figures in a certain way so that they disappear. But the goal of the programmer is to save the whole game surface in the database for every user of the site, and to load it later when he returns. So, how do I go about data exchange between client and the database? I'll give my idea in one of the answers.

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