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  • The Math of a Jump in a 2D game.

    - by ONi
    I have been all around with this question and I can't find the correct answer! So, behold, the description of my question: I'm working in J2ME, I have my gameloop that do the following: public void run() { Graphics g = this.getGraphics(); while (running) { long diff = System.currentTimeMillis() - lastLoop; lastLoop = System.currentTimeMillis(); input(); this.level.doLogic(); render(g, diff); try { Thread.sleep(10); } catch (InterruptedException e) { stop(e); } } } so it's just a basic gameloop, the doLogic() function calls for all the logic functions of the characters in the scene and render(g, diff) calls the animateChar function of every character on scene, following this, the animChar function in the Character class sets up everything in the screen as this: protected void animChar(long diff) { this.checkGravity(); this.move((int) ((diff * this.dx) / 1000), (int) ((diff * this.dy) / 1000)); if (this.acumFrame > this.framerate) { this.nextFrame(); this.acumFrame = 0; } else { this.acumFrame += diff; } } This ensures me that everything must to move according to the time that the machine takes to go from cycle to cycle (remember it's a phone, not a gaming rig). I'm sure it's not the most efficient way to achieve this behavior so I'm totally open for criticism of my programming skills in the comments, but here my problem: When I make I character jump, what I do is that I put his dy to a negative value, say -200 and I set the boolean jumping to true, that makes the character go up, and then I have this function called checkGravity() that ensure that everything that goes up has to go down, checkGravity also checks for the character being over platforms so I will strip it down a little for the sake of your time: public void checkGravity() { if (this.jumping) { this.jumpSpeed += 10; if (this.jumpSpeed > 0) { this.jumping = false; this.falling = true; } this.dy = this.jumpSpeed; } if (this.falling) { this.jumpSpeed += 10; if (this.jumpSpeed > 200) this.jumpSpeed = 200; this.dy = this.jumpSpeed; if (this.collidesWithPlatform()) { this.falling = false; this.standing = true; this.jumping = false; this.jumpSpeed = 0; this.dy = this.jumpSpeed; } } } So, the problem is, that this function updates the dy regardless of the diff, making the characters fly like Superman in slow machines, and I have no idea how to implement the diff factor so that when a character is jumping, his speed decrement in a proportional way to the game speed. Can anyone help me fix this issue? or give me pointers on how to make a 2D Jump in J2ME the right way. Thank you very much for your time.

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  • PHP Xml add edit delete

    - by user560411
    Hi there. I am kind of new and I have the following XML structure an I would like to have codes that INSERTS DELETES Delete an entire element based on it's TITLE value. EDIT Replace Publisher's value with another value <Game type="XXX"> <TITLE>XXX</TITLE> <PUBLISHER>XXX</PUBLISHER> </Game> This is my XML structure <Game type="adventure"> <TITLE>Assassin's Creed: Brotherhood</TITLE> <PUBLISHER>Ubisoft</PUBLISHER> </Game> <Game type="adventure"> <TITLE>Batman: Arkham Asylum</TITLE> <PUBLISHER>Eidos</PUBLISHER> </Game> </GameStore> Any help would be great and thank you in avdance!

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  • VB.NET: Force user to use the topmost form

    - by SiliconCelery
    I'm programming a Minesweeper clone in Visual Studio 2010, with VB.NET, as a Windows Form Application, and I'm having trouble with the Game Won and Game Lost forms. When I show those forms, I want the game form to still be visible, so that the player can see where the mines were, but I don't want the game form to be enabled until the Game Won or Game Lost form is closed. Exactly like Windows Minesweeper does when you win or lose. There aren't any obvious properties for this, as far as I can see, and I've had no luck Googling, I don't know what terms to search. Any help is appreciated, thanks.

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  • Java Flow Control Problem

    - by Kyle_Solo
    I am programming a simple 2d game engine. I've decided how I'd like the engine to function: it will be composed of objects containing "events" that my main game loop will trigger when appropriate. A little more about the structure: Every GameObject has an updateEvent method. objectList is a list of all the objects that will receive update events. Only objects on this list have their updateEvent method called by the game loop. I’m trying to implement this method in the GameObject class (This specification is what I’d like the method to achieve): /** * This method removes a GameObject from objectList. The GameObject * should immediately stop executing code, that is, absolutely no more * code inside update events will be executed for the removed game object. * If necessary, control should transfer to the game loop. * @param go The GameObject to be removed */ public void remove(GameObject go) So if an object tries to remove itself inside of an update event, control should transfer back to the game engine: public void updateEvent() { //object's update event remove(this); System.out.println("Should never reach here!"); } Here’s what I have so far. It works, but the more I read about using exceptions for flow control the less I like it, so I want to see if there are alternatives. Remove Method public void remove(GameObject go) { //add to removedList //flag as removed //throw an exception if removing self from inside an updateEvent } Game Loop for(GameObject go : objectList) { try { if (!go.removed) { go.updateEvent(); } else { //object is scheduled to be removed, do nothing } } catch(ObjectRemovedException e) { //control has been transferred back to the game loop //no need to do anything here } } // now remove the objects that are in removedList from objectList 2 questions: Am I correct in assuming that the only way to implement the stop-right-away part of the remove method as described above is by throwing a custom exception and catching it in the game loop? (I know, using exceptions for flow control is like goto, which is bad. I just can’t think of another way to do what I want!) For the removal from the list itself, it is possible for one object to remove one that is farther down on the list. Currently I’m checking a removed flag before executing any code, and at the end of each pass removing the objects to avoid concurrent modification. Is there a better, preferably instant/non-polling way to do this?

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  • Can I expand macro JUST ONE TIME in specific target?

    - by naive231
    A = "demo" %.o:%.cpp $(CC) -c $^ $(A) -o $@ default:$(all_objs) game:A = $(shell read -p 'Enter game version: ' gv && echo $$gv) game:$(all_objs) Just a snippet makefile above. If I make game, main problem is each compilation of sources will expand $(A) and it will request user to input game version over and over. $(A) has default content "demo" only if user doesn't make game target. So, is there any way to set $(A) to be expanded && ?

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • LibGDX Box2D Body and Sprite AND DebugRenderer out of sync

    - by Free Lancer
    I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a Box2DDebugRenderer to make sure everything's lining up properly. My problem is the Sprite and Body at first overlap perfectly, but as I turn the Body moves a bit off the sprite then comes back when the Car is facing either North or South. Here's an image of what I mean: (Not sure what that line is, first time to show up) BLUE is the Body, RED is the Sprite, PURPLE is the Box2DDebugRenderer. Also, you probably noticed a purple square in the top right corner. Well that's the Car drawn by the Box2D Debug Renderer. I thought it might be the camera but I've been playing with the Cameras for hours and nothing seems to work. All give me weird results. Here's my code: Screen: public void show() { // --------------------- SETUP ALL THE CAMERA STUFF ------------------------------ // battleStage = new Stage( 720, 480, false ); // Setup the camera. In Box2D we operate on a meter scale, pixels won't do it. So we use // an Orthographic camera with a Viewport of 24 meters in width and 16 meters in height. battleStage.setCamera( new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ) ); battleStage.getCamera().position.set( CAM_METER_WIDTH / 2, CAM_METER_HEIGHT / 2, 0 ); // The Box2D Debug Renderer will handle rendering all physics objects for debugging debugger = new Box2DDebugRenderer( true, true, true, true ); //debugCam = new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ); } public void render(float delta) { // Update the Physics World, use 1/45 for something around 45 Frames/Second for mobile devices physicsWorld.step( 1/45.0f, 8, 3 ); // 1/45 for devices // Set the Camera matrices and clear the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); battleStage.getCamera().update(); // Draw game objects here battleStage.act(delta); battleStage.draw(); // Again update the Camera matrices and call the debug renderer debugCam.update(); debugger.render( physicsWorld, debugCam.combined); // Vehicle handles its own interaction with the HUD // update all Actors movements in the game Stage hudStage.act( delta ); // Draw each Actor onto the Scene at their new positions hudStage.draw(); } Car: (extends Actor) public Car( Texture texture, float posX, float posY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( WIDTH * Consts.PIXEL_METER_RATIO, HEIGHT * Consts.PIXEL_METER_RATIO ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); // set the origin to be at the center of the body mSprite.setPosition( posX * Consts.PIXEL_METER_RATIO, posY * Consts.PIXEL_METER_RATIO ); // place the car in the center of the game map FixtureDef carFixtureDef = new FixtureDef(); mBody = Physics.createBoxBody( BodyType.DynamicBody, carFixtureDef, mSprite ); } public void draw() { mSprite.setPosition( mBody.getPosition().x * Consts.PIXEL_METER_RATIO, mBody.getPosition().y * Consts.PIXEL_METER_RATIO ); mSprite.setRotation( MathUtils.radiansToDegrees * mBody.getAngle() ); // draw the sprite mSprite.draw( batch ); } Physics: (Create the Body) public static Body createBoxBody( final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; boxBodyDef.position.x = pSprite.getX() / Consts.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Consts.PIXEL_METER_RATIO; // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Consts.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Consts.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = BattleScreen.getPhysicsWorld().createBody(boxBodyDef); boxBody.createFixture(pFixtureDef); } Sorry for all the code and long description but it's hard to pin down what exactly might be causing the problem.

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  • Fastest pathfinding for static node matrix

    - by Sean Martin
    I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type. The game takes place in space, with thousands of solar systems connected by jump gates. The game devs have provided a DB dump containing a list of every system and the systems it can jump to. The map isn't quite a node tree, since some branches can jump to other branches - more of a matrix. What I need is a fast pathfinding algorithm. I have already implemented an A* routine and a Dijkstra's, both find the best path but are too slow for my purposes - a search that considers about 5000 nodes takes over 20 seconds to compute. A similar program on a website can do the same search in less than a second. This website claims to use D*, which I have looked into. That algorithm seems more appropriate for dynamic maps rather than one that does not change - unless I misunderstand it's premise. So is there something faster I can use for a map that is not your typical tile/polygon base? GBFS? Perhaps a DFS? Or have I likely got some problem with my A* - maybe poorly chosen heuristics or movement cost? Currently my movement cost is the length of the jump (the DB dump has solar system coordinates as well), and the heuristic is a quick euclidean calculation from the node to the goal. In case anyone has some optimizations for my A*, here is the routine that consumes about 60% of my processing time, according to my profiler. The coordinateData table contains a list of every system's coordinates, and neighborNode.distance is the distance of the jump. Private Function findDistance(ByVal startSystem As Integer, ByVal endSystem As Integer) As Integer 'hCount += 1 'If hCount Mod 0 = 0 Then 'Return hCache 'End If 'Initialize variables to be filled Dim x1, x2, y1, y2, z1, z2 As Integer 'LINQ queries for solar system data Dim systemFromData = From result In jumpDataDB.coordinateDatas Where result.systemId = startSystem Select result.x, result.y, result.z Dim systemToData = From result In jumpDataDB.coordinateDatas Where result.systemId = endSystem Select result.x, result.y, result.z 'LINQ execute 'Fill variables with solar system data for from and to system For Each solarSystem In systemFromData x1 = (solarSystem.x) y1 = (solarSystem.y) z1 = (solarSystem.z) Next For Each solarSystem In systemToData x2 = (solarSystem.x) y2 = (solarSystem.y) z2 = (solarSystem.z) Next Dim x3 = Math.Abs(x1 - x2) Dim y3 = Math.Abs(y1 - y2) Dim z3 = Math.Abs(z1 - z2) 'Calculate distance and round 'Dim distance = Math.Round(Math.Sqrt(Math.Abs((x1 - x2) ^ 2) + Math.Abs((y1 - y2) ^ 2) + Math.Abs((z1 - z2) ^ 2))) Dim distance = firstConstant * Math.Min(secondConstant * (x3 + y3 + z3), Math.Max(x3, Math.Max(y3, z3))) 'Dim distance = Math.Abs(x1 - x2) + Math.Abs(z1 - z2) + Math.Abs(y1 - y2) 'hCache = distance Return distance End Function And the main loop, the other 30% 'Begin search While openList.Count() != 0 'Set current system and move node to closed currentNode = lowestF() move(currentNode.id) For Each neighborNode In neighborNodes If Not onList(neighborNode.toSystem, 0) Then If Not onList(neighborNode.toSystem, 1) Then Dim newNode As New nodeData() newNode.id = neighborNode.toSystem newNode.parent = currentNode.id newNode.g = currentNode.g + neighborNode.distance newNode.h = findDistance(newNode.id, endSystem) newNode.f = newNode.g + newNode.h newNode.security = neighborNode.security openList.Add(newNode) shortOpenList(OLindex) = newNode.id OLindex += 1 Else Dim proposedG As Integer = currentNode.g + neighborNode.distance If proposedG < gValue(neighborNode.toSystem) Then changeParent(neighborNode.toSystem, currentNode.id, proposedG) End If End If End If Next 'Check to see if done If currentNode.id = endSystem Then Exit While End If End While If clarification is needed on my spaghetti code, I'll try to explain.

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  • Slick2D, Nifty GUI listeners problem

    - by Patokun
    I'm trying to get Nifty GUI to work with Slick2D. So far everything is going great, except that I can't seem to figure out how to properly interact with the GUI. I'm trying the example in the nifty manual http://sourceforge.n....0.pdf/download but it doesn't seem to entirely work. The Element controller is being called for bind(...), init(...) and onStartScreen() as it should, as I can see their println output, but the next() method isn't being called when I click on the GUI element that I assigned the controller to, nor the screen controller as no output from println is shown. What's weird is, that the player is moving, so the mouse input is working. It's supposed to be called when I click the mouse button on it from the in the XML. Here is my code: My Element controller: public class ElementController implements Controller { private Element element; @Override public void bind(Nifty nifty, Screen screen, Element element, Properties parameter, Attributes controlDefinitionAttributes) { this.element = element; System.out.println("bind() called for element: " + element); } @Override public void init(Properties parameter, Attributes controlDefinitionAttributes) { System.out.println("init() called for element: " + element); } @Override public void onStartScreen() { System.out.println("onStartScreen() alled for element: " + element); } @Override public void onFocus(boolean getFocus) { System.out.println("onFocus() called for element: " + element + ", with: " + getFocus); } @Override public boolean inputEvent(NiftyInputEvent inputEvent) { return false; } public void next() { System.out.println("next() clicked for element: " + element); } } MyScreenController: class MyScreenController implements ScreenController { public void bind(Nifty nifty, Screen screen) {} public void onEndScreen() {} public void onStartScreen() {} public void next() { System.out.println("next() called from MyScreenController"); } } And my XML file: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"xsi:schemaLocation="http://niftygui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <screen id="start" controller="predaN00b.theThing.V0004.MyScreenController"> <layer childLayout="center" controller="predaN00b.theThing.V0004.ElementController"> <panel width="100px" height="100px" childLayout="vertical" backgroundColor="#ff0f"> <text font="aurulent-sans-16.fnt" color="#ffff" text="Hello World!"> <interact onClick="next()" /> </text> </panel> </layer> </screen> </nifty> My main class, in case it's needed: public class MainGameState extends BasicGame { public Nifty nifty; public MainGame() { super("Test"); } public void init(GameContainer container, StateBasedGame game) throws SlickException { nifty = new Nifty(new SlickRenderDevice(container), new NullSoundDevice(), new PlainSlickInputSystem(), new AccurateTimeProvider()); nifty.addXml("/xml/MainState.xml"); nifty.gotoScreen("start"); } public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException { nifty.update(); } public void render(GameContainer container, StateBasedGame game, Graphics graphics) throws SlickException { nifty.render(false); } public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new MainGame()); app.setAlwaysRender(true); app.setDisplayMode( 1260 , 720, false); //window size app.start(); } }

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  • Abstracting entity caching in XNA

    - by Grofit
    I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would use when doing non game development, where I don't even think about caching until I have finished my application and realise there is a performance problem and then implement a layer of caching over whatever needs it, but wrap it up so nothing is aware its happening. However in XNA the way we would usually cache would be drawing our objects to a texture and invalidating after a change occurs. So if you assume an interface like so: public interface IGameComponent { void Update(TimeSpan elapsedTime); void Render(GraphicsDevice graphicsDevice); } public class ContainerComponent : IGameComponent { public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it } public void Render(GraphicsDevice graphicsDevice) { foreach(var component in ChildComponents) { // draw every component } } } Then I was under the assumption that we just draw everything directly to the screen, then when performance becomes an issue we just add a new implementation of the above like so: public class CacheableContainerComponent : IGameComponent { private Texture2D cachedOutput; private bool hasChanged; public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it // set hasChanged to true if required } public void Render(GraphicsDevice graphicsDevice) { if(hasChanged) { CacheComponents(graphicsDevice); } // Draw cached output } private void CacheComponents(GraphicsDevice graphicsDevice) { // Clean up existing cache if needed var cachedOutput = new RenderTarget2D(...); graphicsDevice.SetRenderTarget(renderTarget); foreach(var component in ChildComponents) { // draw every component } graphicsDevice.SetRenderTarget(null); } } Now in this example you could inherit, but your Update may become a bit tricky then without changing your base class to alert you if you had changed, but it is up to each scenario to choose if its inheritance/implementation or composition. Also the above implementation will re-cache within the rendering cycle, which may cause performance stutters but its just an example of the scenario... Ignoring those facts as you can see that in this example you could use a cache-able component or a non cache-able one, the rest of the framework needs not know. The problem here is that if lets say this component is drawn mid way through the game rendering, other items will already be within the default drawing buffer, so me doing this would discard them, unless I set it to be persisted, which I hear is a big no no on the Xbox. So is there a way to have my cake and eat it here? One simple solution to this is make an ICacheable interface which exposes a cache method, but then to make any use of this interface you would need the rest of the framework to be cache aware, and check if it can cache, and to then do so. Which then means you are polluting and changing your main implementations to account for and deal with this cache... I am also employing Dependency Injection for alot of high level components so these new cache-able objects would be spat out from that, meaning no where in the actual game would they know they are caching... if that makes sense. Just incase anyone asked how I expected to keep it cache aware when I would need to new up a cachable entity.

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  • Cocos2d Box2d how to shoot an object inside the screen

    - by Ahoura Ghotbi
    I have the code below : - (id) initWithGame:(mainGame*)game { if ((self = [super init])) { isTouchEnabled_ = YES; self.game = game; CGSize size = [[CCDirector sharedDirector] winSize]; screenH = size.height; screenW = size.width; character = [CCSprite spriteWithFile:@"o.png"]; character.position = ccp( size.width /2 , size.height/2 ); character.contentSize = CGSizeMake(72, 79); [self addChild:character z:10 tag:1]; _body = NULL; _radius = 14.0f; // Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = character; _body = _game.world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(gameChecker:)]; [self schedule:@selector(tick:)]; } return self; } - (void)gameChecker:(ccTime) dt{ if(character.position.y > 200){ [self unschedule:@selector(tick:)]; [self schedule:@selector(dropObject:)]; } } - (void)tick:(ccTime) dt { b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y+1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } -(void)dropObject:(ccTime) dt{ b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y-1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } I have been trying to get the effect that fruit ninja has when shooting the fruits. but it seems like its hard to get such animation so I was wondering if anyone can point me to the right direction and/or give me a sample code for a single object that gets thrown into the screen with a direction.

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  • LibGdx drawing weird behaviour

    - by Ryckes
    I am finding strange behaviour while rendering TextureRegions in my game, only when pausing it. I am making a game for Android, in Java with LibGdx. When I comment out the line "drawLevelPaused()" everything seems to work fine, both running and paused. When it's not commented, everything works fine until I pause the screen, then it draws those two rectangles, but maybe ships are not shown, and if I comment out drawShips() and drawTarget() (just trying) maybe one of the planets disappears, or if I change the order, other things disappear and those that disappeared before now are rendered again. I can't find the way to fix this behaviour I beg your help, and I hope it's my mistake and not a LibGdx issue. I use OpenGL ES 2.0, stated in AndroidManifest.xml, if it is of any help. Thank you in advance. My Screen render method(game loop) is as follows: @Override public void render(float delta) { Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); controller.update(delta); renderer.render(); } When world state is PAUSED controller.update does nothing at all, there is a switch in it. And renderer.render() is as follows: public void render() { int worldState=this.world.getWorldState(); updateCamera(); spriteBatch.begin(); drawPlanets(); drawTarget(); drawShips(); if(worldState==World.PAUSED) { drawLevelPaused(); } else if(worldState==World.LEVEL_WON) { drawLevelWin(); } spriteBatch.end(); } And those methods are: private void updateCamera() { this.offset=world.getCameraOffset(); } private void drawPlanets() { for(Planet planet : this.world.getPlanets()) { this.spriteBatch.draw(this.textures.getTexture(planet.getTexture()), (planet.getPosition().x - this.offset[0]) * ppuX, (planet.getPosition().y - this.offset[1]) * ppuY); } } private void drawTarget() { Target target=this.world.getTarget(); this.spriteBatch.draw(this.textures.getTexture(target.getTexture()), (target.getPosition().x - this.offset[0]) * ppuX, (target.getPosition().y - this.offset[1]) * ppuY); } private void drawShips() { for(Ship ship : this.world.getShips()) { this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1.0f, 1.0f, ship.getAngle()-90.0f); } if(this.world.getStillShipVisibility()) { Ship ship=this.world.getStillShip(); Arrow arrow=this.world.getArrow(); this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1f, 1f, ship.getAngle() - 90f); this.spriteBatch.draw(this.textures.getTexture(arrow.getTexture()), (ship.getCenter().x - this.offset[0] - arrow.getBounds().width/2) * ppuX, (ship.getCenter().y - this.offset[1]) * ppuY, arrow.getBounds().width*ppuX/2, 0, arrow.getBounds().width*ppuX, arrow.getBounds().height*ppuY, 1f, arrow.getRate(), ship.getAngle() - 90f); } } private void drawLevelPaused() { this.shapeRenderer.begin(ShapeType.FilledRectangle); this.shapeRenderer.setColor(0f, 0f, 0f, 0.8f); this.shapeRenderer.filledRect(0, 0, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.filledRect(0, (this.height-PAUSE_MARGIN_HEIGHT)/this.ppuY, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.end(); for(Button button : this.world.getPauseButtons()) { this.spriteBatch.draw(this.textures.getTexture(button.getTexture()), (button.getPosition().x - this.offset[0]) * this.ppuX, (button.getPosition().y - this.offset[1]) * this.ppuY); } }

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  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

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  • Slick2D Rendering Lots of Polygons

    - by Hazzard
    I'm writing an little isometric game using Slick. The world terrain is made up of lots of quadrilaterals. In a small world that is 128 by 128 squares, over 16,000 quadrilaterals need to be rendered. This puts my pretty powerful computer down to 30 fps. I've though about caching "chunks" of the world so only single chunks would ever need updating at a time, but I don't know how to do this, and I am sure there are other ways to optimize it besides that. Maybe I'm doing the whole thing wrong, surely fancy 3D games that run fine on my machine are more intensive than this. My question is how can I improve the FPS and am I doing something wrong? Or does it actually take that much power to render those polygons? -- Here is the source code for the render method in my game state. It iterates through a 2d array or heights and draws polygons based on the height. public void render(GameContainer container, StateBasedGame game, Graphics gfx) throws SlickException { gfx.translate(offsetX * d + container.getWidth() / 2, offsetY * d + container.getHeight() / 2); gfx.scale(d, d); for (int y = 0; y < placeholder.length; y++) {// x & y are isometric // diag for (int x = 0; x < placeholder[0].length; x++) { Polygon poly; int hor = TestState.TILE_WIDTH * (x - y);// hor and ver are orthagonal int W = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x];//points to go off of int S = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y + 1][x + 1]; int E = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x + 1]; int N = TestState.TILE_HEIGHT * (x + y) - 1 * heights[y][x]; if (placeholder[y][x] == null) { poly = new Polygon();//Create actual surface polygon poly.addPoint(-TestState.TILE_WIDTH + hor, W); poly.addPoint(hor, S + TestState.TILE_HEIGHT); poly.addPoint(TestState.TILE_WIDTH + hor, E); poly.addPoint(hor, N - TestState.TILE_HEIGHT); float z = ((float) heights[y][x + 1] - heights[y + 1][x]) / 32 + 0.5f; placeholder[y][x] = new Tile(poly, new Color(z, z, z)); //ShapeRenderer.fill(placeholder[y][x]); } if (true) {//ONLY draw tile if it's on screen gfx.setColor(placeholder[y][x].getColor()); ShapeRenderer.fill(placeholder[y][x]); //gfx.fill(placeholder[y][x]); //placeholder[y][x]. //DRAW EDGES if (y + 1 == placeholder.length) {//draw South foundation edges gfx.setColor(Color.gray); Polygon found = new Polygon(); found.addPoint(-TestState.TILE_WIDTH + hor, W); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(-TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); } if (x + 1 == placeholder[0].length) {//north gfx.setColor(Color.darkGray); Polygon found = new Polygon(); found.addPoint(TestState.TILE_WIDTH + hor, E); found.addPoint(hor, S + TestState.TILE_HEIGHT); found.addPoint(hor, TestState.TILE_HEIGHT * (x + y + 1)); found.addPoint(TestState.TILE_WIDTH + hor, TestState.TILE_HEIGHT * (x + y)); gfx.fill(found); }//*/ } } } }

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • Resolving bounding box collision detection

    - by ndg
    I'm working on a simple collision detection and resolution method for a 2d tile-based bounding box system. Collision appears to work correctly, but I'm having issues with resolving a collision after it has happened. Essentially what I'm attempting to do is very similar to this approach. The problem I'm experiencing is that because objects can be traveling with both horizontal and vertical velocity, my resolution code causes the object to jump incorrectly. I've drawn the following annotation to explain my issue. In this example, because my object has both horizontal and vertical velocity, my object (which is heading upwards and collides with the bottom of a tile) has it's position altered twice: To correctly adjust it's vertical position to be beneath the tile. To incorrectly adjust it's horizontal position to be to the left of the tile. Below is my collision/resolution code in full: function intersects(x1, y1, w1, h1, x2, y2, w2, h2) { w2 += x2; w1 += x1; if (x2 > w1 || x1 > w2) return false; h2 += y2; h1 += y1; if (y2 > h1 || y1 > h2) return false; return true; } for(var y = 0; y < this.game.level.tiles.length; y++) { for(var x = 0; x < this.game.level.tiles[y].length; x++) { var tile = this.game.level.getTile(x, y); if(tile) { if( this.velocity.x > 0 && intersects(this.position.x+dx+this.size.w, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)-this.size.w); hitSomething = true; break; } else if( this.velocity.x < 0 && intersects(this.position.x+dx, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)+tileSize); hitSomething = true; break; } if( this.velocity.y > 0 && intersects(this.position.x+dx, this.position.y+dy+this.size.h, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)-this.size.h); hitSomething = true; break; } else if( this.velocity.y < 0 && intersects(this.position.x+dx, this.position.y+dy, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)+tileSize); hitSomething = true; break; } } } } if(hitSomething) { this.velocity.x = this.velocity.y = 0; dx = dy = 0; this.setJumping(false); }

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  • Silverlight Cream for March 28, 2010 -- #823

    - by Dave Campbell
    In this Issue: Michael Washington, Andy Beaulieu, Bill Reiss, jocelyn, Shawn Wildermuth, Cameron Albert, Shawn Oster, Alex Yakhnin, ondrejsv, Giorgetti Alessandro, Jeff Handley, SilverLaw, deepm, and Kyle McClellan. Shoutouts: If I've listed this before, it's worth another... Introduction to Prototyping with SketchFlow (twelve video series) and on the same page is Creating a Beehive Game with Behaviors in Blend 3 (ten video series) Shawn Oster announced his Slides + Code + Video from ‘An Introduction to Developing Applications for Microsoft Silverlight’ from MIX10 Tim Heuer announced earlier this week: Silverlight Client for Facebook updated for Silverlight 4 RC Nikhil Kothari announced the availability of his MIX10 Talk - Slides and Code András Velvárt backed up his great MIX09 effort with MIX10.Zoomery.com... everything in one DZ effort... thanks András! Andy Beaulieu posted his material for his Code Camp 13 in Waltham: Windows Phone: Silverlight for Casual Games From SilverlightCream.com: Silverlight MVVM - The Revolution Has Begun Michael Washington did an awesome tutorial on MVVM and Silverlight creating a simple Silverlight File Manager. The post has a link to the tutorial at CodeProject... great tutorial. Windows Phone 7 + Silverlight Performance Andy Beaulieu has a post up we should all bookmark... getting a handle on the graphics performance of our app on WP7. Great examples, and external links. Space Rocks game step 6: Keyboard handling Bill Reiss has a post up about keyboard input for the WP7 game he's building ... this is Episode 6 ... you're working along with him, right? Panoramic Navigation on Windows Phone 7 with No Code! jocelyn at InnovativeSingapore (I found this by way of Shawn's post), has a Panoramic Navigation template out there for WP7 for all of us to grab... great post about it too. My First WP7 Application Shawn Wildermuth has been playing with WP7 development and has his XBOX Game library app up on the emulator... all with source of course Silverlight and Windows Phone 7 Game Cameron Albert built a web-based game called 'Shape Attack' and also did it for WP7 to compare the performance... check it out for yourself, but hey, it's game source for the phone... cool :) Changing the Onscreen Keyboard layout in Silverlight for Windows Phone using InputScope Shawn Oster has a cool post on changing the keyboard on WP7 to go along with what you're expecting the user to type... how cool is that?? Deep Zoom on WP7 Check out the quick work Alex Yakhnin made of putting DeepZoom on WP7... all source included. How to: Create a sketchy Siverlight GroupBox in Blend/SketchFlow ondrejsv has the xaml up to take Tim Greenfield's GroupBox control and insert it into SketchFlow. Silverlight / Castle Windsor – implementing a simple logging framework Giorgetti Alessandro posted about CastleWindsor for Silverlight, and a logging system inherited from LevelFilteredLogger in the absence of Log4Net. DomainDataSource in a ViewModel Jeff Handley responds to a common forum post about using DomainDataSource in a ViewModel. Read his comments on AutoLoad and ElementName Bindins. Digital Jugendstil TextEffect (Art Nouveau) - Silverlight 3 SilverLaw has a cool TagCloud demo and a UserControl he calls Art Nouveau up at the Expression Gallery... not for a business app, I don't think :) Configuring your DomainService for a Windows Phone 7 application deepm discusses RIA Services for WP7 and how to enable a WP7 app to communicate with a DomainService. Writing a Custom Filter or Parameter for DomainDataSource Kyle McClellan by way of Jeff Handley's blog, is discussing how to leverage the custom parameter types you defined in the previous version of RIA Services. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • The Best Free Online First Person Shooter (FPS) Games

    - by Lori Kaufman
    First Person Shooter (FPS) games are action games centered around gun and projectile weapon-based combat. As the player, you experience the action directly through the eyes of the protagonist. FPS games have become a very popular type of game online. A lot of FPS games are paid, but there are many you can play for free. Most FPS games have online versions where you play in a supported browser or download a program for your PC that allows you to connect to the game online. We have collected links and information about some of the more popular free FPS games available. All the games listed here are free to play, but there may be some limitations, and you have to register for many of them and download game clients to your computer to be able to connect to the game online. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Friday Fun: Super Mario Bros. Crossover

    - by Mysticgeek
    Friday is finally here and it’s time to waste the afternoon on company time. Today we take a look at a super cool Classic NES Mashup called Super Mario Bros. Crossover. The game is Super Mario Bros. the way you remember it. However, the cool thing is you can switch between different classic NES game characters and use their moves and attacks during game play. Characters like Link, Mega Man, Samus…and more. When you are a different game character you’re shown tips on how to use their moves in the game.   Playing as Link… Between each world you can select a different character which is pretty neat. If you want to play this classic the way you remember it, you can be Mario too. This can be played using your keyboard, but it also supports using a controller, which you can find the instructions for at the link below.   You probably don’t want to bring a controller to work…but it’s cool they give the option. Make sure to turn the volume down on your computer so your boss is none the wiser, and believes your working hard. Play Super Mario Bros. Crossover How To Play Super Mario Bros. Crossover with a Gamepad Similar Articles Productive Geek Tips Friday Fun: Retro Nintendo WallpapersFriday Fun: Get Your Mario OnFriday Fun: Racing Fun with SuperTuxKart RacerHow to Install Windows Applications on Linux Using CrossoverChristmas Fun: De-Stress the Holidays with Online Flash Games TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 How to Add Exceptions to the Windows Firewall Office 2010 reviewed in depth by Ed Bott FoxClocks adds World Times in your Statusbar (Firefox) Have Fun Editing Photo Editing with Citrify Outlook Connector Upgrade Error Gadfly is a cool Twitter/Silverlight app

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  • Friday Fun: Play MineSweeper in Google Chrome

    - by Asian Angel
    Are you addicted to MineSweeper and love to play it when taking a break from work? Now you can add that mine sweeping goodness to Google Chrome with the Chrome MineSweeper extension. Find Those Mines! Once the extension has been installed simply click on the “Toolbar Button” to access the game (opens in a new tab). The “emoticons” at the top of the tab window indicate the difficulty level of game play available. Sometimes you can make quick progress in a short time with this game… Only to lose moments later. So you do have to plan your strategy out carefully. You will be surprised (or perhaps alarmed?) at just how quickly you get addicted to playing “just one more round”! Want a bigger challenge? Click on the “middle emoticon” to access a tougher level. The ultimate level…how much mine sweeping punishment are you up for?   Conclusion If you are a MineSweeper fan then this will be a perfect addition to your browser. For those who are new to this game then you have a lot of fun just waiting for you. Links Download the Chrome MineSweeper extension (Google Chrome Extensions) Similar Articles Productive Geek Tips How to Make Google Chrome Your Default BrowserPlay a New Random Game Each Day in ChromeEnable Vista Black Style Theme for Google Chrome in XPIncrease Google Chrome’s Omnibox Popup Suggestion Count With an Undocumented SwitchFriday Fun: Play 3D Rally Racing in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional YoWindoW, a real time weather screensaver Optimize your computer the Microsoft way Stormpulse provides slick, real time weather data Geek Parents – Did you try Parental Controls in Windows 7? Change DNS servers on the fly with DNS Jumper Live PDF Searches PDF Files and Ebooks

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  • CodePlex Daily Summary for Friday, December 03, 2010

    CodePlex Daily Summary for Friday, December 03, 2010Popular ReleasesChronos WPF: Chronos v2.0 Beta 3: Release notes: Updated introduction document. Updated Visual Studio 2010 Extension (vsix) package. Added horizontal scrolling to the main window TaskBar. Added new styles for ListView, ListViewItem, GridViewColumnHeader, ... Added a new WindowViewModel class (allowing to fetch data). Added a new Navigate method (with several overloads) to the NavigationViewModel class (protected). Reimplemented Task usage for the WorkspaceViewModel.OnDelete method. Removed the reflection effect...MDownloader: MDownloader-0.15.26.7024: Fixed updater; Fixed MegauploadDJ - jQuery WebControls for ASP.NET: DJ 1.2: What is new? Update to support jQuery 1.4.2 Update to support jQuery ui 1.8.6 Update to Visual Studio 2010 New WebControls with samples added Autocomplete WebControl Button WebControl ToggleButt WebControl The example web site is including in source code project.LateBindingApi.Excel: LateBindingApi.Excel Release 0.7g: Unterschiede zur Vorgängerversion: - Zusätzliche Interior Properties - Group / Ungroup Methoden für Range - Bugfix COM Reference Handling für Application Objekt in einigen Klassen Release+Samples V0.7g: - Enthält Laufzeit DLL und Beispielprojekte Beispielprojekte: COMAddinExample - Demonstriert ein versionslos angebundenes COMAddin Example01 - Background Colors und Borders für Cells Example02 - Font Attributes undAlignment für Cells Example03 - Numberformats Example04 - Shapes, WordArts, P...ESRI ArcGIS Silverlight Toolkit: November 2010 - v2.1: ESRI ArcGIS Silverlight Toolkit v2.1 Added Windows Phone 7 build. New controls added: InfoWindow ChildPage (Windows Phone 7 only) See what's new here full details for : http://help.arcgis.com/en/webapi/silverlight/help/#/What_s_new_in_2_1/016600000025000000/ Note: Requires Visual Studio 2010, .NET 4.0 and Silverlight 4.0.ASP .NET MVC CMS (Content Management System): Atomic CMS 2.1.1: Atomic CMS 2.1.1 release notes Atomic CMS installation guide Winware: Winware 3.0 (.Net 4.0): Winware 3.0 is base on .Net 4.0 with C#. Please open it with Visual Studio 2010. This release contains a lab web application.UltimateJB: UltimateJB 2.02 PL3 KAKAROTO + CE-X-3.41 EvilSperm: Voici une version attendu avec impatience pour beaucoup : - La Version CEX341 pour pouvoir jouer avec des jeux demandant le firmware 3.50 ( certain ne fonctionne tous simplement pas ). - Pour l'instant le CEX341 n'est disponible qu'avec les PS3 en firmwares 3.41 !!! - La version PL3 KAKAROTO intégre ses dernières modification et intégre maintenant le firmware 3.30 !!! Conclusion : - UltimateJB CEX341 => Spoof le Firmware 3.41 en 3.50 ( facilite l'utilisation de certain jeux avec openManage...EnhSim: EnhSim 2.1.1: 2.1.1This release adds in the changes for 4.03a. To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Switched Searing Flames bac...AI: Initial 0.0.1: It’s simply just one code file; it simulates AI and machine in a simulated world. The AI has a little understanding of its body machine and parts, and able to use its feet to do actions just start and stop walking. The world is all of white with nothing but just the machine on a white planet. Colors, odors and position information make no sense. I’m previous C# programmer and I’m learning F# during this project, although I’m still not a good F# programmer, in this project I learning to prog...NKinect: NKinect Preview: Build features: Accelerometer reading Motor serial number property Realtime image update Realtime depth calculation Export to PLY (On demand) Control motor LED Control Kinect tiltMicrosoft - Domain Oriented N-Layered .NET 4.0 App Sample (Microsoft Spain): V1.0 - N-Layer DDD Sample App .NET 4.0: Required Software (Microsoft Base Software needed for Development environment) Visual Studio 2010 RTM & .NET 4.0 RTM (Final Versions) Expression Blend 4 SQL Server 2008 R2 Express/Standard/Enterprise Unity Application Block 2.0 - Published May 5th 2010 http://www.microsoft.com/downloads/en/details.aspx?FamilyID=2D24F179-E0A6-49D7-89C4-5B67D939F91B&displaylang=en http://unity.codeplex.com/releases/view/31277 PEX & MOLES 0.94.51023.0, 29/Oct/2010 - Visual Studio 2010 Power Tools http://re...Sense/Net Enterprise Portal & ECMS: SenseNet 6.0.1 Community Edition: Sense/Net 6.0.1 Community Edition This half year we have been working quite fiercely to bring you the long-awaited release of Sense/Net 6.0. Download this Community Edition to see what we have been up to. These months we have worked on getting the WebCMS capabilities of Sense/Net 6.0 up to par. New features include: New, powerful page and portlet editing experience. HTML and CSS cleanup, new, powerful site skinning system. Upgraded, lightning-fast indexing and query via Lucene. Limita...Minecraft GPS: Minecraft GPS 1.1.1: New Features Compass! New style. Set opacity on main window to allow overlay of Minecraft. Open World in any folder. Fixes Fixed style so listbox won't grow the window size. Fixed open file dialog issue on non-vista kernel machines.DotSpatial: DotSpatial 11-28-2001: This release introduces some exciting improvements. Support for big raster, both in display and changing the scheme. Faster raster scheme creation for all rasters. Caching of the "sample" values so once obtained the raster symbolizer dialog loads faster. Reprojection supported for raster and image classes. Affine transform fully supported for images and rasters, so skewed images are now possible. Projection uses better checks when loading unprojected layers. GDAL raster support f...Virtu: Virtu 0.9.0: Source Requirements.NET Framework 4 Visual Studio 2010 or Visual Studio 2010 Express Silverlight 4 Tools for Visual Studio 2010 Windows Phone 7 Developer Tools (which includes XNA Game Studio 4) Binaries RequirementsSilverlight 4 .NET Framework 4 XNA Framework 4SuperWebSocket: SuperWebSocket(60438): It is the first release of SuperWebSocket. Because it is base on SuperSocket, most features of SuperSocket are supported in SuperWebSocket. The source code include a LiveChat demo.Cropper: 1.9.4: Mostly fixes for issues with a few feature requests. Fixed Issues 2730 & 3638 & 14467 11044 11447 11448 11449 14665 Implemented Features 6123 11581PFC: PFC for PB 11.5: This is just a migration from the 11.0 code. No changes have been made yet (and they are needed) for it to work properly with 11.5.PDF Rider: PDF Rider 0.5: This release does not add any new feature for pdf manipulation, but enables automatic updates checking, so it is reccomended to install it in order to stay updated with next releases. Prerequisites * Microsoft Windows Operating Systems (XP - Vista - 7) * Microsoft .NET Framework 3.5 runtime * A PDF rendering software (i.e. Adobe Reader) that can be opened inside Internet Explorer. Installation instructionsChoose one of the following methods: 1. Download and run the "pdfRider0...New Projects.Net MVC Dialog Authentication Starter: .Net MVC Dialog Authentication Starter is the basic .Net MVC application starter template that has been modified to render the Register and Logon functionality via a modal dialog. It is developed using .Net MVC 2, Jquery 1.4.1, and Jquery UI 1.8.6..Net SQL Generator: Generation tool for random queries in SQL in the Windows environment. Can produce random queries, tables, deletes, and updates as well as generate random data for a table. Structured to allow easy adaptation for other SQL implementations as well.10010dshjlahfajhflkjhkjhherkjhfkja: 10010dshjlahfajhflkjhkjhherkjhfkjaBanshee: MOSS 2007 utility to detect authored links and headings in navigation structure of a site collection which point to the subweb's root instead of the subweb's welcome page. It's developed in C# and requires MOSS 2007 SP2 or later.Counter Strike Live Level editor: What is CSLIVE? A web browser based online 2d Shooter. It is clone of Counter Strike. Game supports the multiplayer game over internet or lan. And its Free to play! open souce! This project is still in development. Official open beta tests will be ran every day 20:00 - 21:00 +2GTCRM 2011 Style Templates: CRM 2011 Style Templates.DarkTimes: Having many projects at the sames time ? need an easy way to count those times ? here is a windows phone 7 app for this ^^ --------------------- Vous avez plusieurs projets en même temps ? besoin d'un moyen simple de compter ces temps ? voici une appli windows phone 7 pour ca ^^DSN Export-o-Matic 3000: DSN Export-o-Matic 3000 is a Windows application which allows you to export ODBC DSN Registry settings to a .reg file which can then be imported on another computer. It is written in C#.NET using Visual C# 2010 Express Edition.DYSS Game and AGE Game Engine for XNA: Did You Slay Something? (Working title) and AGE Game Engine for XNA Developed by Lucas LoreggiaExeCryptorNetWrapper: .NET Wrapper for ExeCryptor product (serial number checking functionalities only)ffmpegYAG: ffmpegYAG is a GUI for the popular ffmpeg audio/video processing toolFluentScheduler: A task scheduler that uses fluent interface to configure schedules. Useful for running cron jobs/automated tasks from your application. General Purpose Hash Function Algorithms: The General Purpose Hash Functions Library has the following mix of additive and rotative general purpose string hashing algorithms. HD Web FileManager: Incercam sa facem un singur fisier asp.net care sa faca managementul fisierelor pe un server web.iConverter: iConverter ?????????????。 iConverter is a character transcoding encoding conversion tool.LHA Social Work: Source control host for http://lhasocialwork.org.Mega Puzzle WP7: Mega Puzzle its a Puzzle game in Silverlight that run in Windows Phone 7.It's developed in C#MTConnect Managed Agent SDK: The MTConnect Managed SDK provides an Agent object model to facilitate exposing MTConnect data from your machine tools.Nebula - Image Lock / Unlock Software: Nebula - Image ( Jpg / bmp ) file lock / unlock software designed for simply changing file extension, so that files will be visible on HDD but not unless you change the extension. Written in Perl + Compiled into exe.Pushing - A Sokoban like Puzzle game: Pushing is a C# port of a little hobby project I created some years ago in C++. It's a Sokoban like Puzzle game. The old C++ version was just a 2D/Pseudo 3D Game, the new C# version will be a real 3D Game.RESTController: Provides a base class implementation for a RESTful controller model. Provides common functionality for the basic controller actions of List, Show, New, Edit, and Delete. It's meant to remove as much of the redundant code for MVC controllers as possible.Scientific Calculator ZENO-5000: HTML 5, CSS 3, jQuery: Scientific Calculator ZENO-5000 is a lightweight web application (<40kb), utilizing latest HTML5/CSS3 features and client-side jQuery/Java scripting. Application does not include any graphic files. It is portable, capable of running in online/offline modes on PC/mobile devicesSCR-Airplane Autopilot System: Automatyczny pilot samolotu - projekt na zaliczenie przedmiotu Systemy Czasu RzeczywistegoScriptonite: A lightweight system for scripting gameplay events for games such as RPGs. After integrating Scriptonite into your project, you create scripted events using an incredibly simple scripting language. Intended for XNA, but should work anywhere.Shelf: Shelf is a .NET library of common extension methods.SQLite ADO.NET for Windows Phone: Windows Phone is missing SQLite. This project fixes that :) And does so by giving the community the interfaces we've grown to know and love; IDbConnection, IDbCommand, IDbTransaction and, IDbReader. Thanks so much to the pioneers before me who ported the c++ to c#!Tailf: Tailf is a C# implementation of the tail -f command available on unix/linux systems. Differently form other ports it does not lock the file in any way so it works even if other rename the file: this is expecially designed to works well with log4net rolling file appender.TeamBrain: TeamBrain helps project teams to centralise all knowledge about a project into a repository that is clean and a pleasure to use.TeamDev JQuery c# wrapper: C# jQuery Wrapper. Helps you to write correct jQuery functions in c# language. The code you write will be traduced into correct jQuery methods calls. VirtualEye: Virtual Eye...Win32 Registry Activity Monitor: A simple program written in Delphi that monitors registry activity on win32 systems. In short a registry key and class are statically added to the code, the program is then run and as changes are made by other applications to the key and all its sub keys the changes are logged anXamlCode: XamlCode provides support for embedding inline C# code directly in the xaml files to create simple value converters, value providers and validation rules. It's targeted mainly as a rapid WPF application development tool.

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  • The Glitch [Video]

    - by Asian Angel
    Things are fine in Video Game Land until one day when a soldier encounters an unusual phenomena…his weapon is partially buried in the pavement and undergoing extreme shifting movements. Can Mario and friends save Video Game Land from the Malevolent Glitch or is it game over for everyone?! The Glitch [via Geeks are Sexy] How to Access Your Router If You Forget the Password Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor

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  • Angry Birds Choose Bing As Their Official Decision Engine

    - by Gopinath
    Microsoft partnered with Rovio to integrate Bing right into the famous Angry Birds game. This integration has two elements: a series of videos showing off game characters using Bing to get clues and Bing search integration with the game. In Microsoft’s words Starting today, you can watch as the pigs scheme creative ways to get their hooves on the treasured eggs via a 4-part animated video series sponsored by Bing. Angry Birds will also feature search integration with Bing providing over a hundred clues to speed you through the levels and help squash the porcine thieves. Featuring Bing Image Search, Bing Maps, and Bing Shopping, the videos show Angry Birds fans how they can advance in the game, featuring the lovable Angry Birds characters.   Here are the cool Bing + Angry Birds animated videos Angry Birds characters using Bing Image Search   Angry Birds go Bing – Map Search Related: Download Angry Birds Game For Windows XP & Windows 7 This article titled,Angry Birds Choose Bing As Their Official Decision Engine, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Learning Resources for SharePoint

    - by Enrique Lima
    SharePoint 2010 Reference: Software Development Kit SharePoint 2010: Getting Started with Development on SharePoint 2010 Hands-on Labs in C# and Visual Basic SharePoint Developer Training Kit Professional Development Evaluation Guide and Walkthrough SharePoint Server 2010: Advanced Developer Training Presentations

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