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  • XNA Seeing through heightmap problem

    - by Jesse Emond
    I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a weird bug where I can see through the terrain. This bug happens when I'm looking through a hill from the map. Here is a picture of what happens: I was wondering if this is a common mistake for starters and if any of you ever experienced the same problem and could tell me what I'm doing wrong. If it's not such an obvious problem, here is my Draw method: public override void Draw() { Parent.Engine.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState); Camera3D cam = (Camera3D)Parent.Engine.Services.GetService(typeof(Camera3D)); if (cam == null) throw new Exception("Camera3D couldn't be found. Drawing a 3D terrain requires a 3D camera."); float triangleCount = indices.Length / 3f; basicEffect.Begin(); basicEffect.World = worldMatrix; basicEffect.View = cam.ViewMatrix; basicEffect.Projection = cam.ProjectionMatrix; basicEffect.VertexColorEnabled = true; Parent.Engine.GraphicsDevice.VertexDeclaration = new VertexDeclaration( Parent.Engine.GraphicsDevice, VertexPositionColor.VertexElements); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); Parent.Engine.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionColor.SizeInBytes); Parent.Engine.GraphicsDevice.Indices = indexBuffer; Parent.Engine.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, (int)triangleCount); pass.End(); } basicEffect.End(); Parent.Engine.SpriteBatch.End(); } Parent is just a property holding the screen that the component belongs to. Engine is a property of that parent screen holding the engine that it belongs to. If I should post more code(like the initialization code), then just leave a comment and I will.

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  • Which would be a better way to load data via ajax

    - by Mike
    I am using google maps and returning html/lat/long from my MySQL database Currently A user picks a business category e.g; "Video Production". an ajax call is sent to a CodeIgniter controller the Controller then queries the db, and returns the following data via JSON Lat/Long of the marker HTML for the popup window this is approximately 34 rows in the database across two tables per business the ajax call receives this data and then plots the marker along with the html onto the map The data that is returned from the controller is one big json object... This is done for all businesses that exist in the Video Production category (currently approx 40 businesses). As you can see, pulling this data for multiple categories (100s of businesses) can get very very taxing on the server. My question is Would it be more beneficial to modify the process flow as such: a user picks a business category e.g; "Video Production". an ajax call is sent to a CodeIgniter controller the controller then queries the database for the location base information lat/long level (used to change marker icon color) This would be a single row per business with several columns the ajax call receives this data and then plots the marker on the map when the user clicks a marker an ajax call is sent to a CodeIgniter Controller the controller queries the database for the HTML and additional data based on business_id and if not, what are some better suggestions to this problem? In summary this means rather than including the HTML and additional data along for each business, only submitting minimal location information and then re-query for that information when each business marker is clicked. Potential Downsides longer load times when a user clicks a marker icon more code?? more queries to the database

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  • What are some of the benefits of a "Micro-ORM"?

    - by Wayne M
    I've been looking into the so-called "Micro ORMs" like Dapper and (to a lesser extent as it relies on .NET 4.0) Massive as these might be easier to implement at work than a full-blown ORM since our current system is highly reliant on stored procedures and would require significant refactoring to work with an ORM like NHibernate or EF. What is the benefit of using one of these over a full-featured ORM? It seems like just a thin layer around a database connection that still forces you to write raw SQL - perhaps I'm wrong but I was always told the reason for ORMs in the first place is so you didn't have to write SQL, it could be automatically generated; especially for multi-table joins and mapping relationships between tables which are a pain to do in pure SQL but trivial with an ORM. For instance, looking at an example of Dapper: var connection = new SqlConnection(); // setup here... var person = connection.Query<Person>("select * from people where PersonId = @personId", new { PersonId = 42 }); How is that any different than using a handrolled ADO.NET data layer, except that you don't have to write the command, set the parameters and I suppose map the entity back using a Builder. It looks like you could even use a stored procedure call as the SQL string. Are there other tangible benefits that I'm missing here where a Micro ORM makes sense to use? I'm not really seeing how it's saving anything over the "old" way of using ADO.NET except maybe a few lines of code - you still have to write to figure out what SQL you need to execute (which can get hairy) and you still have to map relationships between tables (the part that IMHO ORMs help the most with).

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  • How important do you find exception safety to be in your C++ code?

    - by Kai
    Every time I consider making my code strongly exception safe, I justify not doing it because it would be so time consuming. Consider this relatively simple snippet: Level::Entity* entity = new Level::Entity(); entity->id = GetNextId(); entity->AddComponent(new Component::Position(x, y)); entity->AddComponent(new Component::Movement()); entity->AddComponent(new Component::Render()); allEntities.push_back(entity); // std::vector entityById[entity->id] = entity; // std::map return entity; To implement a basic exception guarantee, I could use a scoped pointer on the new calls. This would prevent memory leaks if any of the calls were to throw an exception. However, let's say I want to implement a strong exception guarantee. At the least, I would need to implement a shared pointer for my containers (I'm not using Boost), a nothrow Entity::Swap for adding the components atomically, and some sort of idiom for atomically adding to both the Vector and Map. Not only would these be time consuming to implement, but they would be expensive since it involves a lot more copying than the exception unsafe solution. Ultimately, it feels to me like that time spent doing all of that wouldn't be justified just so that the a simple CreateEntity function is strongly exception safe. I probably just want the game to display an error and close at that point anyway. How far do you take this in your own game projects? Is it generally acceptable to write exception unsafe code for a program that can just crash when there is an exception?

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  • Managed Service Architectures Part I

    - by barryoreilly
    Instead of thinking about service oriented architecture, a concept that is continually defined, redefined, abused and mistreated, perhaps it is time to drop the acronym and consider what we actually need to get the job done.   ‘Pure’ SOA involves the modeling of an organisation’s processes, the so called ‘Top Down’ approach, followed by the implementation of these processes as services.     Another approach, more commonly seen in the wild, is the bottom up approach. This usually involves services that simply start popping up in the organization, and SOA in this case is often just an attempt to rein in these services. Such projects, although described as SOA projects for a variety of reasons, have clearly little relation to process driven architecture. Much has been written about these two approaches, with many deciding that a hybrid of both methods is needed to succeed with SOA.   These hybrid methods are a sensible compromise, but one gets the feeling that there is too much focus on ‘Succeeding with SOA’. Organisations who focus too much on bottom up development, or who waste too much time and money on top down approaches that don’t produce results, are often recommended to attempt an ‘agile’(Erl) or ‘middle-out’ (Microsoft) approach in order to succeed with SOA.  The problem with recommending this approach is that, in most cases, succeeding with SOA isn’t the aim of the project. If a project is started with the simple aim of ‘Succeeding with SOA’ then the reasons for the projects existence probably need to be questioned.   There are a number of things we can be sure of: ·         An organisation will have a number of disparate IT systems ·         Some of these systems will have redundant data and functionality ·         Integration will give considerable ROI ·         Integration will already be under way. ·         Services will already exist in the organisation ·         These services will be inconsistent in their implementation and in their governance   So there are three goals here: 1.       Alignment between the business and IT 2.     Integration of disparate systems 3.     Management of services.   2 and 3 are going to happen,  in fact they must happen if any degree of return is expected from the IT department. Ignoring 1 is considered a typical mistake in SOA implementations, as it ignores the business implications. However, the business implication of this approach is the money saved in more efficient IT processes. 2 and 3 are ongoing, and they will continue happening, even if a large project to produce a SOA metamodel is started. The result will then be an unstructured cackle of services, and a metamodel that is already going out of date. So we get stuck in and rebuild our services so that they match the metamodel, with the far reaching consequences that this will have on all our LOB systems are current. Lets imagine that this actually works ( how often do we rip and replace working software because it doesn't fit a certain pattern? Never -that's the point of integration), we will now be working with a metamodel that is out of date, and most likely incomplete if the organisation is large.      Accepting that an object can have more than one model over time, with perhaps more than one model being  at any given time will help us realise the limitations of the top down model. It is entirely normal , and perhaps necessary, for an organisation to be able to view an entity from different perspectives.   So, instead of trying to constantly force these goals in a straight line, why not let them happen in parallel, and manage the changes in each layer.     If  company A has chosen to model their business processes and create a business architecture, there will be a reason behind this. Often the aim is to make the business more flexible and able to cope with change, through alignment between the business and the IT department.   If company B’s IT department recognizes the problem of wild services springing up everywhere, and decides to do something about it, by designing a platform and processes for the introduction of services, is this not a valid approach?   With the hybrid approach, it is recommended that company A begin deploying services as quickly as possible. Based on models that are clearly incomplete, and which will therefore change rapidly and often in the near future. Natural business evolution will also mean that the models can be guaranteed to change in the not so near future. To ‘Succeed with SOA’ Company B needs to go back to the drawing board and start modeling processes and objects. So, in effect, we are telling business analysts to start developing code based on a model they are unsure of, and telling programmers to ignore the obvious and growing problems in their IT department and start drawing lines and boxes.     Could the problem be that there are two different problem domains? And the whole concept of SOA as it being described by clever salespeople today creates an example of oft dreaded ‘tight coupling’ between these two domains?   Could it be that we have taken two large problem areas, and bundled the solution together in order to create a magic bullet? And then convinced ourselves that the bullet actually exists?   Company A wants to have a closer relationship between the business and its IT department, in order to become a more flexible organization. Company B wants to decrease the maintenance costs of its IT infrastructure. If both companies focus on succeeding with SOA, then they aren’t focusing on their actual goals.   If Company A starts building services from incomplete models, without a gameplan, they will end up in the same situation as company B, with wild services. If company B focuses on modeling, they could easily end up with the same problems as company A.   Now we have two companies, who a short while ago had one problem each, that now have two problems each. This has happened because of a focus on ‘Succeeding with SOA’, rather than solving the problem at hand.   This is not to suggest that the two problem domains are unrelated, a strategy that encompasses both will obviously be good for the organization. But only if the organization realizes this and can develop such a strategy. This strategy cannot be bought in a box.       Anyone who has worked with SOA for a while will be used to analyzing the solutions to a problem and judging the solution’s level of coupling. If we have two applications that each perform separate functions, but need to communicate with each other, we create a integration layer between them, perhaps with a service, but we do all we can to reduce the dependency between the two systems. Using the same approach, we can separate the modeling (business architecture) and the service hosting (technical architecture).     The business architecture describes the processes and business objects in the business domain.   The technical architecture describes the hosting and management and implementation of services.   The glue that binds these together, the integration layer in our analogy, is the service contract, where the operations map the processes to their technical implementation, and the messages map business concepts to software objects in the implementation.   If we reduce the coupling between these layers, we should be able to allow developers to develop services, and business analysts to develop models, without the changes rippling through from one side to the other.   This would allow company A to carry on modeling, and company B to develop a service platform, each achieving their intended goal, without necessarily creating the problems seen in pure top down or bottom up approaches. Company B could then at a later date map their service infrastructure to a unified model, and company A could carry on modeling, insulating deployed services from changes in the ongoing modeling.   How do we do this?  The concept of service virtualization has been around for a while, and is instantly realizable in Microsoft’s Managed Services Engine. Here we can create a layer of virtual services, which represent the business analyst’s view, presenting uniform contracts to the outside world. These services can then transform and route messages to the actual service implementations. I like to think of the virtual services with their beautifully modeled interfaces as ‘SOA services’, and the implementations as simple integration ‘adapter’ services providing an interface to a technical implementation. The Managed Services Engine also provides policy based control over services, regardless of where they are deployed, simplifying handling of security, logging, exception handling etc.   This solves a big problem. The pressure to deliver services quickly is always there in projects. It is very important to quickly show value when implementing service architectures. There is also pressure to deliver quality, and you can’t easily do both at the same time. This approach allows quick delivery with quality increasing over time, allowing modeling and service development to occur in parallel and independent of each other. The link between business modeling and service implementation is not one that is obvious to many organizations, and requires a certain maturity to realize and drive forward. It is also completely possible that a company can benefit from one without the other, even if this approach is frowned upon today, there are many companies doing so and seeing ROI.   Of course there are disadvantages to this. The biggest one being the transformations necessary between the virtual interfaces and the service implementations. Bad choices in developing the services in the service implementation could mean that it is impossible to map the modeled processes to the implementation with redevelopment of the service. In many cases the architect will not have a choice here anyway, as proprietary systems are often delivered with predeveloped services. The alternative is to wait until the model is finished and then build the service according the model. However, if that approach worked we wouldn’t be having this discussion! And even when it does work, natural business evolution will mean that the two concepts (model and implementation) will immediately start to drift away from each other, so coupling them tightly together so that they are forever bound to the model that only applies at the time of the modeling work will not really achieve a great deal. Architecture is all about trade offs, and here a choice has to be made. The choice is between something will initially be of low quality but will work, or something that may well be impossible to achieve in most situations.         In conclusion, top-down is a natural approach for business analysts, and bottom-up  is a natural approach for developers. Instead of trying to force something on both that neither want, and which has not shown itself to be successful,  why not let them get on with their jobs, and let an enterprise architect coordinate the processes?

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  • Why does my game loop speed vary on different platforms with the same hardware?

    - by Sri Harsha Chilakapati
    I've got a serious issue with my game loop. This loop varies in time with the platform and with the same hardware. This is a list of FPS achieved: - Windows ======= 140 to 150 - Linux ======= 120 to 125 - Windows(WINE) ======= 125 to 135 And since my game loop is fixed timestep, the speed of the game is not stable. Here's my game loop. public final void run() { // Initialize the resources Map.initMap(); initResources(); // Start the timer GTimer.startTimer(); GTimer.refresh(); long elapsedTime = 0; // The game loop while (running) { // Update the game update(elapsedTime); if (state == GameState.GAME_PLAYING) { Map.updateObjects(elapsedTime); } // Show or hide the cursor if (Global.HIDE_CURSOR) { setCursor(GInput.INVISIBLE_CURSOR); } else { setCursor(Cursor.getDefaultCursor()); } // Repaint the game and sync repaint(); elapsedTime = GTimer.sync(); Toolkit.getDefaultToolkit().sync(); } } The timer package How could I improve it?

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • XNA - Finding boundaries in isometric tilemap

    - by Yheeky
    I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size is 100x100 (with 128x128 tiles) so the calculation (e.g. for the right boundary) is: var maxX = (TileMap.MapWidth + 1) * (TileMap.TileWidth / 2) - ViewSize.X; var maxX = (100 + 1) * (128 / 2) - 1360; // = 5104 pixels. This works fine while having scale factor of 1.0f but not for any other zoom factor. When I zoom out to 0.9f the right border should be at approx. 4954. I´m using the following code for transformation but I always get a wrong value: var maxXVector = new Vector2(maxX, 0); var maxXTransformed = Vector2.Transform(maxXVector, tempTransform).X; The result is 4593. Does anyone of you have an idea what I´m during wrong? Thanks for your help! Yheeky

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  • Automated texture mapping

    - by brandon
    I have a set of seamless tiling textures. I want to be able to take an arbitrary model and create a UV map with these properties: No stretching (all textures tile appropriately so there is no stretching and sheering of the texture) The textures display on the correct axis relative to the model it's mapping to (if you look at the example, you can see some of the letters on the front are tilted, the y axis of the texture should be matching up with the y axis of the object. Some other faces have upside down letters too) the texture is as continuous as possible on the surface of the model (if two faces are adjacent, the texture continues on the adjacent face where it left off) the model is closed (all faces are completely enclosed by other faces) A few notes. This mapping will occur before triangulation. I realize there are ways to do this by hand and it's probably a hard problem to automatically map textures in general, but since these textures are seamless and I just need uniform coverage it seems like an easier problem. I'm looking for an algorithmic approach to this that I can apply in general, not a tool that does it. What approach would work for this, is there an existing one? (I assume so)

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  • Feasability of mobile 2D multiplayer RPG game with interactive bitmap background

    - by user2827214
    I'm looking to develop a 2D multiplayer RPG game for Android, with a bird's eye view similar to that of zelda/pokemon. The game is very simple in all ways since my intent is for thousands of players to occupy the same world which I imagine requires good performance. However, I am unsure about the performance requirements of two properties: the tile map that is used as a background is dynamic (interactive). For example, a player steps in the water, and the water turns black. Every tile in the game does this. the tile map is the same object used for all players, but it is displayed differently on each user's mobile device, even though the players exist in the same world. For example, the water that turned black is displayed as red on all other players' screens. I have knowledge of java, but almost none regarding game dev. tools. Is there a best process for these requirements? Should I develop in pure java, or use some tool like Slick2D etc.? How performance intensive are these properties, if even possible? Edit: There are no collisions in the game or difficult animations, I am imagining simply changing the colors of the tiles (like in the examples), and a client-server architecture

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  • CodePlex Daily Summary for Saturday, February 26, 2011

    CodePlex Daily Summary for Saturday, February 26, 2011Popular ReleasesDirectQ: Release 1.8.7 Beta 2: Beta 2 release to fix some early reported problems with the original 1.8.7 Beta.Chiave File Encryption: Chiave 0.9.2: Release Notes Application for file encryption and decryption using 512 Bit rijndael encyrption algorithm with simple to use UI. Its written in C# and compiled in .Net version 3.5. It incorporates features of Windows 7 like Jumplists, Taskbar progress and Aero Glass. Now with added support to Windows XP! Change Log from 0.9.1 to 0.9.2: ==================== Added: > Now it displays number of files added in the wizard to the Window Title bar. > Added support to Windows XP. > Minor UI tweaks. I...Claims Based Identity & Access Control Guide: Drop 1 - Claims Identity Guide V2: Highlights of drop #1 This is the first drop of the new "Claims Identity Guide" edition. In this release you will find: All previous samples updated and enhanced. All code upgraded to .NET 4 and Visual Studio 2010. Extensive cleanup. Refactored Simulated Issuers: each solution now gets its own issuers. This results in much cleaner and simpler to understand code. Added Single Sign Out support. Added first sample using ACS ("ACS as a Federation Provider"). This sample extends the ori...HFR7 - Forum Hardware.fr pour Windows Phone 7: HFR7 - v1.1.1: NOUVELLES FONCTIONS : - Aucune. AMÉLIORATIONS : - La page "Catégories" est désormais intégrée au pivot "Bienvenue". - Apparition de boutons de changement de page en bas du sujet en consultation. - Les en-têtes sur les sujets sont désormais de la même couleur que la couleur d'accentuation de votre téléphone. BUGFIXES : - Les catégories s'affichent correctement. - Cliquer sur le bouton "drapeau" alors qu'on est dans la liste des topics d'une page n'amenait pas directement au dernier post non ...Simple Notify: Simple Notify Beta 2011-02-25: Feature: host the service with a single click in console Feature: host the service as a windows service Feature: notification cient application Feature: push client application Feature: push notifications from your powershell script Feature: C# wrapper libraries for your applicationsMono.Addins: Mono.Addins 0.6: The 0.6 release of Mono.Addins includes many improvements, bug fixes and new features: Add-in engine Add-in name and description can now be localized. There are new custom attributes for defining them, and can also be specified as xml elements in an add-in manifest instead of attributes. Support for custom add-in properties. It is now possible to specify arbitrary properties in add-ins, which can be queried at install time (using the Mono.Addins.Setup API) or at run-time. Custom extensio...patterns & practices: Project Silk: Project Silk Community Drop 3 - 25 Feb 2011: IntroductionWelcome to the third community drop of Project Silk. For this drop we are requesting feedback on overall application architecture, code review of the JavaScript Conductor and Widgets, and general direction of the application. Project Silk provides guidance and sample implementations that describe and illustrate recommended practices for building modern web applications using technologies such as HTML5, jQuery, CSS3 and Internet Explorer 9. This guidance is intended for experien...PhoneyTools: Initial Release (0.1): This is the 0.1 version for preview of the features.Minemapper: Minemapper v0.1.5: Now supports new Minecraft beta v1.3 map format, thanks to updated mcmap. Disabled biomes, until Minecraft Biome Extractor supports new format.Smartkernel: Smartkernel: ????,??????Coding4Fun Tools: Coding4Fun.Phone.Toolkit v1.2: New control, Toast Prompt! Removed progress bar since Silverlight Toolkit Feb 2010 has it.Umbraco CMS: Umbraco 4.7: Service release fixing 31 issues. A full changelog will be available with the final stable release of 4.7 Important when upgradingUpgrade as if it was a patch release (update /bin, /umbraco and /umbraco_client). For general upgrade information follow the guide found at http://our.umbraco.org/wiki/install-and-setup/upgrading-an-umbraco-installation 4.7 requires the .NET 4.0 framework Web.Config changes Update the web web.config to include the 4 changes found in (they're clearly marked in...HubbleDotNet - Open source full-text search engine: V1.1.0.0: Add Sqlite3 DBAdapter Add App Report when Query Cache is Collecting. Improve the performance of index through Synchronize. Add top 0 feature so that we can only get count of the result. Improve the score calculating algorithm of match. Let the score of the record that match all items large then others. Add MySql DBAdapter Improve performance for multi-fields sort . Using hash table to access the Payload data. The version before used bin search. Using heap sort instead of qui...Silverlight????[???]: silverlight????[???]2.0: ???????,?????,????????silverlight??????。DBSourceTools: DBSourceTools_1.3.0.0: Release 1.3.0.0 Changed editors from FireEdit to ICSharpCode.TextEditor. Complete re-vamp of Intellisense ( further testing needed). Hightlight Field and Table Names in sql scripts. Added field dropdown on all tables and views in DBExplorer. Added data option for viewing data in Tables. Fixed comment / uncomment bug as reported by tareq. Included Synonyms in scripting engine ( nickt_ch ).IronPython: 2.7 Release Candidate 1: We are pleased to announce the first Release Candidate for IronPython 2.7. This release contains over two dozen bugs fixed in preparation for 2.7 Final. See the release notes for 60193 for details and what has already been fixed in the earlier 2.7 prereleases. - IronPython TeamCaliburn Micro: A Micro-Framework for WPF, Silverlight and WP7: Caliburn.Micro 1.0 RC: This is the official Release Candicate for Caliburn.Micro 1.0. The download contains the binaries, samples and VS templates. VS Templates The templates included are designed for situations where the Caliburn.Micro source needs to be embedded within a single project solution. This was targeted at government and other organizations that expressed specific requirements around using an open source project like this. NuGet This release does not have a corresponding NuGet package. The NuGet pack...Caliburn: A Client Framework for WPF and Silverlight: Caliburn 2.0 RC: This is the official Release Candidate for Caliburn 2.0. It contains all binaries, samples and generated code docs.Rawr: Rawr 4.0.20 Beta: Rawr is now web-based. The link to use Rawr4 is: http://elitistjerks.com/rawr.phpThis is the Cataclysm Beta Release. More details can be found at the following link http://rawr.codeplex.com/Thread/View.aspx?ThreadId=237262 As of the 4.0.16 release, you can now also begin using the new Downloadable WPF version of Rawr!This is a pre-alpha release of the WPF version, there are likely to be a lot of issues. If you have a problem, please follow the Posting Guidelines and put it into the Issue Trac...Windows Phone 7 Isolated Storage Explorer: WP7 Isolated Storage Explorer v1.0 Beta: Current release features:WPF desktop explorer client Visual Studio integrated tool window explorer client (Visual Studio 2010 Professional and above) Supported operations: Refresh (isolated storage information), Add Folder, Add Existing Item, Download File, Delete Folder, Delete File Explorer supports operations running on multiple remote applications at the same time Explorer detects application disconnect (1-2 second delay) Explorer confirms operation completed status Explorer d...New Projectsconvert digit to word upto thousand: convert digit to word upto thousandCustom XSLT with recursive loop in Biztalk 2009: Custom XSLT with recursive loop in Biztalk 2009ECO contrib: ECO ist a excellent framework for domain driven design developed by CapableObjects AB. Share your additional features in this contrib project.euler21: euler 21euler22: euler 22 problemflowless: Some workflow thingHFR7 - Forum Hardware.fr pour Windows Phone 7: HFR7 vous permet de surfer sur le forum de Hardware.fr via votre Windows Phone. Il est développé sous Silverlight (C#/XAML).ISP.NET: ISP.NET is a code level verification tool for MPI programs. It includes a Visual Studio 2010 extension that allows for push button verification of user programs that are written in C, C++ and C#. ISP checks for deadlocks, assertion violations, and other MPI program issues. IVY Frameworks: Ivy Frameworks is an architectural framework to create multi-tire application in a consistent way. We are creating specific application blocks. When completed it will help to create a software development pattern, to mass produce .Net applications in a software factory model. Jobeet: Just another Symfony Tutorial I'm following.Lurity: Project Codename "Lurity".Metro Toolkit: Metro ToolkitMySchoolManager: MySchoolManager es un programa de fines didácticos, de código fuente abierto y documentado en español, que simula un sistema de administración del personal de una escuela. NewRapp: Project at KTH in course DD2388NHibernateCMS: NHibernateCMSParametero - Yet Another Console Arguments Parsing Library: Parametero - Yet Another Console Arguments Parsing LibraryRasifiel's test: Test projectSilverlight Gantt Chart: Don't waste time creating your own Gantt Chart. We've already done it!SKWebSite: This is my first ASP.NET MVC3 projectTechChat: TechChat is a ASP.net AJAX based stylish chat room. It demonstrates the use of database and use of AJAX. It is developed in VB.netUDK Development Kit Addons: UDK Development Kit Addons makes it easier for UDK users to develop and debug UDK scripts. It's developed in C# with using Visual Studio Shell.UltraLight.mvvm Windows Phone 7 MVVM Framework: A lightweight (< 300 lines, < 25KB) framework for developing MVVM Silverlight applications with support for tombstoning on the Windows Phone 7.Website Panel: Website PanelxMS (eXtensible Management System): The xMS is a simple console that can be extended using plugins. Those plugins can be written by developers using a simple interface. It's a good starting for who want to develop a plugin based application.Xna Midi Project: A project that will allow midi functionality using only the compact framework for windows and Xbox solutions.

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  • Difficulty / Process for mobile 2D multiplayer RPG game

    - by user2827214
    I'm looking to develop a 2D multiplayer RPG game for Android, with a bird's eye view similar to that of zelda/pokemon. The game is very simple in all ways since my intent is for thousands of players to occupy the same world which I imagine requires good performance. However, I am unsure about the performance requirements of two properties: the tile map that is used as a background is dynamic (interactive). For example, a player steps in the water, and the water turns black. Every tile in the game does this. the tile map is the same object used for all players, but it is displayed differently on each user's mobile device, even though the players exist in the same world. For example, the water that turned black is displayed as red on all other players' screens. I have knowledge of java, but almost none regarding game dev. tools. Is there a best process for these requirements? Should I develop in pure java, or use some tool like Slick2D etc.? How performance intensive are these properties, if even possible? Edit: There are no collisions in the game or difficult animations, I imagining simply changing colors of the tiles like in the examples, and a client-server architecture

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  • Doubling the DPI with a shader?

    - by Mathias Lykkegaard Lorenzen
    I'm developing a game where the map is generated with Perlin Noise, but on the CPU. I am generating some perlin noise onto a texture with a small size, and then I stretch it out to the whole screen to simulate a map. The reason for the CPU generating the noise is that I want it to look the same on all devices. Now, here's the end-result. Please ignore the bullets and the explosion on the picture. What matters is the background (the black/gray pixels) and the ground (the brown-ish pixels). They are rendered to the same texture through perlin noise. However, this doesn't look very pretty. So I was wondering if it would be possible to double the amount of pixels using a shader, and rounding edges at the same time? In other words, improve the DPI. I'm using SharpDX with DirectX 11, through its toolkit feature. But any help that'll lead me in the right direction (for instance through HLSL) would be a great help. Thanks in advance.

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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  • Should I make the Cells in a Tiledmap as null when my player hits it

    - by Vishal Kumar
    I am making a Tile Based game using Libgdx. I took the idea from SuperKoalio platformer demo by Mario Zencher. When I wanted to implement Collectables in my game , I simply draw the coins using Tiled Map Editor. When my player hits that, I use to set that cell as null. Someday on this site suggested me not to do so... never use null. I agreed. What can be any other way. If I am using layer.setCell(x,y) to set the cell to any other cell... even if an transparent one .. my player seems to be stopped by an invisible object/hurdle. This is my code: for (Rectangle tile : tiles) { if (koalaRect.overlaps(tile)) { TiledMapTileLayer layer = (TiledMapTileLayer) map.getLayers().get(1); try{ type = layer.getCell((int) tile.x, (int) tile.y).getTile().getProperties().get("tileType").toString(); } catch(Exception e){ System.out.print("Exception in Tiles Property"+e); type="nonbreakable"; } //Let us destroy this cell if(("award".equals(type))){ layer.setCell((int) tile.x, (int) tile.y, null); listener.coin(); score+=100; test = ""+layer.getCell(0, 0).getTile().getProperties().get("tileType"); } //DOING THIS GIVES A BAD EFFECT if(("killer".equals(type))){ //player.health--; //layer.setCell((int) tile.x, (int) tile.y, layer.getCell(20,0)); } // we actually reset the player y-position here // so it is just below/above the tile we collided with // this removes bouncing :) if (player.velocity.y > 0) { player.position.y = (tile.y - Player.height); } Is this a right approach? OR I should create separate Sprite Class called Coin.

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  • Detecting Units on a Grid

    - by hammythepig
    I am making a little turn based strategy game in pygame, that uses a grid system as the main map to hold all the characters and the map layout. (Similar to Fire Emblem, or Advance Wars) I am trying to determine a way to quickly and efficiently (i.e. without too much of a slow down) check if there are any characters within a given range of the currently selected character. So to illustrate: O = currently selected character X = squares within range Range of 1: X X O X X Range of 2: X X X X X X O X X X X X X Range of 3: X X X X X X X X X X X X O X X X X X X X X X X X X Now I have to tell the user who is in range, and I have to let the user choose who to attack if there are multiple enemies in range. If I have a 5x5 grid, filled with " " for empty and numbers for the characters: [ ][ ][ ][ ][4] [ ][1][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][2][3][ ] [ ][ ][ ][ ][ ] Depending on which character the user selects, I would like to show the user which other characters are in range. So if they all had a range of 3: 1 can hit 2 2 can hit 1 or 3 3 can hit 2 4 cannot hit anyone. So, How do I quickly and/or efficiently run though my grid and tell the user where the enemies are? PS- As a bonus, if someone could give an answer that could also work for a minimum distance type range, I would give them a pat on the back and a high five, should they ever travel to Canada and we ever meet in life. For example: Range of 3 to 5: (- is out of range) X X X X X X X X X X X X - X X X X X X - - - X X X X X X - - O - - X X X X X X - - - X X X X X X - X X X X X X X X X X X X

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  • Collision Detection for a 2D RPG

    - by PHMitrious
    First of all, I have done some research on this topic before asking, and I'm asking this question as a mean to get some opinions on this topic, so I don't make a decision only on my own, but taking into account other people's experience as well. I'm starting a 2D online RPG project. I am using SFML for graphics and input and I'm creating a basic game structure and all for the game, creating modules for each part of the game. Well, let me get to the point I just wanted to give you guys some context. I want to decide on how I'm going to work with collision detection. Well I'm kinda going to work on maps with a tile map divided in layers (as usual) and add an extra 2 layers - not exactly in the map - for objects. So I'll have collisions between objects and agents (players - npcs - monsters - spells etc) and agents and tiles. The seconds one can be easily solved the first one need a little bit of work. I considered both creating a basic collision test engine using polygons and a quadtree to diminish tests since I'm going to be working with big maps with lots of objects - creating both a physical and graphical world representation. And I also considered using a physics engine like Box2D for collision tests. I think the first approach would take more work on my part but the second one would have the overhead of using a whole physics engine for just collision detection and no physics. What do you guys think ?

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  • My First Post with Windows Live Writer

    - by geekrutherford
    I receive daily newsletters from DotNetSlackers regarding various .NET topics.  Today I read an article from an apparent Microsoft employee who gave some insight to the organizational culture within the company.  Always on the lookout for new tools and technologies I noted that he used Windows Live Writer for editing and managing his blog content.  I thought I’d give it a try. Let’s try adding a picture and adjusting it’s placement within this blog post relative to this text. … Adding the image is quite simple using the “Insert” options given to the right of the blog content editor.  Inserting without using a table makes aligning text just so impossible, but that’s inherent with any WYSIWYG editor.  Instead using a table with at least 2 columns (1 for text and 1 for the image) works best.   Let’s try adding a map!   That’s pretty sweet!  You can map to any location within the editor itself.  A dialog opens which utilizes Bing! allowing you to enter the address, etc. Well, that’s enough for me.  Time to pimp this to my wife for use on our family blog.  BTW, Windows Live Writer allows you to post content to a number of blogging sites…fantastic!!!

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  • Implmenting RLE into a tilemap or how to create a large 3D array?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • Returning Value of Radio Button Jquery [migrated]

    - by Jerry Walker
    I am trying to figure out why, when I run this code, I am getting undefined for my correct answers. $(document).ready (function () { // var answers = [["Fee","Fi","Fo"], ["La","Dee","Da"]], questions = ["Fee-ing?", "La-ing?"], corAns = ["Fee", "La"]; var counter = 0; var $facts = $('#main_ .facts_div'), $question = $facts.find('.question'), $ul = $facts.find('ul'), $btn = $('.myBtn'); $btn.on('click', function() { if (counter < questions.length) { $question.text(questions[counter]); var ansstring = $.map(answers[counter], function(value) { return '<li><input type="radio" name="ans" value="0"/>' + value + '</li>'}).join(''); $ul.html(ansstring); var currentAnswers = $('input[name="ans"]:checked').map(function() { return this.val(); }).get(); var correct = 0; if (currentAnswers[counter]==corAns[counter]) { correct++; } } else { $facts.text('You are done with the quiz ' + correct); $(this).hide(); } counter++; }); // }); It is quite long and I'm sorry about that, but I don't really know how tostrip it down. I also realize this isn't the most elegant way to do this, but I just want to know why I can't seem to get my radio values. I will add the markup as well if anyone wants.

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  • Libgdx ParallaxScrolling and TiledMaps

    - by kirchhoff
    I implemented ParallaxScrolling for my SideScroller project, everything is working but the tiled map (the most important part!). I've been trying out everything but it doesn't work (see the code below). I'm using ParallaxCamera from GdxTests, it's working perfectly for the background layers. I can't explain myself properly in english, so I recorded 2 videos: Before parallaxScrolling After parallaxScrolling As you can see, now the platforms appear in the middle of the Y-axis. I've got a Map class with 2 tiled maps, so I need two renderers too: private TiledMapRenderer renderer1; private TiledMapRenderer renderer2; public void update(GameCamera camera) { renderer1.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); renderer2.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); } In bold, the code I think I should change. I've tried changing parameters, even adding hardcoded values, etc, but one of two: 1. Nothing happens. 2. Platforms disappear. Here is some aditional code. The render method: world.update(delta); parallaxBackground.update(camera); clear(0.5f, 0.7f, 1.0f, 1); batch.setProjectionMatrix(camera.calculateParallaxMatrix(0, 0)); batch.disableBlending(); batch.begin(); batch.draw(background, -(int)background.getRegionWidth()/2, -(int)background.getRegionHeight()/2); batch.end(); batch.enableBlending(); parallaxBackground.draw(batch, camera); renderer.render(batch);

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  • Why is Javascript used in MongoDB and CouchDB instead of other languages such as Java, C++?

    - by startup007
    I asked this question on SO but was suggested to try here. So here it goes: My understanding of Javascript so far has been that it is a client-side language that capture events and makes a web-page dynamic. But on reading the comparison between MongoDB and CouchDB I noticed that both are using Javascript. This makes me wonder the reason behind the choice of JavaScript over other conventional languages. I guess I am trying to understand the role of JavaScript and its advantages over other languages. Update: I am not asking about the languages / drivers supported by the two databases. The comparison says: Both CouchDB and MongoDB make use of Javascript. CouchDB uses Javascript extensively including in the building of views. MongoDB also supports running arbitrary javascript functions server-side and uses javascript for map/reduce operations. My lack of understanding pertains to why is Javascript being used at all for the backend work. Why is it preferred for building views in CouchDB, or for using map/reduce operations? Why C/C++ or Java were not used? What are the advantages in using Javascript for such back-end work?

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  • How to highlight non-rectangular hotspots?

    - by HuseyinUslu
    So my question is highly related to Creating non-rectangular hotspots and detecting clicks. Yet again, I've irregular hot-spots (think the game Risk). So basically, we can detect clicks on these hot-spots easily using color key mapping as discussed in above question which I don't have any problems implementing (which is also covered here in details). The problem is about highlighting these irreguar hotspots. So let me explain the question a bit more - the above color key mapping guide uses this as a world map: Then the author color-maps the imaginary countries: Now we can now detect the country the pointer is over. In the same article author mentions outlining countries on mouse-over. Though to get the effect, he creates unique border assets for each country - like: For the game I'm working on I'm using the same color-key mapping idea to detect hot-spots, but I didn't like the way of highlighting hot-spots. Coloring all the hot-spots is already a time-consuming job for me - as I have 25+ hot-spots for each map. Further, the need to have 25 unique border/highlight asset per hot-spot doesn't sound right. Anyone have a better idea/suggestion on highlighting these hot-spots?

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  • Precision loss when transforming from cartesian to isometric

    - by Justin Skiles
    My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space to Screen Space Rotation (45 degrees) Using a 2D rotation matrix, I use the following: double rotation = Math.PI / 4; double rotatedX = ((tileWorldX * Math.Cos(rotation)) - ((tileWorldY * Math.Sin(rotation))); double rotatedY = ((tileWorldX * Math.Sin(rotation)) + (tileWorldY * Math.Cos(rotation))); World Space to Screen Space Scale (Y-axis reduced by 50%) Here I simply scale down the Y value by a factor of 0.5. Problem And it works, kind of. There are some tiny 1px-2px gaps between some of the tiles when rendering. I think there's some precision loss somewhere, or I'm not understanding how to get these tiles to fit together perfectly. I'm not truncating or converting my values to non-decimal types until I absolutely have to (when I pass to the render method, which only takes integers). I'm not sure how to guarantee pixel perfect rendering precision when I'm rotating and scaling on a level of higher precision. Any advice? Do I need to supply for information?

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  • Algorithm to reduce calls to mapping API

    - by aidan
    A random distribution of points lies on a map. This data lies behind an API, and I want to grab the complete set of points within a given bounding box. I can query the API with the bounding box and the API will return the set of points that fall within that box. The problem is that the API will limit the result set to 10 items, with no pagination and no indication if there are more points that have been omitted. So I made a recursive algorithm that takes a bounding box and requests the points that lie within it. If the result set is exactly 10 items, then I split the bounding box into four quadrants and recurse. It works fine but my question is this: if want to minimize the number of API calls, what is the optimal way to split the bounding box? Splitting it into quadrants was just an arbitrary decision. When there are a lot of points on the map, I have to drill down many levels before I start getting meaningful results. So I imagine it might be faster to split the box into, say, 9, 16, or more sections. But if I do that, then I eventually get to a point where a lot of requests are returning 0 results which isn't so efficient. Also, does the size of the limit on the results set affect the answer? (This is all assuming that I have no prior knowledge of nominal point density in the bounding box)

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