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  • As a game developer, which data structure use for develop the game? [duplicate]

    - by Rizwanabbasi
    This question already has an answer here: When should vector/list be used? 5 answers We are developing a game for bank robbery. The game plots a bank robbery. Lots of people witness that robbery. Our game will load the lists of suspected offenders while the players (witnesses) will have to identify the offenders of this robbery. Game should load list of offenders to identify the one as quickly as possible. Admin can add/remove offenders in the lists and two or more lists of offenders can also be merged into one (to show it to the player). As a game developer, which data structure we should use for develop the game? Justify your selection with solid arguments. Remember the most critical requirement is that the list should load super fast.

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  • YouTube API Office Hours May 23, 2012

    YouTube API Office Hours May 23, 2012 This is a recording of the YouTube API Hangout on Air from Wednesday 5/23 at 10am PDT (UTC-7) Jeffrey Posnick spoke about the new CORS support in the YouTube API. JJ Shannon Behrens with Jarek Wilkiewicz covered YouTube sessions schedule at Google I/O (developers.google.com Our special guests were Dror Shimshowitz and Aj Crane from the YouTube Product Management team. Dror and AJ gave a short overview of an exciting session they have coming up at Google I/O. Topics: * YouTube Channels: Get with the Program! * Getting Direct Feedback from your YouTube Community * Mobile YouTube API Apps for Content Creators, Curators and Consumers * HTML5 at YouTube: Stories from the Front Line * YouTube API + Cloud Rendering = Happy Mobile Gamers * New YouTube Android Player Tools (Session + Codelab) * Master the Latest YouTube Data API (Codelab) * Webinar: YouTube for Your Business * Webinar: Using YouTube APIs and Ruby on Rails for Educational Apps From: GoogleDevelopers Views: 649 16 ratings Time: 46:44 More in Science & Technology

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  • Objective - Gestures while finger touches screen

    - by marcg11
    I'm creating a space cocos2d game with objetive-c. I have in the bottom left 2 arrows to move the sprite left or right. I also implemented a swipe gesture to change weapon, however it only happens when I'm not touching the screen. I would like the player to change weapons while he's moving the sprite and not have to lift the finger from the arrows and stop moving the sprite to change weapons. Is there any way I can detect Gestures while having a finger pressed un a buton in thes screen?

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  • How to write a user story specific to tasks in this case

    - by vignesh
    We have planned to take up an user story say As a player I want to view the game map to know current standings of my team The sprint is for two weeks. We will be able to complete only HTML in two weeks time, this user story will take 4-6 weeks to be completed as we have a shortage of content designing resources. How can we change this user story so that HTML completion can be considered as a done for this user story and we need to take up the integration of this user story in the next sprint? Is it possible to create two different user stories, one for HTML and other for integration, testing, bug fixing etc?

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  • Did you forget me?

    - by Ratman21
    I know it has been a long time since I last blogged. Still at it, looking for work in the “IT” field. Had another phone interview (only found out during the interview that it was for one year contract job, but I still would take it) for a Help Desk job. Didn’t get it, they thought I was not a application support person and more of a hardware support. Gee..I started out in “IT” as a programmer. Then a programmer/computer operator, then a Tandem/Lan operator and finally a Network operator. I had to deal with so many different operating systems, software and applications.   And they thought I was too hardware. Well I am working a temp day job with the U.S. Census. It gets me out of the house and out in the country. If find getting paid to check for living quarters not bad job, except for the many houses I find that are up for sale and looks like it was not the owners (former owners it seems) idea, with the kids toys still in the yards. Not good for some one with a over active imagine or for my truck. So far I have backed in to ditch (and had to be pulled out), in to power pole (no damage to pole and very little to truck) and a mail box (no damage to truck but mail box was leaning a little) in the last two weeks.   Oh an I have started reading/using “The Love Dare” book from the movie “Fireproof”. I restarted (yes I have had to go back to day one from day five) the dare this Sunday. Dare one dare/day one “Love Is Patient” and the first dare is (reading from the book is): “The first part of this dare is fairly simple. Although Love is communicated in a number of ways. Our words often reflect the condition of our heart. For the next day, resolve to demonstrate patience and to sys nothing negative to your spouse at all. If the temptation arises, choose not to say anything. It’s better to hold your tongue that to say something you’ll regret. “. This was almost too easy as I can hold back from saying anything bad to any one but, this can also be a problem in life (you hold back for so long and!!!!!!!!!!!!!! Boom). Check back for dare/day two “Love Is Kind”.

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  • Podcast Best Practices - Page Development & Monetization Considerations

    - by Christopher Ickes
    Our current podcast page has show notes and a link to download an mp3 of our podcast. We were advised to add an audio player to stream the file live from our website. The thought being this would improve time spent on our site and allow for greater advertising dollars. Is it better to have a page with show notes, an mp3 for download AND also stream the podcast live OR just stick to the show notes & mp3 download? Does anyone see any affect on advertising revenue, either way?

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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

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  • The Dark Knight meets The Avengers [Video]

    - by Asian Angel
    Batman and the Avengers team up to defeat a common enemy, but their ‘after battle’ plans are extremely different! Can Batman learn to be a ‘team player’ who relaxes and has fun, or will he brood alone in his cave forever? The Dark Knight Meets The Avengers [CollegeHumor] HTG Explains: How Windows Uses The Task Scheduler for System Tasks HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • 3D collision detection with meshes using only raycasting?

    - by Nick
    I'm building a game using WebGL and Three.js, and so far I have a terrain with a guy walking on it. I simply cast a ray downwards to know the terrain height. How can I do this for other 3D objects, like the inside of a house? Is this possible by casting many rays in every direction of the player? If not, I would like to know how I can achieve the simplest collision detection possible for other meshes. Do you have to cast a ray to every triangle in every mesh nearby?

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  • Flixel Game Over Screen

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. I am just stuck on how I can create a new screen/game over screen if a player runs out of lives. I would like the process to be like following: Check IF lives are equal to 0 Pause the game and display a new screen (probably transparent) that says 'Game Over' When a user clicks or hits ENTER restart the level Here is the function I currently have to update the lives: private function loseLive(_ball:FlxObject, _bottomWall:FlxObject):void { // check for game over if (lives_count == 0) { } else { FlxG:lives_count -= 1; lives.text = 'Lives: ' + lives_count.toString() } } Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } }

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  • mp3 codecs cannot be installed no software is actually installing

    - by joseph michore
    My Rythm box player cannot play mp3 and iget this error "GStreamer extra plugins cannot be installed on your computer type (i386) Either the application requires special hardware features or the vendor decided to not support your computer type" if i go to software center i get this error The repository may no longer be available or could not be contacted because of network problems. If available an older version of the failed index will be used. Otherwise the repository will be ignored. Check your network connection and ensure the repository address in the preferences is correct. in shot i have tried to dowload deb softs i still get the error above .so i have downloaded tar.gz and i have installed using terminal but i get another error of gcc c++ insanity check failure! i ask my self what i am supposed to do nothing is working nothing at all yet i have to run my bussiness help urgently before i collapse and choose to die!

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  • Welcome to JavaOne!

    - by marius.ciortea
    Welcome to this year's JavaOne conference! We are glad you dropped by. We want to keep you informed of all the happenings around JavaOne: all the events leading up to the conference and all the events during the conference week itself. We'll cover announcements, news, planning (but we won't make you go to any meetings), and snafus (nothing that makes us look too bad, of course). We'll even throw in a contest or two to make sure you are paying attention. We'll post a couple of times a week, and then more frequently as we get closer to September. There's a group of us, and we cover the Java beat, JUGs, Oracle Technology Network, Oracle Solaris, and lots more. What do you want to hear about? Let us know.A group of us from the office went to see the movie Iron Man 2 (it just debuted in the United States) last week and it reminded us of Java, the Java community, and JavaOne. In all three cases, from many disparate (and sometimes seemingly incompatible) parts and people, something comes together that works, is cool, and helps make a better world. Right now, there are hundreds of little islands of planning, all busy answering questions for JavaOne: What sessions get selected? What goes in the Mason street tent (until a few weeks ago, Will there be a tent on Mason street?), What do the JUGS need? Which Oracle ACEs will be there? Can we do a surf theme at the OTN party? And, somehow, like an Iron Man suit, they all come together and work to make a great event. At least, we hope it will be great. That's for you to decide. Please don't be shy--give us your comments and suggestions. We'll be listening.P.S. You can attend Stark Expo online at Oracle.com/ironman2, where you can train to become a "Master Cloud Operative." I got my MCO certification. I wish I had a card to put in my wallet.

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  • Saving game data to server [on hold]

    - by Eugene Lim
    What's the best method to save the player's data to the server? Method to store the game saves Which one of the following method should I use ? Using a database structure(e.g.. mySQL) to store the game data as blobs? Using the server hard disk to store the saved game data as binary data files? Method to send saved game data to server What method should I use ? socketIO web socket a web-based scripting language to receive the game data as binary? for example, a php script to handle binary data and save it to file Meta-data I read that some games store saved game meta-data in database structures. What kind of meta data is useful to store?

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  • Collision Detection and Resolution in Three.js

    - by androidmaster
    So at the moment am making a simple game using three.js and three.firstpersonControls.js but with the current Three.js r66, they apparently removed checkWallCollision and then in the r67 firstpersonControls removed support for that collision. SO my question is how would i go about checking collision in 3D using three.js and then resolution to that collision. (Pushing player out of the block) Note I used a 2D array to generate the world so it's only cubes that I have to check collision with.... if this is a bad question or am lacking something please tell me before you -rep me, am just not sure how to do this and google doesn't want to help

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  • 2d libgdx: runtime level generation

    - by lxknvlk
    I have encountered a problem during my first game development: I thought of a Array<Ground> groundArray that does groundArray.add when a new ground will appear on the screen, and removes oldest ground when it will no longer be seen, if player only moves to the right, like in flappy bird. The perfect structure would be a queue for such a mechanic, but libgdx doesnt have one. Using libgdx's Array is not intuitive too - i have to reverse the order of elements. It has a method pop() that removes the last element, but no such method to use on the first element. What are my options here? extend Array class and add something? writing my own queue-like class?

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  • Design patterns frequently seen in embedded systems programming

    - by softwarelover
    I don't have any question related to coding. My concerns are about embedded systems programming independent of any particular programming language. Because I am new in the realm of embedded programming, I would quite appreciate responses from those who consider themselves experienced embedded systems programmers. I basically have 2 questions. Of the design patterns listed below are there any seen frequently in embedded systems programming? Abstraction-Occurrence pattern General Hierarchy pattern Player-Role pattern Singleton pattern Observer pattern Delegation pattern Adapter pattern Facade pattern Immutable pattern Read-Only Interface pattern Proxy pattern As an experienced embedded developer, what design patterns have you, as an individual, come across? There is no need to describe the details. Only the pattern names would suffice. Please share your own experience. I believe the answers to the above questions would work as a good starting point for any novice programmers in the embedded world.

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  • 3d transformation of game world keeping gameplay 2d - COCOS2D 2.0

    - by samfisher
    Using: COCOS2D + iOS. I want to rotate the game world, may be loading another .tmx file for another dimensions when user want to switch dimension. the effect what I am looking for is something like this:CLICK HERE What I have thought of till now: rotating CCCamera will be mandatory. Question: How will I have the other part of the level in place while the camera rotates/rotating? I can load a CCSprite and rotate it accordingly to the 3rd dimension. phew..!! Question: When the camera and world is rotated, will the player controls work properly.. I think not...? I think a better option would be to checkout with COCOS3D... there I could implement 3d world... right?? Question: Not sure how well 2d dynamics will work there as I want to user Box2d as physics engine.. could anyone provide suggestions? Regards, Sam

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  • The incomplete list of impolite WP7 user feature requests

    When I first moved from the combination of a dumb phone and a separate music player, I had modest requirements: phone calls, MP3 playback, calendar notifications, contact management, email, camera and solitaire. Even asking for only these seven things, my first smart phone was as life changing as my first laptop. I could do a great deal of my work while out and about, allowing me to have a much more productive work/personal life balance.   When I was first married, the word “love”...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Compare Your Internet Cost and Speed to Global Averages [Infographic]

    - by ETC
    Internet pricing and speed varies wildly across the world. The US, for instance, currently ranks 15th in speed but enjoys reasonably priced internet access. How reasonably priced? If you’re a US citizen you likely have an average internet access speed of 4.8 mbps and you pay a little over $3 per mbps. If you’re in Sweden, however, you likely have an 18 mbps connection and you pay a scant 63 cents per mpbs. The real envy of the internet speed Olympics by far is Japan with a mighty 61 mbps at a mere 27 cents per mbps. Hit up the link below for the full infographic (or use this local mirror if you need to dodge a firewall), then sound off in the comments with how you compare on the international scale. Internet Speeds and Costs Around the World [via Daily Infographic] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic E.T. II – Extinction [Fake Movie Sequel Video] Remastered King’s Quest Games Offer Classic Gaming on Modern Machines Compare Your Internet Cost and Speed to Global Averages [Infographic] Orbital Battle for Terra Wallpaper WizMouse Enables Mouse Over Scrolling on Any Window

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  • Rendering skybox in first person shooter

    - by brainydexter
    I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. However, I can't wrap my head around the camera transformations that I need to apply to get it right. My render loop looks something like this: mp_Camera-ApplyTransform() :: Takes the current player transformation and inverts it and pushes that on the modelview stack. Draw GameObjects Draw Skybox DrawSkybox does the following: glEnable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_FALSE); // draw the cube here with extents glDisable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_TRUE); Do I need to translate the skybox by the translation of the camera ? (btw, that didn't help either) EDIT: I forgot to mention: It looks like a small cube with unit extents. Also, I can strafe in/out of the cube. Screenshot:

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  • How can I generate a 2d navigation mesh in a dynamic environment at runtime?

    - by Stephen
    So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid system is too slow for path-finding. I need to simplify my node graph by using a navigational mesh. I grasp the concept of "how" a mesh works (finding a path through nodes on the vertices and/or the centers of the edges of polygons). My game uses dynamic obstacles that are procedurally generated at run-time. I can't quite wrap my head around how to take a plane that has multiple obstacles in it and programatically divide the walkable area up into polygons for the navigation mesh, like the following image. Where do I start? How do I know when a segment of walk-able area is already defined, or worse, when I realize I need to subdivide a previously defined walk-able area as the algorithm "walks" through the map? I'm using javascript in nodejs, if it matters.

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  • Black & White Video with Youtube

    - by RobertPitt
    Hey'a guys, I have an issue with the Youtube Player within Ubuntu, it seems that when playing videos there in black & white, no matter if there normal or HD. I kind of figured out how to prevent this from happening by deleting the cookie PREF that holds a KV Pair like so: PREF f1=50000000&fv=10.2.154 .youtube.com / Sat, 12 Mar 2011 11:38:29 GMT The issue is the Flash Version key, when I Delete this the color comes back, but obviously when I navigate to another page the cookie is set again. Does anyone know why this issue occurs and a possible fix? Using Latest Google Chrome on the latest version of Ubuntu (Installed 3 days ago) Thanks

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  • xna download website source code

    - by Emre Canbazoglu
    I have to download the html code of a web site during the game. I am taking the poster url of a movie from the imdb web site by scrapping the html ( also other informations ). I have to do the download process many times during the game for different movies. I can download and scrap the html but downloading the html takes too much time and it causes the game to slow down(freeze while downloading). How can I solve this problem? My one approach is to download and scrap all the information and store them in a database before the game and during the game access this information from the database. I think this will work properly but that is not what I exactly want. It would be better if it is dynamic. I also thought of using multi-threading but I am a bit confused about how to implement threading in xna. I read some articles about it but it is not so clear. I mean when should I start the thread and what about the update function etc. I need your help guys

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  • Blue people on flash videos (Youtube, Vimeo, etc...)

    - by Luis Alvarado
    After a recent update I am seeing EVERYONE in any video blue. Only the people are blue. First I was thinking it was an April Fools joke about the song Blue from Eiffel 65 but it has been 4 days already. I tested on another 2 PCs, same problem. It started about a week ago I think. I am using Flash 11.2.202.228 with Firefox 11. The problem is not there if I use Google Chrome. In Chrome the Flash Player is 11.2.31.118

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