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  • Can I reuse my nameservers from one domain registrar with another?

    - by Nikki Erwin Ramirez
    My regular domain is one I got from GoDaddy. Just recently, I registered a short .cr domain (Costa Rica) in http://www.nic.cr/ . During registration, they asked for nameservers (and just nameservers), so I thought of reusing my GoDaddy nameservers. I kinda thought it would just be a straight-forward mapping, but nothing's happening, though. What am I missing here? (There is an option to use their own nameservers, but I just wanted to explore this option. If there's nothing to be had here, I'll fall back to using theirs.)

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  • Typical Method Of Building Puzzle Levels

    - by Josh Kahane
    Hi I am designing a puzzle game for the iphone and was wondering as most puzzle games consist of the player progressing through multiple levels. You see for example Angry Birds has over 100 levels. Once the basis of the game is made, how do developers typically go about building their levels? Do they generally build them from scratch each one more or less, or work of their own template or have some other method which they use to tailor these levels? I imagine building so many levels is a long process, certainly if building each one individually. Do they do this, or have a method which speeds it up once they have their basis? Thanks.

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  • A good interpreted language for a small embedded project

    - by Earlz
    I have an mbed which has a small ARM Cortex M3 on it. Basically, my effective resources for the project are ~25Kb of RAM and ~400Kb of Flash. For I/O I'll have a PS/2 keyboard, a VGA framebuffer(with character output), and an SD card for saving/loading programs(up to a couple of Mb maybe) The reason I ask this here is because I'm trying to figure out what programming language to implement on the thing. I'm looking for an interpreted language that's easy for me to implement, and won't break the bank on my resources. I also intend for this to be at least possible to write on th device itself, though the editor can be interpreted(yay bootstrapping) Anyway, I've looked at a few simple languages. Some nice candidates: Forth BASIC Scheme? Has anyone done something like this or know of any languages that can fit this bill or have comments about my three candidates so far?

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  • How much is modern programming still tied to underyling digital logic?

    - by New Talk
    First of all: I've got no academic background. I'm working primarily with Java and Spring and I'm also fond of web programming and relational databases. I hope I'm using the right terms and I hope that this vague question makes some sense. Today the following question came to my mind: How much is modern programming still tied to the underlying digital logic? With modern programming I mean concepts like OOP, AOP, Java 7, AJAX, … I hope you get the idea. Do they no longer need the digital logic with which computers are working internally? Or is binary logic still ubiquitous when programming this way? If I'd change the inner workings of a computer overnight, would it matter, because my programming techniques are already that abstract? P. S.: With digital logic I mean the physical representation of everything "inside" the computer as zeroes and ones. Changed "binary" to "digital".

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  • New TLDs and Their Impact on SEO [duplicate]

    - by Lynda
    This question already has an answer here: When, if ever, and how, would Google, Yahoo, Bing, etc will add the new gTLD to their search results? 3 answers With a whole slew of new TLDs becoming available how will they affect SEO? While I realize some of these domains are fairly general, such as .ninja others are very specific such as .dental and this leaves me curious as to how this new TLDs will ultimately affect SEO?

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  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

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  • How easily recognized are new TLDs?

    - by Ryan Muller
    I'm interested in purchasing a domain name for a new service I intend to market. I know that .com is instantly recognizable as a domain ending, and if I see stackoverflow.com I know it's a web address. However, I also recognize strings like github.io and mysite.tk as domains, since I've worked with domains like these. To the average member of the public, if one sees an address ending in .io or similar, non-mainstream TLD (e.g. on a billboard or business card) would they immediately know it's a URL and to type it into a browser? Or are these new domains only useful 1) for a technical audience or 2) when you will be primarily promoting your site through links and not print?

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  • Which TLD would be suited to a personal site?

    - by Grant Palin
    I'm planning what is essentially a "business card" website for myself, and have been looking at domains. My primary site (a .com) is for my blog and portfolio and the like, but I want a separate site for basic information, contact, networks, and the like. In this light, there are a few TLDs that seem to be suitable: .info, .me, and .name. I'd appreciate remarks on the differences between these options, and suggestion on which would be suitable for my need.

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  • Can I buy a .CA if I have no affiliation with Canada?

    - by neezer
    Well, the title says it all. It seems by CIRA (http://www.cira.ca/home-en/?lang=en) that I cannot, but the website doesn't make it explicitly clear how they check or anything like that... I have a domain name that I'd love to register for a business that will likely start in the US (where I'm based), but hopefully will grow globally (probably including Canada), but I want to build a brand around the domain name, and I do not want to get slammed by Canada yanking the domain name back if they discover I have no connection there. I only have experience with .com and .us domain names, so this is new territory for me. Any advice?

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  • How do I simplify terrain with tunnels or overhangs?

    - by KKlouzal
    I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but what about terrain with overhangs or tunnels? How should I represent such a mesh in a quadtree? After the initial generation, each mesh is roughly 130,000 polygons and about 300 of these meshes are lined up to create the surface of a planetary body. A fully generated planet is upwards of 10,000,000 polygons before applying any culling to the individual meshes. Therefore, this second optimization is vital for the project. The rest of my confusion focuses around my inexperience with vertex data: How do I properly loop through the vertex data to group them into specific quads? How do I conclude from vertex data what a quad's maximum size should be? How many quads should the quadtree include?

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  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

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  • Looping 3D environment in shmups

    - by kamziro
    So I was watching Ikaruga: http://www.youtube.com/watch?v=Aj23K8Ri68E And then raystorm: http://www.youtube.com/watch?v=TQ4V0G5ykAg After looking at their 3D backgrounds for a little bit, it appears that they use a lot of repeated segments. How would one start with the development with such systems? Would there be editors that can be used (or at least help) with creating the environments? Perhaps a 3D map with splines describing the path of the ship, as well as events on the splines?

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  • How change LOD in geometry?

    - by ChaosDev
    Im looking for simple algorithm of LOD, for change geometry vertexes and decrease frame time. Im created octree, but now I want model or terrain vertex modify algorithm,not for increase(looking on tessellation later) but for decrease. I want something like this Questions: Is same algorithm can apply either to model and terrain correctly? Indexes need to be modified ? I must use octree or simple check distance between camera and object for desired effect ? New value of indexcount for DrawIndexed function needed ? Code: //m_LOD == 10 in the beginning //m_RawVerts - array of 3d Vector filled with values from vertex buffer. void DecreaseLOD() { m_LOD--; if(m_LOD<1)m_LOD=1; RebuildGeometry(); } void IncreaseLOD() { m_LOD++; if(m_LOD>10)m_LOD=10; RebuildGeometry(); } void RebuildGeometry() { void* vertexRawData = new byte[m_VertexBufferSize]; void* indexRawData = new DWORD[m_IndexCount]; auto context = mp_D3D->mp_Context; D3D11_MAPPED_SUBRESOURCE data; ZeroMemory(&data,sizeof(D3D11_MAPPED_SUBRESOURCE)); context->Map(mp_VertexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(vertexRawData,data.pData,m_VertexBufferSize); context->Unmap(mp_VertexBuffer->mp_buffer,0); context->Map(mp_IndexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(indexRawData,data.pData,m_IndexBufferSize); context->Unmap(mp_IndexBuffer->mp_buffer,0); DWORD* dwI = (DWORD*)indexRawData; int sz = (m_VertexStride/sizeof(float));//size of vertex element //algorithm must be here. std::vector<Vector3d> vertices; int i = 0; for(int j = 0; j < m_VertexCount; j++) { float x1 = (((float*)vertexRawData)[0+i]); float y1 = (((float*)vertexRawData)[1+i]); float z1 = (((float*)vertexRawData)[2+i]); Vector3d lv = Vector3d(x1,y1,z1); //my useless attempts if(j+m_LOD+1<m_RawVerts.size()) { float v1 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD]]); float v2 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD+1]]); if(v1>v2) lv = m_RawVerts[dwI[j+1]]; else if(v2<v1) lv = m_RawVerts[dwI[j+2]]; } (((float*)vertexRawData)[0+i]) = lv.x; (((float*)vertexRawData)[1+i]) = lv.y; (((float*)vertexRawData)[2+i]) = lv.z; i+=sz;//pass others vertex format values without change } for(int j = 0; j < m_IndexCount; j++) { //indices ? } //set vertexes to device UpdateVertexes(vertexRawData,mp_VertexBuffer->getSize()); delete[] vertexRawData; delete[] indexRawData; }

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  • Possible for using a surrogate to buy a .it domain?

    - by Matthew Reinbold
    I'm a US citizen interested in buying an Italian TLD (*.it). However, those domains can only be registered by EU citizens or residents, or businesses with a registrant who is an Italian citizen and resident. Are there companies that provide a 'surrogate' like service? They fulfill the requirements for registration but I can administer the domain properties? What are they and what can I expect to pay for the middleman? Or am I a horrible person for even considering 'circumventing' the intent of the restriction?

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  • Looking for games in environments similar to a pinball table

    - by chaosTechnician
    I'm on a team of students working on a third-person adventure game that takes place inside a pinball machine (like, small scale, on the surface, avoiding pinballs, etc). One of my responsibilities on the project is to find games that are similar to this concept in appearance and/or gameplay for reference. So, does anyone know of games (other than pinball) that takes place in a pinball-like environment? Or, adventure games that take place in small, cramped environments with multiple paths around the world? Or games in which the player is often bombarded with balls (or other similar unintelligent obstacles)? Or games that take place on a small scale?

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  • Maya and Game Engines (i.e. Environment Testing)

    - by DiscreteGenius
    What does it mean if I'm designing an environment and I want to test it in the game engine, to see what its like to "run" [or fly] around my environment? I heard an instructor say that exact thing in a Maya training video and I'd like to know more about "How Game Engines and Maya are related to each other." He stated this would be done to see how things look in "size" (e.g. I assume he meant: 'How big is the cathedral, bridge, wall, building, etc.'). I've tried to research such information but it's too complicated, and detailed. I just want a simplistic response to my query. Thanks to everyone willing to help and not criticize my question.

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  • How to have an Arduino wait until it receives data over serial?

    - by SonicDH
    So I've wired up a little robot with a sound shield and some sensors. I'm trying to write a sketch that will let check the sensors. What I'd like for it to do is print out a little menu over serial, wait until the user sends a selection, jump to the function that matches their selection, then (once the function is done) jump back and print the menu again. Here's what I've written, but I'm not a that good of a coder, so it doesn't work. Where am I going wrong? #include <Servo.h> Servo steering; Servo throttle; int pos = 0; int val = 0; void setup(){   Serial.begin(9600);   throttle.write(90);   steering.write(90);   pinMode(A0, INPUT);   pinMode(7, INPUT);   char ch = 0; } void loop(){   Serial.println("Menu");   Serial.println("--------------------");   Serial.println("1. Motion Readout");   Serial.println("2. Distance Readout");   Serial.println("3. SD Directory Listing");   Serial.println("4. Sound Test");   Serial.println("5. Car Test");   Serial.println("--------------------");   Serial.println("Type the number and press enter");   while(char ch = 0){   ch = Serial.read();}   char ch;   switch(ch)   {     case '1':     motion();   }    ch = 0; } //menu over, lets get to work. void motion(){   Serial.println("Haha, it works!"); } I'm pretty sure a While loop is the right thing to do, but I'm probably implementing it wrong. Can anyone shed some light on this?

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  • Need ideas on how to give my levels structure

    - by akuritsu
    I am making an iOS game for a project at school. It is going to be a tiny bit like Fruit Ninja, as in it will have different things on the screen, and when you hit them, they die, and you get points. The trouble is that unlike Fruit Ninja, my game will have different types of sprites, all doing different things (moving different places, doing different things, etc). The one thing that is bad about having all of these sprites that do different things is that it is hard for them to look neat on the screen all together. I was planning on having a couple of different gamemodes: Time Trial You have 120 seconds to kill as many sprites as possible. Survival You have three lives, every time you try to hit a sprite and miss, you lose a life. ???? Whatever I think of. I am a rookie to game design in general, and I don't know the best way to make my game look good, and play well. I could have all of these sprites on the screen at the same time, or I could have them come in waves, for example 10 of sprite_a come on, and once they are killed, 10 of sprite_b come on, etc... Please give me your opinion about which one I should code. If you have any other suggestions for either a third gamemode, or a completely different way to make the levels, feel free to tell me.

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  • How to design Character,Game Background.,Which Software to use?

    - by TicTech
    Yesterday i Downloaded 4 GB of Videos & ZBrush for Character design but now i realize that i want to make 2D Character and background for my Android Game. so it was a waste for me i don't want to waste my other bandwidth and my Energy on some other Tut. So i am Here for a advice my Question is. 1.Which software to draw and color Character, making Background ? 2.Is there any Video Tut or Ebook for the software to draw Character .i know Basic of Photoshop i learned from Lynda Please help me i am experienced in Android SDK so that's not a prob. for me but in designing i don't know anything any Help will be Really Appreciated Thanks.

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  • What interface does python use to implement sockets?

    - by user2738698
    When I programmed in python, I believe I interfaced with the transport layer using sockets. If python was programmed by humans, they must have used an interface that was "lower" than sockets, to provide us with the interface to sockets. I assume firewalls, also programmed by humans, use interfaces of lower layers in the same manner, so is there a way to access such lower layers, in terms of programming?

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  • Is there a definitive reference on Pinball playfield design?

    - by World Engineer
    I'm looking at designing tables for Future Pinball but I'm not sure where to start as I've little background in game design per se. I've played scores of pinball tables over the years so I've a fairly good idea of what is "fun" in those terms. However, I'd like to know if there is a definitive "bible" of pinball design as far as layout and scoring/mode design goes. I've looked but there doesn't seem to be anything really coherent that I could find. Is it simply a lost art or am I missing some buried gem?

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  • What happens to my domain if the TLD fails?

    - by KingCrab
    First question, hopefully I don't mess this up. I have recently registered some domains on the basically brand new .directory gTLD. Because of operating costs to maintain a gTLD, it is assumed that many of the hundreds being rolled out this year and next will fail. I will admit I am not very knowledgable on how the TLD process works. What exactly does a new TLD failing mean? I realize that they lose ICANN accreditation, but does that just mean that they will be no longer be sold? If the .directory were to go under, would my .directory domains be affected? I bought it from domain registrar Gandi if that helps.

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  • Brick-level backup and restore with exchange 2007

    - by V. Romanov
    In the company I'm working for, we use exchange 2007 and backup it using netbackup. The backup is a daily complete backup of the information store and the direct corollary of this is that restores are hell. We need to restore the entire information store (over 80 gb), somehow merge it back with the original store, which causes problems. Alternatively, we tried using QUEST software to emulate exchange and restore mails from the emulation. However, this proved unreliable. The main problem with this entire situation is that we have to restore the whole information store and walk it through the restore process manually, and its quite absurd to be forced spend more than a day restoring even one erased email. (we have erased mail retention, but sometimes we need to restore older mail). in comparison, back in the day of XCH2003 and backupexec 12, we had complete brick level backup and restore at the push of a button. I've spoken to one of our chief sysadmins who claimed that the official response from microsoft to this issue was - "sorry guys, no brick level backup in XCH2007" which sounds ridiculous to me. Can someone shed some light on the situation? How do you backup your exchange2007 stores? Can you restore a single email quickly? A mailbox, perhaps?

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  • IIS 8 URL Redirect on site level

    - by jackncoke
    I am trying to do a simple 301 perm redirect to another url in IIS 8. The end results would be if i navigated to domain2.com i would end up on domain1.com. We are moving from IIS 6 to a new server and have aprox 600+ sites that will be configured on this IIS 8 box. All of these sites run a property CMS and are looking at the same directory for source code. In IIS 6 i would just go to the Home directory tab of each site and check the box that says "Permanent Redirect" and provide a URL. With IIS 8 there is "HTTP Redirect" and this looks like it would do the trick but it is being applied to all the sites in IIS 8. Not on the site level like it use to be in IIS 6. I also looked into URL Rewriting module for IIS 8 but it seems to take rules in the style of a firewall and i am not sure if i could effectly create rules that would cater to 600+ sites. I am looking for the easiest way to have redirects on my site level so that that customers with multiple domains can have there sites redirect to there main domain for seo purposes. I feel like this was so easily achieved in IIS 6 that i must be overlooking something in the new version.

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  • Numbered paragraphs in Word 2007

    - by Kit
    I have the following styles defined in Word 2007. They all have outline levels 1-6. They also correctly show up in the Table of Contents (not all, I only set the TOC up to Level 3). 1 Heading 1 1.1 Heading 2 1.1.1 Heading 3 1.1.1.1 Heading 4 1.1.1.1.1 Heading 5 1.1.1.1.1.1 Heading 6 This is what I want 1 Heading 1 1.1 Body text under Heading Level 1 1.2 Body text under Heading Level 1 2 Heading 1 2.1 Heading 2 2.1.1 Body text under Heading Level 2 2.1.2 Body text under Heading Level 2 2.1.3 Body text under Heading Level 2 2.2 Heading 2 2.2.1 Body text under Heading Level 2 2.2.2 Body text under Heading Level 2 How do I make two list sequences link to each other? Here's a {fill in the blanks} illustration: {section number} Heading 1 {section number}.{clause number} Body text under Heading Level 1 {section number}.{clause number} Body text under Heading Level 1 The example above should expand to: 1 Heading 1 1.1 Body text under Heading Level 1 1.2 Body text under Heading Level 1 Another example: {section number} Heading 1 {section number}.{subsection number} Heading 2 {section number}.{subsection number}.{clause number} Body text under Heading Level 2 {section number}.{subsection number}.{clause number} Body text under Heading Level 2 should expand to: 2 Heading 1 2.1 Heading 2 2.1.1 Body text under Heading Level 2 2.1.2 Body text under Heading Level 2 2.1.3 Body text under Heading Level 2 The numbered body text paragraphs shouldn't show up the Table of Contents. I couldn't find the right way to do that, whether in multilevel lists, fields, styles, etc. How do I do it right?

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