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  • Looking for an alternative to GameSalad

    - by Mr_Nizzle
    I have learned the most I could from GameSaldad in a week but now I'm facing one big problem I didn't see at the beginning: You cannot make API/WebServices call from GameSalad. So I am looking for alternatives on 2D game development, iOS or cross-platform, like GameSalad where you can actually make API calls, or web services call to keep track of the game and so on. Or should I go down to Cocos2D, CHIPMUNK?

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  • How can I get textures on edge of walls like in Super Metroid and Aquaria?

    - by meds
    Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black. I would like to do something similar using polygons. Terrain is created in my current level as a set of overlapping square boxes. I'm not sure if this rendering method will work such a system for creating terrain but if anyone has ideas I'd love to hear them. Otherwise I'd like to know how I should re-write the terrain rendering system so it actually works to draw terrain in this manner...

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  • Abstract skill/talent system implementation

    - by kiliki
    I've been making small 2D games for about 3 years now (XNA and more recently LWJGL/Slick2D). My latest idea would involve some form of "talent tree" system in a real time game. I've been wracking my brain but can't think of a structure to hold a talent. Something like "Your melee attack is an instant kill if behind the target" I'd like to come up with an abstract object rather than putting random conditionals into other methods. I've solved some relatively complex problems before but I don't even know where to begin with this one. Any help would be appreciated - Java, pseudocode or general concepts are all great.

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  • What Is .recently-used.xbel and How Do I Delete It for Good?

    - by The Geek
    If you’re reading this article, you’ve probably noticed the .recently-used.xbel file in the root of your User folder, and you’re wondering why it keeps constantly coming back even though you repeatedly delete it. So What Is It? The quick answer is that it’s part of the GTK+ library used by a number of cross-platform applications, perhaps the most well-known of which is the Pidgin instant messenger client. As the name implies, the file is used to store a list of the most recently used files. In the case of Pidgin, this comes into play when you are transferring files over IM, and that’s when the file will appear again. Note: this is actually a known and reported bug in Pidgin, but sadly the developers aren’t terribly responsive when it comes to annoyances. Pidgin seems to go for long periods of time without any updates, but we still use it because it’s open-source, cross-platform, and works well. How Do I Get Rid of It? Unfortunately, there’s no way to easily get rid of it, apart from using a different application. If you need to transfer files over Pidgin, the file is going to re-appear… but there’s a quick workaround! The general idea is to set the file properties to Hidden and Read-only. You’d think you could just set it to Hidden and be done with it, but Pidgin will re-create the file every time, so instead we’re leaving the file there and preventing it from being accessed. You could also totally remove access through the Security tab if you wanted to, but this worked fine for me… as you can see, no more file in the folder. Of course, you can’t have the show hidden files and folders option turned on, or the file will continue to show up. Want to get really geeky? You can toggle hidden files with a shortcut key. Similar Articles Productive Geek Tips Hide Recently Used Documents/Programs From the Windows Vista Start MenuQuick Tip: Windows Vista Temp Files DirectoryDelete Wrong AutoComplete Entries in Windows Vista MailDisable Delete Confirmation Dialog in Windows 7 or VistaHow to Delete a System File in Windows 7 or Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Enable DreamScene in Windows 7 Microsoft’s “How Do I ?” Videos Home Networks – How do they look like & the problems they cause Check Your IMAP Mail Offline In Thunderbird Follow Finder Finds You Twitter Users To Follow Combine MP3 Files Easily

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  • NVidia control panel SSAO not working

    - by János Turánszki
    I am just before implementing screen space ambient occlusion in my game, but first I wanted to try enabling it from NVidia control panel only to find out that it is greyed out so that I can not enable it. With this I could enable SSAO for some other games, but not every one. I know this technique requires the depth buffer and (optionally) a normal map texture to sample information from which I already have access to given I have a deferred renderer working. After that I actually thought to roll back to a previous version of my game which still uses forward rendering so the depth buffer is actually bound to the backbuffer which I render to from the get-go so that maybe the NVidia control panel would somehow make use of it. It was not working with forward rendering either. (I also tried FXAA in the control panel and that works - but it doesn't need any depth or normal texture) So my question is that how can I enable this function so that it would work by enabling it in the NVidia control panel?

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  • Help decide HTML5 library or framework

    - by aoi
    I need a library or framework for small html5 contents and animation centric softwares. My priority isn't things like physics or network. I need fast rendering speed, support for touch event and most of all maximum compatibility across various platforms, including ios and android. I am pondering upon sprite js, crafty js, and kinetic js. But i can't really test the platform compatibilities, so can someone please tell me which one covers the maximum number of platforms, and if there are any better free alternatives?

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  • What animation technique is used in 'Dont Starve'?

    - by Bugster
    While playing a few games in my personal time off development I've stumbled across a survival 2D/3D survival game. The game was apparently made in SDL and GLUT (Dont starve) but what really amazed me was the animations in the game. The animations are extremely smooth and fluent. There is no distortion while animating, what usually happens in hand-made animations is that pixels get removed, animations are jaggy and they simply aren't as smooth. That got me thinking on how they managed to accomplish such a quality of animations. Were they really handmade (If they were, then it must've taken a very talented artist), is it bone animation or are they using another technique?

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  • Optimus Bumblebee Performance

    - by Chance
    After installing Ubuntu 12.04 and Bumblebee, I tested out the performance of the Nvidia card using Minecraft and a few other games. I've noticed it to be way slower than it was on Windows 7. Is this normal? I'm using the GT 630m. From what I've read online, nobody has said it to be slower than Windows. I'm just really curious because I want to use Linux so much more than Windows, but if I don't get the same performance I feel really picky. The Nvidia card is still faster than my Intel graphics on Ubuntu, but it's not as fast as it was for my on Windows. I get 60 - 80 fps on Minecraft on windows, while I get 28 - 48 fps on Ubuntu. Any Ideas why? Thanks so much!

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  • How does a collison engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platformer games to make the player acutally hit walls and the like. There's the 2d type and the 3d type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Efficient skeletal animation

    - by Will
    I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In skeletal animation e.g. MD5 files, each individual vertex can be attached to an arbitrary number of joints. How can you efficiently support this whilst doing the interpolation in GLSL? Or do engines do their animation on the CPU? Or do engines set arbitrary limits on maximum joints per vertex and invoke nop multiplies for those joints that don't use the maximum number? Are there games that use skeletal animation in an RTS-like setting thus proving that on integrated graphics cards I have nothing to worry about in going the bones route?

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  • Collaborative Whiteboard using WebSocket in GlassFish 4 - Text/JSON and Binary/ArrayBuffer Data Transfer (TOTD #189)

    - by arungupta
    This blog has published a few blogs on using JSR 356 Reference Implementation (Tyrus) as its integrated in GlassFish 4 promoted builds. TOTD #183: Getting Started with WebSocket in GlassFish TOTD #184: Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark TOTD #185: Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket TOTD #186: Custom Text and Binary Payloads using WebSocket One of the typical usecase for WebSocket is online collaborative games. This Tip Of The Day (TOTD) explains a sample that can be used to build such games easily. The application is a collaborative whiteboard where different shapes can be drawn in multiple colors. The shapes drawn on one browser are automatically drawn on all other peer browsers that are connected to the same endpoint. The shape, color, and coordinates of the image are transfered using a JSON structure. A browser may opt-out of sharing the figures. Alternatively any browser can send a snapshot of their existing whiteboard to all other browsers. Take a look at this video to understand how the application work and the underlying code. The complete sample code can be downloaded here. The code behind the application is also explained below. The web page (index.jsp) has a HTML5 Canvas as shown: <canvas id="myCanvas" width="150" height="150" style="border:1px solid #000000;"></canvas> And some radio buttons to choose the color and shape. By default, the shape, color, and coordinates of any figure drawn on the canvas are put in a JSON structure and sent as a message to the WebSocket endpoint. The JSON structure looks like: { "shape": "square", "color": "#FF0000", "coords": { "x": 31.59999942779541, "y": 49.91999053955078 }} The endpoint definition looks like: @WebSocketEndpoint(value = "websocket",encoders = {FigureDecoderEncoder.class},decoders = {FigureDecoderEncoder.class})public class Whiteboard { As you can see, the endpoint has decoder and encoder registered that decodes JSON to a Figure (a POJO class) and vice versa respectively. The decode method looks like: public Figure decode(String string) throws DecodeException { try { JSONObject jsonObject = new JSONObject(string); return new Figure(jsonObject); } catch (JSONException ex) { throw new DecodeException("Error parsing JSON", ex.getMessage(), ex.fillInStackTrace()); }} And the encode method looks like: public String encode(Figure figure) throws EncodeException { return figure.getJson().toString();} FigureDecoderEncoder implements both decoder and encoder functionality but thats purely for convenience. But the recommended design pattern is to keep them in separate classes. In certain cases, you may even need only one of them. On the client-side, the Canvas is initialized as: var canvas = document.getElementById("myCanvas");var context = canvas.getContext("2d");canvas.addEventListener("click", defineImage, false); The defineImage method constructs the JSON structure as shown above and sends it to the endpoint using websocket.send(). An instant snapshot of the canvas is sent using binary transfer with WebSocket. The WebSocket is initialized as: var wsUri = "ws://localhost:8080/whiteboard/websocket";var websocket = new WebSocket(wsUri);websocket.binaryType = "arraybuffer"; The important part is to set the binaryType property of WebSocket to arraybuffer. This ensures that any binary transfers using WebSocket are done using ArrayBuffer as the default type seem to be blob. The actual binary data transfer is done using the following: var image = context.getImageData(0, 0, canvas.width, canvas.height);var buffer = new ArrayBuffer(image.data.length);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = image.data[i];}websocket.send(bytes); This comprehensive sample shows the following features of JSR 356 API: Annotation-driven endpoints Send/receive text and binary payload in WebSocket Encoders/decoders for custom text payload In addition, it also shows how images can be captured and drawn using HTML5 Canvas in a JSP. How could this be turned in to an online game ? Imagine drawing a Tic-tac-toe board on the canvas with two players playing and others watching. Then you can build access rights and controls within the application itself. Instead of sending a snapshot of the canvas on demand, a new peer joining the game could be automatically transferred the current state as well. Do you want to build this game ? I built a similar game a few years ago. Do somebody want to rewrite the game using WebSocket APIs ? :-) Many thanks to Jitu and Akshay for helping through the WebSocket internals! Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • best programming language for a web based game?

    - by Adam Geisweit
    what programming language would be best for making a web based game to be played in a browser, and where would i be able to find tutorials on how to use the language? i have looked up silverlight in xna (because that was what i was most fluent with), but it made my projects unusable for a month until i got all of silverlight off my computer. i have looked at java and javascript, but i have found no suitable places where i can learn to create games on either of these, just the basics of the language. does anyone have any advice on this?

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  • Kraft 0.40 for KDE 4 Released

    <b>openSUSE Lizards:</b> "I am very happy to announce the new stable version 0.40 of the KDE office software Kraft. After eleven month of porting work, Kraft 0.40 is the first version which is based on the KDE 4 software platform."

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  • Looking to apply Bundle Patch 1 on Enterprise Manager 12c ? Here is a workbook to help you ....

    - by Pankaj
    Are you planning to apply Bundle patch 1 for EM 12c ?  If yes , check this workbook which describes the complete flow . Enterprise Manager Cloud Control Workbook for Applying Bundle Patch 1 (February 2012) and 12.1.0.2 Plugins [ID 1393173.1] Applies to:Enterprise Manager Base Platform - Version: 12.1.0.1.0 to 12.1.0.1.0 - Release: 12.1 to 12.1 PurposeThis document provides an overview of the installation steps needed to apply Bundle Patch 1 on the EM Cloud Control 12c Oracle Management Service OMS) and Management Agent.

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  • How can i get almost pixel perfect collision detection in a multiplayer game?

    - by Freddy
    I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm making need to have a almost pixel perfect collision detection, but 1 or 2 pixels off is not that big of a deal. How can I possibly get this working? I guess I could just set local player to also be at X ms delay. However this will probably just be worse and feel sloppy when the user input. I know this problem is probably something network programmers deal with everyday and I would be glad if someone could give me a possible solution for this.

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  • APress Deal of the Day 2/August/2014 - Pro ASP.NET MVC 5

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2014/08/02/apress-deal-of-the-day-2august2014---pro-asp.net-mvc.aspxToday’s $10 Deal of the Day from APress at http://www.apress.com/9781430265290 is Pro ASP.NET MVC 5. “The ASP.NET MVC 5 Framework is the latest evolution of Microsoft’s ASP.NET web platform. It provides a high-productivity programming model that promotes cleaner code architecture, test-driven development, and powerful extensibility, combined with all the benefits of ASP.NET.”

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  • Number Game Algorithm

    - by 7Aces
    Problem Link - http://www.iarcs.org.in/inoi/2011/zco2011/zco2011-1b.php The task is to find the maximum score you can get in the game. Such problems, based on games, where you have to simulate, predict the result, or obtain the maximum possible score always seem to puzzle me. I can do it with recursion by considering two cases - first number picked or last number picked, each of which again branches into two states similarly, and so on... which finally can yield the max possible result. But it's a very time-inefficient approach, since time increases exponentially, due to the large test cases. What is the most pragmatic approach to the problem, and to such problems in general?

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  • Web Development Company - Helping Online Business to Flourish

    In the present times, the internet provides tremendous advantage to the online business owners. The vast reach on global scale has made internet a popular marketing media. It offers a cheap and reliable platform to launch an online venture. From the comforts of the office or home, people can easily manage their online business, irrespective of their location or time zones.

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  • What to use to make voice chat (and some more) on a web?

    - by Tunococ
    I am trying to make available on my website a voice chat for a small group of people that allows some other means to interact such as text messaging, photo sharing, file sharing, simple drawing and silly games. In other words, something similar to older MSN Messenger, but on the web. Any ideas on what to use? To clarify, I am looking for suggestions on languages and libraries to use. I want to be able to fully customize it as much as possible because I might want to add other (somewhat interesting) functions later. Low-level programming is fine if required, but platform dependency isn't that much preferred.

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  • Is it a bad practice to include all the enums in one file and use it in multiple classes?

    - by Bugster
    I'm an aspiring game developer, I work on occasional indie games, and for a while I've been doing something which seemed like a bad practice at first, but I really want to get an answer from some experienced programmers here. Let's say I have a file called enumList.h where I declare all the enums I want to use in my game: // enumList.h enum materials_t { WOOD, STONE, ETC }; enum entity_t { PLAYER, MONSTER }; enum map_t { 2D, 3D }; // and so on. // Tile.h #include "enumList.h" #include <vector> class tile { // stuff }; The main idea is that I declare all enums in the game in 1 file, and then import that file when I need to use a certain enum from it, rather than declaring it in the file where I need to use it. I do this because it makes things clean, I can access every enum in 1 place rather than having pages openned solely for accessing one enum. Is this a bad practice and can it affect performance in any way?

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  • Mouse pointer hides at bad times after updating to 13.10

    - by Richard
    A bug, I think, though I can't even seem to find any information when searching for it. The mouse pointer hides itself, but it is still possible to use it. Whenever I start watching a video in VLC, or start playing KSP through Steam my mouse pointer disappears. It is not returned upon exiting the application. I have not tried with other games in Steam. The mouse pointer do not disappear when watching videos online through YouTube, though it properly hides itself after a few seconds. The bug came about after I updated to 13.10, it was not present with the same setup in 13.04. I have tried removing ~/.compiz and restarting the kernel module psmouse. Going to tty1 and back to the desktop reveals the pointer, though this fix is bothering me. How do I fix this problem?

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  • Reasons to use C++ ?

    - by RodH257
    I've read here and in other places that learning C++, C or other low level languages are a must to get a more low level perspective on development. I agree with this, but I find it hard to find a reason to use C++ over C# or similar languages. Most of the work I do is web based, so there's no need for C++ there. Other work is windows based, and most things work fine in C# there, so what sort of situation could I use C++? I don't do any high performance stuff, nor do I create games, mostly business applications. I'm looking for an excuse to expand on my C++ knowledge but I need some motivation other than 'because the internet said I should'.

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  • Windows Azure Server Supported by RealCloud Pro

    CopperEgg CEO Scott Johnson commented on the new release: RevealCloud Pro is quickly gaining traction with our customers deploying and managing services in the cloud, virtual environments and data centers. The addition of server monitoring for Windows Azure addresses the needs of developers building services on the Azure platform as well as hybrid environments, who are looking for a robust server monitoring solution that is quickly deployed, easy to use and provides instant insight into server health. The key benefits provided by RevealCloud Pro's server monitoring begin with its flexibilit...

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