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  • VirtualBox Port Forward

    - by john.graves(at)oracle.com
    A great new feature in VirtualBox 4.0 is the ability to use NAT networking and forward ports without needing to use ssh -L/-R tricks.  This is great for booting multiple VM domains simultaneously.  It is possible to have several instances which map back to the host machine and different ports on localhost:* automatically forward to the correct VM.  This avoids the hassle of setting up dns entries or static IP addresses.In this example, I'm mapping the host ports 3xxxx to the VM's well known server ports.Note: It is important to setup the Frontend HTTP host/port to avoid incorrect URL rewriting.You may also need to setup an http channel to deal with local traffic which uses the network address 10.0.2.15Happy VMing.

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  • UDK : UTWeap_RocketLauncher gift CreateInventory: Any idea why this does not work properly?

    - by John Sloan
    I am giving the player an instanced class of UTWeap_RocketLauncher in an instance of UTGame. PlayerPawn.CreateInventory(class'FobikRocketLauncher',false); // Does not work PlayerPawn.CreateInventory(class'FobikLinkGun',false); // Works Even if I give the original class (eg. UTWeap_RocketLauncher) it does not actually show up. However if I do a "GiveWeapons" cheat, I get it just fine. It also works if I had code it into the map. - But UTWeap_LinkGun works fine either way. Any ideas? It shows the default ammo amount, and the icon on the HUD.

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  • Are there some methodologies to define a game's rules?

    - by bAN
    I would like to write some rules for a game I have in head but I don't know how to do that. So are there some methodologies or modeling tools (like UML) to do that? I'm thinking about a kind of tree of competencies or some kind of map to be sure that the game is well balanced. I always wonder how the team who imagines some powers in magic the gathering for example does it. Do they have some diagrams to be sure the powers or creatures they imagine are well balanced for the entire game? I'm pretty noob in the game creation so I'll be happy with some directions to seek.. Technical terms or basic principles to learn. Thanks for help.

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  • Whats a good setup/toolchain for a project?

    - by acidzombie24
    I was thinking, what is needed for a good setup and what are good (free) tools to use? Some of what i came up with are Bug tracking Some good (distributed:P) source control (which means no svn fellas) automated nightly builds or a continuous integration (or anything that automates builds and possibly sends emails when there are build errors) wiki to document decisions, road map or milestones. Something to backup assets (art, sound, etc) What else? and do you have suggestions for any of the above? i pretty much clueless of all of these except for source control

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  • What would be a good game making engine supporting Vector images?

    - by Qqwy
    I want to create a simple platforming game, in which you are a square in a wonderful world. I would like this game to be able to be played in browsers. Basically I am searching for something similar to "Flixel", but with the following features: Support Vector Graphics Allow zooming/rotating objects without producing huge amounts of lag as soon as you are using more objects. (Because I want to rotate the map around the player) So in other words, preferably zoom the viewport/camera instead of the objects themselves. Does an engine like that exist?

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • Redisigning an old site, structure change etc

    - by RhymeGuy
    I have an old site built in 2006, it has around 200 pages and 500 pictures. Every single page is of course indexed as well as images. It is very well ranked for targeted keywords and I receive good amount of SEO traffic (I guess that's due the various campaigns, branding, ppc, etc..) Problem: Site has outdated design, pages and images have not so proper names, there are no heading and alt tags, it was built in tables, inline CSS etc.. Goal: Complete redisign site, use divs, change file names, add proper meta data, alt tags etc.. Question: How this can affect current SEO positions? I will redirect (301) every single page to the new one, build site map, but what to do with images? Do I need to redirect them also? Any other suggestion?

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  • View space lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

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  • Google Maps keeps displaying in Spanish

    - by Ken Hortsch
    Originally posted on: http://geekswithblogs.net/BlueProbe/archive/2013/11/12/154610.aspxIn Chrome I use Google Maps as a search provider.  That way I can just type maps for the URL address, hit a couple of tab keys, and enter the maps address and have the page rendered with my map.  Now periodically maps were displaying in Spanish with a "click here to translate to English” option.  Huh?  My language settings on the browser and within Google settings all were English.  Turns out I had set my Chrome search provider string to include a language query parm=es.  Why would I do that?  Evil twin perhaps.

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  • how to remap Ctrl to Escape if pressed and released on its own

    - by psvm
    I want to remap Control, so that: A. If it is pressed and released with no other key, it acts as Escape. B. If it is pressed & held together with another key, it acts as Control (no change in behavior in this case). I'm aware of How do I remap certain keys?, so I suspect it may be done with xmodmap. But that answer does not explain how to map the modifier keys. I looked into the examples and grammar sections of the xmodmap manpage, but they do not explain that. The answer in Remapping Caps Lock to Control and Escape (not the usual way) mention that it is not possible to do that to CapsLock, since it is a Lock key, but I hope this may be possible to do it with Control which is a mod key. A solution with something different than xmodmap will also be accepted. (I'm running Xmonad in Ubuntu 12.04, so perhaps there is a way to set this up in xmonad.hs?)

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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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  • How to draw tile edges when you don't know where they're going.

    - by Skeith
    This is more of an art question than a programing one but still game development. I have a tile engine that makes a map randomly from tiles, each tile is a square 3x3 grid. The problem is that while the elements on each tile work well together such as having forests along the top three squares and grass on the other 6, the engine could put the forrests against anything such as rivers, grass, mountains or more forest. how can i draw the edges of the tiles so the look good no matter what they are places against ?

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  • How do I remove these errors from my blog so as to get adsense approved?

    - by Serenity
    This is the question I asked on SO site earlier, but didn't get satisfactory replies. hoping to find a solution here.. http://stackoverflow.com/questions/12136796/how-can-i-detect-and-correct-these-errors-on-my-blog/12136829#comment16235061_12136829 In web master tools, apart from the errors in the question link above, it is showing a site map error too as in the screenshot below:- Need guidance please...thanks :) Edit -1 EDIT 2 I had 2 SEO plugins on my blog and I would put meta description for each of my article in both plugins that are All in One SEO and Yoast's "Wordpress SEO". Now I removed all article's meta descriptions from "All in one SEO" the other day but STILL web master tool is showing duplicate meta tags and descriptions. Why??

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  • duplicate pages

    - by Mert
    I did a small coding mistake and google indexed my site wrongly. this is correct form: https://www.foo.com/urunler/171/TENGA-CUP-DOUBLE-HOLE but google index my site like this : https://www.foo.com/urunler/171/cart.aspx first I fixed the problem and made a site map and only correct link in it. now I checked webmaster tools and I see this; Total indexed 513 Not selected 544 Blocked by robots 0 so I think this can be caused by double indexes and they looks not selected makes my data not selected. I want to know how to fix this "https://www.foo.com/urunler/171/cart.aspx" links. should I fix in code or should I connect to google to reindex my site. If I should redirect wrong/duplicate links to correct ones, what the way should be? thanks for your time in advance.

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  • How best to merge/sort/page through tons of JSON arrays?

    - by Joshiatto
    Here's the scenario: Say you have millions of JSON documents stored as text files. Each JSON document is an array of "activity" objects, each of which contain a "created_datetime" attribute. What is the best way to merge/sort/filter/page through these activities via a web UI? For example, say we want to take a few thousand of the documents, merge them into a gigantic array, sort the array by the "created_datetime" attribute descending and then page through it 10 activities at a time. Also keep in mind that roughly 25% of these JSON documents are updated every day, and updates have to make it into the view within 5 minutes. My first thought is to parse all of the documents into an RDBMS table and then it would just be a simple query such as "select top 10 name, created_datetime from Activity where user_id=12345 order by created_datetime desc". Some have suggested I use NoSQL techniques such as hadoop or map/reduce instead. How exactly would this work? For more background, see: Why is NoSQL better for this scenario?

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  • What is a *slightly* less extreme equivalent to being "fluent" in a language?

    - by Mehrdad
    tl;dr: What is a less extreme (but still noticeable) alternative to the word "fluent", when saying e.g. "I am fluent in C++/Python/whatever?" I think I can call myself "fluent" in C#, because I know the language and runtime very well, and I'm very familiar with the .NET framework's APIs and classes, etc. I would like to claim the same thing for Python and C++. But while I can program in Python (I did so for an entire summer, making a website with Django), for example, I would not call myself fluent because my code isn't always "Pythonic" (e.g. using map/filter vs. list comprehensions), and I'm not too intimate with some aspects of the language and standard library yet (e.g. the introspection API, etc.). Is there a word or phrase I can use on e.g. a resume to describe what I know? I can think of "very familiar with", but is there a better word/phrase I can use?

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  • Resources for creating a turn-by-turn navigation system

    - by benwad
    I'm trying to create a kind of turn-by-turn satellite navigation system using the iOS SDK. I get the directions from the server and draw them on the map, then I keep getting location updates from the iPhone's GPS chip. Currently I start by finding the nearest turning point then, each time the user comes within a certain distance of the next turning point, a verbal cue is given and the turning point index is incremented. This is a delicate system and I'd like to make it more robust so I can tell when the user is going the wrong direction etc. Basically I'm looking for some literature about turn-by-turn navigation, in terms of tracking the user's progress and whether they're going the right direction. I'd have thought there's a lot of research out there but I can't seem to find anything apart from simple tutorials on how to use a given SDK or directions API. Can anyone direct me to a good run-through of the various techniques used in software such as TomTom or Google Maps Navigation?

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  • How to loop through a javascript object and check each key exists in a separate multidimensional object

    - by Paul Atkins
    I have 2 javascript objects and I am trying to loop through one object and check whether the key exists in a second multidimensional object going one level deeper each time. Here are the two objects var check = {'scope':'instance', 'item':'body', 'property': 'background'}; var values = {'instance': {'body' : {'background': '000000'}}}; b.map(check, function(key){ console.log(values[key]); }); How am I able to check 1 level deeper in the values object each time? What I am trying to do is check the values object as follows: 1st values['instance'] 2nd values['instance']['body'] 3rd values['instance']['body']['background'] Thanks

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  • Custom trackpad mapping doesn't work for all applications

    - by picheto
    I found out I could invert my trackpad scrolling, so as to work more like the OS X "natural scrolling", which I liked better. To do that, I run the following command on startup: xinput set-button-map 11 1 2 3 5 4 7 6 Where 11 is the touchpad id (found with xinput list and xinput test 11). This inverts the vertical and horizontal two-finger scrolling, and works fine in Terminal, Chrome, Document Viewer, etc. However, it doesn't work in Nautilus and some applications such as the Update Manager, as they keep the usual mapping. I'm running Ubuntu 12.04 x64 Why does this mapping work for some applications but not for others? I know there is software I can download to do the same, but this method seemed "cleaner". Thanks

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  • Deferent ways of solving problems in code.

    - by Erin
    I now program in C# for a living but before that I programmed in python for 5 years. I have found that I write C# very that most examples I see on the web. Rather then writing things like: foreach (string bar in foo) { //bar has something doen to it here } I write code that looks like this. foo.ForEach( c => c.someActionhere() ) Or var result = foo.Select( c => { //Some code here to transform the item. }).ToList(); I think my using code like above came form my love of map and reduce in python while not exactly the same thing the concepts are close. Now it's time for my question. What concepts do you take and move with you from language to language. That allow you to solve a problem in a way that is not the normal accepted solution in that language?

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  • Finding the displacment of a robot [closed]

    - by Jordan Brown
    I'm building a quadruped (4 legs 3 DOF) for my major work in electronics at high school. I need to know the displacement of the robot and I can't use an encoding wheel. I've done my research and I found a system where I use an accelerometer, gyroscope and a magnetometer to determine the displacement but I'm not sure how to code it. I'm using Arduino and will use compatible sensors. I would like to be able to implement something similar to this video which demonstrates the principles evaluated in this paper. I don't need to map the data on a screen, just be able to read its displacement from its last recorded position. EG. (Read Position) --- (Do "stuff") --- (Read Position) --- (Calculate displacement caused by "stuff")

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  • SEO penalty for landing page redirects

    - by therealsix
    Using ebay as an example- lets say I have a large number of items whose URLs' look like this: cgi.ebay.com/ebaymotors/1981-VW-Vanagon-manual-seats-seven-/250953153841 I want to give my client the ability to put links to these items on their website EASILY, without knowing or checking my URL. So I created a redirect service that will map their identifier with my URL: ebay.com/fake_redirect_service/shared_identifier9918 would redirect to the link above. This works great- my clients can easily setup these links with information they already have, and the user will see the page as usual. So on to the problem... I'm concerned that this redirecting service will have a negative impact on my SEO ranking. Having a landing page redirect you immediately to a different URL seems like something a typical spam site would do. Will this hurt me? Any better solutions?

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  • Will my game engine be compatible with physics engines?

    - by Bane
    My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the position, the shape and the picture of an object. The picture property has width, height, rotation and a draw method. All game objects are supposed to inherit from this Drawable class, and are added to the Scene, along with a Map (collection of Tiles, that also inherit from Drawable), lights, and so on and so forth. The shape property of a Drawable is a Polygon, a collection of user defined vertices around the position of a Drawable (this is a relative coordinate system, so [0, 0] is the position of the Drawable. With this setup, will the users of my engine (probably only me) still be able to intergrate physics engines such as Box2DJS into their games?

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  • Updating and organizing class diagrams in a growing C++ project

    - by vanna
    I am working on a C++ project that is getting bigger and bigger. I do a lot of UML so it is not really hard to explain my work to co-workers. Lately though I implemented a lot of new features and I gave up updating by hand my Dia UML diagrams. I once used the class diagram of Visual Studio, which is my IDE but didn't get clear results. I need to show my work on a regular basis and I would like to be as clear as possible. Is there any tool that could generate a sort of organized map of my work (namespaces, classes, interactions, etc.) ?

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  • Determine how to display a tile based on surrounding tiles

    - by Jsmith
    I have a game engine which generates maps randomly, set on a 2d grid which is composed of 34px square graphical tiles. These tiles can be displayed in any of three ways, wall, corner, and floor(exists in 2 states, passable and impassible), and four directions, north, south, west and east. What I need to do is, based on the tiles around each individual tile, determine which state to display the tile in, e.g. north wall, northeast corner, floor so that when a player alters the map, the tiles around the affected tile adjust themselves to suit(i.e. tunneling). In case it becomes important, all gameobjects are inherited from the same class, whether they be players, NPC's, walls, or items.

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