Search Results

Search found 21455 results on 859 pages for 'world design'.

Page 162/859 | < Previous Page | 158 159 160 161 162 163 164 165 166 167 168 169  | Next Page >

  • How to create a 3D world with 2D sprites similar to Ragnorak online?

    - by Romoku
    As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little square tiles on the terrain. There are a couple routes I could take such as using a bunch of cubic polygons and linking them together or using one big map. The former approach doesn't seem to make any sense if the world is not flat as polygons wouldn't be reused often. The goal is to break down a 3D polygon into tiles which is heard to wrap my head around. I believe using something like an interval tree or array would be appropriate to store the rectangle grid, but how would I display a rectangle around the selection the player has his mouse over on the polygon terrain itself? Here is a screenshot. Here is a gameplay video. Here is the camera usage.

    Read the article

  • Has test driven development (TDD) actually benefited a real world project?

    - by James
    I am not new to coding. I have been coding (seriously) for over 15 years now. I have always had some testing for my code. However, over the last few months I have been learning test driven design/development (TDD) using Ruby on Rails. So far, I'm not seeing the benefit. I see some benefit to writing tests for some things, but very few. And while I like the idea of writing the test first, I find I spend substantially more time trying to debug my tests to get them to say what I really mean than I do debugging actual code. This is probably because the test code is often substantially more complicated than the code it tests. I hope this is just inexperience with the available tools (RSpec in this case). I must say though, at this point, the level of frustration mixed with the disappointing lack of performance is beyond unacceptable. So far, the only value I'm seeing from TDD is a growing library of RSpec files that serve as templates for other projects/files. Which is not much more useful, maybe less useful, than the actual project code files. In reading the available literature, I notice that TDD seems to be a massive time sink up front, but pays off in the end. I'm just wondering, are there any real world examples? Does this massive frustration ever pay off in the real world? I really hope I did not miss this question somewhere else on here. I searched, but all the questions/answers are several years old at this point. It was a rare occasion when I found a developer who would say anything bad about TDD, which is why I have spent as much time on this as I have. However, I noticed that nobody seems to point to specific real-world examples. I did read one answer that said the guy debugging the code in 2011 would thank you for have a complete unit testing suite (I think that comment was made in 2008). So, I'm just wondering, after all these years, do we finally have any examples showing the payoff is real? Has anybody actually inherited or gone back to code that was designed/developed with TDD and has a complete set of unit tests and actually felt a payoff? Or did you find that you were spending so much time trying to figure out what the test was testing (and why it was important) that you just tossed out the whole mess and dug into the code?

    Read the article

  • How are hybrid VB6/.Net applications functioning in the Real World?

    - by Dabblernl
    I am maintaining a VB6 application and we are studying how to migrate to .Net We are considering doing this gradually by implementing new features in COM visible .Net classes and migrating existing functionality slowly. I found some instructive 'Hello World' examples about how to do this and it works fine with our App. But how is the real world behaviour of these hybrid applications? Are they stable, maintainable? Particular of our program is that more users on the same computer will use it by switching user accounts. EDIT: The VB6 app reads data from a USB connection and stores it in an Access database. The user can call up various views on the data. The data is cached in a hardware device, so interuptions in the reading of it are not fatal.

    Read the article

  • Which game - or Gamekit - makes it easy for me to see my own creations in a ready-made world appear?

    - by Karl Heinz
    I saw Slender and "Dream of the Blood Moon". I like to create things with Sculptris and animate them with Kinect. Which game - or Gamekit - makes it easy for me to see my own creations in a ready-made world appear? I would like to start with replacing the characters first for several actions then maybe change the virtual world. Finally I would like to offer the game for free as the others do. Is it a good idea to use c#'s XNA for that?

    Read the article

  • Miss Oracle Open World? View the PeopleSoft Roadmap Presentation Here

    - by John Webb
    If you were unable to attend Oracle Open World in September, you missed out on some important PeopleSoft messages.   Don't despair!  You now have a chance to receive an update on PeopleSoft's presence at Oracle OpenWorld 2013 and the key messages delivered there. You can view the “PeopleSoft Update and Roadmap” webcast found here on the Quest Users Group site.  (Note: this is available with a FREE subscriber account.  Anyone can sign up here at no cost. This webcast recording presents the significant adoption and momentum behind PeopleSoft 9.2.  Viewers will also learn about the new release model for continuously delivering new capabilities to PeopleSoft customers at a lower cost enabled by the new PeopleSoft Update Manager.  There are also compelling live demonstrations of the major investment areas for PeopleSoft including a new PeopleSoft user experience enabling mobile solutions as well as In-Memory PeopleSoft applications. You can view all presentations ns in the Oracle Open World 2013 Content Catalog.

    Read the article

  • How to learn to translate real world problems to code?

    - by StudioWorks
    I'm kind of a beginner to Java and OOP and I didn't quite get the whole concept of seeing a real world problem and translating it to classes and code. For example, I was reading a book on UML and at the beginning the author takes the example of a tic tac toe game and says: "In this example, it's natural to see three classes: Board, Player and Position." Then, he creates the methods in each class and explains how they relate. What I can't understand is how he thought all this. So, where should I start to learn how to see a real world problem and then "translate" it into code?

    Read the article

  • How to have the game world get rendered on just a part of the screen?

    - by VictorB
    I am implementing a game on both Desktop and Android. The Desktop version will just rely on the keyboard to handle the user input on the game screen, whilst the Android one will have to have a set of buttons placed in a bar at the bottom of the game screen, using a Stage. Consequently, I am expecting the game world to take up the entire space available on the Desktop screen, whilst on Android it should expand to the entire width of the screen, and to the screen height minus the height of the buttons bar I've mentioned. What would be an appropriate approach of handling space sharing between the game world and the buttons bar? Thank you.

    Read the article

  • How should game objects with fixed positions in the world be positioned?

    - by mars
    I have some game objects that are always at the same position in my game world as they make up some of the scenery of my puzzle game. At the moment, their positions are sort of hard coded in and some of their positions are calculated relative to the hard coded positions of other objects at the time of game initialization. This has been hard to maintain because whenever I've decided to change the position of these scenery objects as the game design evolved, I have to go and rewrite parts of the code that place the created objects and calculate their positions in the world. Is there a more maintainable way of handling the positioning of fixed game objects?

    Read the article

  • White frame around images in WoW Addon

    - by Amit Ron
    I am having some trouble with my World of Warcraft addon. Whenever I display my TGA files in the addon, there is a thin white frame around them. The same happens when I convert them to BLPs. When I look at the images themselves with Preview, there's no white frame, but WoW decides to display one. How do I resolve this?

    Read the article

  • How to generate irregular ball shapes?

    - by tomato
    What kind of algorithms would generate random "goo balls" like those in World of Goo. (btw, if you haven't played it yet, highly recommended). I'm using Proccesing, but any generic algorithm would do. I guess it boils down to how to "randomly" make balls that are kind of round, but not perfectly round, and still looking realistic. Thanks in advance!

    Read the article

  • Android: Learning the platform, have any app suggestions?

    - by David
    I'm beginning to learn mobile programming on the Android platform. I'm up for working with any particular base SDK. I just want to hear some suggestions from the community about what types of applications I should start with to help learn more advanced interactions with the platform. There are of course the Standard Hello World, calculator, etc. But by now I am bored with all of those. What do you all make when learning a new language?

    Read the article

  • Best way of storing an "array of records" at design-time

    - by smartins
    I have a set of data that I need to store at design-time to construct the contents of a group of components at run-time. Something like this: type TVulnerabilityData = record Vulnerability: TVulnerability; Name: string; Description: string; ErrorMessage: string; end; What's the best way of storing this data at design-time for later retrieval at run-time? I'll have about 20 records for which I know all the contents of each "record" but I'm stuck on what's the best way of storing the data. The only semi-elegant idea I've come up with is "construct" each record on the unit's initialization like this: var VulnerabilityData: array[Low(TVulnerability)..High(TVulnerability)] of TVulnerabilityData; .... initialization VulnerabilityData[0].Vulnerability := vVulnerability1; VulnerabilityData[0].Name := 'Name of Vulnerability1'; VulnerabilityData[0].Description := 'Description of Vulnerability1'; VulnerabilityData[0].ErrorMessage := 'Error Message of Vulnerability1'; VulnerabilityData[1]...... ..... VulnerabilityData[20]...... Is there a better and/or more elegant solution than this? Thanks for reading.

    Read the article

  • Using Essential Use Cases to design a UI-centric Application

    - by Bruno Brant
    Hello all, I'm begging a new project (oh, how I love the fresh taste of a new project!) and we are just starting to design it. In short: The application is a UI that will enable users to model an execution flow (a Visio like drag & drop interface). So our greatest concern is usability and features that will help the users model fast and clearly the execution flow. Our established methodology makes extensive use of Use Cases in order to create a harmonious view of the application between the programmers and users. This is a business concern, really: I'd prefer to use an Agile Method with User Stories rather than User Cases, but we need to define a clear scope to sell the product to our clients. However, Use Cases have a number of flaws, most of which are related to the fact that they include technical details, like UI, etc, as can be seem here. But, since we can't use User Stories and a fully interactive design, I've decided that we compromise: I will be using Essential Use Cases in order to hide those details. Now I have another problem: it's essential (no pun intended) to have a clear description of UI interaction, so, how should I document it? In other words, how do I specify a application through the use of Essential Use Cases where the UI interaction is vital to it? I can see some alternatives: Abandon the use of Use Cases since they don't correctly represent the problem Do not include interface descriptions in the use case, but create another documentation (Story Boards) and link then to the Essential Use Cases Include UI interaction description to the Essential Use Cases, since they are part of the business rules in the perspective of the users and the application itself

    Read the article

  • Starting out Silverlight 4 design

    - by Fermin
    I come from mainly a web development background (ASP.NET, ASP.NET MVC, XHTML, CSS etc) but have been tasked with creating/designing a Silverlight application. The application is utilising Bing Maps control for Silverlight, this will be contained in a user control and will be the 'main' screen in the system. There will be numerous other user controls on the form that will be used to choose/filter/sort/order the data on the map. I think of it like Visual Studio: the Bing Maps will be like the code editor window and the other controls will be like Solutions Explorer, Find Results etc. (although a lot less of them!) I have read up and I'm comfortable with the data side (RIA-Services) of the application. I've (kinda) got my head around databinding and using a view model to present data and keep the code behind file lite. What I do need some help on is UI design/navigation framework, specifically 2 aspects: How do I best implement a fluid design so that the various user controls which filter the map data can be resized/pinned/unpinned (for example, like the Solution Explorer in VS)? I made a test using a Grid with a GridSplitter control, is this the best way? Would it be best to create a Grid/Gridsplitter with Navigation Frames inside the grid to load the content? Since I have multiple user controls that basically use the same set of data, should I set the dataContext at the highest possible level (e.g. if using a grid with multiple frames, at the Grid level?). Any help, tips, links etc. will be very much appreciated!

    Read the article

  • Product Catalog Schema design

    - by FlySwat
    I'm building a proof of concept schema for a product catalog to possibly replace a very aging and crufty one we use. In our business, we sell both physical materials and services (one time and reoccurring charges). The current catalog schema has each distinct category broken out into individual tables, while this is nicely normalized and performs well, it is fairly difficult to extend. Adding a new attribute to a particular product involves changing the table schema and backpopulating old data. An idea I've been toying with has been something along the line of a base set of entity tables in 3rd normal form, these will contain the facts that are common among ALL products. Then, I'd like to build an Attribute-Entity-Value schema that allows each entity type to be extended in a flexible way using just data and no schema changes. Finally, I'd like to denormalize this data model into materialized views for each individual entity type. This views are what the application would access. We also have many tables that contain business rules and compatibility rules. These would join against the base entity tables instead of the views. My big concerns here are: Performance - Attribute-Entity-Value schemas are flexible, but typically perform poorly, should I be concerned? More Performance - Denormalizing using materialized views may have some risks, I'm not positive on this yet. Complexity - While this schema is flexible and maintainable using just data, I worry that the complexity of the design might make future schema changes difficult. For those who have designed product catalogs for large scale enterprises, am I going down the totally wrong path? Is there any good best practice schema design reading available for product catalogs?

    Read the article

  • SECURITY Flaws in this design for User authentication.

    - by Shao
    SECURITY Flaws in this design for User authentication. From: http://wiki.pylonshq.com/display/pylonscookbook/Simple+Homegrown+Authentication Note: a. Project follows the MVC pattern. b. Only a user with a valid username and password is allowed submit something. Design: a. Have a base controller from which all controllers are derived from. b. Before any of the actions in the derived controllers are called the system calls a before action in the base controller. c. In each controller user hardcodes the actions that need to be verified in an array. d. The before action first looks in the array that has the actions that are protected and sees if a user is logged in or not by peaking into the session. If a user is present then user is allowed to submit otherwise user is redirected to login page. What do you think?

    Read the article

  • Table Design For SystemSettings, Best Model

    - by Chris L
    Someone suggested moving a table full of settings, where each column is a setting name(or type) and the rows are the customers & their respective settings for each setting. ID | IsAdmin | ImagePath ------------------------------ 12 | 1          | \path\to\images 34 | 0          | \path\to\images The downside to this is every time we want a new setting name(or type) we alter the table(via sql) and add the new (column)setting name/type. Then update the rows(so that each customer now has a value for that setting). The new table design proposal. The proposal is to have a column for setting name and another column for setting. ID | SettingName | SettingValue ---------------------------- 12 | IsAdmin        | 1 12 | ImagePath   | \path\to\images 34 | IsAdmin        | 0 34 | ImagePath   | \path\to\images The point they made was that adding a new setting was as easy as a simple insert statement to the row, no added column. But something doesn't feel right about the second design, it looks bad, but I can't come up with any arguments against it. Am I wrong?

    Read the article

  • Social Network News Feed Database & Design

    - by pws5068
    I'm designing a News Feed system using PHP/MySQL similar to facebook's. I have asked a similar question before but now I've changed the design and I'm looking for feedback. Example Notifications: User_A commented on User_B's new album. "Hey man nice picture!" User_B added a new Photo to [his/her] profile. [show photo thumbnail] Initially, I implemented this using excessive columns for Obj1:Type1 | Obj2:Type2 | etc.. Now the design is set up using a couple special keywords, and actor/receiver relationships. My database is designed for efficiency - using a table of messages joined on a table containing userid,actionid,receiverid,receiverObjectTypeID, Here's a condensed version of what it will look like once joined: News_ID | User_ID | Message | Timestamp 2643 A %a commented on %o's new %r. SomeTimestamp 2644 B %a added a new %r to [his/her] profile. SomeTimestamp %a = the User_ID of the person doing the action %r = the receiving object %o = the owner of the receiving object (for example the owner of the album) (NULL if %r is a user) Questions: Is this a smart (efficient/scalable) way to move forward? How can I show messages like: "User_B added 4 new photos to his profile."?

    Read the article

  • PHP News Feed Database & Design

    - by pws5068
    I'm designing a News Feed system using PHP/MySQL similar to facebook's. I have asked a similar question before but now I've changed the design and I'm looking for feedback. Example News: User_A commented on User_B's new album. "Hey man nice pictures!" User_B added a new Photo to [his/her] profile. [show photo thumbnail] Initially, I implemented this using excessive columns for Obj1:Type1 | Obj2:Type2 | etc.. Now the design is set up using a couple special keywords, and actor/receiver relationships. My database uses a table of messages joined on a table containing userid,actionid,receiverid,receiverObjectTypeID, Here's a condensed version of what it will look like once joined: News_ID | User_ID | Message | Timestamp 2643 A %a commented on %o's new %r. SomeTimestamp 2644 B %a added a new %r to [his/her] profile. SomeTimestamp %a = the User_ID of the person doing the action %r = the receiving object %o = the owner of the receiving object (for example the owner of the album) (NULL if %r is a user) Questions: Is this a smart (efficient/scalable) way to move forward? How can I show messages like: "User_B added 4 new photos to his profile."?

    Read the article

  • Thread-safe data structure design

    - by Inso Reiges
    Hello, I have to design a data structure that is to be used in a multi-threaded environment. The basic API is simple: insert element, remove element, retrieve element, check that element exists. The structure's implementation uses implicit locking to guarantee the atomicity of a single API call. After i implemented this it became apparent, that what i really need is atomicity across several API calls. For example if a caller needs to check the existence of an element before trying to insert it he can't do that atomically even if each single API call is atomic: if(!data_structure.exists(element)) { data_structure.insert(element); } The example is somewhat awkward, but the basic point is that we can't trust the result of "exists" call anymore after we return from atomic context (the generated assembly clearly shows a minor chance of context switch between the two calls). What i currently have in mind to solve this is exposing the lock through the data structure's public API. This way clients will have to explicitly lock things, but at least they won't have to create their own locks. Is there a better commonly-known solution to these kinds of problems? And as long as we're at it, can you advise some good literature on thread-safe design? EDIT: I have a better example. Suppose that element retrieval returns either a reference or a pointer to the stored element and not it's copy. How can a caller be protected to safely use this pointer\reference after the call returns? If you think that not returning copies is a problem, then think about deep copies, i.e. objects that should also copy another objects they point to internally. Thank you.

    Read the article

  • DB design for master file in enterprise software

    - by Thang Nguyen
    Dear all. I want to write an enterprise software and now I'm in the DB design phase. The software will have some master data such as Suppliers, Customers, Inventories, Bankers... I considering 2 options: Put each of these on one separate table. The advantage: the table will have all necessary information for that kind of master file (Customer: name, address,.../Inventory: Type, Manufacturer, Condition...). Disadvantage: Not flexible. When I want to have a new type of master data, such as Insurer, I have to design another table. Put all in one table and this table have foreign key to another table which have type of each kind of master data (table 1: id, data_type, code, name, address....; table 2: data_type, data_type_name). Advantage: flexible - if I want more master data such as Insurer, I just put in table 2: code: 002, name: Insurer, and then put detail each insurer into table 1). Disadvantage: table 1 must have sufficient field to store all kind of information including: customer name, address, account, inventory's manufacturer, inventory's quality...). So which method do you usually do (or you think work better). Thank you very much

    Read the article

  • Multiple websites, Single sign-on design

    - by Yannis
    Hi all, I have a question. A client I have been doing some work recently has a range of websites with different login mechanisms. He is looking to slowly migrate to a single sign-on mechanism for his websites (all written in asp.net mvc). I am looking at my options here, so here is a list of requirements: 1) It has to be secure (duh) 2) It needs to support extra user properties over and above the usual name, address stuff (such as money or credits for a user) 3) It has to provide a centralized user management web console for his convenience (I understand that this will be a small project on top of whatever design solution I choose to go for) 4) It has to integrate with the existing websites without re-engineering the whole product (I understand that this depends on the current product implementation). 5) It has to deal with emailing the user when he registers (in order for him to activate his account) 6) It has to deal with activating the user when he clicks the activate me link in the email (I understand that 5 and 6 require some form of email templating system to support different emails per application) I was thinking of creating a library working together with forms authentication that exposes whatever methods are required (e.g. login, logout, activate, etc. and a small restful service to implement activation from email, registration processing etc. Taking into account that loads of things have been left out to make this question brief and to the point, does this sound like a good design? But this looks like a very common problem so arent there any existing projects that I could use? Thanks for reading.

    Read the article

  • MUD (game) design concept question about timed events.

    - by mudder
    I'm trying my hand at building a MUD (multiplayer interactive-fiction game) I'm in the design/conceptualizing phase and I've run into a problem that I can't come up with a solution for. I'm hoping some more experienced programmers will have some advice. Here's the problem as best I can explain it. When the player decides to perform an action he sends a command to the server. the server then processes the command, determines whether or not the action can be performed, and either does it or responds with a reason as to why it could not be done. One reason that an action might fail is that the player is busy doing something else. For instance, if a player is mid-fight and has just swung a massive broadsword, it might take 3 seconds before he can repeat this action. If the player attempts to swing again to soon, the game will respond indicating that he must wait x seconds before doing that. Now, this I can probably design without much trouble. The problem I'm having is how I can replicate this behavior from AI creatures. All of the events that are being performed by the server ON ITS OWN, aka not as an immediate reaction to something a player has done, will have to be time sensitive. Some evil monster has cast a spell on you but must wait 30 seconds before doing it again... I think I'll probably be adding all these events to some kind of event queue, but how can I make that event queue time sensitive?

    Read the article

< Previous Page | 158 159 160 161 162 163 164 165 166 167 168 169  | Next Page >