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  • Breakout ball collision detection, bouncing against the walls [solved]

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks EDIT: Have changed the bounce method. public void bounce(GObject other){ //System.out.println("y : " + getY() + " other.y + other.height - 2 : " + (other.getY() + other.getHeight() - 2)); if (getX()+getWidth()>other.getX()+2){ setHorizontalDirection(Direction.DIRECTION_RIGHT); } else if (getX()<(other.getX()+other.getWidth()-2)){ setHorizontalDirection(Direction.DIRECTION_LEFT); } if (getY()+getHeight()>other.getY()+2){ setVerticalDirection(Direction.DIRECTION_UP); } else if (getY()<(other.getY()+other.getHeight()-2)){ setVerticalDirection(Direction.DIRECTION_DOWN); } } EDIT: Solved now. See the changed method in my answer.

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  • Confusion with Libgdx UI

    - by BrotherJack
    I've started with Libgdx and am currently stumbling about trying to understand how to set up the interface. I have generated the base projects in Eclipse ( < proj-name ,< proj-name -android, < proj-name -desktop, < proj-name -html), and can get the program to display a simple background, play a looping sound file, and draw a tank. I have been having some problems implementing the UI though. I want to make a collapsible interface bar at the bottom of the screen that would contain buttons for movement, and selecting weapons. I'm confused since there appears to be several ways of doing this and the documentation (or tutorials explaining it) tend to be obsolete. How would one go about this? Use a stage for the bar and actors for the widgets? I'm a little lost on this.

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  • What the best way to wire up Entity Framework database context (model) to ViewModel in MVVM WPF?

    - by hal9k2
    As in the question above: What the best way to wire up Entity Framework database model (context) to viewModel in MVVM (WPF)? I am learning MVVM pattern in WPF, alot of examples shows how to implement model to viewModel, but models in that examples are just simple classes, I want to use MVVM together with entity framework model (base first approach). Whats the best way to wire model to viewModel. Thanks for answers. //ctor of ViewModel public ViewModel() { db = new PackageShipmentDBEntities(); // Entity Framework generated class ListaZBazy = new ObservableCollection<Pack>(db.Packs.Where(w => w.IsSent == false)); } This is my usual ctor of ViewModel, think there is a better way, I was reading about repository pattern, not sure if I can adapt this to WPF MVVM

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  • How to properly URL/domain forward

    - by NRGdallas
    No clue on a title for this, someone feel free to suggest an edit. I have a client that has a website. He owns around 200 domains, and wants each domain to contain content from the main website. The header, footer, and navigation bars will remain the same for each domain, but the actual page content will vary (obviously duplicate content issues, open to suggestions) He wants each individual page to be its own separate domain, rather than a url within the main domain. (page1.com page2.com etc - NOT site.com/page1.html, however the file is actually hosted at site.com/page1.html - all links will direct to site.com/whatever accordingly) What would be the best place to start reading / learning on how to do this, and what concerns/considerations should be taken into mind?

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  • DDD and validation of aggregate root

    - by Mik378
    Suppose an aggregate root : MailConfiguration (wrapping an AddressPart object). The AddressPart object is a simple immutable value object with some fields like senderAdress, recipentAddress (to make example simple). As being an invariant object, AddressPart should logically wrap its own Validator (by the way of external a kind of AddressValidator for respecting Single Responsibility Principle) I read some articles that claimed an aggregateRoot must validate its 'children'. However, if we follow this principle, one could create an AddressPart with an uncohesive/invalid state. What are your opinion? Should I move the collaborator AddressValidator(used in constructor so in order to validate immediately the cohesion of an AddressPart) from AddressPart and assign it to aggregateRoot (MailConfiguration) ?

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  • Searching for entity awareness in 3D space algorithm and data structure

    - by Khanser
    I'm trying to do some huge AI system just for the fun and I've come to this problem. How can I let the AI entities know about each other without getting the CPU to perform redundant and costly work? Every entity has a spatial awareness zone and it has to know what's inside when it has to decide what to do. First thoughts, for every entity test if the other entities are inside the first's reach. Ok, so it was the first try and yep, that is redundant and costly. We are working with real time AI over 10000+ entities so this is not a solution. Second try, calculate some grid over the awareness zone of every entity and test whether in this zones are entities (we are working with 3D entities with float x,y,z location coordinates) testing every point in the grid with the indexed-by-coordinate entities. Well, I don't like this because is also costly, but not as the first one. Third, create some multi linked lists over the x's and y's indexed positions of the entities so when we search for an interval between x,y and z,w positions (this interval defines the square over the spatial awareness zone) over the multi linked list, we won't have 'voids'. This has the problem of finding the nearest proximity value if there isn't one at the position where we start the search. I'm not convinced with any of the ideas so I'm searching for some enlightening. Do you people have any better ideas?

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  • How should I handle "real time" events in an online strategy game?

    - by Hojat Taheri
    Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get the list of attacks happening each second would cause heavy load. Is there any technique to achieve this goal? Another example: You want to attack a village 3 hours away, you send troops and the attack occurs 3 hours later. Should there be an script to check the database at each second to run the query at the specified time?

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  • Any technical references for game-oriented icons and symbols?

    - by willc2
    To make localizing easier, I'm using icons to show in-game information like achievements and bonuses. Coming up with good designs isn't easy, especially when it has to be integrated into the rest of the game's art style. Can I do better than looking at some random selection of existing games? Are there any reference books or sites that cover game graphics specifically? I'm looking for more theory and best-practices rather than pre-made graphics.

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  • The danger of changing the domain of your portfolio

    - by Mervin
    So I have a online portfolio that is available at mervin-ux-portfolio.com but I am planning to change hosts since the current host I am hosting it with is hitting me with a very high yearly renewal rate. When I was inquiring about domain transfers ,,they told me that since I had not initiated the domain transfer within 14 days of the expiry of the domain ,they cannot do it immediately and it would take about two weeks to to release the domain name. Since I dont like the idea of my site being down for like 2 weeks ,I was wondering if I should start afresh with a new domain on a new host and what were the potential dangers of that ( I have the entire site backup,so creating a replica of the site on the new host wont be hard) I also wont be losing any business or work since I work full time currently but I was just wondering about the challenges in terms of getting my domain name back to the top of search results and basically getting it out there assuming I go the new domain name approach. I know this is strictly not an UX question but I was hoping people could give some suggestions on what I should do

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  • Where to Start?

    - by freemann098
    my name is Chase. I've been programming for over 3 years now and I've made very little progress towards game development. I blame myself for it due to reasons. I have experience in many languages such as C++, C#, and Java. I have a little bit of knowledge in JavaScript/HTML and Python. My question is where to start on actually understanding jumping into game development. Whenever I watch game development tutorials it mostly makes sense until points of things like OpenGL or advanced topics that make no sense at all. An example is something like glOrhho Matrix or whatever. Videos either don't explain things like this or they're not explained very well. Do I not know enough basics? I find myself always copying code from a video but understanding very little of it. It's like i'm memorizing things I don't understand which makes it hard to program at all. If I were to want to get to the point where I could write my own game engine or just a game by myself in general in C++ using at the most documentation how would I start at mastering to that level. Should I learn C first, or get really good at basics in general with C++. I know there is a similar posted question on this site but it's not the same due to the fact the person asking the question has a well knowledge level in programming. I'm stuck in a loop of learning the same things but if I go farther I don't understand. I'm stuck in the same spot and need to make progress.

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  • which style of member-access is preferable

    - by itwasntpete
    the purpose of oop using classes is to encapsulate members from the outer space. i always read that accessing members should be done by methods. for example: template<typename T> class foo_1 { T state_; public: // following below }; the most common doing that by my professor was to have a get and set method. // variant 1 T const& getState() { return state_; } void setState(T const& v) { state_ = v; } or like this: // variant 2 // in my opinion it is easier to read T const& state() { return state_; } void state(T const& v) { state_ = v; } assume the state_ is a variable, which is checked periodically and there is no need to ensure the value (state) is consistent. Is there any disadvantage of accessing the state by reference? for example: // variant 3 // do it by reference T& state() { return state_; } or even directly, if I declare the variable as public. template<typename T> class foo { public: // variant 4 T state; }; In variant 4 I could even ensure consistence by using c++11 atomic. So my question is, which one should I prefer?, Is there any coding standard which would decline one of these pattern? for some code see here

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  • Single or multiple return statements in a function [on hold]

    - by Juan Carlos Coto
    When writing a function that can have several different return values, particularly when different branches of code return different values, what is the cleanest or sanest way of returning? Please note the following are really contrived examples meant only to illustrate different styles. Example 1: Single return def my_function(): if some_condition: return_value = 1 elif another_condition: return_value = 2 else: return_value = 3 return return_value Example 2: Multiple returns def my_function(): if some_condition: return 1 elif another_condition: return 2 else: return 3 The second example seems simpler and is perhaps more readable. The first one, however, might describe the overall logic a bit better (the conditions affect the assignment of the value, not whether it's returned or not). Is the second way preferable to the first? Why?

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  • What browser do you build in? [closed]

    - by Ryan
    Lately I have been using Chrome, but I am starting to think I should use FF. What are the advantages and disadvantages of the various mainstream browsers (with an emphasis on Chrome and FF) when doing web development? Is it easier to start with clean code for a relatively conforming browser, and later add hacks/workarounds for acceptable display with less conforming browsers, or is it easier to work with a variety of browsers from the beginning, so we never have a page that's completely unacceptable with, for example, IE 6?

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  • What are some general guidelines for setting up an iOS project I will want to personally publish but sell in the future?

    - by RLH
    I have an idea for a personal iOS project that I would like to write and release to the iOS store. I'm the type of developer who enjoys developing and publishing. I want to write quality software and take care of my customers. Assuming that I wrote an application that had reasonable success, there is a fair chance that I would want to sell the ownership rights of the app to another party and I'd use the proceeds to develop my next personal project which, in turn, I'd probably want to sell in the future. With that said, what are some general guidelines for creating, making and publishing an iOS project that I will eventually want to transfer to another company/developer? I know this is a bit of a broad question, but I request that the given advice be a general list of tips, suggestions and pitfalls to avoid. If any particular bullet point on your list needs more explanation, I'll either search for the answer or post a new question specific to that requirement. Thank you! Note Regarding this Question I am posting this question on Programmers.SO because I think that this is an issue of software architecting, seeking advice for setting a new application project and publishing a project to the Apple iOS store-- all within the requirements for questions on this site.

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  • Where should the database and mail parameters be stored in a Symfony2 app?

    - by Songo
    In the default folder structure for a Symfony2 project the database and mail server credentials are stored in parameters.yml file inside ProjectRoot/app/config/parameters.yml with these default values: parameters: database_driver: pdo_mysql database_host: 127.0.0.1 database_port: null database_name: symfony database_user: root database_password: null mailer_transport: smtp mailer_host: 127.0.0.1 mailer_user: null mailer_password: null locale: en secret: ThisTokenIsNotSoSecretChangeIt During development we change these parameters to the development database and mail servers. This file is checked into the source code repository. The problem is when we want to deploy to the production server. We are thinking about automating the deployment process by checking out the project from git and deploy it to the production server. The thing is that our project manager has to manually update these parameters after each update. The production database and mail servers parameters are confidential and only our project manager knows them. I need a way to automate this step and suggestion on where to store the production parameters until they are applied?

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  • Writing a Master's Thesis on evaluating visual scripting systems

    - by user1107412
    I am thinking to write my Master's thesis around theorizing, and then implementing a PlayMaker or Kismet-like (building game logic by visually arranging FSMs) tool in Unity. The only thing I am still concerned about is the actual research question that I should pose. I was kinda hoping that the more experienced game designers out there might know. Update: What about reducing the use of visual programming to graphically designing FSM-Action-Transition flows, which can then be attached to game entities (very much like http://playmaker.com does it)?

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  • What are the common character animation techniques used in tile based hack&slash games?

    - by Gorky
    I wonder what kind of animation techniques are used for creature and character animation in modern hack&slash type tile based games? Keyframing for different actions may be one option. Skeletal framing may be another. But how about the physics? Or do they use a totally hybrid system of inverse kinematics supported with a skeleton,physics and mixed with interpolated keyframing for more realistic animations? If so, how and for what reasons? I can think of many different solutions for the issues below but I wonder what's used and best suited for issues like: Walking or moving on an uneven terrain Combat interaction, combat physics and collisions Attaching rigid items to character and their iteractions ih physics world Soft body dynamics like hair, vegetation, clothes and fabric in line with animations and iteractions.

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  • Is there an antipattern to describe this method of coding?

    - by P.Brian.Mackey
    I have a codebase where the programmer tended to wrap things up in areas that don't make sense. For example, given an Error log we have you can log via ErrorLog.Log(ex, "friendly message"); He added various other means to accomplish the exact same task. E.G. SomeClass.Log(ex, "friendly message"); Which simply turns around and calls the first method. This adds levels of complexity with no added benefit. Is there an anti-pattern to describe this?

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  • Is it a good idea to use a formula to balance a game's complexity, in order to keep players in constant flow?

    - by user1107412
    I read a lot about Flow theory and its applications to video games, and I got an idea sticking in my mind. If a number of weight values are applied to different parameters of a certain game level (i.e. the size of the level, the number of enemies, their overal strength, the variance in their behavior, etc), then it should be technically possible to find an overal score mechanism for each level in the game. If a constant ratio of complexity increase were empirically defined, for instance 1,3333, or say, the Golden Ratio, would it be a good idea to arrange the levels in such an order that the increase of overal complexity tends to increase that much? Has somebody tried it?

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  • Serialized values or separate table, which is more efficient?

    - by Aravind
    I have a Rails model email_condition_string with a word column in it. Now I have another model called request_creation_email_config with the following columns admin_filter_group:references vendor_service:references email_condition_string:references email_condition_string has many request_creation_email_config and request_creation_email_config belongs to email_condition_string. Instead of this model a colleague of mine is suggesting that strong the word inside the same model as comma separated values is efficient than storing as a separate model. Is that alright?

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  • What technologies and tools would I need to create an advanced 3D game on Unreal Engine 3?

    - by BleakCabalist
    This is a purely hypothetical question. Let's say I already have the UE3 license and would like to create an advanced single-player FPS. What other tools/technologies would I need? For example for audio, animations, modeling and so on. I mean all of them. I've been looking for some time now and can't find any source, which would say what's needed from beggining to the end of game development cycle.

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • Are there any concerns with using a static read-only unit of work so that it behaves like a cache?

    - by Rowan Freeman
    Related question: How do I cache data that rarely changes? I'm making an ASP.NET MVC4 application. On every request the security details about the user will need to be checked with the area/controller/action that they are accessing to see if they are allowed to view it. The security information is stored in the database. For example: User Permission UserPermission Action ActionPermission A "Permission" is a token that is applied to an MVC action to indicate that the token is required in order to access the action. Once a user is given the permission (via the UserPermission table) then they have the token and can therefore access the action. I've been looking in to how to cache this data (since it rarely changes) so that I'm only querying in-memory data and not hitting a database (which is a considerable performance hit at the moment). I've tried storing things in lists, using a caching provider but I either run in to problems or performance doesn't improve. One problem that I constantly run in to is that I'm using lazy loading and dynamic proxies with EntityFramework. This means that even if I ToList() everything and store them somewhere static, the relationships are never populated. For example, User.Permissions is an ICollection but it's always null. I don't want to Include() everything because I'm trying to keep things simple and generic (and easy to modify). One thing I know is that an EntityFramework DbContext is a unit of work that acts with 1st-level caching. That is, for the duration of the unit of work, everything that is accessed is cached in memory. I want to create a read-only DbContext that will exist indefinitely and will only be used to read about permission data. Upon testing this it worked perfectly; my page load times went from 200ms+ to 20ms. I can easily force the data to refresh at certain intervals or simply leave it to refresh when the application pool is recycled. Basically it will behave like a cache. Note that the rest of the application will interact with other contexts that exist per request as normal. Is there any disadvantage to this approach? Could I be doing something different?

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  • How to safely copy an object?

    - by Prog
    This question is going to be a little long. Please bear with me. Something that happened in a project of mine made me think about how to safely copy objects. I'll present the situation I had and then ask a question. There was a class SomeClass: class SomeClass{ Thing[] things; public SomeClass(Thing[] things){ this.things = things; } // irrelevant stuff omitted public SomeClass copy(){ return new SomeClass(things); } } There was another class Processor that takes SomeClass objects, copies them (via someClassInstance.copy()), manipulates the copy's state, and returns the copy. Here it is: class Processor{ public SomeClass processObject(SomeClass object){ SomeClass copy = object.copy(); manipulateTheCopy(copy); return copy; } // irrelevant stuff omitted } I ran this, and it had bugs. I looked into these bugs, and it turned out that the manipulations Processor does on copy actually affect not only the copy, but also the original SomeClass object that was passed into processObject. I found out that it was because the original and the copy shared state - because the original passed it's field things into the copy when creating it. This made me realize that copying objects is harder than simply instantiating them with the same fields as the original. For the two objects to be completely disconnected, without any shared state, each of the fields passed to the copy also has to be copied. And if that object contains other objects - they have to be copied too. And so on. So basically, in order to be able to actually copy an object, each class in the system must have a copy() method, that also invokes copy() on all of it's fields, and so on. So for example, for copy() in SomeClass to work, it needs to look like this: public SomeClass copy(){ Thing[] copyThings = new Thing[things.length]; for(int i=0; i<things.length; i++) copyThings[i] = things[i].copy(); return new SomeClass(copyThings); } And if Thing has object fields of it's own, than it's own copy() method must be appropriate: class Thing{ Apple apple; Pencil pencil; int number; public Thing(Apple apple, Pencil pencil, int number){ this.apple = apple; this.pencil = pencil; this.number = number; } public Thing copy(){ // 'number' is a primitve. return new Thing(apple.getCopy(), pencil.getCopy(), number); } } And so on. Of course, instead of all classes having a copy() method, the copying mechanism can happen in all of the getters and the constructors of classes (unless places where it isn't suitable, for example when the field points to an external object, not to an object that 'is part' of this object). Still, that means that in order to be able to safely copy an object - most classes would have to have copying mechanisms in their getters. My question is divided into two parts: How frequently do you need to get a copy of an object? Is this a regular issue? Is the technique described common and/or reasonable? Or is there a better way to make safe copies of objects? Or is there an easier way to safely copy objects, without them sharing any state?

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  • How should I structure my database to gain maximum efficiently in this scenario?

    - by Bob Jansen
    I'm developing a PHP script that analyzes the web traffic of my clients websites. By placing a link to a javascript on the clients website (think of Google Analyses), my script harvests information like: the visitors IP address, reference link, current page link, user agent, etc. Now my clients can view these statistics via a control panel that I have build. These clients can also adjust profile settings, set firewall rules, create support tickets and pay invoices. Currently all the the traffic is stored in one table. You can imagine that this tabel would become very large as some my clients receive thousands of pageviews per day. Furthermore, all the traffic data of each client would be stored in the same table, creating a mess. This is the same for the firewall rules currently, and the invoice and support system. I'm looking for way to structure my database in a more organized way to hold large amounts of data of multiple users. This is the first project that I'm developing that deals with so much data, and would like to hear suggestions and tips. I was thinking of using multiple databases to structure the data. The main database will store users data (email,pass,id,etc) admin/website settings. Than each client will have an unique database labeled prefix_userid, which carry tables holding their traffic, invoice, and support ticket data. Would this be a solution, and would it slow down or speed up overall performances (that is spreading the data over muliple databases). I have a solid VPS, but would like to safe and be as effient as possible.

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