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  • Advice on how to build html5 basic tile game (multi player, cross device)

    - by Eric
    I just read http://buildnewgames.com/real-time-multiplayer/ which explains the fundamentals and bets practices to build a massive real time multiplayer html5 game. My question is however given the “simplicity” of the game I need to build (simple kind of scratch game where you find or not something behind a tile), do I really need complex tools (canvas or node.js for example) ? The game The gamestakes place with a picture of our office as a background (tilemap). For HR purpose, we wish to create the following game fore employees: each day they can come to the website and click on a certain number of tiles (3 max per day) and find behind it motivation advice and interesting facts about the company. The constraints and rules the screen is divided into isometric 2D square tiles. There are basically an image (photograph of our office) number of tiles on the screen game: about 10,000 to much more (with scroll , see below) the players can scroll in 4 directions there are only 2 types of tiles: already open and closed player can open tiles that have not been yet open by other players there is no path for players : any player can click on any tile on the screen at any moment (if it’s not already done by another player) 2 players can’t be on the same tile at the same moment (or if they can, I’ll have to manage to see which one clicked on it first) only one type of player (all with similar roles), no weapon, no internal score… very simple game. no complex physics (collision only occurs if 2 players are on the same tile) The target I need to achieve: cross device, cross browsers high performance reaction (subsecond reactions) average nb of players per hour: up to 10K players per hour (quite high indeed but it’s because we aim at proving our case for the game to our business unit) So what I would like to know: 2D Tiled map: Do I need tiledmapeditor or can I enable me split the screen like here ? should I use canvas or plain html/css could be sufficient for my need? do I need a game engine/framework such as melon.js or crafty./js ? (even if the game play is extremely basic, I do need mouse and touché device support, mouse emulations on touch devices…) or ca I easily/quickly do it without? for my constraints and targets, should I use CPU acceleration ? for my constraints and targets, should I use web workers ? for the database, for a massively real time game should I avoid to put the current locations of player in MySQL as i feel it might slow me down. What kind of DB should I implement ? Thanks for your help !

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  • PS3 controller -> PC -> emulators -> TV

    - by abrereton
    I'm researching a media PC for the living room. Playing videos, audio and streaming Internet is straightforward enough. I would also like to run a gaming console system. I was wondering if anyone has any thoughts on this. So far I've discovered that a PS3 controller (thankfully it uses USB and Bluetooth) can be connected to a PC. I've also found that MAME, MESS and PCSX2 are all the emulators I need (I can even emulate a TI-83 calculator with MESS). These emulators can re-map keys, so for example I can make the Nintendo's A button to the PS3 X button, or the SNES key pad could be the PS3 keypad or the analog stick. There are also front-ends to these emulators which can do fancy things like image scaling, anti-aliasing and double-buffering to improve the image quality of an 8-bit Mario on a 50 inch plasma. My set up would be this: PS3 controller connecting over Bluetooth to the PC, PC with Windows, PS3 controller drivers, all my emulators, Network drive with all my ROMs, PC connected to TV via HDMI TV playing Super Mario Kart Does this sound feasible? Does anyone have experience of doing anything like this? Is this a good idea or should I grow up and stop living in the past?

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  • How to access controller dynamic properties within a base controller's constructor in Grails?

    - by 4h34d
    Basically, I want to be able to assign objects created within filters to members in a base controller from which every controller extends. Any possible way to do that? Here's how I tried, but haven't got to make it work. What I'm trying to achieve is to have all my controllers extend a base controller. The base controller's constructor would be used to assign values to its members, those values being pulled from the session map. Example below. File grails-app/controllers/HomeController.groovy: class HomeController extends BaseController { def index = { render username } } File grails-app/controllers/BaseController.groovy: abstract class BaseController { public String username public BaseController() { username = session.username } } When running the app, the output shown is: 2010-06-15 18:17:16,671 [main] ERROR [localhost].[/webapp] - Exception sending context initialized event to listener instance of class org.codehaus.groovy.grails.web.context.GrailsContextLoaderListener org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'pluginManager' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Invocation of init method failed; nested exception is java.lang.RuntimeException: Unable to locate constructor with Class parameter for class org.codehaus.groovy.grails.commons.DefaultGrailsControllerClass ... Caused by: java.lang.RuntimeException: Unable to locate constructor with Class parameter for class org.codehaus.groovy.grails.commons.DefaultGrailsControllerClass ... Caused by: java.lang.reflect.InvocationTargetException ... Caused by: org.codehaus.groovy.grails.exceptions.NewInstanceCreationException: Could not create a new instance of class [com.my.package.controller.HomeController]! ... Caused by: groovy.lang.MissingPropertyException: No such property: session for class: com.my.package.controller.HomeController at com.my.package.controller.BaseController.<init>(BaseController.groovy:16) at com.my.package.controller.HomeController.<init>(HomeController.groovy) ... 2010-06-15 18:17:16,687 [main] ERROR core.StandardContext - Error listenerStart 2010-06-15 18:17:16,687 [main] ERROR core.StandardContext - Context [/webapp] startup failed due to previous errors And the app won't run. This is just an example as in my case I wouldn't want to assign a username to a string value, but rather a few objects pulled from the session map. The objects pulled from the session map are being set within filters. The alternative I see is being able to access the controller's instance within the filter's execution. Is that possible? Please help! Thanks a bunch!

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  • Instructions to setup primary and only domain controller

    - by Robert Koritnik
    Where could I get best step by step instructions (with some simple explanations) how to setup domain controller on Windows Server 2008 R2 Server Core? I don't know what do I need? Do I need DNS as well and AD and so on and so forth. I don't know enough about these things, but I need to set them up to prepare development environment. I would also like to know how to configure firewall on DC machine, to make it visible on other machines because I've setup DC somehow but I can't connect to it... This is my HW config: Linksys internet router with DHCP my dev machine is Windows 7 my DC machine is a VM in my dev machine my dev machine has a hw network adapter to linksys and a virtual network adapter to DC DC machine has two network adapters: one to linksys (to be internet connected so it can be updated etc.) and one to host (my dev Win7 machine) Edit My development machine should access domain controller and logon using domain credentials. Development machine would access internet directly via Linksys router. My domain controller machine would only serve authentication (and if I'm able to configure it right) should also have Active Directory Federation Services in a workable condition. I hope this is a bit more clear now. At least a small bit.

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  • Rendering a different controller and action while keeping errors

    - by DerNalia
    I have a form in one controller(A) that renders a partial from another controller(B), and stays on A's edit page during editing / updating etc. However... When the partial form form controller B has an error, the error doesn't show up on A's edit page right now, if there is an error, I am doing (in controller B's update method) redirect_to :controller => "A", :action => "edit" and then this is built in... but I don't know what to do with it... the error needs to be sent to controller A... but.. it doesn't format.xml { render :xml => @varFromB.errors, :status => :unprocessable_entity } thanks

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  • Game-a-Week One

    - by Matt Christian
    Anyone who chats with me on a semi-regular basis knows I am absolutely horrible at completing something from beginnning to end.  Often times I'll begin something, lose interest at some point, and end up moving onto the next thing.  For example, I have 1/2 a full game created, 1/3 of a novel written, and half of a model set created.  Needless to say, unless I have some sort of pressure to finish something I don't stick to it. Recently however one of my online buddies challenged me to create a simple game.  The start date was last Thursday and the final game needed to be delivered by this next Sunday (giving me just over a week).  However, I am going out of town this Friday so will need to deliver it by Thursday, giving me exactly 1 week to develop a game.  Here is what the game needed to include: The player should be able to shoot Shooting things should score points Sounds very simple, but given a single week to produce all art assets plus the game isn't an easy task.  So far I've developed: An animated Main Menu that loads via script files, allows the user to start a new game or exit the game The game is 3D and the player can move around the play area with an 'over-the-shoulder' camera HUD elements are drawn to display the player's current score When the player presses Esc they are shown a pause menu where they can resume the game by pressing Esc again, or quit the game by pressing Space There are also 2 items implemented that don't work perfectly: JigLibX physics library implementation On the main menu there is an arrow symbol that rotates to always point at your mouse I've got 2 days of development left so hopefully I can get collision working, some of the art cleaned up, and some more of the camera functionality working.  Also, I'll need to take some time to package the game up which hopefully shouldn't take too long.

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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  • Tips on how to notify a user of new features in your game

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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  • Server-side Architecture for Online Game

    - by Draiken
    basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks ! EDIT: Just a little more information about the game. It is intended to be a very complex game with several functionalities, making some functionalities a "program" inside the program. It is not an usual game, like FPS or RPG but I intend on having a lot of users using these many different "programs" inside the game. If I wasn't clear enough, I'd really appreciate people that have already developed games with java client/server architecture, how they communicated, any frameworks, apis, messaging systems, etc. It is not a question of lack of knowledge of language, more a question for advice, so I don't end up creating something that works, but in the later stages will have to be rewriten for any kind of limiting reason. PS: sorry if my english is not perfect...

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • Tips on how to notify a user of new features in your game (Android)

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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

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

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  • Codeigniter only loads the default controller

    - by fh47331
    I am very new to CodeIgniter, but have been programming PHP for ages. I'm writing some software at the moment and using CI for the first time with it. The default controller is set to the first controller I want to action call 'login' (the controller is login.php, the view is login.php. When the form is submitted it calls the 'authenticate' controller. This executes fine, process the login data correctly and then does a redirect command (without any output to the screen prior) to the next page in this case 'newspage'. The problem is that the redirect, never reaches 'newspage' but the default controller runs again. It doesn't matter what I put ... ht tp://domain.name/anything ... (yes im using .htaccess to remove the index.php) the anything never gets called, just the default controller. I have left the standard 'welcome.php' controller and 'welcome_message.php' in the folders and even putting ht tp://domain.name/welcome all I get is the login screen! (Obviously there shouldn't be a space between the http - thats just done so it does not show as a hyperlink!) Can anyone tell me what i've done wrong!

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  • prevent domain controller using wpad for windows update

    - by BeowulfNode42
    We have a 2012 domain controller in an environment where we are running a web proxy auto discovery (WPAD) setup for client devices, and that proxy server requires authentication. However windows update does not support proxy servers requiring authentication. So we want to prevent windows update on our servers from using the WPAD proxy settings. On a domain member server we can log in to the local administrator account (not domain admin) and un-tick the the "Auto detect proxy settings" in IE internet options and that fixes the issue on those servers. But a domain controller does not have a local admin account, as that account is the domain admin account. Doing this to the domain admin account on the DC does not prevent it from using WPAD. Our whole purpose of running a proxy server that requires authentication is so we can identify what the users on our session based remote desktop servers are doing on the internet. See this MS KB Article for some info about Windows update and proxy servers "How the Windows Update client determines which proxy server to use to connect to the Windows Update Web site" - http://support.microsoft.com/kb/900935

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  • Aruba Wireless Controller 200 and AP70 manual

    - by techie
    I have an Aruba wireless system that is currently in use but there is no documentation from the previous person in charge. I have no manuals or login information for the wireless controllers and APs. I checked the Aruba website and you need to register to access the support information but registration isn't instant and takes several days. I've waited for quite a while now and have tried googling and checking the Aruba forums but have found no indication of a manual. What I really need is the ability to reset the controller and APs so I can access the device with the default username and password. There is no reset button on this device so I have no idea how you go about resetting the controller and APs. Hm it seems I can't create a new tag as a new user. If possible can someone add an "Aruba" tag?

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  • "Optimal" game loop for 2D side-scroller

    - by MrDatabase
    Is it possible to describe an "optimal" (in terms of performance) layout for a 2D side-scroller's game loop? In this context the "game loop" takes user input, updates the states of game objects and draws the game objects. For example having a GameObject base class with a deep inheritance hierarchy could be good for maintenance... you can do something like the following: foreach(GameObject g in gameObjects) g.update(); However I think this approach can create performance issues. On the other hand all game objects' data and functions could be global. Which would be a maintenance headache but might be closer to an optimally performing game loop. Any thoughts? I'm interested in practical applications of near optimal game loop structure... even if I get a maintenance headache in exchange for great performance.

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  • Turn the Cables from Your Gaming or Electronics Setup into a Wall-Based Work of Art

    - by Asian Angel
    When it comes to gaming setups or our favorite electronics, there are always lots of cables to deal with. Now you could just bundle those cables up and try to hide them as best you can or you could turn them into a work of art… You can see additional pictures and find out how to set up your own wall-based work of art with those cables by visiting the blog post linked below. Feature Friday: Cords Away [via There I Fixed It] Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre

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  • Aruba Wireless Controller 200 and AP70 manual

    - by techie
    I have an Aruba wireless system that is currently in use but there is no documentation from the previous person in charge. I have no manuals or login information for the wireless controllers and APs. I checked the Aruba website and you need to register to access the support information but registration isn't instant and takes several days. I've waited for quite a while now and have tried googling and checking the Aruba forums but have found no indication of a manual. What I really need is the ability to reset the controller and APs so I can access the device with the default username and password. There is no reset button on this device so I have no idea how you go about resetting the controller and APs. Hm it seems I can't create a new tag as a new user. If possible can someone add an "Aruba" tag?

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  • Creating predefinied camera views - How do I move the camera to make sense while using Controller?

    - by Deukalion
    I'm trying to understand 3D but the one thing I can't seem to understand is the Camera. Right now I'm rendering four 3D Cubes with textures and I set the Project Matrix: public BasicCamera3D(float fieldOfView, float aspectRatio, float clipStart, float clipEnd, Vector3 cameraPosition, Vector3 cameraLookAt) { projection_fieldOfView = MathHelper.ToRadians(fieldOfView); projection_aspectRatio = aspectRatio; projection_clipstart = clipStart; projection_clipend = clipEnd; matrix_projection = Matrix.CreatePerspectiveFieldOfView(projection_fieldOfView, aspectRatio, clipStart, clipEnd); view_cameraposition = cameraPosition; view_cameralookat = cameraLookAt; matrix_view = Matrix.CreateLookAt(cameraPosition, cameraLookAt, Vector3.Up); } BasicCamera3D gameCamera = new BasicCamera3D(45f, GraphicsDevice.Viewport.AspectRatio, 1.0f, 1000f, new Vector3(0, 0, 8), new Vector3(0, 0, 0)); This creates a sort of "Top-Down" camera, with 8 (still don't get the unit type here - it's not pixels I guess?) But, if I try to position the camera at the side to make "Side-View" or "Reverse Side View" camera, the camera is rotating to much until it's turned around it a couple of times. I render the boxes at: new Vector3(-1, 0, 0) new Vector3(0, 0, 0) new Vector3(1, 0, 0) new Vector3(1, 0, 1) and with the Top-Down camera it shows good, but I don't get how I can make the camera show the side or 45 degrees from top (Like 3rd person action games) because the logic doesn't make sense. Also, since every object you render needs a new BasicEffect with a new projection/view/world - can you still use the "same" camera always so you don't have to create a new View/Matrix and such for each object. It's seems weird. If someone could help me get the camera to navigate around my objects "naturally" so I can be able to set a few predtermined views to choose from it would be really helpful. Are there some sort of algorithm to calculate the view for this and perhaps not simply one value? Examples: Top-Down-View: I have an object at 0, 0, 0 when I turn the right stick on the Xbox 360 Controller it should rotate around that object kind of, not flip and turn upside down, disappear and then magically appear as a tiny dot somewhere I have no clue where it is like it feels like it does now. Side-View: I have an object at 0, 0, 0 when I rotate to sides or up and down, the camera should be able to show a little more of the periphery to each side (depending on which you look at), and the same while moving up or down.

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  • Windows 2008 Domain Controller - Backup (BDC) to Primary (PDC)

    - by Klaptrap
    I have created a new domain controller with my single domain forest. I have also made it DHCP and DNS ready - all 3 services have synchronised with the existing W2K8 domain controller. I even migrated the FSMO roles and thought everything was fine. Indeed all machines on network appear to obtain DHCP and DNS from new server and the AD is working on the new server as my internal website uses it for login authentication. I have just noticed, via BgInfo - Sys Internals - that the new server is showing as "backup" and the old as "primary" - I thought I had already achieved this. Have the FSMO roles swapped back - as I have yet to have removed the old server from AD (dcpromo). Do I need to do anything before I run dcpromo on the old server? Any thoughts appreciated....

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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  • Which java game engine is better? [closed]

    - by user1276078
    I'm new to mobile game development and I have a number of questions to ask. So if you could please answer them, it would be highly appreciated The game I'm trying to release is a 2D arcade game. My intention is to release it on both the iOS platform and the Android platform. My best language is Java, so I would like to use a game engine where I can code with that. Which game engine is the best to accomplish all of this? I know that to make an iOS game with Xcode you need to use a Mac. My question is, do you still need a Mac if you're making a game for iOS without Xcode (like with OpenGL or something Thank you in advance

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