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  • Game ideas for a platformer

    - by user5925
    I have created a platformer which currently has the features listed below. I would greatly appreciate any further ideas which I could implement! (I don't play a lot of games which is why I require help) -- Walking/jumping/movement -- player can shoot lasers -- enemies also walk, fly, and shoot lasers -- water (you can swim in this) -- mud (slows you down on contact, and stops you from jumping) -- ladders -- damage when falling from a large height, unless falling into water -- moving platforms -- springboards (jumping on them shoot you into the air) -- growing platforms (allow you to reach new places) -- key and door system -- gem and coin collection system

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  • Finding most Important Node(s) in a Directed Graph

    - by Srikar Appal
    I have a large (˜ 20 million nodes) directed Graph with in-edges & out-edges. I want to figure out which parts of of the graph deserve the most attention. Often most of the graph is boring, or at least it is already well understood. The way I am defining "attention" is by the concept of "connectedness" i.e. How can i find the most connected node(s) in the graph? In what follows, One can assume that nodes by themselves have no score, the edges have no weight & they are either connected or not. This website suggest some pretty complicated procedures like n-dimensional space, Eigen Vectors, graph centrality concepts, pageRank etc. Is this problem that complex? Can I not do a simple Breadth-First Traversal of the entire graph where at each node I figure out a way to find the number of in-edges. The node with most in-edges is the most important node in the graph. Am I missing something here?

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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  • Speaking this week at Richmond SQL Server User Group

    - by drsql
    Thursday night, at 6:00 (or so) I will be speaking in Richmond ( http://richmondsql.org/cs2007/ ), talking about How to Implement a Hierarchy using SQL Server. The abstract is: One of the most common structures you will come across in the real world is a hierarchy (either a single parent "tree" or a multi-parent "graph"). Many systems will implement the obvious examples, such as a corporate managerial structure or a bill of materials. It turns out that almost any many-to-many relationship can be...(read more)

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  • Writing selenium tests, should I just get it done or get it right?

    - by Peter Smith
    I'm attempting to drive my user interface (heavy on javascript) through selenium. I've already tested the rest of my ajax interaction with selenium successfully. However, this one particular method seems to be eluding me because I can't seem to fake the correct click event. I could solve this problem by simply waiting in the test for the user to click a point and then continuing with the test but this seems like a cop out. But I'm really running out of time on my deadline to have this done and working. Should I just get this done and move on or should I spend the extra (unknown) amount of time to fix this problem and be able to have my selenium tests 100% automated?

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  • Acceptable placement of the composition root using dependency injection and inversion of control containers

    - by Lumirris
    I've read in several sources including Mark Seemann's 'Ploeh' blog about how the appropriate placement of the composition root of an IoC container is as close as possible to the entry point of an application. In the .NET world, these applications seem to be commonly thought of as Web projects, WPF projects, console applications, things with a typical UI (read: not library projects). Is it really going against this sage advice to place the composition root at the entry point of a library project, when it represents the logical entry point of a group of library projects, and the client of a project group such as this is someone else's work, whose author can't or won't add the composition root to their project (a UI project or yet another library project, even)? I'm familiar with Ninject as an IoC container implementation, but I imagine many others work the same way in that they can scan for a module containing all the necessary binding configurations. This means I could put a binding module in its own library project to compile with my main library project's output, and if the client wanted to change the configuration (an unlikely scenario in my case), they could drop in a replacement dll to replace the library with the binding module. This seems to avoid the most common clients having to deal with dependency injection and composition roots at all, and would make for the cleanest API for the library project group. Yet this seems to fly in the face of conventional wisdom on the issue. Is it just that most of the advice out there makes the assumption that the developer has some coordination with the development of the UI project(s) as well, rather than my case, in which I'm just developing libraries for others to use?

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  • Drawing large 2D sidescroller level terrain

    - by Yar
    I'm a relatively good programmer but now that it comes to add some basic levels to my 2D game I'm kinda stuck. What I want to do: An acceptable, large (8000 * 1000 pixels) "green hills" test level for my game. What is the best way for me to do this? It doesn't have to look great, it just shouldn't look like it was made in MS paint with the line and paint bucket tool. Basically it should just mud with grass on top of it, shaped in some form of hills. But how should I draw it, I can't just take out the pencil tool and start drawing it pixel per pixel, can I?

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  • Is it bad practice to make an iterator that is aware of its own end

    - by aaronman
    For some background of why I am asking this question here is an example. In python the method chain chains an arbitrary number of ranges together and makes them into one without making copies. Here is a link in case you don't understand it. I decided I would implement chain in c++ using variadic templates. As far as I can tell the only way to make an iterator for chain that will successfully go to the next container is for each iterator to to know about the end of the container (I thought of a sort of hack in where when != is called against the end it will know to go to the next container, but the first way seemed easier and safer and more versatile). My question is if there is anything inherently wrong with an iterator knowing about its own end, my code is in c++ but this can be language agnostic since many languages have iterators. #ifndef CHAIN_HPP #define CHAIN_HPP #include "iterator_range.hpp" namespace iter { template <typename ... Containers> struct chain_iter; template <typename Container> struct chain_iter<Container> { private: using Iterator = decltype(((Container*)nullptr)->begin()); Iterator begin; const Iterator end;//never really used but kept it for consistency public: chain_iter(Container & container, bool is_end=false) : begin(container.begin()),end(container.end()) { if(is_end) begin = container.end(); } chain_iter & operator++() { ++begin; return *this; } auto operator*()->decltype(*begin) { return *begin; } bool operator!=(const chain_iter & rhs) const{ return this->begin != rhs.begin; } }; template <typename Container, typename ... Containers> struct chain_iter<Container,Containers...> { private: using Iterator = decltype(((Container*)nullptr)->begin()); Iterator begin; const Iterator end; bool end_reached = false; chain_iter<Containers...> next_iter; public: chain_iter(Container & container, Containers& ... rest, bool is_end=false) : begin(container.begin()), end(container.end()), next_iter(rest...,is_end) { if(is_end) begin = container.end(); } chain_iter & operator++() { if (begin == end) { ++next_iter; } else { ++begin; } return *this; } auto operator*()->decltype(*begin) { if (begin == end) { return *next_iter; } else { return *begin; } } bool operator !=(const chain_iter & rhs) const { if (begin == end) { return this->next_iter != rhs.next_iter; } else return this->begin != rhs.begin; } }; template <typename ... Containers> iterator_range<chain_iter<Containers...>> chain(Containers& ... containers) { auto begin = chain_iter<Containers...>(containers...); auto end = chain_iter<Containers...>(containers...,true); return iterator_range<chain_iter<Containers...>>(begin,end); } } #endif //CHAIN_HPP

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  • Is there a name for the Builder Pattern where the Builder is implemented via interfaces so certain parameters are required?

    - by Zipper
    So we implemented the builder pattern for most of our domain to help in understandability of what actually being passed to a constructor, and for the normal advantages that a builder gives. The one twist was that we exposed the builder through interfaces so we could chain required functions and unrequired functions to make sure that the correct parameters were passed. I was curious if there was an existing pattern like this. Example below: public class Foo { private int someThing; private int someThing2; private DateTime someThing3; private Foo(Builder builder) { this.someThing = builder.someThing; this.someThing2 = builder.someThing2; this.someThing3 = builder.someThing3; } public static RequiredSomething getBuilder() { return new Builder(); } public interface RequiredSomething { public RequiredDateTime withSomething (int value); } public interface RequiredDateTime { public OptionalParamters withDateTime (DateTime value); } public interface OptionalParamters { public OptionalParamters withSeomthing2 (int value); public Foo Build ();} public static class Builder implements RequiredSomething, RequiredDateTime, OptionalParamters { private int someThing; private int someThing2; private DateTime someThing3; public RequiredDateTime withSomething (int value) {someThing = value; return this;} public OptionalParamters withDateTime (int value) {someThing = value; return this;} public OptionalParamters withSeomthing2 (int value) {someThing = value; return this;} public Foo build(){return new Foo(this);} } } Example of how it's called: Foo foo = Foo.getBuilder().withSomething(1).withDateTime(DateTime.now()).build(); Foo foo2 = Foo.getBuilder().withSomething(1).withDateTime(DateTime.now()).withSomething2(3).build();

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  • What is the best wrapping strategy ?

    - by Riduidel
    Hi, I'm planning to integrate an external tool (ffmpeg in my particular case, but it could be anything, in fact, as lolng as its tasks are long running ones). This tool has a lot of command-line parameters. For now, I've done to simple things with it, already requiring me a good bunch of class writing, to embed all the information it can return to me. I now face the even more complex task of having to send it a bunch of parameters and to handle possible errors. So, what is a best way for that ? Create classes containing all possible options Relying upon a reverse equivalent of commons-cli / CliBuilder / OptionParser Directly write all options from user input Obiwan Kenobi powers (or anything I don't even know about) Please notice I do it in an uncommon language (for the sake of me, don't ask me what it is, as it looks like a desperate and sterile union between CoffeeScript and lua), as a consequence, there can be no framework doing what I want in the language I use.

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  • Algorithmic Forecasting and Pattern Recognition

    - by Ryan King
    Say a user could enter project data into my software. Each project has 2 variables "size" and "work" and they're related but the relationship is not known. Is there a way to programmatically determine the relationship between the variables based on previous data and forecast the amount of work provided if only given the size of the project in the future? For Example, say the user had manually entered the following projects. Project 1 - Size:1, Work: 4 Project 2 - Size:2, Work: 7 Project 3 - Size:3, Work: 10 Project 4 - Size:4, Work: x What should I look into to be able to programmatically determine, that Work = Size*3+1 and therefor be able to say that x=13?

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  • Methods of ordering function definitions in code

    - by xralf
    When I work on some programming project (usually command line application in Python with many switches), I'm usually creating about 30 and more functions. Most of the functions are in one file (except some helpers that I utilize in more projects). Some of the functions are called on particular switch (like -p or --print) but many functions do some helper computations, print operations or database operations because I don't want to main functions be too large. When I have an idea for a new functionality I often put new functions randomly to the file. Should I think more about it and place it to some particular place? Are there some methods for this?

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  • Keep user and user profile in different tables?

    - by Andrey
    I have seen in a couple of projects that developers prefer to keep essential user info in one table (email/login, password hash, screen name) and rest of the non essential user profile in another (creation date, country, etc). By non-essential I mean that this data is needed only occasionally. Obvious benefit is that if you are using ORM querying less fields is obviously good. But then you can have two entities mapped to same table and this will save you from querying stuff you don't need (while being more convenient). Does anybody know any other advantage of keeping these things in two tables?

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  • Victory rewards in digital CCG

    - by Nils Munch
    I am currently polishing a digital CCG where people can play against friend and random opponents in a classical Magic the Gathering-like duel CCG. I plan to award the players with 20 ingame currency units (lets call them gold) for each hour they are playing, 50 for each day they are playing and X for each victory. Now, the X is what I am trying to calculate here, since I would prefer keeping the currency to a certain value, but also with to entice the players to battle. I could go with a solid figure, say 25, for beating up an opponent. But that would result in experienced players only beating up newly started players, making the experience lame for both. I could also make a laddered tier, where you start at level 1, and raise in level as you defeat your opponents, where winning over a player awards you his level x 2 in gold. Which would you prefer if you were playing a game like this. There is no gold-based scoreboard, but the gold is used to purchase new cards along the way.

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  • Should I cache the data or hit the database?

    - by JD01
    I have not worked with any caching mechanisms and was wondering what my options are in the .net world for the following scenario. We basically have a a REST Service where the user passes an ID of a Category (think folder) and this category may have lots of sub categories and each of the sub categories could have 1000 of media containers (think file reference objects) which contain information about a file that may be on a NAS or SAN server (files are videos in this case). The relationship between these categories is stored in a database together with some permission rules and meta data about the sub categories. So from a UI perspective we have a lazy loaded tree control which is driven by the user by clicking on each sub folder (think of Windows explorer). Once they come to a URL of the video file, they then can watch the video. The number of users could grow into the 1000s and the sub categories and videos could be in the 10000s as the system grows. The question is should we carry on the way it is currently working where each request hits the database or should we think about caching the data? We are on using IIS 6/7 and Asp.net.

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  • Looping 3D environment in shmups

    - by kamziro
    So I was watching Ikaruga: http://www.youtube.com/watch?v=Aj23K8Ri68E And then raystorm: http://www.youtube.com/watch?v=TQ4V0G5ykAg After looking at their 3D backgrounds for a little bit, it appears that they use a lot of repeated segments. How would one start with the development with such systems? Would there be editors that can be used (or at least help) with creating the environments? Perhaps a 3D map with splines describing the path of the ship, as well as events on the splines?

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  • Is game development Subcontracted?

    - by Darv
    I was having a conversation with someone who believed that components of a games code where subcontracted out to programmers in different countries where it would be cheaper, then assembled by the local company. I understand that people often use pre-built engines but I would think that making the actual game would require people to work closely in the same studio. I couldn't find much clear information on this when I looked, does anyone know?

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  • What is the difference between all-static-methods and applying a singleton pattern?

    - by shahensha
    I am making a database to store information about the users of my website (I am using stuts2 and hence Java EE technology). For the database I'll be making a DBManager. Should I apply singleton pattern here or rather make all it's methods static? I will be using this DBManager for basic things like adding, deleting and updating User profiles. Along with it, I'll use for all other querying purposes, for instance to find out whether a username already exists and to get all users for administrative purposes and stuff like that. My questions What is the benefit of singleton pattern? Which thing is most apt here? All static methods or a singleton pattern? Please compare both of them. regards shahensha P.S. The database is bigger than this. Here I am talking only about the tables which I'll be using for storing User Information.

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  • Use Case Diagrams - should I create a diagram just for a view business rule?

    - by Periback
    I'm modeling a UCD where I have two actors ( a content producer and a developer).. the content producer is going to create and specify details of a storyboard functionality, and the other actor (developer) will only be able to view this storyboard ( he'll log in the application and read the storyboard to start developing what it says, outside the application..) I'm working on the specification of this storyboard functionality and I'd like to know it would be like a best-practice if I describe something like " actor- developer", "UCD - read scenes of storyboard" . This is the specification of an application I developed for my thesis and they asked me to add some specification...

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  • Constructor should generally not call methods

    - by Stefano Borini
    I described to a colleague why a constructor calling a method can be an antipattern. example (in my rusty C++) class C { public : C(int foo); void setFoo(int foo); private: int foo; } C::C(int foo) { setFoo(foo); } void C::setFoo(int foo) { this->foo = foo } I would like to motivate better this fact through your additional contribute. If you have examples, book references, blog pages, or names of principles, they would be very welcome. Edit: I'm talking in general, but we are coding in python.

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  • What should a game have in order to keep humans playing it?

    - by Adam Davis
    In many entertainment professions there suggestions, loose rules, or general frameworks one follows that appeal to humans in one way or another. For instance, many movies and books follow the monomyth. In video games I find many types of games that attract people in different ways. Some are addicted to facebook gem matching games. Others can't get enough of FPS games. Once in awhile, though, you find a game that seems to transcend stereotypes and appeals almost immediately to everyone that plays it. For instance, Plants Versus Zombies seems to have a very, very large demographic of players. There are other games similar in reach. I'm curious what books, blogs, etc there are that explore these game types and styles, and tries to suss out one or more popular frameworks/styles that satisfy people, while keeping them coming back for more.

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  • How URL Redirection affects SEO?

    - by Costa
    The following paragraph is from SEO Google Guide Google is good at crawling all types of URL structures, even if they're quite complex, but spending the time to make your URLs as simple as possible for both users and search engines can help. Some webmasters try to achieve this by rewriting their dynamic URLs to static ones; while Google is fine with this, we'd like to note that this is an advanced procedure and if done incorrectly, could cause crawling issues with your site. What makes URL re-writing implementation incorrect for GoogleBot? I am using Asp.net 3.5 framework. Thanks

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  • Presenting Loading Data Warehouse Partitions with SSIS 2012 at SQL Saturday DC!

    - by andyleonard
    Join Darryll Petrancuri and me as we present Loading Data Warehouse Partitions with SSIS 2012 Saturday 8 Dec 2012 at SQL Saturday 173 in DC ! SQL Server 2012 table partitions offer powerful Big Data solutions to the Data Warehouse ETL Developer. In this presentation, Darryll Petrancuri and Andy Leonard demonstrate one approach to loading partitioned tables and managing the partitions using SSIS 2012, and reporting partition metrics using SSRS 2012. Objectives A practical solution for loading Big...(read more)

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  • Logarithmic spacing of FFT subbands

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

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  • Making Class Diagram for MVC Pattern Project

    - by iMohammad
    I have a question about making a class diagram for an MVC based college senior project. If we have 2 actors of users in my system, lets say Undergrad and Graduate students are the children of abstract class called User. (Generalisation) Each actor has his own features. My question, in such case, do we need to have these two actors in separate classes which inherits from the abstract class User? even though, I'm going to implement them as roles using one Model called User Model ? I think you can see my confusion here. I code using MVC pattern, but I've never made a class diagram for this pattern. Thank you in advance!

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