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  • What are good JS libraries for game dev?

    - by acidzombie24
    If I decide to write a simple game both text and graphical (2d) what libraries would I use? (Assume we are using a HTML5 compatible browser) The main things I can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but I am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (I know this exist but I don't know how easy it is to setup or use. But this isn't important to me. Its for the question).

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  • Financial Transparency is Good for Community

    - by ArnieRowland
    I was recently in a conversation with several people that had previously organized one or more community events. The topic evolved into a discussion of Sponsors, and eventually, fund raising. Being able to adequately raise the funds necessary is critical to producing a successful event. Many vendors will readily provide products for raffles and give-aways (SWAG), but the success of the event hangs on being able to raise cold, hard, cash. Venues and equipment have to be rented, refreshments and lunches...(read more)

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  • Another good free utility - Campwood Software Source Monitor

    - by TATWORTH
    The Campwoood Source Monitor at http://www.campwoodsw.com/sourcemonitor.html  says in its introduction "The freeware program SourceMonitor lets you see inside your software source code to find out how much code you have and to identify the relative complexity of your modules. For example, you can use SourceMonitor to identify the code that is most likely to contain defects and thus warrants formal review. SourceMonitor, written in C++, runs through your code at high speed, typically at least 10,000 lines of code per second." It is indeed very high-speed and is useful as it: Collects metrics in a fast, single pass through source files. Measures metrics for source code written in C++, C, C#, VB.NET, Java, Delphi, Visual Basic (VB6) or HTML. Includes method and function level metrics for C++, C, C#, VB.NET, Java, and Delphi. Offers Modified Complexity metric option. Saves metrics in checkpoints for comparison during software development projects. Displays and prints metrics in tables and charts, including Kiviat diagrams. Operates within a standard Windows GUI or inside your scripts using XML command files. Exports metrics to XML or CSV (comma-separated-value) files for further processing with other tools.

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  • What is a good Amazon S3 client?

    - by Eyal
    I've been using the Amazon S3 Management console to browse my S3 files. Unfortunately, it doesn't seem to be able to sort files (in a given bucket) by anything other than whatever its default is (which seems to be by name). I'd like a nice GUI client for seeing these files which will let me sort them by date, so the newest will appear on top. I did find a Firefox plug-in - S3Fox - but it doesn't work for the current version of Firefox.

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  • What is a good robots.txt for WP ?

    - by Steven
    What is the "best" setup for robots.txt? I'm using the following permalink structure in Wordpress: /%category%/%postname%/. My robots.txt currently looks like this (copied from somewhere a long time ago): User-agent: * Disallow: /cgi-bin Disallow: /wp-admin Disallow: /wp-includes Disallow: /wp-content/plugins Disallow: /wp-content/cache Disallow: /wp-content/themes Disallow: /trackback Disallow: /comments Disallow: /category/*/* Disallow: */trackback Disallow: */comments I want my comments to be indext. So I can remove this, right? Do I want to disallow indexing categories because of my permalinkstructure? An article can have several tags and be in multiple categories. This may cause duplicates in google. How should I work around this? Would you change anything else here?

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  • Game: Age of Empires sound good but video "out of range"

    - by Ezekiel
    I'm new to the Ubuntu realm. Currently i'm using Linux Mint 12 with Wine 1.4 and PLAYONLINUX as game loading/playing programs. Video card is MSI GeForce FX5200 (NVIDIA) and is 3d enabled. I can play "Call of Duty 5 demo just fine. My real love is the Age of Empires series games. I loaded the WINE version of AOE 1 demo. No sound and no picture. Black screen with "Out of Range" window in red. I loaded my CD version of AOE 1 through PLAYONLINUX. I get the sound just fine but again the black screen with "Out of Range" window in red. I have used all the monitor settings in both the "settings" and in winecfg. None of the eight monitor options worked in any combination. I have checked all the questions and blogs on this error and tried all I found and no one seems to come up with a real fix. I guess I need to know exactly what the "Out of Range" means. Any help? Anywhere? Thanks

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  • How can I design good continuous (seamless) tiles?

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like a homogeneous thing. For example, see the image below: Even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile," like in this image: (I took this from another GDSE question, sorry; not be critical of the game, but it proves my point. And actually has better tile design that what I manage, anyway.) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (My terminology might be totally wrong, don't hesitate to correct me.)

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  • How to spot a good social media marketer

    - by fiftyeight
    It's a bit subjective but helpful and on-topic IMO, mayebe should be made community wiki I've been in contact with some guest bloggers lately which are interested in publishing posts on my website's blog, so far I've done a regular weekly blog and had a guy marketing it, but he's too busy to do more work right now. Now I need someone to market these blog posts on social media, the last guy I just got by recommendation from a friend, but now I need to find one myself. What criteria should I check when it comes to social media marketers? Do the number of followers and fans on their accounts and/or the number of votes they get for articles they market mean anything, or is impossible to know if it's spam? That's about the only criterion I could think of so far... Thanx to anyone who helps

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  • T-SQL User-Defined Functions: the good, the bad, and the ugly (part 3)

    - by Hugo Kornelis
    I showed why T-SQL scalar user-defined functions are bad for performance in two previous posts. In this post, I will show that CLR scalar user-defined functions are bad as well (though not always quite as bad as T-SQL scalar user-defined functions). I will admit that I had not really planned to cover CLR in this series. But shortly after publishing the first part , I received an email from Adam Machanic , which basically said that I should make clear that the information in that post does not apply...(read more)

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • 2D XNA Game Engine with a Good Wiki [closed]

    - by gcx
    I'm a newbie game developer. I'm planning to develop a XBOX (with a Kinect to double the fun) game. I've researched some 2D game engines that i can use in my project. After some research I've found IceCream engine and it looks delicious with its Milkshake editor. But I can't seem to find "working" game source examples for that engine and its own website's tutorial is not very sufficent. (If you are familiar with this engine) do you know any community that has helpful resources for this particular engine? If not, which engines do you recommend (that has a great wiki) for a XNA based XBOX - Kinect game?

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  • Making retro games: Any good known game architectures?

    - by A.Quiroga
    I'm trying to do a remake of Snowbros . I'm doing it using libgdx but at each time i must try to thought how things got done . For example the physics of the jump and collisions . It seams to be time perfect , but i use the deltaTime to try to aproximate the value in game . I think in this case maybe its using some calcs with processor Hz , but i don't know. Then the simple question , is there any resources of how did they programm this games? Or any idea of the simple ideas repeated each game to game in the old style retro games.

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  • Good way to manage blog/news? [closed]

    - by DavidScherer
    I really don't want to undertake handling blog/news posts within a site I'm working on and would much rather use some other software that's fairly bare-bones that will manage the posts and then I can just pull posts from the DB or an API. Does anyone have any experience with a nice, lightweight OS Blog type software that has either an API or is basic enough to simply pull Data from the database? I really only need the software for managing, I plan to display all the posts programatically through MVC.

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  • Alternative to Google Adsense which has good international coverage

    - by Yoga
    I have a technical blog (programming related) which has around 500 visit per days, 70% are international visitors and 30% are from US/CA. Google Adsense disabled my account due to invalid clicks so I can't use them (no need to explain here, they suck hard and never respect and listen to the publishers' appeal) I have tried adbrite and recently using chitika but they almost give me nothing, e.g. chitika 13,865 Page Views 4 clicks $0.01 The performance is so poor even I don't want to mention about it. I am already putting a full top banner and a 350x200 box in article body. I am researching if any alternative would provide more revenue for my internation visitors or technical visitors. Thanks.

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  • what knowledge would I need to make a good simulation games

    - by Skeith
    I have an idea for a game like theme park but don't know how simulation games are made. I am not some noob on his first game so I appreciated constructive answers instead of "its hard, don't do it". What I want is to know how simulation game mechanics are put together. I figure it would be heaver on the AI than normal games and not knowing much about AI would like to know some programming techniques I should look into for this style game. specific techniques please not just a book on ai. what sort of architecture would be used? I guess it would have some sort of probability engine with pre designed events that are triggered based on the AI state. Would it use a FSM or be purely event driven ? Any information on how a sims game functions would be cool.

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  • Adsense ads are not a good fit for my site

    - by Ryan Grush
    I run an academic network for college students to communicate at particular universities and we run Google Adsense. The site pulls in a decent amount for a side project but our CTR is horrible <0.2% and our RPM is equally low. The problem lies in the fact that Google pegs us as an education site (which we are) but shows our users ads for U of Phoenix, Devry U and other for-profit universities. All of our users are students of the more higher-caliber institutions and therefore have no use for these ads. I've known about this problem for some time but I don't know what to do to show more relevant ads instead (i.e. Spring Break, school apparel, poker, sports, etc). What would be the best way to change this?

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  • Expiring timed actions a good idea?

    - by Bart van Heukelom
    We have an online game where players sometimes have to wait a while (say 30 minutes) before a process they intiated completes. This encourages them to come back later. An example of this is growing crops in Farmville or basically any action in the Sims Play4Free. Now, however, there is the idea to let these processes expire, so if the player doesn't 'reap' them in time (e.g. within 4 hours) they are aborted. I'm a bit sceptical about this. How will this make players come back more often? Is not the reward of reaping the process enough for that? Can we expect players to fit their daily schedule around our game, maybe even set the alarm clock at night? Won't this just cause players to give up on starting these processes in the first place? I realise this may be too subjective for this site, so I'll end with a concrete question: Do (m)any other online free-to-play games employ this technique?

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  • Why Dedicated Servers Make Good Business Sense

    When your company begins the process of creating a website, there are several things you have to keep in mind. One of the first questions is what kind of web hosting service does your business requir... [Author: Shane Watson - Web Design and Development - April 20, 2010]

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  • Unable to find good parameters for behavior of a puck in Farseer

    - by Krumelur
    EDIT: I have tried all kinds of variations now. The last one was to adjust the linear velocity in each step: newVel = oldVel * 0.9f - all of this including your proposals kind of work, however in the end if the velocity is little enough, the puck sticks to the wall and slides either vertically or horizontally. I can't get rid of this behavior. I want it to bounce, no matter how slow it is. Retitution is 1 for all objects, Friction is 0 for all. There is no gravity. What am I possibly doing wrong? In my battle to learn and understand Farseer I'm trying to setup a simple Air Hockey like table with a puck on it. The table's border body is made up from: Vertices aBorders = new Vertices( 4 ); aBorders.Add( new Vector2( -fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, -fHalfHeight ) ); aBorders.Add( new Vector2( -fHalfWidth, -fHalfHeight ) ); FixtureFactory.AttachLoopShape( aBorders, this ); this.CollisionCategories = Category.All; this.CollidesWith = Category.All; this.Position = Vector2.Zero; this.Restitution = 1f; this.Friction = 0f; The puck body is defined with: FixtureFactory.AttachCircle( DIAMETER_PHYSIC_UNITS / 2f, 0.5f, this ); this.Restitution = 0.1f; this.Friction = 0.5f; this.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic; this.LinearDamping = 0.5f; this.Mass = 0.2f; I'm applying a linear force to the puck: this.oPuck.ApplyLinearImpulse( new Vector2( 1f, 1f ) ); The problem is that the puck and the walls appear to be sticky. This means that the puck's velocity drops to zero to quickly below a certain velocity. The puck gets reflected by the walls a couple of times and then just sticks to the left wall and continues sliding downwards the left wall. This looks very unrealistic. What I'm really looking for is that a puck-wall-collision does slow down the puck only a tiny little bit. After tweaking all values left and right I was wondering if I'm doing something wrong. Maybe some expert can comment on the parameters?

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