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  • A way to store potentially infinite 2D map data?

    - by Blam
    I have a 2D platformer that currently can handle chunks with 100 by 100 tiles, with the chunk coordinates are stored as longs, so this is the only limit of maps (maxlong*maxlong). All entity positions etc etc are chunk relevant and so there is no limit there. The problem I'm having is how to store and access these chunks without having thousands of files. Any ideas for a preferably quick & low HD cost archive format that doesn't need to open everything at once?

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  • Can I make Google Analytics set its cookies on just a subdomain? (I.e. www.domain.com, not domain.com)

    - by Paul D. Waite
    I’m using Google Analytics on a site — let’s call it www.domain.com. My Google Analytics website profile is for www.domain.com, and my only report is set up for www.domain.com. Requests to domain.com redirect permanently to www.domain.com. I’ve got the regular Analytics JavaScript on my index page for the domain. For some reason, it seems to be setting its cookies for domain.com instead of www.domain.com. This is unfortunate, as I’ve got cdn.domain.com set up as a CDN using Amazon Cloudfront, so I’d rather not have useless cookies (Analytics seems to set four cookies) cluttering up those requests. How can I make Analytics set cookies for www.domain.com instead of domain.com?

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  • Structural and Sampling (JavaScript) Profiling in Google Chrome

    Structural and Sampling (JavaScript) Profiling in Google Chrome Slow JavaScript code on your pages? Chrome provides both a sampling, and a structural profiler to help you track down, isolate, and fix the underlying problem. Tune in to learn how to use both profilers, and how to improve your own workflow to build better, faster browser applications! We'll talk about chrome://tracing, the built-in JS profiler in DevTools, and much more. From: GoogleDevelopers Views: 0 3 ratings Time: 01:00:00 More in Science & Technology

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  • Zelda-style top-down RPG. How to store tile and collision data?

    - by Delerat
    I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, these are the choices I can see in front of me: Store each tile as its own array. Each one having 3-4 layers, texture/animation, depth, flags, and maybe collision(depending on how I do it). I've read warning about memory issues going this route, and my biggest map will probably be 160x120 tiles. My average map however will be about 40x30. The number of tiles might cut in half if I decide to double my tile size, which is currently 16x16. This is the most appealing approach for me, as I feel like I would know how to save maps, make changes, and separate it into chunks for collision checks. Store the static parts of my tile map in multiple arrays acting as the different layers. Then I would just use entities for anything that wasn't static. All of the other tile data such as collisions, depth, etc., would be stored in their own layers as well I guess? This way just seems messy to me though. Regardless of which one I choose, I'm also unsure how to plan all of that other tile data. I could write a bunch of code that would know which integer represents what tile and it's data, but if I changed a tileset in Tiled and exported it again, all of those integers could potentially change and I'd have to adjust a whole bunch of code. My other issue is about how I could do collision. I want to at least support angled collision that slides you around the corners of objects like LTTP does, if not more oddball shapes as well. So do I: Store collision as a flag for binary collision. Could I get this to support angles? Would it be fine to store collision as an integer and have each number represent a certain angle of collision? Store a list of rectangles or other shapes and do collision that way? Sorry for the large two-part(three-part?) question. I felt like these needed to be asked together as I believe each choice influences the other.

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  • Android at Google I/O 2010

    The Android intensity at Google I/O 2010 was definitely palpable. The Android presence included all of Day 2’s keynote along with a full session track, office hours, an...

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