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  • Is it OK to write a programming language in Jython? [closed]

    - by Christopher
    I've been looking at the tools for writing a programming language and I had a bizarre idea. What If I wrote a full blown programming language in Jython? Is that a practical solution? Will distribution and bundling be a problem? Can that make or break the language's success? In other words, I'm asking if writing a programing language written in Jython is a practical solution for production enviroments?

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  • Linux C++: Linker is outputting strange errors

    - by knight666
    Alright, here is the output I get: arm-none-linux-gnueabi-ld --entry=main -dynamic-linker=/system/bin/linker -rpath-link=/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -L/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -nostdlib -lstdc++ -lm -lGLESv1_CM -rpath=/home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib -rpath=../../YoghurtGum/lib/Android -L./lib/Android intermediate/Alien.o intermediate/Bullet.o intermediate/Game.o intermediate/Player.o ../../YoghurtGum/bin/YoghurtGum.a -o bin/Galaxians.android intermediate/Game.o: In function `Galaxians::Init()': /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:45: undefined reference to `__cxa_end_cleanup' /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:44: undefined reference to `__cxa_end_cleanup' intermediate/Game.o:(.ARM.extab+0x18): undefined reference to `__gxx_personality_v0' intermediate/Game.o: In function `Player::Update()': /media/YoghurtGum/Tests/Galaxians/src/Player.h:41: undefined reference to `__cxa_end_cleanup' intermediate/Game.o:(.ARM.extab.text._ZN6Player6UpdateEv[_ZN6Player6UpdateEv]+0x0): undefined reference to `__gxx_personality_v0' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum4GameE[_ZTIN10YoghurtGum4GameE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' intermediate/Game.o:(.rodata._ZTI6Player[_ZTI6Player]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum6EntityE[_ZTIN10YoghurtGum6EntityE]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTIN10YoghurtGum6ObjectE[_ZTIN10YoghurtGum6ObjectE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' intermediate/Game.o:(.rodata._ZTI6Bullet[_ZTI6Bullet]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata._ZTI5Alien[_ZTI5Alien]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' intermediate/Game.o:(.rodata+0x20): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' ../../YoghurtGum/bin/YoghurtGum.a(Sprite.o):(.rodata._ZTIN10YoghurtGum16SpriteDataOpenGLE[_ZTIN10YoghurtGum16SpriteDataOpenGLE]+0x0): undefined reference to `vtable for __cxxabiv1::__si_class_type_info' ../../YoghurtGum/bin/YoghurtGum.a(Sprite.o):(.rodata._ZTIN10YoghurtGum10SpriteDataE[_ZTIN10YoghurtGum10SpriteDataE]+0x0): undefined reference to `vtable for __cxxabiv1::__class_type_info' make: *** [bin/Galaxians.android] Fout 1 Here's an error I managed to decipher: intermediate/Game.o: In function `Galaxians::Init()': /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:45: undefined reference to `__cxa_end_cleanup' /media/YoghurtGum/Tests/Galaxians/src/Game.cpp:44: undefined reference to `__cxa_end_cleanup' This is line 43 through 45: Assets::AddSprite(new Sprite("media\\ViperMarkII.bmp"), "ship"); Assets::AddSprite(new Sprite("media\\alien.bmp"), "alien"); Assets::AddSprite(new Sprite("media\\bat_ball.bmp"), "bullet"); So, what seems funny to me is that the first new is fine (line 43), but the second one isn't. What could cause this? intermediate/Game.o: In function `Player::Update()': /media/YoghurtGum/Tests/Galaxians/src/Player.h:41: undefined reference to `__cxa_end_cleanup' Another issue with new: Engine::game->scene_current->AddObject(new Bullet(m_X + 10, m_Y)); I have no idea where to begin with the other issues. These are my makefiles, They're a giant mess because I'm just trying to get it to work. Static library: # ====================================== # # # # YoghurtGum static library # # # # ====================================== # include ../YoghurtGum.mk PROGS = bin/YoghurtGum.a SOURCES = $(wildcard src/*.cpp) #$(YG_PATH_LIB)/libGLESv1_CM.so \ #$(YG_PATH_LIB)/libEGL.so \ YG_LINK_OPTIONS = -shared YG_LIBRARIES = \ $(YG_PATH_LIB)/libc.a \ $(YG_PATH_LIB)/libc.so \ $(YG_PATH_LIB)/libstdc++.a \ $(YG_PATH_LIB)/libstdc++.so \ $(YG_PATH_LIB)/libm.a \ $(YG_PATH_LIB)/libm.so \ $(YG_PATH_LIB)/libui.so \ $(YG_PATH_LIB)/liblog.so \ $(YG_PATH_LIB)/libGLESv2.so \ $(YG_PATH_LIB)/libcutils.so \ YG_OBJECTS = $(patsubst src/%.cpp, $(YG_INT)/%.o, $(SOURCES)) YG_NDK_PATH_LIB = /home/oem/android-ndk-r3/build/platforms/android-5/arch-arm/usr/lib all: $(PROGS) rebuild: clean $(PROGS) # remove all .o objects from intermediate and all .android objects from bin clean: rm -f $(YG_INT)/*.o $(YG_BIN)/*.a copy: acpy ../$(PROGS) $(PROGS): $(YG_OBJECTS) $(YG_ARCHIVER) -vq $(PROGS) $(YG_NDK_PATH_LIB)/crtbegin_static.o $(YG_NDK_PATH_LIB)/crtend_android.o $^ && \ $(YG_ARCHIVER) -vr $(PROGS) $(YG_LIBRARIES) $(YG_OBJECTS): $(YG_INT)/%.o : $(YG_SRC)/%.cpp $(YG_COMPILER) $(YG_FLAGS) -I $(GLES_INCLUDES) -c $< -o $@ Test game project: # ====================================== # # # # Galaxians # # # # ====================================== # include ../../YoghurtGum.mk PROGS = bin/Galaxians.android YG_COMPILER = arm-none-linux-gnueabi-g++ YG_LINKER = arm-none-linux-gnueabi-ld YG_PATH_LIB = ./lib/Android YG_LIBRARIES = ../../YoghurtGum/bin/YoghurtGum.a YG_PROGS = bin/Galaxians.android GLES_INCLUDES = ../../YoghurtGum/src ANDROID_NDK_ROOT = /home/oem/android-ndk-r3 NDK_PLATFORM_VER = 5 YG_NDK_PATH_LIB = $(ANDROID_NDK_ROOT)/build/platforms/android-$(NDK_PLATFORM_VER)/arch-arm/usr/lib YG_LIBS = -nostdlib -lstdc++ -lm -lGLESv1_CM #YG_COMPILE_OPTIONS = -g -rdynamic -Wall -Werror -O2 -w YG_COMPILE_OPTIONS = -g -Wall -Werror -O2 -w YG_LINK_OPTIONS = --entry=main -dynamic-linker=/system/bin/linker -rpath-link=$(YG_NDK_PATH_LIB) -L$(YG_NDK_PATH_LIB) $(YG_LIBS) SOURCES = $(wildcard src/*.cpp) YG_OBJECTS = $(patsubst src/%.cpp, intermediate/%.o, $(SOURCES)) all: $(PROGS) rebuild: clean $(PROGS) clean: rm -f intermediate/*.o bin/*.android $(PROGS): $(YG_OBJECTS) $(YG_LINKER) $(YG_LINK_OPTIONS) -rpath=$(YG_NDK_PATH_LIB) -rpath=../../YoghurtGum/lib/Android -L$(YG_PATH_LIB) $^ $(YG_LIBRARIES) -o $@ $(YG_OBJECTS): intermediate/%.o : src/%.cpp $(YG_COMPILER) $(YG_COMPILE_OPTIONS) -I ../../YoghurtGum/src/GLES -I ../../YoghurtGum/src -c $< -o $@ Any help would be appreciated.

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  • How do you keep all your languages straight?

    - by Chris Blackwell
    I think I'm going a little crazy. Right now, I'm working with the following languages (I was just doing a mental inventory): C++ - our game engine Assembler - low level debugging and a few co-processor specific routines Lua - our game engine scripting language HLSL - for shaders Python - our build system and utility tools Objective C/C++ - game engine platform code for Mac and iPhone C# - A few tools developed in our overseas office ExtendScript - Photoshop exporting tools ActionScript - UI scripting VBScript - some spreadsheet related stuff PHP - some web related stuff SQL - some web and tool related stuff On top of this are the plethora of API's that often have many different ways of doing the same thing: std library, boost, .NET, wxWidgets, Cocoa, Carbon, native script libraries for Python, Lua, etc, OpenGL, Direct3d, GDI, Aqua, augh! I find myself inadvertently conflating languages and api's, not realizing what I'm doing until I get syntax errors. I feel like I can't possibly keep up with it, and I can't possibly be proficient in all of these areas. Especially outside the realm of C++ and Python, I find myself programming more by looking at manuals that from memory. Do you have a similar problem? Ideas for compartmentalizing so you're more efficient? Deciding where you want to stay proficient? Organizational tips? Good ways to remember when you switch from Lua to C++ you need to start using semi-colons again? Rants on how complicated we programmers have made things for ourselves? Any ideas welcome!

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  • Status of VB6/ Best Desktop Application Language with Native Compliation

    - by Sandeep Jindal
    Hi, I was looking for a Desktop Application Programming Language with one of the biggest constraint: - “ I need to output as native executable”. I explored multiple options: a) Java is not a very good option for desktop programming, but still you can use it. But Java to Exe is a problem. [Only GCJ and Excelsior-Jet provides this][1]. b) .Net platform does not support native compilation. Only very few expensive tools are available which can do the job. c) Python is not an option for native compilation. Right? d) VB6 is the option I am left with. From the above list, if I am correct, VB6 is the only and probably the best option I have. But VB6 itself has issues like: a) It is no more under development since 2003. b) There are questions on support of VB6 IDE with Vista. Thus my questions are: a) From the list of programming language options, do you want to add any more? b) If VB6 is good/best option, looking at its development status, would you suggest using VB6 in this era? Regards Sandeep Jindal

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  • What ever happened to APL?

    - by lkessler
    When I was at University 30 years ago, I used a programming language called APL. I believe the acronym stood for "A Programming Language", This language was interpretive and was especially useful for array and matrix operations with powerful operators and library functions to help with that. Did you use APL? Is this language still in use anywhere? Is it still available, either commercially or open source? I remember the combinatorics assignment we had. It was complex. It took a week of work for people to program it in PL/1 and those programs ranged from 500 to 1000 lines long. I wrote it in APL in under an hour. I left it at 10 lines for readability, although I should have been a purist and worked another hour to get it into 1 line. The PL/1 programs took 1 or 2 minutes to run on the IBM mainframe and solve the problem. The computer charge was $20. My APL program took 2 hours to run and the charge was $1,500 which was paid for by our Computer Science Department's budget. That's when I realized that a week of my time is worth way more than saving some $'s in someone else's budget. I got an A+ in the course. p.s. Don't miss this presentation entitled: "APL one of the greatest programming languages ever"

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  • Are there any prototype-based languages with a whole development cycle?

    - by Kaveh Shahbazian
    Are there any real-world prototype-based programming languages with a whole development cycle? "A whole development cycle" like Ruby and Python: web frameworks, scripting/interacting with the system, tools for debugging, profiling, etc. Thank you A brief note on PBPLs: (let's call these languages PBPL : prototype-based programming language) There are some PBPLs out there. Some are being widely used like JavaScript (which Node.js may bring it into the field - or may not!). One other language is ActionScript which is also a PBPL but tightly bound to Flash VM (is it correct to say so?). From less known ones I can speak of Lua which has a strong reputation in game development (mostly spread by WOW) but never took off as a full language. Lua has a table concept which can provide you some sort of prototype based programming facility. There is also JScript (Windows scripting tool) which is already pointless by the newcomer PowerShell (I have used JScript to manipulate IIS but I never understood what is JScript!). Others can be named like io (indeed very very neat, you will fall in love with it; absolutely impossible to use) and REBOL (What is this all about? A proprietary scripting tool? You must be kidding!) and newLISP (Which is actually a full language, but no one ever heard about it). For sure there are much more to list here but either I do not remember or I did not understood them as a real world thing, like Self).

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  • Which language should I use to program a GUI application?

    - by Roman
    I would like to write a GUI application for management of information (text documents). In more details, it should be similar to the TiddlyWiki. I would like to have there some good visual effects (like nice representation for three structures, which you can rotate, some sound). I also would like to include some communication via Internet (for sharing and collaboration). In should include some features of such applications as a web browser, word processor, Skype. Which programming language should I use? I like the idea of usage of JavaScripts (like TddlyWiki). The good thing about that, is that user should not install anything. They open a file in a browser and it works! The bad thing is that JavaScript cannot communicate via internet with other applications. I think the choice of the programming language, in my case, id conditioned by 2 things: What can be done with this programming language (which restrictions are there). How easy to program. I would like to have "block" which can do a lot of things (rather than to program then and, in this way, to "rediscover a bicycle") ADDED: I would like to make it platform independent.

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  • Is this a good job description? What title would you give this position?

    - by Zack Peterson
    Department: Information Technology Reports To: Chief Information Officer Purpose: Company's ________________ is specifically engaged in the development of World Wide Web applications and distributed network applications. This person is concerned with all facets of the software development process and specializes in software product management. He or she contributes to projects in an application architect role and also performs individual programming tasks. Essential Duties & Responsibilities: This person is involved in all aspects of the software development process such as: Participation in software product definitions, including requirements analysis and specification Development and refinement of simulations or prototypes to confirm requirements Feasibility and cost-benefit analysis, including the choice of architecture and framework Application and database design Implementation (e.g. installation, configuration, customization, integration, data migration) Authoring of documentation needed by users and partners Testing, including defining/supporting acceptance testing and gathering feedback from pre-release testers Participation in software release and post-release activities, including support for product launch evangelism (e.g. developing demonstrations and/or samples) and subsequent product build/release cycles Maintenance Qualifications: Bachelor's degree in computer science or software engineering Several years of professional programming experience Proficiency in the general technology of the World Wide Web: Hypertext Transfer Protocol (HTTP) Hypertext Markup Language (HTML) JavaScript Cascading Style Sheets (CSS) Proficiency in the following principles, practices, and techniques: Accessibility Interoperability Usability Security (especially prevention of SQL injection and cross-site scripting (XSS) attacks) Object-oriented programming (e.g. encapsulation, inheritance, modularity, polymorphism, etc.) Relational database design (e.g. normalization, orthogonality) Search engine optimization (SEO) Asynchronous JavaScript and XML (AJAX) Proficiency in the following specific technologies utilized by Company: C# or Visual Basic .NET ADO.NET (including ADO.NET Entity Framework) ASP.NET (including ASP.NET MVC Framework) Windows Presentation Foundation (WPF) Language Integrated Query (LINQ) Extensible Application Markup Language (XAML) jQuery Transact-SQL (T-SQL) Microsoft Visual Studio Microsoft Internet Information Services (IIS) Microsoft SQL Server Adobe Photoshop

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  • Kernighan & Ritchie word count example program in a functional language

    - by Frank
    I have been reading a little bit about functional programming on the web lately and I think I got a basic idea about the concepts behind it. I'm curious how everyday programming problems which involve some kind of state are solved in a pure functional programing language. For example: how would the word count program from the book 'The C programming Language' be implemented in a pure functional language? Any contributions are welcome as long as the solution is in a pure functional style. Here's the word count C code from the book: #include <stdio.h> #define IN 1 /* inside a word */ #define OUT 0 /* outside a word */ /* count lines, words, and characters in input */ main() { int c, nl, nw, nc, state; state = OUT; nl = nw = nc = 0; while ((c = getchar()) != EOF) { ++nc; if (c == '\n') ++nl; if (c == ' ' || c == '\n' || c = '\t') state = OUT; else if (state == OUT) { state = IN; ++nw; } } printf("%d %d %d\n", nl, nw, nc); }

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  • Should a programmer have mastery over C++

    - by Yogendra
    I was wondering if it is necessary for programmers to have expertise on at least 1 programming language? Programming languages like C#, java, VB.Net etc change every year or two. Should a programmer have mastery over C++, which is a stable language and rarely undergoes changes? I am a C# developer and using it for about 7 years now, I still don't have mastery on it. EDIT I think my question is being misunderstood. I am not against changes or evolution. I love the new features and abstraction provided by languages such as C#, VB, Java. And I keep waiting for new features if it makes a programmers life easy. But this fact also make this languages very difficult to master. They are continuously evolving. Languages like C++ have slow evolution cycle. So given this scenario, Is it helpful to be master of C++? This is what my original question meant. Note:- Based on the answers by friends below, I have understood that languages and framework are tools for expressing the concepts. Also it might be a good idea to express the concepts in different programming languages.

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  • Please suggest other ways of communicating between server & client.

    - by Geo
    I'm writing a TCP chat server ( programming language does not mather ). It's a school project for my nephew, so it won't be released, and all questions I'm asking are just for my knowledge :). . Some of the things it will support: chatting between users ( doh ), it will be multithreaded sending each other files I know I could easily get away with all the stuff above if I go with serialization, and just send objects from client to server and back. But, if I do that, it will be limited to a specific programming language ( meaning clients written in other programming languages may not be able to deserialize the objects ). What would be the way to go so that other clients written in other languages could be supported? One way to go, off the top of my head, would be to go in this direction: the server & the client communicate by sending messages & chunks ( in lieu of other names ). Here's what I mean by this: every time the client/server wants to send something ( text message or file ) it will first send a simple text message ( newline terminated ) with the number of the chunks it will send. Example: command 4,20,30,40,50 Where command would be something like instant-message or file,4 would be the number of chunks to be sent, 20 would be the size in bytes of the first chunk, 30 of the 2nd, and so forth. after the message was sent, the client/server will start sending chunks ( of sizes mentioned in the sent message ). What do you think about implementing the client/server communication this way? What better options are there?

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  • Android Gyroscope

    - by MrThys
    For a game I am trying to create for Android I am looking for a way to use/access the gyroscope to move the player left or right. Does anyone know how to do this, or where to find a tutorial?

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  • C# XNA: AI Engine?

    - by Rosarch
    I'm developing a game with zombie running around in a swamp. I want AIs to have functionality like "chase this target" or "run away". A major stumbling block is pathfinding. Is there a good pathfinding/AI engine in XNA, or should I roll my own? Does anyone have any experience with this: http://www.codeplex.com/simpleAI?

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  • Tetris Piece Rotation Algorithm

    - by coppercoder
    What are the best algorithms (and explanations) for representing and rotating the pieces of a tetris game? I always find the piece rotation and representation schemes confusing. Most tetris games seem to use a naive "remake the array of blocks" at each rotation: http://www.codeplex.com/Project/ProjectDirectory.aspx?ProjectSearchText=tetris However, some use pre-built encoded numbers and bit shifting to represent each piece: http://www.codeplex.com/wintris Is there a method to do this using mathematics (not sure that would work on a cell based board)?

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  • Facebook Graph API and ActionScript

    - by dani
    I'm setting out to develop a number of Facebook applications/games, which make use of some Facebook user information and stores game info in a database backend etc, in ActionScript 3.0. How can one leverage the new Graph API Should I use JavaScript or PHP as a "middle layer" or should I go with the ActionScript Client Library? Are there other libraries (Facebook / database / multiplayer related.) that could simplify the development of these Facebook games?

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  • Any alternative or other option for anchor point in cocos2d ?

    - by Srinivas
    I have game application (cocos2d) in which, a ball is to be shooted from a cannon, this ball travels through a trajectory path and land on a building. Now the problem is that according to the requirement I have to increase the size of the background image due to which I have to set the Building image with anchor point now I have to put fire image on the building dynamically on different window locations, for this should I use same anchor point option or there are some alternative options to accomplish this task.

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  • what is the procedure followed to divide the background into squares like facebook supercity, farmvi

    - by Jeeva
    I have planned to develop a game in flex in which the users will build buildings on a plain surface. I want to divide those lands into pieces and allow the user to build the buildings on the pieces of the surface. How do i divide the land into pieces. I have seen face book application supercity, farm vilie etc. I want to develop same as that. What is the method followed to develop the squares in the background.

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  • Friction in Box2d

    - by Rosarch
    I am using Box2d for a topdown game. The "ground" is a series of tiles, where each tile is a static body with a sensor shape. Can I make friction take effect for this, even though the objects aren't really "colliding" with the ground? If Box2d won't let me do this, I considered trying to implement my own by detecting what force is currently moving the object, and applying a force opposite to it, but I'm not quite sure how to detect that force.

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  • 2D Engine for iPhone OS

    - by disp
    I have a pretty simple 2D flash game. It's a jump n run sidescroller and I want to port it to the iPhone. But what is the best way to do it? There is Adobe Flash Pro CS5 but I'd rather program it from the scratch in an iPhone environment. Are there any top games done by open source framekworks? Which is the best way to go?

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  • Using Effect For Fog of War

    - by Qua
    I'm trying to apply fog of war to areas on the screen not currently visible to the player. I do this by rendering the game content in one RenderTarget and the the fog of war into another, and then I merge them with an effect file that takes the color from the game RenderTarget and the alpha from the fog of war render target. The FOW RenderTarget is black where the FOW appears, and white where it doesn't. This does work, but it colors the fog of war (the unrevealed locations) white instead of the intended color of black. Before applying the effect I clear the backbuffer of the device to white. When I try to clear it to black, non of the fog of war appears at all, which I assume is a product of alpha blending with black. It works for all other colors, however - giving the resulting screen a tint of that color. How do I archieve a black fog while still being able to do alpha blending between the two render targets? The rendering code for applying the FOW: private RenderTarget2D mainTarget; private RenderTarget2D lightTarget; private void CombineRenderTargetsAndDraw() { batch.GraphicsDevice.SetRenderTarget(null); batch.GraphicsDevice.Clear(Color.White); fogOfWar.Parameters["LightsTexture"].SetValue(lightTarget); batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); fogOfWar.CurrentTechnique.Passes[0].Apply(); batch.Draw( mainTarget, new Rectangle(0, 0, batch.GraphicsDevice.PresentationParameters.BackBufferWidth, batch.GraphicsDevice.PresentationParameters.BackBufferHeight), Color.White ); batch.End(); } The effect file I'm using to apply the FOW: texture LightsTexture; sampler ColorSampler : register(s0); sampler LightsSampler = sampler_state{ Texture = <LightsTexture>; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; }; float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 tex = input.TexCoord; float4 color = tex2D(ColorSampler, tex); float4 alpha = tex2D(LightsSampler, tex); return float4(color.r, color.g, color.b, alpha.r); } technique Technique1 { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • Why is Microsoft not developing a Halo-like next gen title using C#? [closed]

    - by Joan Venge
    The question might look subjective but considering Microsoft: Owns the Xbox 360 platform Owns the Windows platform Have their own game studio (MGS) Own other 3rd party developers Is a major publisher makes me wonder why Microsoft doesn't push their flagship language to prove that not only you can cut down significant development time, and therefore money, but also show that you can release a next gen title where the real time interactivity doesn't suffer. If Microsoft were to do this once, I am sure many AAA developers would jump on that wagon too.

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  • How to move around an image with javascript?

    - by systempuntoout
    Hi there i'm developing a simple web quiz. Using javascript, i would like to create an effect that displays a small image (1UP) that wanders around the "game deck" when users reach a specific level or score; user could gain an extra life simply clicking on it in time. Do you know any Jquery plugin or javascript snippet to achieve an effect like this? Thanks in advance Michele

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  • Is there any limit to recursion in lisp?

    - by Isaiah
    I enjoy using recursion whenever I can, it seems like a much more natural way to loop over something then actual loops. I was wondering if there is any limit to recursion in lisp? Like there is in python where it freaks out after like 1000 loops? Could you use it for say, a game loop? Testing it out now, simple counting recursive function. Now at 7000000! Thanks alot

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