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  • Windows Azure local development environment speed

    - by Paperjam
    I've started porting an existing ASP.NET web app to Windows Azure and have noticed that the development process is really slow. Each time I make a change to my code and want to view it, I have to effectively redeploy it to the local dev cloud (using Start debugging (F5) or Start without debugging (Ctrl-F5). The process itself takes over a minute, during which time Visual Studio is completely unresponsive. Am I doing something wrong or is that simply how things are developing for Azure? My specs: Visual Studio 2008 9.0.30729.1 SP 5 projects running on .NET 3.5 SP1 Azure SDK 1.1 (February 2010) Single instance of a single web role Dual-core AMD 64 machine with 8GB RAM, 64-bit Windows 7, fully patched The main project itself is quite large (3k files, ~200k lines) but compiles normally in 10-15 seconds

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  • How to divide hex grid evenly among n players?

    - by manabreak
    I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively small areas. For example, if there's four players and 80 cells in the map, each of the players would have about 20 cells (it doesn't have to be spot-on accurate). Also, each player should have no more than four adjacent cells. That is to say, when the map is generated, the biggest "chunks" cannot be more than four cells each. I know this is not always possible for two or three players (as this resembles the "coloring the map" problem), and I'm OK with doing other solutions for those (like creating maps that solve the problem instead). But, for four to eight players, how could I approach this problem? As always, any and all help is appreciated. :)

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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  • Do you have to create a View Controller to move between views?

    - by Frames84
    I want a single startup view with a button and a welcome screen. When the button is pressed I then want to navigate to a second view which contains a table view and toolbar. I've tried creating a ViewController but my button is shown on all views. I just want a single view, then when it's pressed i go to the next view and the 'real' app starts. Can someone please try and explain the best architecture to do this? (like in chapter 6 of beginning iPhone 3 Development by Dave Mark and Jeff LaMarche ) Thanks

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  • help me understand cuda

    - by scatman
    i am having some troubles understanding threads in NVIDIA gpu architecture with cuda. please could anybody clarify these info: an 8800 gpu has 16 SMs with 8 SPs each. so we have 128 SPs. i was viewing stanford's video presentation and it was saying that every SP is capable of running 96 threads cuncurrently. does this mean that it (SP) can run 96/32=3 warps concurrently? moreover, since every SP can run 96 threads and we have 8 SPs in every SM. does this mean that every SM can run 96*8=768 threads concurrently?? but if every SM can run a single Block at a time, and the maximum number of threads in a block is 512, so what is the purpose of running 768 threads concurrently and have a max of 512 threads? a more general question is:how are blocks,threads,and warps distributed to SMs and SPs? i read that every SM gets a single block to execute at a time and threads in a block is divided into warps (32 threads), and SPs execute warps.

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  • Android quotes within an sql query string

    - by miannelle
    I want to perform a query like the following: uvalue = EditText( some user value ); p_query = "select * from mytable where name_field = '" + uvalue + "'" ; mDb.rawQuery( p_query, null ); if the user enters a single quote in their input it crashes. If you change it to: p_query = "select * from mytable where name_field = \"" + uvalue + "\"" ; it crashes if the user enters a double quote in their input. and of course they could always enter both single and double quotes.

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  • Sorting by key > 10 integer sequences. with thrust

    - by smilingbuddha
    I want to perform a sort_by_key where I have a single key-sequence and multiple value sequences. One usually performs this with sort_by_key( key, key + N, make_zip_iterator( make_tuple(x1 , x2 , ...) ) ) However I want to perform a sort with 10 sequences each of length N. Thrust does not support tuples of size = 10. So is there a way around this ? Of course one can keep a separate copy of the key vector and perform sorts on bunches of 10 sequences. But I would like to do everything in a single call.

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  • Fast lighting with multple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

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  • Handling hundreds of dependencies with ant

    - by Roberto
    Hi guys, I have to refactor an ant xml file. Basicly I have one big task that checkouts (using cvs) a lot of dependencies, build them, and then copy all the jar/wsdl generated by building them to a directory that I specify. If one dependency version changes, I have to change the name in at least 3 places on the xml file (cvs checkout, build, copy). What I'd like to have is just a single place where I can specify my dependencies name, without having to search & replace the dependency name through the code. One of the problems is that the cvs project could be /path1/path2/project with tag=v12 but then the jars generated by the single project build could be several with different names, so it seems to be a bit complicated. Do you have any idea on how I can get this done?

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • How can I tell Visual Studio to NOT BREAK on a particular exception?

    - by Noel Kennedy
    I have a particular type of exception that I would like Visual Studio to not catch with the Exception Assistant. Essentially I would like it just to let my normal exception handling infrastructure deal with it. The exception is an inheritor of System.Exception which I wrote and have the source code for. Any where this is thrown I want VS to not catch it, ie it is not useful to just supress a single throw new BlahException(); in code. This is because the exception is thrown a lot, and I don't want to have to supress every single instance individually. In case it makes a difference I am on Visual Studio 2010 Ultimate, Framework 3.5 SP1.

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  • Inputting cheat codes - hidden keyboard input

    - by Fibericon
    Okay, here's what I want to do - when the player is at the main menu, I want them to be able to type in cheat codes. That's the only place I want it to work. I don't want to give them a text box to type into. Rather, I want them to simply type in a word (let's say "cheat", just for simplicity sake) that activates the cheat code. I only need to capture keyboard input when the window is in focus. What can I do to accomplish this?

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  • How to give parallax backgrounds more depth

    - by user28015
    I have 3 tiled images of some sort of galaxy/space in the background of a 2D Game: The first one has an alpha of 100%, the second an alpha of 80% and the last one has an alpha of 60%. I scroll the the one in the background slower than the other ones of course. classic parallax. In the foreground I have some particles flying towards the player to simulate some dust / stars flying by. (I know that stars don't fly by, but I think we all have seen this in a lot of games). But I can't quite achieve the depth effect I am looking for. I want it to look "deeper". I did read something about using blending modes for the backgrounds, but that would require to render them as objects right? So the question is: What is a good technique to do a scrolling parallax background in GameMaker?

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  • Allow visitor to print something they bought only 1 time

    - by steakbbq
    I am doing a website that needs to only let the customer print out what they bought 1 time. There are websites that currently do this and they mentioned Adobe Flash Player, Adobe AIR and the Sheet Music Plus AIR application. We would need to block programs like adobe distillation and any virtual printers while only allowing an instant print after purchase. I am not an adobe air developer. Would their be any other ways to accomplish this and what would be the easiest. Thank you. Would their be a way to not allow printing to a virtual printer ie adobe pdf?

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  • Modular HTML in Adobe AIR? Is It Possible?

    - by Greg Bulmash
    When I write HTML with a PHP backend, I usually have a single header file and a single footer file with some PHP variables in them. The base skeleton for every page calls the header, contains the body content, and then calls the footer. That way, if I want to make changes to the header sitewide, I change one file. I'm working on developing the UI in my first Adobe AIR app and I'm wondering if there's some way to include such files in an HTML based page template there. Obviously, with the file read/write abilities in AIR, I can write a Javascript routine to pull data from a header file, parse it, and inject it into a placeholder. It just seems like such a kludge. I'm thinking there's gotta be some simple way to import a block of HTML into a page without an iFrame or complex post-processor. Something like a PHP include statement or perhaps the old Server Side Includes. Any methods you guys can recommend?

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  • Determine how to display a tile based on surrounding tiles

    - by Jsmith
    I have a game engine which generates maps randomly, set on a 2d grid which is composed of 34px square graphical tiles. These tiles can be displayed in any of three ways, wall, corner, and floor(exists in 2 states, passable and impassible), and four directions, north, south, west and east. What I need to do is, based on the tiles around each individual tile, determine which state to display the tile in, e.g. north wall, northeast corner, floor so that when a player alters the map, the tiles around the affected tile adjust themselves to suit(i.e. tunneling). In case it becomes important, all gameobjects are inherited from the same class, whether they be players, NPC's, walls, or items.

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  • Flash 10.1 est là : accélération matérielle et 32 failles colmatées au programme

    Mise à jour du 11/06/10 Flash 10.1 : accélération matérielle et 32 failles colmatées Flash 10.1 est là. Cette nouvelle version de Flash s'accompagne de l'arrivée de l'accélération matérielle et de la correction de 32 failles de sécurité. La première innovation devrait faire taire, du moins en partie, les critiques sur les performances de la technologie d'Adobe. L'accélération matérielle permet de lire les vidéos (H.264) en utilisant les ressources de la carte graphique (GPU) et non plus du CPU. Résultat, une lecture plus rapide et fluide, et un processeur moins impacté par l'utilisation du player. Tout ceci se passe sur le papier. E...

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  • C#.NET: FTP Several Files

    - by Steve Kiss
    Hi, I have what would seem like a common problem, but I cannot find an appropriate solution on any forums. I need to FTP an entire directory structure using .NET. I have found several code examples all of which show how you can FTP a single file by creating an FtpWebRequest object. Unfortunately, there is no information on how to deal with several files. Do I simply create a FtpWebRequest object for every single file? Any help would be appreciated. Thanks

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  • Problem with Update(GameTime) Methods and Pause implementation

    - by Adam
    I have the pause function implemented and it works correctly in that it dims the player screen and stops updating the gameplay. The problem is that GameTime continues to increase while it is paused, so my method that checks gameTime versus previousSpawnTime before spawning another enemy gets messed up and if the game is paused too long it is noticeable that the next enemy draws far too early. Here is my code for the enemy update. private void UpdateEnemies(GameTime gameTime) { // Spawn a new enemy every 1.5 seconds if (gameTime.TotalGameTime - previousSpawnTime > enemySpawnTime) { previousSpawnTime = gameTime.TotalGameTime; // Add an Enemy AddEnemy(); } ... I also have other methods that depend on gameTime. I've tried getting the total pause time and subtracting that from the total game time, but I can't seem to get it to work correctly if that is the way I should go about solving this. If you need to see any other code let me know. Thank you.

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  • Character equipment combinations

    - by JimFing
    I'm developing a 2d isometric game (typical Tolkien RPG) and wondering how to handle character/equipment combinations. So for example, the player wears leather boots with chain-mail and a wooden shield and a sword - but then picks up plate-armour instead of chain-mail. I'm using Blender3D to create objects, environments and characters in 3D, then a script runs to render all 3D meshes into 2D orthographic tile maps. So I can use this script to create all the combinations of character equipment for me, but there would be an explosion in terms of the combinations required.

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  • Check if a string substitution rule will ever generate another string.

    - by Mgccl
    Given two strings S and T of same length. Given a set of replacement rules, that find substring A in S and replace it with string B. A and B have the same length. Is there a sequence of rule application, such that it make string S into string T? I believe there is no better way to answer this than try every single rule in every single state. Which would be exponential time. But I don't know if there are better solutions to it.

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  • How do I create a big multiplayer world in UDK?

    - by Dorpe
    I want to create a big multiplayer world in UDK and I'm having a few difficulties. I created the biggest terrain possible but then any terrain related action I do takes forever. However, I've seen videos of people make same size terrain and working without a problem. My pc is strong enough, so maybe someone can tell me what I'm doing wrong. I want to make it even bigger then the biggest terrain size, so I was thinking of doing level streaming but then I read that streaming is working server side which means if I have a player on every terrain all terrains will still be loaded and I want to save as much memory possible so it will work well online. Thanks for any help you can give.

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  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

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