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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • News from OpenWorld: Oracle Announces Identity Governance Suite

    - by Tanu Sood
      At OpenWorld, Oracle today announced the release of Oracle Identity Governance Suite. An end-to-end access governance solution, Oracle Identity Governance Suite addresses compliance, governance and identity administration requirements. Built on Oracle’s unique platform approach to Identity Management, the suite offers a single, comprehensive platform for access request, provisioning, role lifecycle management, access certification, closed loop remediation and privileged account management. The suite offers benefits like dramatic reduction in administration (and help desk) overhead, cost-effective compliance enforcement and reporting, enhanced user experience and analytics driven insight. More details available in the announcement and on our website. Additional Resources: ·         Oracle Identity Governance Datasheet ·         Oracle Privileged Account Manager ·         Integrated Identity Governance Whitepaper ·         Gartner Magic Quadrant for User Provisioning ·         Join the Oracle Identity Management online communities: Blog, Facebook and Twitter

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  • libgdx game not disposing

    - by Yesh
    My game does not exit entirely even after calling dispose() method. It loads a black screen when I launch it for the second time and works well if I kill the game manually and restart it. I get an error that says buffer not allocated with newUnsafeByteBuffer or already disposed when I try to dispose off the SpriteBatch object. This is were I suspect the problem to be. But not able to fix it entirely. Please help! Here is how I have built it (I have put the sample code here just to show you guys that there are no visible loop backs in dispose function, please correct me if I'm wrong)- In game screen, public void dispose() { AssetLoader.dispose(); render.dispose(); Gdx.app.exit(); } Under class AssetLoader- public void dispose(){ Texture.dispose(); sound.dispose(); } Under game render class - public void dispose(){ spritebatch.dispose(); //throws an error when I GameScreen.dispose is called font.dispose(); shaperender.dispose(); } I believe that my spritebatch isn't disposing which is causing the black screen but I cannot find a way to dispose it off successfully. Any help would be greatly appreciated.

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  • Alternatives for the Snippet Compiler

    - by Marko Apfel
    It seems that the Snippet Compiler is not maintained anymore. So I need an alternative – also for getting syntax highlighting for code in publications. Preferable with the possibility to conserve this highlighting by copying selections to clipboard. Snippet Compiler does not allows this for selections – only by exporting the whole file content to clipboard with HTML- or RTF-formatting (File > Export > HTML to clipboard respectively RTF to clipboard). Today I switched to LINQPad. This application offers constructing LINQ-statements as well as compiling arbitrary code snippets. But there are some other alternatives too: CS-Script - The C# Script Engine CS-Script is a CLR (Common Language Runtime) based scripting system which uses ECMA-compliant C# as a programming language. CS-Script currently targets Microsoft implementation of CLR (.NET 2.0/3.0/3.5. sharpsnippetcompiler C# Snippet Compiler is a tiny IDE to create, debug and run your C# programs CsharpRepl C# interactive shell that is part of Mono's C# compiler. An interactive shell is usually referred to as a read eval print loop or repl. The C# interactive shell is built on top of the Mono.CSharp library, a library that provides a C# compiler service that can be used to evaluate expressions and statements on the flight. What I miss is an alternative with syntax highlighting like in my Visual Studio: Instead of:

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  • 10 Innovations in PeopleSoft 9.2 - #2 Lower TCO With The Peoplesoft Update Manager

    - by John Webb
    With the new PeopleSoft Update Manager in PeopleSoft 9.2 the way you manage updates to your PeopleSoft systems puts you in control of all changes on your schedule.   You can selectively apply patches with reduced time, effort, and cost.    Bundles and Maintenance Packs are no longer used.      Instead, a tailored custom package is automatically generated based on the parameters you select from the latest PeopleSoft source image.   You have access to all updates from Oracle on a cumulative basis and can select and search for specific updates such as new features, legal and regulatory changes, or a patch related to a specific issue, process or object.    Any prerequisites are automatically identified.  The  process of generating a change package is enabled through a new wizard with easy to follow steps and options.     As changes are introduced to your test environment the PeopleSoft Test Framework provides a closed loop process to run regression tests scripts against your changes.  For a quick overview of the PeopleSoft Update Manager check out the Video Feature Overview here: PeopleSoft Update Manager Video Feature Overview

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  • Effective way to check if an Entity/Player enters a region/trigger

    - by Chris
    I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen bukkit (a modding API for Minecraft servers) firing an Event on every single move. I don't think that larger games do the same because even if you have only a few coordinates you are interested in, you have to loop through a few trigger zone to see if the player is inside your region - for every player. This seems like an extremely CPU-intense operation to me even though I've never developed something like that. Is there a special algorithm that is used by larger games to accomplish this? The only thing I could imagine is to split up the world into multiple parts and to register the event not on the movement itself but on all the parts that are covered by your area and only check for areas that are registered in the current part. And another thing I would like to know: How could you detect when someone must have entered a trigger but you never saw him directly in it since his client only sent you an move packet shortly before entering and after leaving the trigger area. Drawing a line and calculate all colliding parts seems rather CPU intensive if you have to perform it every time.

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  • Velocity control of the player, why doesn't this work?

    - by Dominic Grenier
    I have the following code inside a while True loop: if abs(playerx) < MAXSPEED: if moveLeft: playerx -= 1 if moveRight: playerx += 1 if abs(playery) < MAXSPEED: if moveDown: playery += 1 if moveUp: playery -= 1 if moveLeft == False and abs(playerx) > 0: playerx += 1 if moveRight == False and abs(playerx) > 0: playerx -= 1 if moveUp == False and abs(playery) > 0: playery += 1 if moveDown == False and abs(playery) > 0: playery -= 1 player.x += playerx player.y += playery if player.left < 0 or player.right > 1000: player.x -= playerx if player.top < 0 or player.bottom > 600: player.y -= playery The intended result is that while an arrow key is pressed, playerx or playery increments by one at every iteration until it reaches MAXSPEED and stays at MAXSPEED. And that when the player stops pressing that arrow key, his speed decreases until it reaches 0. To me, this code explicitly says that... But what actually happens is that playerx or playery keeps incrementing regardless of MAXSPEED and continues moving even after the player stops pressing the arrow key. I keep rereading but I'm completely baffled by this weird behavior. Any insights? Thanks.

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  • Ubuntu 12.04 MySQL 5.5 MyODBC 5.1 or 3.1 query hangs

    - by jorgearr
    I have been able to install Ubuntu 12.04 with LAMP MySQL version 5.5.x It works fine within linux, it allows me to connect from myodbc windows vista or windows 7 I have configured networking access and have been able to access from windows vista using putty and other tcp connections like mysql query browser. I have also configured or disabled ufw firewall and apparmor. The connection works fine until I query data from the tables. It lets me query small amounts of data like: SELECT name FROM users limit 20 but if I do a SELECT * FROM users, it goes on a never-ending loop. This happens even on tables with very few records like 5 or even less. The problems occur with windows because I tried ssh from linux mint and it worked fine. I need to be able to work using MyODBC either 3.51 or 5.1 since my client program is made in VB6 and connects to mysql server via tcp/ip. The server is an HP PROLIANT ML350G6 with Intel Xeon 64 bits. I tried several ubuntu server version (12.04 64bit, 10.10 64bit, 11.04 32bit) and none has worked I even tried CentOS 6.3 and the same. As a reference, it works fine with onother ubuntu server version 6.x on HP Proliant 150 and mysql 5.0.x that is like 7 years old and never updated. Help Please.

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Is there a way to add unique items to an array without doing a ton of comparisons?

    - by hydroparadise
    Please bare with me, I want this to be as language agnostic as possible becuase of the languages I am working with (One of which is a language called PowerOn). However, most languanges support for loops and arrays. Say I have the following list in an aray: 0x 0 Foo 1x 1 Bar 2x 0 Widget 3x 1 Whatsit 4x 0 Foo 5x 1 Bar Anything with a 1 should be uniqely added to another array with the following result: 0x 1 Bar 1x 1 Whatsit Keep in mind this is a very elementry example. In reality, I am dealing with 10's of thousands of elements on the old list. Here is what I have so far. Pseudo Code: For each element in oldlist For each element in newlist Compare If values oldlist.element equals newlist.element, break new list loop If reached end of newlist with with nothing equal from oldlist, add value from old list to new list End End Is there a better way of doing this? Algorithmicly, is there any room for improvement? And as a bonus qeustion, what is the O notation for this type of algorithm (if there is one)?

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  • Rendering Text with the HTML5 Canvas

    - by dwahlin
    In a previous post I walked through the fundamentals of rendering shapes such as squares and circles using the HTML5 Canvas API. In this post I’ll provide a simple example of rendering and rotating text. To render text you can use the fillText() or strokeText() functions which take the text to render as well as the x and y coordinates of where to render it. To rotate text you can use the transform functions available with the HTML5 Canvas such as save(), rotate(), and restore(). To run the live demos that follow click the Result tab in the blue bar of each demo.   Rendering Text This example provides a simple look at how text can be rendered using the HTML5 Canvas. It iterates through a loop, updates the text and font size dynamically, measures the width of the text using the measureText() function, and then calls fillText() to render the text with the desired font size to the screen.   Here’s what the code above renders:   Rotating Text This example shows how text can be rendered and even rotated by using transform functions built into the HTML5 Canvas. The code starts by rendering text the standard way using fillText(). It then saves the state of the canvas performs an x,y coordinate transform (moves to 100, 300 respectively) and then rotates the canvas –90 degrees using the rotate() function. After the text is rendered, the canvas is reverted back to it’s existing state (saved by calling the save() function) by calling the restore() function. An additional line of text is then rendered.   Here’s what the code above renders:   If you’re interested in learning more about the HTML5 Canvas and how it can be used in your Web or Windows 8 applications, check out my HTML5 Canvas Fundamentals course from Pluralsight.

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  • What are the maths behind 'Raiden 2' purple laser?

    - by Aybe
    The path of the laser is affected by user input and enemies present on the screen. Here is a video, at 5:00 minutes the laser in question is shown : Raiden II (PS) - 1 Loop Clear - Part 2 UPDATE Here is a test using Inkscape, ship is at bottom, the first 4 enemies are targeted by the plasma. There seems to be a sort of pattern. I moved the ship first, then the handle from it to form a 45° angle, then while trying to fit the curve I found a pattern of parallel handles and continued so until I reached the last enemy. Update, 5/26/2012 : I started an XNA project using beziers, there is still some work needed, will update the question next week. Stay tuned ! Update : 5/30/2012 : It really seems that they are using Bézier curves, I think I will be able to replicate/imitate a plasma of such grade. There are two new topics I discovered since last time : Arc length, Runge's phenomenon, first one should help in having a linear movement possible over a Bézier curve, second should help in optimizing the number of vertices. Next time I will put a video so you can see the progress 8-)

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  • Too much I/O in the morning ?

    - by steveh99999
    Interesting little improvement on a SQL 2005 system I encountered recently….. Some background - this system had a fairly ‘traditional OLTP’ workload ie  heavily used during day – till around 9pm, then had a batch window for several hours, then not much activity in the early hours of the day, until normal workload resumed the following morning. Using perfmon, I noticed that every morning, we would see a big spike in SQL Server I/O when the application started to be used... As it was 2005 I decided to look at what tables were in cache before and after the overnight batch processing ran… ( using DMV equivalent of dbcc memusage that I posted earlier). Here’s what I saw :-     So, contents of data cache split fairly evenly between my 'important/heavily used' tables.   After this:- some application batch processing,backups, DBCC checks and reindexes were run.  A fairly standard batch I'd suggest. Cache contents then looked like this :- Hmmmm – most of cache is now being used by a table I’ve described as ‘unimportant’. Why ? Well, that table was the last to be reindexed…. purely due to luck, as  the reindexing stored procedure performing a loop in alphabetical order through all application tables...  When the application starts to be used again – all this ‘unimportant’ data has to be replaced in cache by data that is heavily used… So, we changed the overnight reindex scripts –  the most heavily accessed tables are now the last to be reindexed. Obvious really, but we did see a significant reduction in early-morning I/O after changing the order of our reindexing.  

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  • What feature is at play when Ctrl+Shift+Alt+U,E "types" an unprintable hex 000E?

    - by Peter.O
    I tend to use Ctrl+Shift+Alt for my customized system-wide keybindings. When I tried Ctrl+Shift+Alt+U it printed an underscored u and waited for more keyboard input!... Some keys were accepted and some were not... eg. Numbers were accepted and they too were underlined, but only a few keys allowed me to break out. I then tried Ctrl+Shift+Alt+U immediately followed by Ctrl+Shift+Alt+E. This produced an unprintable hex 000E(?) and broke out of the loop... The unprintable character got me thinking that this may be Unicode related. If so, how so? What is happening here? Is this underscored u a trigger for an Input Method Editor? This behaviour occurs: Here (as I type), "gedit", text-edit fields... (but not in the Terminal)... and "gvim" reported "pattern not found"...

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  • What platform to use for browser based turn based strategy game

    - by sunwukung
    I want to write a browser based strategy game that can be played by two players in separate locations. The game itself is predominantly turn based. To that end, I want to determine the correct platform on which to build this game. To prevent gamers "gaming" the system, the business logic needs to reside in the server. I could arguably use AJAX for a large part of the games functionality, but at two key points in the game loop, the opposing player can "counter" the current players move. In addition, when it's time for the players to swap, AJAX polling is likely to fall short, so it's starting to look like WebSockets is going to be a requirement to pull this off smoothly. So, the remaining question is regarding the back end. I'd kinda like to build this in Python/Flask - but this is primarily out of wanting to tackle a project with that language, not neccessarily because it's the appropriate tool for the job. The next most likely candidate has got to be NodeJS given it's (apparently) tighter integration with the WebSockets protocol. My question, then, is regarding the best platform on which to pursue this objective.

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  • How can I convince my boss to invest into the developer environment?

    - by user95291
    Our boss said that developers should have fewer mistakes so the company would have money for displays, servers etc. An always mentioned example is a late firing of an underperforming colleague whose salary would have covered some of these expenses. On the other hand it happened a few times that it took a few days to free up some disk space on our servers since we can't get any more disk. The cost of mandays was definitely higher than the cost of a new HDD. Another example is that we use 14-15" notebooks for development and most of the developers get external displays after they spent one year at the company. The price of a 22-24" display is just a small fraction of a developers annual salary. Devs say that they like the company because of other reasons (high quality code, interesting projects etc.) but this kind of issues not just simply time-consuming but also demotivate them. In the point of view of the developers it seems that the boss always can find an issue in the past which they could have been done better so it's pointless to work better to get for a second display/HDD/whatever. How can I convince my boss to invest more into development environment? Is it possible to break this endless loop?

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  • How to fix a Broadcom 43224 (rev. 01) in ubuntu 12.10, running on a macbook pro 6,2?

    - by Eduardo Bezerra
    I've googled for 3 days so far, with no success, so I'll be straightforward: How do you get it to work? this is the output for lspci -v: 03:00.0 Network controller: Broadcom Corporation BCM43224 802.11a/b/g/n (rev 01) Subsystem: Apple Inc. Device 0093 Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at c1b00000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: bcma-pci-bridge Kernel modules: bcma for uname -a: Linux fury 3.5.0-17-generic #28-Ubuntu SMP Tue Oct 9 19:31:23 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux I've tried with bcmwl-kernel-source, firmware-b43-installer and now I'm out of ideas. Can someone help me? This is driving me insane! EDIT: for lspci -nn | grep 0280: 03:00.0 Network controller [0280]: Broadcom Corporation BCM43224 802.11a/b/g/n [14e4:4353] (rev 01) I can see the networks available, but when I try to connect, it gets stuck in a loop: tries to connect, fails, tries again, fails again and so on... EDIT 2: After a long break from this problem, I've just run a few tests again and found out that, although my macbuntu still fails to connect to my home wi-fi network, it works just fine at my university... Does that help in anyway? My home network is managed by a dual-band (2.4Ghz and 5Ghz) 802.11n cisco e4200 wi-fi router.

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  • program logic of printing the prime numbers

    - by Vignesh Vicky
    can any body help to understand this java program it just print prime n.o ,as you enter how many you want and it works good class PrimeNumbers { public static void main(String args[]) { int n, status = 1, num = 3; Scanner in = new Scanner(System.in); System.out.println("Enter the number of prime numbers you want"); n = in.nextInt(); if (n >= 1) { System.out.println("First "+n+" prime numbers are :-"); System.out.println(2); } for ( int count = 2 ; count <=n ; ) { for ( int j = 2 ; j <= Math.sqrt(num) ; j++ ) { if ( num%j == 0 ) { status = 0; break; } } if ( status != 0 ) { System.out.println(num); count++; } status = 1; num++; } } } i dont understand this for loop condition for ( int j = 2 ; j <= Math.sqrt(num) ; j++ ) why we are taking sqrt of num...which is 3....why we assumed it as 3?

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  • In the days of modern computing, in 'typical business apps' - why does performance matter?

    - by Prog
    This may seem like an odd question to some of you. I'm a hobbyist Java programmer. I have developed several games, an AI program that creates music, another program for painting, and similar stuff. This is to tell you that I have an experience in programming, but not in professional development of business applications. I see a lot of talk on this site about performance. People often debate what would be the most efficient algorithm in C# to perform a task, or why Python is slow and Java is faster, etc. What I'm trying to understand is: why does this matter? There are specific areas of computing where I see why performance matters: games, where tens of thousands of computations are happening every second in a constant-update loop, or low level systems which other programs rely on, such as OSs and VMs, etc. But for the normal, typical high-level business app, why does performance matter? I can understand why it used to matter, decades ago. Computers were much slower and had much less memory, so you had to think carefully about these things. But today, we have so much memory to spare and computers are so fast: does it actually matter if a particular Java algorithm is O(n^2)? Will it actually make a difference for the end users of this typical business app? When you press a GUI button in a typical business app, and behind the scenes it invokes an O(n^2) algorithm, in these days of modern computing - do you actually feel the inefficiency? My question is split in two: In practice, today does performance matter in a typical normal business program? If it does, please give me real-world examples of places in such an application, where performance and optimizations are important.

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  • Algorithm allowing a good waypoint path following?

    - by Thierry Savard Saucier
    I'm more looking into how should I implement this, either a tutorial or even the name of the concept I'm missing. I'm pretty sure some basic pathfinding algorithm could help me here, but I dont know which one ... I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. But I want him to follow a predefine path. Lets say our hero is on the city 1. He clicks on city 4. I want him to follow the path to city 2 and from there to city 4. I was handling this easily with arrow movement (left right top bottom) since its a single check. Now I'm not sure how I should do this. Should I loop threw each possible path and check which one leads me to D the fastest ... and if I do how do I avoid running in circle forever with cities 1-5-2 ?

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  • How can create the smallest possible mirror of the archive?

    - by Registered User
    I need to create an http url at my laptop to have a Ubuntu installation begin within my laptop on a Xen environment. This is how the final thing will look like. The host and client are both going to be my laptop, I Googled and came across apt-mirror and some other packages. I do not want to archive entire 15 GB Ubuntu repositories on my machine. It is not possible to use a CD,ISO,loop mounted disk (reason mentioned below). I have tried using netboot image on local machine which failed because if you are attempting to create a virtual machine on a hardware which does not support VT virt-manager installer necessarily needs a URL of this sort http://archive.ubuntu.com/ubuntu/dists/hardy/main/installer-i386/current/images/netboot/ Any other option to create guest OS is simply grayed out. The unfortunate part is my Ethernet connections do not work when I boot with Xen-4.0 and a pv-ops Dom0 kernel from Jeremy's tree. Which is where I have to do this work. So I have to create a URL structure which is similar to Ubuntu mirrors. So how can I do this in bare minimum so that at least the console boots and once the console comes I can do some work.

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • Interfaces and Virtuals Everywhere????

    - by David V. Corbin
    First a disclaimer; this post is about micro-optimization of C# programs and does not apply to most common scenarios - but when it does, it is important to know. Many developers are in the habit of declaring member virtual to allow for future expansion or using interface based designs1. Few of these developers think about what the runtime performance impact of this decision is. A simple test will show that this decision can have a serious impact. For our purposes, we used a simple loop to time the execution of 1 billion calls to both non-virtual and virtual implementations of a method that took no parameters and had a void return type: Direct Call:     1.5uS Virtual Call:   13.0uS The overhead of the call increased by nearly an order of magnitude! Once again, it is important to realize that if the method does anything of significance then this ratio drops quite quickly. If the method does just 1mS of work, then the differential only accounts for a 1% decrease in performance. Additionally the method in question must be called thousands of times in order to produce a meaqsurable impact at the application level. Yet let us consider a situation such as the per-pixel processing of a graphics processing application. Here we may have a method which is called millions of times and even the slightest increase in overhead can have significant ramification. In this case using either explicit virtuals or interface based constructs is likely to be a mistake. In conclusion, good design principles should always be the driving force behind descisions such as these; but remember that these decisions do not come for free.   1) When a concrete class member implements an interface it does not need to be explicitly marked as virtual (unless, of course, it is to be overriden in a derived concerete class). Nevertheless, when accessed via the interface it behaves exactly as if it had been marked as virtual.

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  • Just started a job with Scrum. Something seems to be missing. I am new to Scrum

    - by punkouter
    The code is a complete mess of a combination of classic ASP/ASP.NET. The scrum consist of us patching up the big mess or making additions to it. We are all too busy doing that to start a rewrite so I am wondering.. Where is the part in Scrum where the developers can have the power to say that enough is enough and demand that they are given time to start the big rewrite ? We seem in an endless loop of just patching old code with 'Stories'. So things are being run by the non-technical people who seem to have no desire to push for a rewrite because they don't understand how bad the code base has gotten.. So who is in charge of making this big rewrite change happen ? The devs? The scrum master? The current strategy is just find time and do it ourselves without the higher ups involved.. since they are mostly to blame for the current mess we are in.. <-insert rant about non-tech people telling tech people what to do here-

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