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  • Announcing Two Papers Addressing the RPAS Fusion Client

    - by Oracle Retail Documentation Team
    Oracle Retail has published two documents to My Oracle Support addressing the Retail Predictive Application Server (RPAS) Fusion Client, a web-based rich client developed using the latest Oracle Application Development Framework (ADF). The Fusion Client provides an enhanced user experience for communicating with the RPAS server. Oracle Retail Predictive Application Server Fusion Client Getting Started Guide Doc ID 1492759.1The Retail Predictive Application Server (RPAS) is a configurable platform that provides capabilities such as a multidimensional database structure, batch and online processing, a configurable user interface, a configurable calculation engine, user security, and utility functions such as importing and exporting, all on a highly scalable technical environment that can be deployed on a variety of hardware. This paper addresses typical questions that arise during setting up and deploying the Fusion Client, provides performance recommendations, and highlights the differences between the Classic Client and the Fusion Client. Oracle Retail RPAS Fusion Client Performance Issue Report Doc ID 1493747.1Performance issues can be frustrating for customers, and Oracle Retail will strive to assist you as you attempt to enhance the performance of your systems. To ensure the timeliest processing of your issue, retailers and partners are encouraged to respond as thoroughly as possible to each question in this document, which can be sent back for analysis by logging a Service Request and following typical Customer Support processes. The sections of the document solicit information about the following: Performance Issue Description Performance Issue Details System Configuration Data Application Configuration Data Performance Log Files

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  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • is there a checklist that a small website should

    - by Mecon
    I am not a web developer - this would be my first foray. I can do HTML/CSS/Javascript, but never created a website for a company. If anybody is creating a site for small company (expecting some 10-15 static pages), what kinda things would it need to have? I am thinking of the following: Make the eventual owner buy in his/her name: Domain name, Web Hosting package and Email package. Q - DO Web Developers generally ask their clients to buy this stuff and then ask them to share their passwords? OR - Do Web Developers ship the source files to clients so that they can upload it? Create Cross Browser compatible HTML+CSS+javascript pages Add SEO stuff like Meta tags and xml file for crawler Buy professional images from stock website Q - IS there is a best-practice for this step? Add Copyright stuff. Q - ANY idea about how to do this? Add Faceboook widgets, so people can 'like' my website. Register website somewhere so that its searchable from multiple search-engine/yellopages. Q - DOES such a thing exist? Please check my checklist :) and let me know what you think could be missing? Thanks!

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  • Getting rank for keywords that I don't want to appear on my website [duplicate]

    - by Rober
    This question already has an answer here: Which keyword should I use. colors or colours or a combination of both? 2 answers One of my products has two names. One of them is what I consider correct and thus it is what I want to appear on my website. The other name is incorrect for me, so I would like to avoid it. But I know that many people will search my product using the "bad" name. How could I get the "bad" name indexed for my site on search engines even if nobody can read it there? Of course, I want to do it "legally" so that no engine will ban my site considering it as cloaking, black hat SEO, etc... EDIT: Having that "bad" name on my backlinks is not an option. For example I would perceive user reviews connecting my site to that word as a negative point. Maybe having my site as a search result for that word could be negative as well, but I think it is worth it.

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  • Emulate Historical Figures i.e. Einstein - Is this possible using linguistic logic for my http://www.ustimeline.com Education System

    - by Johnnylight
    After hearing about the success of IBM's Watson I started thinking perhaps emulating human language is now possible? My goal is to create Virtual Historical characters to represent the main characters in my Adventur-Cation The Great American Adventure program such as Einstein or Crazy Horse. The goal is to build an intelligent system capable of indexing the internet and storing the data using a schema using modern knowledge on linguistic theory (phonemes, morphemes, syntax) to build a system capable to returning a semantically sound response very similar to the response made by the same person if still alive today. The goal would be to use the same engine/system for all characters. Each characters would have their own digital representation and voice, and would organize data differently based on tags/keywords stored about the individual. Imagine a Max Headroom Einstein. Based on the success of Watson, I believe something like this may now be possible. Would be an interesting way to study history and would be a vehicle of entertainment as well. Can anyone confirm if this has already been attempted? Is anyone interested in exploring this using Cognitive Science, Psychology, Artificial Intelligence, Historical data captured on the internet, and Linguistic theory?

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • Hosting and scaling a Facebook application in the cloud? [migrated]

    - by DhruvPathak
    We would be building a Facebook application in Django (Python), but still not sure of where to host it economically, and with a good provision to scale in case the app gets viral. Some details about the app: Would be HTML based like a website,using django as a framework. 100K is the number of expected pageviews in a day, if the app is viral. The users will not generate any media content, only some database data will be generated by them. It would be great if someone with more experience can guide on following points: A) Hosting on Google app engine or Amazon EC2 or some other cloud like RackSpace : Preferable points found in AppEngine were ease of deployment, cost effectiveness and easy scaling. For EC2: Full hold of the virtual machine,Amazon NoSQL and RDMBS database services in case we decide to use them. B) Does backend technology affect monthly cost? eg. would CPU and memory usage difference of Django over , for example , PHP framework like CodeIgnitor really make remarkable difference in running costs. (Here is the article that triggered this thought process : http://journal.dedasys.com/2010/01/12/rough-estimates-of-the-dollar-cost-of-scaling-web-platforms-part-i#comments) C) Does something like Heroku , which provides additional services over Amazon EC2, prove to be better than raw cloud management? It is not that we are trying for premature scaling, we just want to have a good start so that we are ready to handle unpredicted growth and scale.

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • Using Queries with Coherence Write-Behind Caches

    - by jpurdy
    Applications that use write-behind caching and wish to query the logical entity set have the option of querying the NamedCache itself or querying the database. In the former case, no particular restrictions exist beyond the limitations intrinsic to the Coherence query engine itself. In the latter case, queries may see partially committed transactions (e.g. with a parent-child relationship, the version of the parent may be different than the version of the child objects) and/or significant version skew (the query may see the current version of one object and a far older version of another object). This is consistent with "read committed" semantics, but the read skew may be far greater than would ever occur in a non-cached environment. As is usually the case, the application developer may choose to accept these limitations (with the hope that they are sufficiently infrequent), or they may choose to validate the reads (perhaps via a version flag on the objects). This also applies to situations where a third party application (such as a reporting tool) is querying the database. In many cases, the database may only be in a consistent state after the Coherence cluster has been halted.

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  • Social Media Stations for Partners

    - by Oracle OpenWorld Blog Team
    By Stephanie Spada One of our exciting additions to this year’s Oracle Partner Network Exchange @ OpenWorld are Social Media Stations.  Partners have the opportunity to get customized, face-to-face expert advice on how they can better engage their customers and find new prospects online using social media tools.When: Sunday, September 30Time: 3:00 p.m.–5:00 p.m.Where: Moscone South, Esplanade levelWhen: Monday, October 1Time:  9:30 a.m.–6:00 p.m.Where: Moscone South, OPN Lounge, Exhibitor levelEach customized social media consultation will take only 25 minutes. Here’s how it works:·    Partners check in with a Social Media Rally coordinator who will assess needs and make the right connections for each session·    Partners go to the Photo Station, where a headshot will be taken that can be used on social profiles, Websites or for articles and posts across the Web·    Partners meet with the One-2-One consultants who will walk them through how they’re using social media today and what next steps could beSocial media channels/methods discussed can include Google+, Google Alerts, Google Analytics, Facebook, LinkedIn, Search Engine Optimization, Twitter, and more.  With so many choices, partners can decide how to focus their time.To get the most out of the Social Media Stations, partners should:·    Wear appropriate attire for the headshot photo·    Bring log-in information for social platforms they want to discuss·    Come prepared with questions for the One-2-One consultation so session time can be maximizedFor questions, or to schedule a session ahead of time, partners should send an email to: [email protected].

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Directing Multiple ccTLD's to 1 gTLD with a country specific subdirectory?

    - by Pascal Van Opzeeland
    We have multiple ccTLDomains and are thinking about how to best combine these into one. We want to do this to focus our link building efforts. We are running a website through which we offer a software-as-a-service. Therefore we could potentially sell to any country in the world. However, Germany is our most important market. We currently have a .com, .de, .nl. and .pl domain. All these domains have a high amount of unique content pages. What we are planning is to change everything to .com with language-based subdirectories, so .com/en/, .com/de/, etc. I have two questions concerning this issue: 1) How much of an advantage does a ccTLD have over a gTLD with country specific subdirectories in search rankings? So let’s say .de versus .com/de/? 2) How could we best redirect the visitors of our old ccTLD’s to our gTLD’s subdirectories? We would like to loose as few search engine rankings as possible. Thank you for your help.

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  • Smoothing rotation

    - by Lewis
    I've spent the last three days trying to work out how to rotate a sprite smoothly depending on the velocity.x value of the sprite. I'm using this: float Proportion = 9.5; float maxDiff = 200; float rotation = fmaxf(fminf(playerVelocity.x * Proportion, maxDiff), -maxDiff); player.rotation = rotation; The behaviour is what I required but if the velocity changes rapidly then it will look like the sprite will jump to face left or jump to face right. I'll go into the behaviour in a little more detail: 0 velocity = sprite faces forwards negative velocity = sprite faces left depending on value. positive velocity = sprite faces right (higher velocity the more it faces right) same as above. I've read about using interpolation rather than an absolute angle to rotate it to but I don't know how to implement that. I have a physics engine available. There is one other way to get around this: to use += on the rotation angle. The thing is that I would then have to change the equation to produce positive and negative values then to make sure the sprite faces 0 once it reaches 0 velocity again. If I add that in now, it keeps the previous angle even after the velocity has dropped / is dropping. Any ideas/code snippets would be greatly appreciated.

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  • OpenGL depth texture wrong

    - by CoffeeandCode
    I have been writing a game engine for a while now and have decided to reconstruct my positions from depth... but how I read the depth seems to be wrong :/ What is wrong in my rendering? How I init my depth texture in the FBO gl::BindTexture(gl::TEXTURE_2D, this->textures[0]); // Depth gl::TexImage2D( gl::TEXTURE_2D, 0, gl::DEPTH32F_STENCIL8, width, height, 0, gl::DEPTH_STENCIL, gl::FLOAT_32_UNSIGNED_INT_24_8_REV, nullptr ); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE); gl::FramebufferTexture2D( gl::FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, gl::TEXTURE_2D, this->textures[0], 0 ); Linear depth readings in my shader Vertex #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment (where the issue probably is) #version 150\n uniform sampler2D depth_texture; in vec2 uv_f; out vec4 Screen; void main(){ float n = 0.00001; float f = 100.0; float z = texture(depth_texture, uv_f).x; float linear_depth = (n * z)/(f - z * (f - n)); Screen = vec4(linear_depth); // It ISN'T because I don't separate alpha } When Rendered so gamedev.stackexchange, what's wrong with my rendering/glsl?

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  • How do I properly center Nifty GUI elements on screen?

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works well until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. It's always in the upper left corner, so far I can only see the lower right part of the text. How can I center the text element in the center of the screen?

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  • Advanced TSQL training

    - by Dave Ballantyne
    Over the past few years, Ive had it on my to do list to write and deliver and full-scale SQLServer training course and not just an hour long bite size session at user groups and conferences.  To me, SQLServer development is not just knowing and remembering the syntax of commands.  Sometimes I semi-jest that i have “Written a merge statement without looking up the syntax”, but I know from my interactions on and off line that I am far from alone in this.  In any case we have an awesome tool in the internet which is great at looking things up. When developing SQL Server based solutions,  of more importance is knowing the internals of the engine.  SQL Server is a complex piece of software and we need to be able to understand to a fairly low level ( you can always dive deeper ) the choices that it makes and why it makes them in order to deliver performant, reliable, predictable and scalable systems to our customers and end-users. This is the view i shall be taking over two days in March (19th and 20th) in London and ,TBH, one I dont see taken often enough. Early bird discounts are available until 31Dec. Full details of the course and a high level view of the bullet points we shall be covering are available at the Technitrain site ( http://tinyurl.com/TSQLTraining )

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  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

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  • OGRE 3D: How to create very basic gameworld [on hold]

    - by skiwi
    I'm considering trying around to create an FPS (First person shooter), using the Ogre 3D engine. I have done the Basic Tutorials (except CEGUI), and have read through the Intermediate Tutorial, I understand some of the more advanced concepts, but I'm stuck with very simple concepts. First of all: I would want to use some tiles (square ones, with relative little height) as the floor, I guess I need to set up a loop to get those tiles done. But how would I go about creating those tiles exactly? Like making it to be their own mesh, and then I would need to find some texture. Secondly: I guess I can derive the camera and movement functions from the basic tutorial. But I'll be needing a "soldier" (anything does for now), what is the best way to create a moderately decent looking soldier? (Or obtain a decent one from an open library?) And thirdly: How can I ensure that the soldier is actually walking on the ground, instead of mid air? Will raycasting into the ground + adjust position based on that, suffice?

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  • Hello!

    - by barryoreilly
    After many months of deliberating I have finally gotten around to starting this blog! The reason for doing this is the large number of half finished articles lying around on my hard disk, unpublished and unloved. These articles have been of huge benefit to me, and have been written in an attempt to consolidate my own thinking, in order to help me structure my thoughts and ideas as I have tried to digest new ideas and understand abstract theories. It is my hope that by tidying up these articles and publishing them here that I can continue this learning process by getting feedback on the ideas from within the developer community. i have worked with .NET for 8 years now, and have worked with ASP.NET, SQL Server, Windows programming as well as general network administration. Since 2004 my focus has been on integration, web services, and more often than not Biztalk Server. The last two years have seen me focus on SOA and WCF, and the Managed Services Engine, so this is probably where the main focus of the blog will to start with, but there are so many fun things to play with these days that i have no idea where it will end up.....   Barry

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • How to calculate new velocities between resting objects (AABB) after accelerations?

    - by Tiedye
    lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after accelerations like gravity have been applied to them. Right now I can detect collisions and respond to them correctly (I think) and when objects collide they remember what other objects they're resting against so objects can be pushed by other objects (note that there is no bounce in any collisions so when objects collide they are guaranteed to become resting until something else happens). Every time the simulation advances, the acceleration for objects is applied to their velocities (for example vx += ax * t, where t is time elapsed since last advancement). After these accelerations are applied, I want to check if any objects that are resting against each other are moving at different speeds than their counterparts (as different objects can have different accelerations) and depending on that difference either unlink the two objects so they are no longer resting, or even out their velocities so they are moving at the same speed once again. I am having trouble creating an algorithm that can do this across many resting objects. Here's a diagram to help explain my problem

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  • Build 2013&ndash;Keynote Thoughts

    - by D'Arcy Lussier
    Originally posted on: http://geekswithblogs.net/dlussier/archive/2013/06/26/153243.aspxSome thoughts on the Build 2013 keynote. They Listened to Feedback while Keeping to their Plans I am one of the people in the “bring back the start menu” camp. I want my start menu. I *like* my start menu. Microsoft heard that and put it back, fantastic. But they implemented it in a way that still pushes the Windows 8 UI – and I’m actually pretty happy with it. When you hit the Start menu, you get the live-tiles displayed overlaying the desktop. But you can also swipe from the bottom to get the “all-applications” view. This, in essense, is really what those that like the Start Menu want. I believe it was mentioned that you can configure the all-applications view to be the default. They’re Committed to Improving Windows 8 The commitment to rapid deployments Ballmer talked about is crucial to Windows 8’s success. They need to keep it evolving quickly to maintain the interest of users and developers. I think the little improvements they showed are excellent (hands-free mode, multi window docking, better multi-monitor support, new developer controls, etc.). Hardware Vendors are Committed to Windows 8 They showed off a number of new hardware products (Windows 8 and Windows Phone). The Surface’s introduction to the market has done nothing to dissuade their hardware partners. Bing as a Platform is Huge for Developers!!! This was the biggest take-away from the keynote! What the team is doing with Bing not as a search engine but as a developer API is very impressive! I’m going to be diving into this over the rest of Build so watch more blog posts coming on it. Azure, Office 365, and other topics will be covered at tomorrow’s keynote. So far, great kick off to Build. Now on to sessions! D

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  • Shader compile log depending on hardware

    - by dreta
    I'm done with the core of my graphics engine and I'm testing it on every platform I can get my hands on. Now, what I noticed is that different drivers return different shader and program compile log content. For example, on my friend's laptop if you successfuly compile a shader then the log is simply empty. However on my PC I get some useful information along with it. So if I compile a vertex shader, I'll get: Vertex shader was successfully compiled to run on hardware. Which isn't that impressive, but is what happens when I compile a program. On my friend's computer the log is empty, since the program compiles. However on my own computer I get: Vertex shader(s) linked, fragment shader(s) linked. Which is awesome, because I'm attaching a geometry shader with 0 (I have a geometry shader file with trash, so it doesn't compile and the pointer is set to 0), and the compiler just tells me which shaders linked. Now it got me thinking, if I was going to buy a graphics card, is there a way for me to get the information about whether or not I'll get this "extended" compile information? Maybe it's vendor specific? Now I don't expect an answer TBH, this seems a bit obscure, but maybe somebody has any experience with this and could post it.

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  • How to Edit aspx, Cshtml and other kind of files live on FTP server ?

    - by Anirudha
    Originally posted on: http://geekswithblogs.net/anirugu/archive/2013/06/27/how-to-edit-aspx-cshtml-and-other-kind-of-files.aspxMany time we just want to make a small changes on site and we don’t want to download the whole project again. In this post I will show you some good way to do it.   People who have Expression Web 4 can do it. I tried it and it’s work good with aspx file. If you have site in asp.net and use aspx engine then this is a good option. Well, Expression Web is free (previously paid software). A another good option is Komodo Edit. You can use komodo edit and few plugin to make FTP editing work for you. The problem in these 2 apps are they don’t have syntax highlight and support for CSHTML file which are introduced with MVC 3. For this I suggest you to go with webmatrix. You can use Webmatrix to edit cshtml file online. Remember that Webmatrix don’t support Compiling of MVC project. You need Visual Web developer Express at-least to compile your project. if you are in hurry try  https://c9.io/ put your FTP settings and you just got your hands ready to make changes on live site. If you have anything else in your mind share it here.

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