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  • How should my local git workflow work?

    - by Anonymous -
    At home, I have a server that is running some software (on a LAMP stack, but only accessible internally). I have another machine and a laptop that I both use for developing said software. What is the best workflow for me? Should I have a repository on my local server, create a live branch, staging branch and development branch, then checkout the development branch from my laptop/development PC to work on, commit that back when I'm done, then merge the development branch with the staging branch for testing, before further merging to the live branch? Would I simply checkout the production branch to my /www/var/ on my server? Or am I thinking/going about this all wrong? Thanks.

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  • Visual Studio 2013 now available!

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2013/10/17/visual-studio-2013-now-available.aspxVisual Studio 2013 is now available for download! I will attach the beginning of their web page announcement. You should note that web projects may now be readily a combination of Web Forms, MVC and Web API.We are excited to announce that Visual Studio 2013 is now available to you as an MSDN subscriber! For developers and development teams, Visual Studio 2013 easily delivers applications across all Microsoft devices, cloud, desktop, server and game console platforms by providing a consistent development experience, hybrid collaboration options, and state-of-the-art tools, services, and resources. Below are just a few of the highlights in this release:   •   Innovative features for greater developer productivity:Visual Studio 2013 includes many user interface improvements; there are more than 400 modified icons with greater differentiation and increased use of color, a redesigned Start page, and other design changes.  •   Support for Windows 8.1 app development: Visual Studio 2013 provides the ideal toolset for building modern applications that leverage the next wave in Windows platform innovation (Windows 8.1), while supporting devices and services across all Microsoft platforms. Support for Windows Store app development in Windows 8.1 includes updates to the tools, controls and templates, new Coded UI test support for XAML apps, UI Responsiveness Analyzer and Energy Consumption profiler for XAML & HTML apps, enhanced memory profiling tools for HTML apps, and improved integration with the Windows Store.  •   Web development advances: Creating websites or services on the Microsoft platform provides you with many options, including ASP.NET WebForms, ASP.NET MVC, WCF or Web API services, and more. Previously, working with each of these approaches meant working with separate project types and tooling isolated to that project’s capabilities. The One ASP.NET vision unifies your web project experience in Visual Studio 2013 so that you can create ASP.NET web applications using your preference of ASP.NET component frameworks in a single project. Now you can mix and match the right tools for the job within your web projects, giving you increased flexibility and productivity.

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  • Vermont IT Jobs: .NET Developer in Downtown Burlington

    Applications Engineer Aurora North Software, Inc. Burlington-based software development & consulting company offers an opportunity to rapidly advance your skillset using the latest MS technologies to develop and implement core systems at some of the countrys most prestigious law firms.  Projects include product integration, workflow processing, business intelligence, and SharePoint development. Requires a minimum 2-5 years experience with full development life cycle, .NET development experience,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • creating a subdomain on windows server

    - by jason
    Hi I'm trying to set up a sub domain for development on a windows server and am having problems setting the correct details in the httpd.ini file and hoped soemone could help. I have set up the subdomain http:// dev. website .com The files that I want to use for this subdomain are on the server in a folder called development http:// www. website .com /development in the directory structure they are in /htdocs/development What do I need to add the the httpd.ini file to point the http:// dev .website .com to file files located in the /htdocs/development folder on the server? Many Thanks

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  • jquery.ui.draggable.js and jquery.ui.widget.js conflict

    - by Daniel S
    hello I had a working application, which uses a jquery ui dialog. I wanted to make the dialog draggable. As far as I know the only thing needed is the jquery.ui.draggable.js script. So I added it to the scripts I am using, but know I get the following error (as shown in the firebug console): base is not a constructor The relevante line in jquery.ui.widget.js is: var basePrototype = new base(); This is how I am adding all the scripts: <script type="text/javascript" src="/media/development-bundle/jquery-1.4.2.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.core.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.widget.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.draggable.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.position.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.autocomplete.js"></script> <script type="text/javascript" src="/media/development-bundle/ui/jquery.ui.dialog.js"></script> Am I doing something wrong? or is this a problem with jquery? Thanks in advance for any help

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  • Hiera can't find puppet environment

    - by quickshiftin
    I'm testing out hiera and hitting a snag on the hierarchy configuration. What I have is extremely simple, the part that isn't working is specification of hiera datadir files based on environment. Here's the config file (/etc/hiera.yaml) I'm trying --- :backends: - yaml :logger: console :hierarchy: - "%{::environment}" :yaml: :datadir: /var/lib/hiera Now, I have a file /var/lib/hiera/development.yaml blah: meh When I run hiera it's not finding the file or the value $ hiera -d blah DEBUG: Fri Oct 25 15:50:52 -0600 2013: Hiera YAML backend starting DEBUG: Fri Oct 25 15:50:52 -0600 2013: Looking up blah in YAML backend nil I've verified this agent is configured for development $ sudo puppet agent --configprint environment development Now let me prove hiera is capable of finding something; a change to the hiera.yaml file: :hierarchy: - development And now hiera finds the file and the value $ hiera -d blah DEBUG: Fri Oct 25 15:53:25 -0600 2013: Hiera YAML backend starting DEBUG: Fri Oct 25 15:53:25 -0600 2013: Looking up blah in YAML backend DEBUG: Fri Oct 25 15:53:25 -0600 2013: Looking for data source development DEBUG: Fri Oct 25 15:53:25 -0600 2013: Found blah in development meh So why isn't it working with the dynamic environment configuration? I got that straight from the documentation. Note, I have tried running the hiera command via sudo with no change in the result.

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  • So LibGDX / Java or XNA / C# [on hold]

    - by Israel G.
    I am curious to know what will be better for me - LibGDX / Java or XNA / C#. I am on the same level with C# and Java (I am pretty advanced with both of them). I really want to get into game development, develop indie games and such. So what are the pros and cons of XNA and LibGDX, what do you prefer personally and why? Java - LibGDX is cross platform and uses OpenGL. C# - XNA is for windows only ( you can use monogame but it will hurt performance and other things), Unfortunately, XNA is not going to be supported anymore but I still see people that recommend it over libGDX. (XNA is more popular and has more tutorials then libGDX). So please help me to pick, I really don't know what to choose. Thanks a lot!

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  • How to build a game like HaxBall?

    - by Cengiz Frostclaw
    I'm a coder interested in game development, and I want to build a very simple p2p (real time) game. The perfect example for this is haxball. The client/server model doesn't matter, it could be like haxball (i.e. the room creator is the host) or changing host, or the server is host (if there is such a thing) I just want to learn the basics to create a field where players can move their characters in real time. So where should I start? Please guide me into the right direction. And with examples please. I found out that RTMFP does what I seek, but how do I use it? I know ActionScript 3.0, but no idea how to setup a multiplayer game. Please help ! Thanks in advance.

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  • Compatibility between DirectX 9 and DirectX 10 shaders

    - by Delta
    I am a beginner to game development and as I am used to programming in C# I decided to go for XNA. I've been playing around with it for a while and now I am learning the basics of HLSL shaders, I have noticed in the MSDN documentation that there have been some syntax changes in HLSL between DirectX 9 and DirectX 10, for example, the Sampler type Since I am having some troubles with my desktop pc, I am using my laptop which video card only supports DirectX 9.0c. Then I'm gonna have to write my shaders using the DirectX 9 syntax, right? So I am wondering, will my HLSL shaders written using the DirectX 9 syntax work on a system running DirectX 10 (or higher)?

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  • Game show game engine [closed]

    - by Red
    So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require that much power) and have networking functionality for multiplay or even an MMO aspect. The game I am making is like a game show, so it is your basic choose and answer hit the buzzer kind of game. Any suggestions? I would also like it to be open source or at the least free. I would like to support open source projects.

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  • Why is Reinforcement Learning so rarely used in pathfinding?

    - by doug
    The venerable shortest-path graph theoretic algorithm A* and subsequent improvements (e.g., Hierarchical Annotated A*) is clearly the technique of choice for pathfinding in game development. Instead, it just seems to me that RL is a more natural paradigm to move a character around a game space. And yet I'm not aware of a single game developer who has implemented a Reinforcement Learning-based pathfinding engine. (I don't infer from this that the application of RL in pathfinding is 0, just that it's very small relative to A* and friends.) Whatever the reason, it's not because these developers are unaware of RL, as evidenced by the fact that RL is frequently used elsewhere in the game engine. This question is not a pretext for offering an opinion on RL in pathfinding; in fact, i am assuming that the tacit preference for A* et al. over RL is correct--but that preference is not obviously to me and i'm very curious about the reason for it, particularly from anyone who has tried to use RL for pathfinding.

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  • Why should I consider using the Source Engine?

    - by dukeofgaming
    I've always been a Valve fan, but now that I have the opportuninty to choose a game engine for a project I'm not sure I want to choose the Source Engine after watching this wikipedia entry. My options essentially boiled down to an open source stack (Horde3D + Zoidcom + Spark + SFML + CEGUI, and well, not OSS but PhysX too), UDK and the Source Engine. My question is (because I really have no experience with it) why should any developer choose the Source Engine over any other open source or commercial option?, is the Source Engine really worth it as a game development tool or has it time already passed and it is obsolete against other solutions?. Thanks

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  • Shader effect similar to Metro 2033 gasmask

    - by Tim
    I was thinking about effects in games the other day and I was reminded of the Gasmask effect from Metro 2033. Once you put the gasmask on it blurred a bit in the corners and could ice up and even get cracked. I assume that something like that is done using a shader. I have been experimenting a bit with game development, so far mostly playing with existing rendering engines and adding physics support etc. I would like to learn more about this sort of effect. Can someone give me a simple example of a shader that would alter the entire scene like this. Or if not a shader then an idea on how it would be done. Thanks. Edit : Include screenshot of the metro 2033 gasmask effect.

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  • Why should I consider using the Source Engine?

    - by dukeofgaming
    I've always been a Valve fan, but now that I have the opportuninty to choose a game engine for a project I'm not sure I want to choose the Source Engine after watching this wikipedia entry. My options essentially boiled down to an open source stack (Horde3D + Zoidcom + Spark + SFML + CEGUI, and well, not OSS but PhysX too), UDK and the Source Engine. My question is (because I really have no experience with it) what would be the technical reasons (not license or other) for any developer to choose the Source Engine over any other open source or commercial option ?, is the Source Engine really worth it as a game development tool or has it time already passed and it is obsolete against other solutions?. Thanks Edit: Precised my question a little more , I'm looking for technical reasons to choose the Source Engine.

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  • Human vs human android chess game design

    - by Plejo
    First of all I am total amateur in game development and sorry for my poor English. I want to make android human vs human chess game. So I am wondering how to design it? scenario 1: User connect to server, find opponent and send moves to server using socket, so match is running on a server side. I think this is not good idea because move should be validated on client side - or do I have to validate moves on client side? I do not think this is good solution because game is seperated. scenario 2: Using hole punching technique so server is needed only for connection between players, so game is running on android devices. which approach do you suggest? Or is there any better solution? Which server is best to use?

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  • 3D Ray Casting / Picking

    - by Chris
    Hi, I am not sure if I should post this link, but I feel this falls into game development just as much as it does math. I have a ray cast's far and near values and I am trying to calculate the end point of the ray so that I can either draw a line to show the ray, or render an object at the end of 3d mouse position. Here is my post on the stack overflow math site, if there is a problem with me doing this just close the thread. Thank you. http://math.stackexchange.com/questions/15918/help-with-matrix-mathematica

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  • C++ Game Library for SVG Based Game

    - by lefticus
    I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG. Also, I'm aware of the previous conversations on this site regarding Qt for SVG game development. I'm hoping to avoid Qt because of the size and complexity of making it a requirement. Also, Qt does not seem to have joystick input support, which would require that SDL or some other library also be used. So my question can be summed up as this: What is the best way to get SVG and joystick support in a 2D C++ library while minimizing dependencies as much as possible (preferably avoiding Qt altogether)?

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  • Sources (other than tutorials) on Game Mechanics

    - by Holland
    But, I'm not quite sure where I should start from here. I know I have to go and grab an engine to use with some prebuilt libraries, and then from there learn how to actually code a game, etc. All I have right now is some "program Tetris" tutorial for C++ open right now, but I'm not even sure if that will really help me with what I want to accomplish. I'm curious if there are is any good C++ documentation related to game development which provides information on building a game in more of a component model (by this I'm referring to the documentation, not the actual object-oriented design of the game itself), rather than an entire tutorial designed to do something specific. This could include information based on various design methodologies, or how to link hardware with OpenGL interfaces, or just simply even learning how to render 2D images on a canvas. I suppose this place is definitely a good source :P, but what I'm looking for is quite a bit of information - and I think posting a new question every ten minutes would just flood the site...

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