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  • Calling a JAVA method from C++ with JNI, no parameters

    - by PRNDL Development Studios
    Please bear with me, I am an iPhone developer and this whole android this confuses me a bit. I have some c++ methods that are called from a cocos2d-x CCMenuItem. Therefore I cannot send any parameters, according to the docs. I need to open a url with the android browser which will require me to call a JAVA function to start a new intent. I understand that I need to create a VM, however the below code gives me the error: jni/../../Classes/MyClass.cpp:184: error: 'JNI_CreateJavaVM' was not declared in this scope I was looking at this thread: Calling a java method from c++ in Android But he uses parameters, and I can't do that. And I don't see where those are in his code to just make them myself. I don't know what the string should be in the 'Find Class' method. Also, I assume it is pretty terrible to create a new VM instance in every method I need to call. How would I create one as a singleton to use across the board? This is my c++ code called by my menu item: #include <jni.h> ... JavaVM *vm; // Global ... void OptionsScene::website(){ JNIEnv *env; JavaVMInitArgs vm_args; vm_args.version = JNI_VERSION_1_2; vm_args.nOptions = 0; vm_args.ignoreUnrecognized = 1; jint result = JNI_CreateJavaVM(&vm, (void **)&env, &vm_args); // This line still errors jclass clazz = env->FindClass("com/prndl/project/WebExecute"); jmethodID method = env->GetMethodID(clazz, "website", "(Ljava/lang/String;)V"); env->CallVoidMethod(NULL,method); vm->DestroyJavaVM(); And this is the JAVA Method that I need to call: public class WebExecute extends Activity{ public void website(){ Intent browserIntent = new Intent(Intent.ACTION_VIEW, Uri.parse("http://www.google.com")); startActivity(browserIntent); } } Honestly, I am struggling with this, any help is appreciated. Thanks.

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  • CodePlex Daily Summary for Tuesday, April 20, 2010

    CodePlex Daily Summary for Tuesday, April 20, 2010New ProjectsASP.NET MVC Extensibility: ASP.NET MVC Extensibility.ASP.NET MVC Starter: Tekpub's ASP.NET MVC 2.0 Starter Site, as put together by Rob Conery in Episode 15 of Mastering ASP.NET MVC (http://tekpub.com/production/starter)AzureDemo: An internal Azure demo and test bed for some projects. After demo is complete this project will be closed.Basic Sprite Sheet Creator: A basic c# program to create sprite sheets. CodeDefender: Protect your .Net codes easily with this smart obfuscator!Crawlr: Tema 2 projectDocument Session Manager - Visual Studio addin: Document Session Manager is a Visual Studio 2008 addin for saving and restoring the list of opened documents (xml files, source files, winforms, et...Esferatec.Text.RegularExpressions: assembly to build regular expression patternsFIFA World Cup 2010 Mobile Sticker Checklist: FIFA World Cup 2010 Mobile Sticker Checklist is a small application for Windows Mobile developed in CF 3.5 to keep tracking of your sticker album. ...Finia.net: 追忆 游乐网·幻之大地FusspawnsAI: Fusspawns UT AI is a small test engine for a classic ut remote bot api. intending to improve ut's ai to a god like level without cheating bots(bots...G.A.E.T.: This is a Graphical Asymmetric Encryption Tool based on R.S.A. algorithm with the help of Java Language.Even though, this may be a small applicatio...ItzyBitzySpider: Webcrawler project from computer science at UCN.JingQiao.Ads: My DDD NTier Architecture example project.Managed Meizu SDK Demo: In this project we are sharing the source code to demonstrate the usage of managed SDK for Meizu cell phones, currently for M8. With the help of th...MaxxUtils.MaxxTagger: MaxxTagger: An Mp3 Tag Editor.. Add /Edit/Remove MP3 ID3 V1 and 2.3 Tags like Title, Artist, Album, Album Art, Genre. Besides tag editing, it also ...Maya Project Management: The Maya Project Management is a clone of RedMine with all its functions and plug-in support, using the following technologies: Microsoft .net Fra...MessageBoxLib: A simple, robust library for Xbox 360 and Windows development using the XNA Game Studio that makes using the Guide class's message box functionalit...MyWSAT - ASP.NET Membership Administration Tool: MyWSAT aka ASP.NET WSAT is a WebForms based website Starter Kit for the ASP.NET Membership Provider. It is a feature rich application that takes ca...OntologyCreator: this is my thesis and it is not finished yetPOS for .Net Handheld Products Service Object: POS for .Net Service Object Handheld Products Bar Code ScannerPostBinder: PostBinder is a small helper library that deserializes ASP.NET requests into C# classes. This eliminates having to write repeated hand wiring co...PostSharp for ASP.NET Web Sites: Adds support for PostSharp 2.0 on ASP.NET Web Sites.Rapid Dictionary: * Rapid Dictionary is a Translation Dictionary initialized by language learning network http://wordsteps.com. * Dictionary developed in C# and Co...ROrganizer: If you feel your movie files are kept in messy way, try out the ROrganizer which helps you rearrange them.RoRoWoBlog: 萝萝窝个人博客开源项目SPGroupDeflector - Explicitly deny groups to webs within your Site Collection: Secure webs within your MOSS or WSS Portal by explicitly denying access to specific users in SharePoint groups.SSIS ShapeFileSource: SSIS ShapeFileSource imports ESRI Shapefiles, and the associated attribute file (.dbf). The component based on the free Shapefile C Library.StoreManagement: University assignment. The task is to build an application that can perform basic CRUD operations on a property and use an arbitrary database. ...Surfium: TODO ;-)TaskCleaner: This is a Windows Forms project created to kill some running process in order to enhace the performance of Windows execution. Sometimes it is desi...The Expert Calendar: The Expert Calendar is a MOSS 2007 webpart which allows to connect to a Event Item List and display event items in a small design customizable cale...Visual Studio Find Results Window Tweak: This is a Visual Studio 2010 add-in which enables you to adjust the format of the Find Results Window. It is written in C#, .NET 4.0 and requires ...Weightlifting Sinclair coeficient calculator: Weightlifting Sinclair coeficient calculator for competitors (for Windows Mobile platform)Windows Azure Web Storage Explorer: Windows Azure Web Storage Explorer makes it easier for developers to browse and manage Blobs, Queues and Tables from Windows Azure Storage account....New Releases#SNMP - C# Based Open Source SNMP for .NET and Mono: CatPaw (5.0) Beta 1: SNMP v3 support in snmpd is complete.ASP.Net MVC Crud with JqGrid: Mvc Crud with JqGrid 0.3.0: Fairly major reworking of the GenericDataGrid (with alot of work from James). Most noticeable is the replacing of Edit and Delete with action butt...Basic Sprite Sheet Creator: Sprite Tool v1.1: Fixed the progress bar, it now correctly displays text and progress. Also download will now come with an installer and an executable so you don't h...Basic Sprite Sheet Creator: Sprite Tool Version 1.0: Program used to make basic sprite sheets. please visit http://coderplex.blogspot.com for more infoBraintree Client Library: Braintree-1.2.1: Escape all XMLCodeDefender: CodeDefender v0.1: Protect your .Net exe and dll files with this smart tool.ColinTesting: test: testColinTesting: test2: test2ColinTesting: test3: test3ColinTesting: test4: test4ColinTesting: test6: test6CycleMania Starter Kit EAP - ASP.NET 4 Problem - Design - Solution: Cyclemania 0.08.63: See Source Code tab for recent change history.Document Session Manager - Visual Studio addin: Release v0.45948: Release v0.45948DotNetNuke® Community Edition: 05.04.00: Major Highlights Fixed issue where portal settings were not saved per portal. Fixed issue with importing page templates. Fixed issue with...DotNetNuke® Postgres Data Provider: DNN PG Provider 01.00.00 Beta2: Fixes problems with deprecated datatype money in Postgres. Upgrades DotnetNuke code base to 04.09.05 It comes with a patch for the DotNetNuke insta...FIFA World Cup 2010 Mobile Sticker Checklist: FIFA World Cup 2010 Mobile Sticker Checklist v0.1b: FIFA World Cup 2010 Mobile Sticker Checklist v0.1b First beta release. Requires Microsoft Compact Framework 3.5. It was tested on an HTC Touch Viva...FIFA World Cup 2010 Mobile Sticker Checklist: FIFA World Cup 2010 Mobile Sticker Checklist v0.2b: FIFA World Cup 2010 Mobile Sticker Checklist v0.2b Second beta release. Requires Microsoft Compact Framework 3.5. It was tested on an HTC Touch Viv...Fluent Ribbon Control Suite: Fluent Ribbon Control Suite 1.2: Fluent Ribbon Control Suite 1.2(supports .NET 3.5 and .NET 4 RTM) Includes: Fluent.dll (with .pdb and .xml) Showcase Application Samples Found...G.A.E.T.: Graphical Asymmetric Encryption Tool: User Interface The GAET User Interface is a window with five buttons. Each button is explained the following sections. Each button has a functional...HTML Ruby: 6.21.7: As long as I don't find anything else that I can improve, this will be submitted to Mozilla for review tomorrow. Added back process inserted conten...IBCSharp: IBCSharp 1.03: What IBCSharp 1.03.zip unzips to: http://i43.tinypic.com/24ffbqr.png Note: The above solution has MSTest, Typemock Isolator, and Microsoft CHESS c...LogikBug's IoC Container: Second Release: This project is dependent upon Microsoft.Practices.ServiceLocation and must be referenced when referencing LogikBug.Injection. Click here to view d...Managed Meizu SDK Demo: Library and Demo: Library and DemoMaxxUtils.MaxxTagger: MaxxUtils.MaxxTagger: Version: 1.0.0 (Beta) Instructions: Unzip the files to a folder and then dbl click on the exe. Known Issues: 1. When u copy or move a folde...OrthoLab: Cellule: Compile with Autodesk Maya 2008 32bit and 2010 64bit.OWASP Code Crawler: OWASP Code Crawler 2.7: Code Crawler 2.7 DescriptionIn terms of functionality there is not much new stuff in this release. We transplanted the new engine. Code Crawler is ...PerceptiveMCAPI - A .NET wrapper for the MailChimp Api: V1.2.3 PerceptiveMCAPI .Net Wrapper [Beta 2]: PerceptiveMCAPI – v 1.2.3 Change logFunctionality through MailChimp API announce v1.2.5 on 15-Feb-2010 .NET Wrapper New wrapper directives; api_Me...POS for .Net Handheld Products Service Object: POS for .Net Handhelp Products Service Object: The Service Object contained herein is a work in progress. This Service Object's is written as VS 2008 C# Project. The Target Platform is x86. ...PostSharp for ASP.NET Web Sites: R1: First release.Rich Ajax empowered Web/Cloud Applications: 6.4 beta 2c: A revisiov to the first fully featured version of Visual webGui offering web/cloud development tool that puts all ASP.NET Ajax limits behind with e...Should: Beta - 1.0: This is the initial release of the Should assertions extensions.Shrinkr: v1.0: First public release.Site Directory for SharePoint 2010 (from Microsoft Consulting Services, UK): v1.2: Address a bug found in v1.1 relating to the Delete Site Listings job not incrementing the 'Site Missing Count' for some SharePoint sites.Software Localization Tool: SharpSLT 1.0: New functions Backup before saving Delete entries Undo deletion Added more comments in the codeSPGroupDeflector - Explicitly deny groups to webs within your Site Collection: SPGroupDeflector: Download the source code, the wsp solution package, and Setup.docSSIS ShapeFileSource: Version 0.1: Short Preview of SSIS ShapeFileSource ComponentStarter Kit Mytrip.Mvc.Entity: Mytrip.Mvc.Entity 1.0: Warning Install MySql Connector/Net 6.3 MySQL Membership MSSQL Membership XML Membership UserManager FileManager Localization Captcha ...Surfium: Linux Expo Prebuild: First public releaseTaskCleaner: Initial Working Version: In this version we have all the features listed in the project description working fine. Built under Framework 3.5.Text to HTML: 0.4.5.0: CambiosSustitución de los siguientes caracteres: Anteriores: " < > ¡ © º ¿ Á Ä É Í Ñ Ó Ö Ú Ü ß á ä é í ñ ó ö ú ü € Nuevos: & ´ ≈ ¦ • ¸ ˆ ↓ ð … ∫ ...TS3QueryLib.Net: TS3QueryLib.Net Version 0.21.16.0: This release contains a bugfix for a bug that caused connection problems when connecting using an IP for some cases. So it's strongly recommended t...Tweety - Twitter Client: Tweety - 0.96: Form activation from system tray improved. General fixes. General code refactor.Web/Cloud Applications Development Framework | Visual WebGui: 6.4 Beta 2c: A revision to the first fully featured version of Visual webGui offering unique developer/designer interface and enhanced extensibility and customi...Windows Azure - PHP contributions: PhpAzureExtensions (Azure Drives) - 0.2.0: Extension for use with Windows Azure SDK 1.1! Breaking changes! Documentation can be found at http://phpazurecontrib.codeplex.com/wikipage?title=A...WoW Character Viewer: Viewer (40545): New setup build for 40545.Xrns2XMod: Xrns2XMod 0.0.5.3: Major Source code optimization: >> Separated logical code of xm/mod conversion from renoiseSong xml. Now all necessary renoise song data code is st...XsltDb - DotNetNuke XSLT module: 01.00.99: callable tag is introduced - create javascript ajax functions more easy import/export bug is fixed mdo:ajax checkbox processing is now the same...Most Popular ProjectsRawrWBFS ManagerSilverlight ToolkitAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseWindows Presentation Foundation (WPF)ASP.NETpatterns & practices – Enterprise LibraryPHPExcelMicrosoft SQL Server Community & SamplesMost Active ProjectsRawrpatterns & practices – Enterprise LibraryIndustrial DashboardIonics Isapi Rewrite FilterFarseer Physics EngineBlogEngine.NETPHPExcelCaliburn: An Application Framework for WPF and SilverlightNB_Store - Free DotNetNuke Ecommerce Catalog ModuleTweetSharp

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  • Implementing fog of war in opengl es 2.0 game

    - by joxnas
    Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an efficient and somewhat nice looking fog of war to incorporate in it. My experience with OpenGL or Android is not vast by any means, but I think it is sufficient for what I'm asking here. So far I have thought in some solutions: Draw white circles to a dark background, corresponding to the units visibility, then render to a texture, and then drawing a quad with that texture with blend mode set to multiply. Will this approach be efficient? Will it take too much memory? (I don't know how to render to texture and then use the texture. Is it too messy?) Have a grid object with a vertex shader which has an array of uniforms having the coordinates of all units, and another array which has their visibility range. The number of units will very probably never be bigger then 100. The vertex shader needs to test for each considered vertex, if there is some unit which can see it. In order to do this it, will have to loop the array with the coordinates and do some calculations based on distance. The efficiency of this is inversely proportional to the looks of it. A more dense grid will result in a more beautiful fog of war... but will require a greater amount of vertexes to be checked. Is it possible to find a nice compromise or is this a bad solution from the start? Which solution is the best? Are there better alternatives? Which ones? Thank you for your time.

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  • Is OpenTK Dead?

    - by ashes999
    Looking at OpenTK, I notice some disturbing signs: The last news item was posted on December 31st, 2010 The main forum gets about one post a day On SourceForge, the last nightly build was in March, and the last release was 2010. Does OpenTK exist anymore, or is it abandonware now? Edit: Some people have expressed concern at my use of "ambiguous" and "loaded terms" like "dead," "abandonware," and others. What I'm asking is this: software projects comprise of many pieces: The actual software project (such as OpenTK) A group of people who maintain the software (project leads, core developers) Some vehicle by which users can find and consume the latest versions (such as releasing daily builds) A community (can I ask questions about it? Get answers?) Updates (are there new features? New releases? Active development? A roadmap?) Some projects have all of these things. Most have a few. Some have nothing, other than maybe the actual software project itself. Is OpenTK one of these? Because it seems like: The actual software project is stable The maintainers don't contribute to it anymore There are no more latest versions (daily builds), not since 2010 (2+ years) The community is very low-traffic (nobody is asking/answering questions, who is actually using this anyway?) There are no updates since 2010

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  • Should we always prefer OpenGL ES version 2 over version 1.x

    - by Shivan Dragon
    OpengGL ES version 2 goes a long way into changing the development paradigm that was established with OpenGL ES 1.x. You have shaders which you can chain together to apply varios effects/transforms to your elements, the projection and transformation matrices work completly different etc. I've seen a lot of online tutorials and blogs that simply say "ditch version 1.x, use version 2, that's the way to go". Even on Android's documentation it sais to "use version 2 as it may prove faster than 1.x". Now, I've also read a book on OpenGL ES (which was rather good, but I'm not gonna mention here because I don't want to give the impression that I'm trying to make hidden publicity). The guy there treated only OpenGL ES 1.x for 80% of the book, and then at the end only listed the differences in version 2 and said something like "if OpenGL ES 1 does what you need, there's no need to switch to version 2, as it's only gonna over complicate your code. Version 2 was changed a lot to facillitate newer, fancier stuff, but if you don't need it, version 1.x is fine". My question is then, is the last statement right? Should I always use Open GL ES version 1.x if I don't need version 2 only stuff? I'd sure like to do that, because I find coding in version 1.x A LOT simpler than version 2 but I'm afraid that my apps might get obsolete faster for using an older version.

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  • Craftsmanship is ALL that Matters

    - by Wayne Molina
    Today, I'm going to talk about a touchy subject: the notion of working in a company that doesn't use the prescribed "best practices" in its software development endeavours.  Over the years I have, using a variety of pseudonyms, asked this question on popular programming forums.  Although I always add in some minor variation of the story to avoid suspicion that it's the same person posting, the crux of the tale remains the same: A Programmer’s Tale A junior software developer has just started a new job at an average company, creating average line-of-business applications for internal use (the most typical scenario programmers find themselves in).  This hypothetical newbie has spent a lot of time reading up on the "theory" of software development, devouring books, blogs and screencasts from well-known and respected software developers in the community in order to broaden his knowledge and "do what the pros do".  He begins his new job, eager to apply what he's learned on a real-world project only to discover that his new teammates doesn't use any of those concepts and techniques.  They hack their way through development, or in a best-case scenario use some homebrew, thrown-together semblance of a framework for their applications that follows not one of the best practices suggested by the “elite” in the software community - things like TDD (TDD as a "best practice" is the only subjective part of this post, but it's included here due to a very large following of respected developers who consider it one), the SOLID principles, well-known and venerable tools, even version control in a worst case and truly nightmarish scenario.  Our protagonist is frustrated that he isn't doing things the "proper" way - a way he's spent personal time digesting and learning about and, more importantly, a way that some of the top developers in the industry advocate - and turns to a forum to ask the advice of his peers. Invariably the answer I, in the guise of the concerned newbie, will receive is that A) I don't know anything and should just shut my mouth and sling code the bad way like everybody else on the team, and B) These "best practices" are fade or a joke, and the only thing that matters is shipping software to your customers. I am here today to say that anyone who says this, or anything like it, is not only full of crap but indicative of exactly the type of “developer” that has helped to give our industry a bad name.  Here is why: One Who Knows Nothing, Understands Nothing On one hand, you have the cognoscenti of the .NET development world.  Guys like James Avery, Jeremy Miller, Ayende Rahien and Rob Conery; all well-respected and noted programmers that are pretty much our version of celebrities.  These guys write blogs, books, and post videos outlining the "correct" way of writing software to make sure it not only works but is maintainable and extensible and a joy to work with.  They tout the virtues of the SOLID principles, or of using TDD/BDD, or using a mature ORM like NHibernate, Subsonic or even Entity Framework. On the other hand, you have Joe Everyman, Lead Software Developer at Initrode Corporation - in our hypothetical story Joe is the junior developer's new boss.  Joe's been with Initrode for 10 years, starting as the company’s very first programmer and over the years building up a little fiefdom of his own until at the present he’s in charge of all Initrode’s software development.  Joe writes code the same way he always has, without bothering to learn much, if anything.  He looked at NHibernate once and found it was "too hard", so he uses a primitive implementation of the TableDataGateway pattern as a wrapper around SqlClient.SqlConnection and SqlClient.SqlCommand instead of an actual ORM (or, in a better case scenario, has created his own ORM); the thought of using LINQ or Entity Framework or really anything other than his own hastily homebrew solution has never occurred to him.  He doesn't understand TDD and considers “testing” to be using the .NET debugger to step through code, or simply loading up an app and entering some values to see if it works.  He doesn't really understand SOLID, and he doesn't care to.  He's worked as a programmer for years, and that's all that counts.  Right?  WRONG. Who would you rather trust?  Someone with years of experience and who writes books, creates well-known software and is akin to a celebrity, or someone with no credibility outside their own minute environment who throws around their clout and company seniority as the "proof" of their ability?  Joe Everyman may have years of experience at Initrode as a programmer, and says to do things "his way" but someone like Jeremy Miller or Ayende Rahien have years of experience at companies just like Initrode, THEY know ten times more than Joe Everyman knows or could ever hope to know, and THEY say to do things "this way". Here's another way of thinking about it: If you wanted to get into politics and needed advice on the best way to do it, would you rather listen to the mayor of Hicktown, USA or Barack Obama?  One is a small-time nobody while the other is very well-known and, as such, would probably have much more accurate and beneficial advice. NOTE: The selection of Barack Obama as an example in no way, shape, or form suggests a political affiliation or political bent to this post or blog, and no political innuendo should be mistakenly read from it; the intent was merely to compare a small-time persona with a well-known persona in a non-software field.  Feel free to replace the name "Barack Obama" with any well-known Congressman, Senator or US President of your choice. DIY Considered Harmful I will say right now that the homebrew development environment is the WORST one for an aspiring programmer, because it relies on nothing outside it's own little box - no useful skill outside of the small pond.  If you are forced to use some half-baked, homebrew ORM created by your Director of Software, you are not learning anything valuable you can take with you in the future; now, if you plan to stay at Initrode for 10 years like Joe Everyman, this is fine and dandy.  However if, like most of us, you want to advance your career outside a very narrow space you will do more harm than good by sticking it out in an environment where you, to be frank, know better than everybody else because you are aware of alternative and, in almost most cases, better tools for the job.  A junior developer who understands why the SOLID principles are good to follow, or why TDD is beneficial, or who knows that it's better to use NHibernate/Subsonic/EF/LINQ/well-known ORM versus some in-house one knows better than a senior developer with 20 years experience who doesn't understand any of that, plain and simple.  Anyone who disagrees is either a liar, or someone who, just like Joe Everyman, Lead Developer, relies on seniority and tenure rather than adapting their knowledge as things evolve. In many cases, the Joe Everymans of the world act this way out of fear - they cannot possibly fathom that a “junior” could know more than them; after all, they’ve spent 10 or more years in the same company, doing the same job, cranking out the same shoddy software.  And here comes a newbie who hasn’t spent 10+ years doing the same things, with a fresh and often radical take on the craft, and Joe Everyman is afraid he might have to put some real effort into his career again instead of just pointing to his 10 years of service at Initrode as “proof” that he’s good, or that he might have to learn something new to improve; in most cases the problem is Joe Everyman, and by extension Initrode itself, has a mentality of just being “good enough”, and mediocrity is the rule of the day. A Thorn Bush is No Place for a Phoenix My advice is that if you work on a team where they don't use the best practices that some of the most famous developers in our field say is the "right" way to do things (and have legions of people who agree), and YOU are aware of these practices and can see why they work, then LEAVE the company.  Find a company where they DO care about quality, and craftsmanship, otherwise you will never be happy.  There is no point in "dumbing" yourself down to the level of your co-workers and slinging code without care to craftsmanship.  In 95% of these situations there will be no point in bringing it to the attention of Joe Everyman because he won't listen; he might even get upset that someone is trying to "upstage" him and fire the newbie, and replace someone with loads of untapped potential with a drone that will just nod affirmatively and grind out the tasks assigned without question. Find a company that has people smart enough to listen to the "best and brightest", and be happy.  Do not, I repeat, DO NOT waste away in a job working for ignorant people.  At the end of the day software development IS a craft, and a level of craftsmanship is REQUIRED for any serious professional.  When you have knowledgeable people with the credibility to back it up saying one thing, and small-time people who are, to put it bluntly, nobodies in the field saying and doing something totally different because they can't comprehend it, leave the nobodies to their own devices to fade into obscurity.  Work for a company that uses REAL software engineering techniques and really cares about craftsmanship.  The biggest issue affecting our career, and the reason software development has never been the respected, white-collar career it was meant to be, is because hacks and charlatans can pass themselves off as professional programmers without following a lick of good advice from programmers much better at the craft than they are.  These modern day snake-oil salesmen entrench themselves in companies by hoodwinking non-technical businesspeople and customers with their shoddy wares, end up in senior/lead/executive positions, and push their lack of knowledge on everybody unfortunate enough to work with/for/under them, crushing any dissent or voices of reason and change under their tyrannical heel and leaving behind a trail of dismayed and, often, unemployed junior developers who were made examples of to keep up the facade and avoid the shadow of doubt being cast upon them. To sum this up another way: If you surround yourself with learned people, you will learn.  Surround yourself with ignorant people who can't, as the saying goes, see the forest through the trees, and you'll learn nothing of any real value.  There is more to software development than just writing code, and the end goal should not be just "shipping software", it should be shipping software that is extensible, maintainable, and above all else software whose creation has broadened your knowledge in some capacity, even if a minor one.  An eager newbie who knows theory and thirsts for knowledge can easily be moulded and taught the advanced topics, but the same can't be said of someone who only cares about the finish line.  This industry needs more people espousing the benefits of software craftsmanship and proper software engineering techniques, and less Joe Everymans who are unwilling to adapt or foster new ways of thinking. Conclusion - I Cast “Protection from Fire” I am fairly certain this post will spark some controversy and might even invite the flames.  Please keep in mind these are opinions and nothing more.  A little healthy rant and subsequent flamewar can be good for the soul once in a while.  To paraphrase The Godfather: It helps to get rid of the bad blood.

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  • Windows 8 Will be Here Tomorrow; but Should Silverlight be Gone Today?

    - by andrewbrust
    The software industry lives within an interesting paradox. IT in the enterprise moves slowly and cautiously, upgrading only when safe and necessary.  IT interests intentionally live in the past.  On the other hand, developers, and Independent Software Vendors (ISVs) not only want to use the latest and greatest technologies, but this constituency prides itself on gauging tech’s future, and basing its present-day strategy upon it.  Normally, we as an industry manage this paradox with a shrug of the shoulder and musings along the lines of “it takes all kinds.”  Different subcultures have different tendencies.  So be it. Microsoft, with its Windows operating system (OS), can’t take such a laissez-faire view of the world though.  Redmond relies on IT to deploy Windows and (at the very least) influence its procurement, but it also relies on developers to build software for Windows, especially software that has a dependency on features in new versions of the OS.  It must indulge and nourish developers’ fetish for an early birthing of the next generation of software, even as it acknowledges the IT reality that the next wave will arrive on-schedule in Redmond and will travel very slowly to end users. With the move to Windows 8, and the corresponding shift in application development models, this paradox is certainly in place. On the one hand, the next version of Windows is widely expected sometime in 2012, and its full-scale deployment will likely push into 2014 or even later.  Meanwhile, there’s a technology that runs on today’s Windows 7, will continue to run in the desktop mode of Windows 8 (the next version’s codename), and provides absolutely the best architectural bridge to the Windows 8 Metro-style application development stack.  That technology is Silverlight.  And given what we now know about Windows 8, one might think, as I do, that Microsoft ecosystem developers should be flocking to it. But because developers are trying to get a jump on the future, and since many of them believe the impending v5.0 release of Silverlight will be the technology’s last, not everyone is flocking to it; in fact some are fleeing from it.  Is this sensible?  Is it not unprecedented?  What options does it lead to?  What’s the right way to think about the situation? Is v5.0 really the last major version of the technology called Silverlight?  We don’t know.  But Scott Guthrie, the “father” and champion of the technology, left the Developer Division of Microsoft months ago to work on the Windows Azure team, and he took his people with him.  John Papa, who was a very influential Redmond-based evangelist for Silverlight (and is a Visual Studio Magazine author), left Microsoft completely.  About a year ago, when initial suspicion of Silverlight’s demise reached significant magnitude, Papa interviewed Guthrie on video and their discussion served to dispel developers’ fears; but now they’ve moved on. So read into that what you will and let’s suppose, for the sake of argument, speculation that Silverlight’s days of major revision and iteration are over now is correct.  Let’s assume the shine and glimmer has dimmed.  Let’s assume that any Silverlight application written today, and that therefore any investment of financial and human resources made in Silverlight development today, is destined for rework and extra investment in a few years, if the application’s platform needs to stay current. Is this really so different from any technology investment we make?  Every framework, language, runtime and operating system is subject to change, to improvement, to flux and, yes, to obsolescence.  What differs from project to project, is how near-term that obsolescence is and how disruptive the change will be.  The shift from .NET 1.1. to 2.0 was incremental.  Some of the further changes were too.  But the switch from Windows Forms to WPF was major, and the change from ASP.NET Web Services (asmx) to Windows Communication Foundation (WCF) was downright fundamental. Meanwhile, the transition to the .NET development model for Windows 8 Metro-style applications is actually quite gentle.  The finer points of this subject are covered nicely in Magenic’s excellent white paper “Assessing the Windows 8 Development Platform.” As the authors of that paper (including Rocky Lhotka)  point out, Silverlight code won’t just “port” to Windows 8.  And, no, Silverlight user interfaces won’t either; Metro always supports XAML, but that relationship is not commutative.  But the concepts, the syntax, the architecture and developers’ skills map from Silverlight to Windows 8 Metro and the Windows Runtime (WinRT) very nicely.  That’s not a coincidence.  It’s not an accident.  This is a protected transition.  It’s not a slap in the face. There are few things that are unnerving about this transition, which make it seem markedly different from others: The assumed end of the road for Silverlight is something many think they can see.  Instead of being ignorant of the technology’s expiration date, we believe we know it.  If ignorance is bliss, it would seem our situation lacks it. The new technology involving WinRT and Metro involves a name change from Silverlight. .NET, which underlies both Silverlight and the XAML approach to WinRT development, has just about reached 10 years of age.  That’s equivalent to 80 in human years, or so many fear. My take is that the combination of these three factors has contributed to what for many is a psychologically compelling case that Silverlight should be abandoned today and HTML 5 (the agnostic kind, not the Windows RT variety) should be embraced in its stead.  I understand the logic behind that.  I appreciate the preemptive, proactive, vigilant conscientiousness involved in its calculus.  But for a great many scenarios, I don’t agree with it.  HTML 5 clients, no matter how impressive their interactivity and the emulation of native application interfaces they present may be, are still second-class clients.  They are getting better, especially when hardware acceleration and fast processors are involved.  But they still lag.  They still feel like they’re emulating something, like they’re prototypes, like they’re not comfortable in their own skins.  They are based on compromise, and they feel compromised too. HTML 5/JavaScript development tools are getting better, and will get better still, but they are not as productive as tools for other environments, like Flash, like Silverlight or even more primitive tooling for iOS or Android.  HTML’s roots as a document markup language, rather than an application interface, create a disconnect that impedes productivity.  I do not necessarily think that problem is insurmountable, but it’s here today. If you’re building line-of-business applications, you need a first-class client and you need productivity.  Lack of productivity increases your costs and worsens your backlog.  A second class client will erode user satisfaction, which is never good.  Worse yet, this erosion will be inconspicuous, rather than easily identified and diagnosed, because the inferiority of an HTML 5 client over a native one is hard to identify and, notably, doing so at this juncture in the industry is unpopular.  Why would you fault a technology that everyone believes is revolutionary?  Instead, user disenchantment will remain latent and yet will add to the malaise caused by slower development. If you’re an ISV and you’re coveting the reach of running multi-platform, it’s a different story.  You’ve likely wanted to move to HTML 5 already, and the uncertainty around Silverlight may be the only remaining momentum or pretext you need to make the shift.  You’re deploying many more copies of your application than a line-of-business developer is anyway; this makes the economic hit from lower productivity less impactful, and the wider potential installed base might even make it profitable. But no matter who you are, it’s important to take stock of the situation and do it accurately.  Continued, but merely incremental changes in a development model lead to conservatism and general lack of innovation in the underlying platform.  Periods of stability and equilibrium are necessary, but permanence in that equilibrium leads to loss of platform relevance, market share and utility.  Arguably, that’s already happened to Windows.  The change Windows 8 brings is necessary and overdue.  The marked changes in using .NET if we’re to build applications for the new OS are inevitable.  We will ultimately benefit from the change, and what we can reasonably hope for in the interim is a migration path for our code and skills that is navigable, logical and conceptually comfortable. That path takes us to a place called WinRT, rather than a place called Silverlight.  But considering everything that is changing for the good, the number of disruptive changes is impressively minimal.  The name may be changing, and there may even be some significance to that in terms of Microsoft’s internal management of products and technologies.  But as the consumer, you should care about the ingredients, not the name.  Turkish coffee and Greek coffee are much the same. Although you’ll find plenty of interested parties who will find the names significant, drinkers of the beverage should enjoy either one.  It’s all coffee, it’s all sweet, and you can tell your fortune from the grounds that are left at the end.  Back on the software side, it’s all XAML, and C# or VB .NET, and you can make your fortune from the product that comes out at the end.  Coffee drinkers wouldn’t switch to tea.  Why should XAML developers switch to HTML?

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  • Has "Killer Game Programming in Java" by Andrew Davison been rendered useless? What new tutorial should I follow? [duplicate]

    - by BDillan
    This question already has an answer here: Killer Game Programming [Java 3D] outdated? 5 answers Its pathetic how it was created in 2005 not so long ago when the Java 3D 1.31 API was released. Now after downloading the source code off the books website and implementing it onto my work-space it cant run. (The 3D Shooter Ch. 23) I downloaded Java 3D 1.5 API, installed it- went back to my source code and javax.media ect.., and EVERY imported class within the game simply couldn't be resolved... they are all outdated.. Please do not say how its meant for a positive curvature in your game development skills. No ~ I got the book to understand how to code 3D textures/particle systems/games. Without seeing results how can I learn? If there is still hope for this book please tell me. Otherwise what other books match this one in Game Programming? This one was very well organized, documented and long. I am not looking for a 3D game prog. book on Java. Rather one that has the same reputation as this one but is a bit newer..

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  • What needs to be done to port a Windows Flash game to Android?

    - by Russell Yan
    My team has developed a game using Flash (with Lua embeded) that targets Windows. And we want to port that game to Android (also iOS in the future). It's acceptable to rewrite the Flash part of client. And some other team in our company recommended Unity3D to replace the Flash part. Since we have no experience in Android/iOS development, we would need to learn some new tool/language anyway. So we would like that learning still be useful after the porting and when we starting a new game. Any thoughts? Edits: I think it is worth noticing the background of the game : the project is started by a tester and developer, both without knowing much about flex and actionscript. They built the game while learning, so most of the code is hard to maintain. I and other two developers joined the project after a year or so when one has leave (and the other be our manager). The other two developers are just graduates with little experience and little knowledge of flex. I am good at the server part and the c# language. Based on the fact that the code is hard to maintain (and we do need to change a lot of code to make the game easier to playe in a mobile device), and I am good at c# (and learning). I still tend to do the porting with Unity, which could get better performance and possibly save time.

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  • PHP Browser Game Question - Pretty General Language Suitability and Approach Question

    - by JimBadger
    I'm developing a browser game, using PHP, but I'm unsure if the way I'm going about doing it is to be encouraged anymore. It's basically one of those MMOs where you level up various buildings and what have you, but, you then commit some abstract fighting entity that the game gives you, to an automated battle with another player (producing a textual, but hopefully amusing and varied combat report). Basically, as soon as two players agree to fight, PHP functions on the "fight.php" page run queries against a huge MySQL database, looking up all sorts of complicated fight moves and outcomes. There are about three hundred thousand combinations of combat stance, attack, move and defensive stances, so obviously this is quite a resource hungry process, and, on the super cheapo hosted server I'm using for development, it rapidly runs out of memory. The PHP script for the fight logic currently has about a thousand lines of code in it, and I'd say it's about half-finished as I try to add a bit of AI into the fight script. Is there a better way to do something this massive than simply having some functions in a PHP file calling the MySQL Database? I taught myself a modicum of PHP a while ago, and most of the stuff I read online (ages ago) about similar games was all PHP-based. but a) am I right to be using PHP at all, and b) am I missing some clever way of doing things that will somehow reduce server resource requirements? I'd consider non PHP alternatives but, if PHP is suitable, I'd rather stick to that, so there's no overhead of learning something new. I think I'd bite that bullet if it's the best option for a better game, though.

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  • How to deal with OpenGL and Fullscreen on OS X

    - by Armin Ronacher
    I do most of my development on OS X and for my current game project this is my target environment. However when I play games I play on Windows. As a windows gamer I am used to Alt+Tab switching from within the game to the last application that was open. On OS X I currently can't find either a game that supports that nor can I find a way to make it possible. My current project is based on SDL 1.3 and I can see that cmd+tab is a sequence that is sent directly to my application and not intercepted by the operating system. Now my first attempt was to hide the rendering window on cmd+tab which certainly works, but has the disadvantage that a hidden OpenGL window in SDL cannot be restored when the user tabs back to the application. First of all, there is no event fired for that or I can't find it, secondly the core problem is that when that application window is hidden, my game is still the active application, just that the window disappeared. That is incredible annoying. Any ideas how to approximate the windows / linux behavior for alt+tab?

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  • handling various frame layouts in android

    - by vaibhav
    i'm new to game development and am trying create a Contra or the old tmnt game (but a simple one) like game for android. for the game i decided to divide my main screen in three parts - upper for stats,mid for the game and lower for controls. my main.xml is <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <FrameLayout android:id="@+id/upper_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1" > </FrameLayout> <FrameLayout android:id="@+id/fl" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.5" > </FrameLayout> <FrameLayout android:id="@+id/low_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.85" > </FrameLayout> </LinearLayout> so i have created the gameview and gameloopthread classes for the mid surface(which is pretty standard). my problem is that how do i draw in the upper and lower frame layouts? should i make new classes for view and thread for each layout , should i do all this in the gameview class itself or is there any better way to implement this?

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  • CodePlex Daily Summary for Friday, June 24, 2011

    CodePlex Daily Summary for Friday, June 24, 2011Popular ReleasesTerraria World Viewer: Version 1.5: Update June 24th Made compatible with the new tiles found in Terraria 1.0.5TerrariViewer: TerrariViewer v3.2 [BETA]: This is a quick release to allow people to use this program with characters that have been used in the current version of Terraria. You will not be able to add the new items to your inventory. I am currently working on that. Use at your own risk.NetOffice - The easiest way to use Office in .NET: NetOffice Release 0.9b: Changes: - fix critical issue 262334 (AccessViolationException while using events in a COMAddin) - remove x64 Assemblies (not necessary) Includes: - Runtime Binaries and Source Code for .NET Framework:......v2.0, v3.0, v3.5, v4.0 - Tutorials in C# and VB.Net:..............................................................COM Proxy Management, Events, etc. - Examples in C# and VB.Net:............................................................Excel, Word, Outlook, PowerPoint, Access - COMAddi...CuttingEdge.Conditions: CuttingEdge.Conditions v1.2: CuttingEdge.Conditions is a library that helps developers to write pre- and postcondition validations in their C# 3.0 and VB.NET 9 code base. Writing these validations is easy and it improves the readability and maintainability of code. This release adds IsNullOrWhiteSpace and IsNotNullOrWhiteSpace extension methods for string arguments and a adds a WithExceptionOnFailure<TException>() method on the Condition class which allows users to specify the type of exception that will be thrown. Fo...MiniTwitter: 1.70: MiniTwitter 1.70 ???? ?? ????? xAuth ?? OAuth ??????? 1.70 ??????????????????????????。 ???????????????? Twitter ? Web ??????????、PIN ????????????????????。??????????????????、???????????????????????????。Total Commander SkyDrive File System Plugin (.wfx): Total Commander SkyDrive File System Plugin 0.8.7b: Total Commander SkyDrive File System Plugin version 0.8.7b. Bug fixes: - BROKEN PLUGIN by upgrading SkyDriveServiceClient version 2.0.1b. Please do not forget to express your opinion of the plugin by rating it! Donate (EUR)Mini SQL Query: Mini SQL Query v1.0.0.59794: This release includes the following enhancements: Added a Most Recently Used file list Added Row counts to the query (per tab) and table view windows Added the Command Timeout option, only valid for MSSQL for now - see options If you have no idea what this thing is make sure you check out http://pksoftware.net/MiniSqlQuery/Help/MiniSqlQueryQuickStart.docx for an introduction. PK :-]HydroDesktop - CUAHSI Hydrologic Information System Desktop Application: 1.2.591 Beta Release: 1.2.591 Beta Releasepatterns & practices: Project Silk: Project Silk Community Drop 12 - June 22, 2011: Changes from previous drop: Minor code changes. New "Introduction" chapter. New "Modularity" chapter. Updated "Architecture" chapter. Updated "Server-Side Implementation" chapter. Updated "Client Data Management and Caching" chapter. Guidance Chapters Ready for Review The Word documents for the chapters are included with the source code in addition to the CHM to help you provide feedback. The PDF is provided as a separate download for your convenience. Installation Overview To ins...DotNetNuke® Community Edition: 06.00.00 Beta: Beta 1 (Build 2300) includes many important enhancements to the user experience. The control panel has been updated for easier access to the most important features and additional forms have been adapted to the new pattern. This release also includes many bug fixes that make it more stable than previous CTP releases. Beta ForumsESRI ArcGIS Silverlight Toolkit: June 2011 - v2.2: ESRI ArcGIS Silverlight Toolkit v2.2 New controls added: Attribution Control ScaleLine Control GpsLayer (WinPhone only)AcDown????? - Anime&Comic Downloader: AcDown????? v3.0 Beta7: ??AcDown???????????????,?????????????????????。????????????????????,??Acfun、Bilibili、???、???、?????,???????????、???????。 AcDown???????????????????????????,???,???????????????????。 AcDown???????C#??,?????"Acfun?????"。 ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ??v3.0 Beta7 ????????????? ???? ?? ????????????????? "??????"?????"?...BlogEngine.NET: BlogEngine.NET 2.5 RC: BlogEngine.NET Hosting - Click Here! 3 Months FREE – BlogEngine.NET Hosting – Click Here! This is a Release Candidate version for BlogEngine.NET 2.5. The most current, stable version of BlogEngine.NET is version 2.0. Find out more about the BlogEngine.NET 2.5 RC here. If you want to extend or modify BlogEngine.NET, you should download the source code. To get started, be sure to check out our installation documentation. If you are upgrading from a previous version, please take a look at ...Microsoft All-In-One Code Framework - a centralized code sample library: All-In-One Code Framework 2011-06-19: Alternatively, you can install Sample Browser or Sample Browser VS extension, and download the code samples from Sample Browser. Improved and Newly Added Examples:For an up-to-date code sample index, please refer to All-In-One Code Framework Sample Catalog. NEW Samples for Windows Azure Sample Description Owner CSAzureStartupTask The sample demonstrates using the startup tasks to install the prerequisites or to modify configuration settings for your environment in Windows Azure Rafe Wu ...IronPython: 2.7.1 Beta 1: This is the first beta release of IronPython 2.7. Like IronPython 54498, this release requires .NET 4 or Silverlight 4. This release will replace any existing IronPython installation. The highlights of this release are: Updated the standard library to match CPython 2.7.2. Add the ast, csv, and unicodedata modules. Fixed several bugs. IronPython Tools for Visual Studio are disabled by default. See http://pytools.codeplex.com for the next generation of Python Visual Studio support. See...Facebook C# SDK: 5.0.40: This is a RTW release which adds new features to v5.0.26 RTW. Support for multiple FacebookMediaObjects in one request. Allow FacebookMediaObjects in batch requests. Removes support for Cassini WebServer (visual studio inbuilt web server). Better support for unit testing and mocking. updated SimpleJson to v0.6 Refer to CHANGES.txt for details. For more information about this release see the following blog posts: Facebook C# SDK - Multiple file uploads in Batch Requests Faceb...Candescent NUI: Candescent NUI (7774): This is the binary version of the source code in change set 7774.EffectControls-Silverlight controls with animation effects: EffectControls: EffectControlsMedia Companion: MC 3.408b weekly: Some minor fixes..... Fixed messagebox coming up during batch scrape Added <originaltitle></originaltitle> to movie nfo's - when a new movie is scraped, the original title will be set as the returned title. The end user can of course change the title in MC, however the original title will not change. The original title can be seen by hovering over the movie title in the right pane of the main movie tab. To update all of your current nfo's to add the original title the same as your current ...NLog - Advanced .NET Logging: NLog 2.0 Release Candidate: Release notes for NLog 2.0 RC can be found at http://nlog-project.org/nlog-2-rc-release-notesNew ProjectsAboutApprovalTests: About the open source testing library Approval Tests - pptx, sample demos and moreBBImageHandler - An image generator for DotNetNuke and ASP.NET: The BBImageHandler for DotNetNuke and ASP.NET gives users and module programmers the opportunity to use a handler that displays resized images, adds watermarks to images, creatse thumbnails of web pages or displays images stored in a database table without storing them to harddisk. Additionally it could be used to create a counter display. It's developed in C#.CheckBoxList: An ASP.net server control that databinds a list of items into a list of checkboxes. Supports AutoPostBack, WebControl styles, etc.CSLA Recursos .NET: Clases básicas de .NET Framework y desarrollo de aplicaciones Windows, para la Comunidad Hispana de CSLA.NET. Aquí encontrarás código de proyectos básicos de .NET Framework hasta los conceptos de CSLA.NET 3.8.x a 4.0. Siéntete libre de compartir código con nosotros. Visita la página web oficial de la Comunidad Hispana de CSLA.NET en http://www.cslanet.org/portalcsla/index.php DNN Task Manager: An open source Task Manager module for DotNetNuke, created during a series of free videos in the DotNetNuke Video Library.DTW Projects: DuckTapeWorks SW ProjectsDuAn1: Du an 1Element Overlay ASP.NET Extender Control: The Element Overlay ASP.NET extender control extends the Dynamic Populate Extender (from the Ajax Control Toolkit) to display dynamic content superimposed over a specified HTML page element with a wash-out effect similar in the Modal Popup extender.FWT: Fleet Tracking software for STM32Get TPB: .Hayabusa: Localisation app developp with my custom framework ITSP Event Receiver Config Utility: This SharePoint utility allows a SharePoint Admin to easily manage list and content type event receivers. The utility allows event receivers to be added/removed and listed for list and content type event receivers. The utility was created after trying other solutions which either did not work or only provided part of a solution. Its written in C#Joopk.com - Simple Asp.Net User Friendly CMS - Built in SEO and Url Rewriting: Joopk.com is a simple user friendly CMS for the end user. Too many CMS's are developed for the developer, not the end user. You need a book to understand how to use them. Joopk.com CMS is designed to allow the average internet user to create a url rewritten blog or website.Kinect Earth Move: KinectEarthMove, which use color image and skeleton from Kinect, needs Kinect for Windows SDK beta and was demonstrated on Kinect for Windows SDK beta launch at Channel 9 on June 17 2011. User in front of Kinect can rotate, translate and scale the earth between his hands.KinectNUI: Natural User Interface for Windows using the Microsoft Kinect SDKLightInject: An ultra lightweight zero config Inversion of Control Container Lottery: Lottery projectMotash - Monitoring Task Scheduler: Simple Windows service to monitor the results of tasks run by the Windows Task Scheduler. Sends an email notification if a task executed with an unexpected result.OjanPW: NET Framework 3.5Scout Training Manager: El objetivo de esta aplicación es ayudar a la gestión de los cursos que Scout de Argentina AC ofrece y a sus cursantes.Screenshot7: Windows Phone 7 screenshot tool for marketplace screenshots. Makes it easy to take emulator screenshots for your apps. It is developed in C# using WPF. Simple Recruitment solution for SharePoint 2010: Our Recruitment solution for SharePoint 2010 helps track open positions, candidates, and automate recruitment processes. Users can easily customize recruitment workflows right from the app without any advanced skills.Social.Facebook SDK: This Project was the result of a study made to the facebook API and the OAuth 2.0 Flow, resulting in a SDK to develop applications to Facebook platform and applications based on OAuth 2.0 Protocol Tibco Message Admin: Tibco Message Admin allows you to purge a queue, list messages in a queue, save a message from a queue to a file, edit the message in memory and send to another (or same) queue, load message from a file and send it to a queuetp - Asynchronous Pluggable Protocol test: tp - Asynchronous Pluggable Protocol testWCFRiaServicesBlogSeries: Varios post que estaré escribiendo referente al tema de WCF Ria Services v1.0 para Silvelight 4. Si bien el tema ha sido abordado en muchas páginas y blogs, la mayoría de ellos están en inglés, así que aquí una propuesta en español. Además de que trataré de hacerlo de manera...XMind API for C#: XMind API is a tool set for generating XMind workbook files from C#.

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  • Other games that employ mechanics like the game "Diplomacy"

    - by Kevin Peno
    I'm doing a little bit of research and I'm hoping you can help me track down any games, other than Diplomacy (online version here), that employ all or some of the mechanics in Diplomacy (rules, short form). Examples I'm looking for: Simultaneous orders given prior to execution of orders In Diplomacy, players "write down" their moves and execute them "at the same time" Support, in terms of supporting an attacker or defender "take" a territory. In Diplomacy, no one unit is stronger than another you need to combine the strength of multiple units to attack other territories. Rules for how move conflicts are resolved Example, 2 units move into a space, but only one is allowed, what happens. I may add to this list later, but these are the primary things I'm looking for. If you need clarification on anything just let me know. Note: I tried asking this on GamingSE, but it was shot down. So, I am unsure where else I could post this. Since I am researching this for game development purposes, I assume this post is on topic. Please let me know if this is not the case. Please also feel free to re-categorize this. Thanks!

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  • XNA and C# vs the 360's in order processor

    - by Richard Fabian
    Having read this rant, I feel that they're probably right (seeing as the Xenon and the CELL BE are both highly sensitive to branchy and cache ignorant code), but I've heard that people are making games fine with C# too. So, is it true that it's impossible to do anything professional with XNA, or was the poster just missing what makes XNA the killer API for game development? By professional, I don't mean in the sense that you can make money from it, but more in the sense that the more professional games have phsyics models and animation systems that seem outside the reach of a language with such definite barriers to the intrinsics. If I wanted to write a collision system or fluid dynamics engine for my game, I don't feel like C# offers me the chance to do that as the runtime code generator and the lack of intrinsics gets in the way of performance. However, many people seem to be fine working within these constraints, making their successful games but seemingly avoiding any of the problems by omission. I've not noticed any XNA games do anything complex other than what's already provided by the libraries, or handled by shaders. Is this avoidance of the more complex game dynamics because of teh limitations of C#, or just people concentrating on getting it done? In all honesty, I can't believe that AI war can maintain that many units of AI without some data oriented approach, or some dirty C# hacks to make it run better than the standard approach, and I guess that's partly my question too, how have people hacked C# so it's able to do what games coders do naturally with C++?

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  • Getting into game/game engine programming

    - by Darkslash
    So I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have openGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesnt teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? Im sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • CodePlex Daily Summary for Friday, November 02, 2012

    CodePlex Daily Summary for Friday, November 02, 2012Popular ReleasesVST.NET: VST.NET 1.0: Long overdue, but here is version 1.0! The zip contains the Debug and Release binaries for x86 and x64 as well as .NET 2.0 and .NET 4.0. Note that the samples sources are not included in the release. Refer to "Building the Source Code" to get them working in the Visual Studio Express editions. The documentation will be uploaded later... Changes: Removed nuget and fixed samples copy operation (*.exe). Finalized build automation support. Bug fixes in VS templates. Compiled and Packaged n...DevTreks -social budgeting that improves lives and livelihoods: DevTreks Version 1.0: This is the first production release.Mouse Jiggler: MouseJiggle-1.3: This adds the much-requested minimize-to-tray feature to Mouse Jiggler.Umbraco CMS: Umbraco 4.10.0 Release Candidate: This is a Release Candidate, which means that if we do not find any major issues in the next week, we will release this version as the final release of 4.10.0 on November 9th, 2012. The documentation for the MVC bits still lives in the Github version of the docs for now and will be updated on our.umbraco.org with the final release of 4.10.0. Browse the documentation here: https://github.com/umbraco/Umbraco4Docs/tree/4.8.0/Documentation/Reference/Mvc If you want to do only MVC then make sur...Skype Auto Recorder: SkypeAutoRecorder 1.3.4: New icon and images. Reworked settings window. Implemented high-quality sound encoding. Implemented a possibility to produce stereo records. Added buttons with system-wide hot keys for manual starting and canceling of recording. Added buttons for opening folder with records. Added Help button. Fixed an issue when recording is continuing after call end. Fixed an issue when recording doesn't start. Fixed several bugs and improved stability. Major refactoring and optimization...Access 2010 Application Platform - Build Your Own Database: Application Platform - 0.0.1: Initial Release This is the first version of the database. At the moment is all contained in one file to make development easier, but the obvious idea would be to split it into Front and Back End for a production version of the tool. The features it contains at the moment are the "Core" features.Python Tools for Visual Studio: Python Tools for Visual Studio 1.5: We’re pleased to announce the release of Python Tools for Visual Studio 1.5 RTM. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, Edit/Intellisense/Debug/Profile, Cloud, HPC, IPython, etc. support. For a quick overview of the general IDE experience, please watch this video There are a number of exciting improvement in this release comp...Devpad: 4.25: Whats new for Devpad 4.25: New Theme support New Export Wordpress Minor Bug Fix's, improvements and speed upsAssaultCube Reloaded: 2.5.5: Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we try to package for those OSes. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your own for Linux (source included) Changelog: Fixed potential bot bugs: Map change, OpenAL...Edi: Edi 1.0 with DarkExpression: Added DarkExpression theme (dialogs and message boxes are not completely themed, yet)DirectX Tool Kit: October 30, 2012 (add WP8 support): October 30, 2012 Added project files for Windows Phone 8MCEBuddy 2.x: MCEBuddy 2.3.6: Changelog for 2.3.6 (32bit and 64bit) 1. Fixed a bug in multichannel audio conversion failure. AAC does not support 6 channel audio, MCEBuddy now checks for it and force the output to 2 channel if AAC codec is specified 2. Fixed a bug in Original Broadcast Date and Time. Original Broadcast Date and Time is reported in UTC timezone in WTV metadata. TVDB and MovieDB dates are reported in network timezone. It is assumed the video is recorded and converted on the same machine, i.e. local timezone...MVVM Light Toolkit: MVVM Light Toolkit V4.1 for Visual Studio 2012: This version only supports Visual Studio 2012 (and all Express editions too). If you use Visual Studio 2010, please stay tuned, we will publish an update in a few days with support for VS10. V4.1 supports: Windows Phone 8 Windows 8 (Windows RT) Silverlight 5 Silverlight 4 WPF 4.5 WPF 4 WPF 3.5 And the following development environments: Visual Studio 2012 (Pro, Premium, Ultimate) Visual Studio 2012 Express for Windows 8 Visual Studio 2012 Express for Windows Phone 8 Visual...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.73: Fix issue in Discussion #401101 (unreferenced var in a for-in statement was getting removed). add the grouping operator to the parsed output so that unminified parsed code is closer to the original. Will still strip unneeded parens later, if minifying. more cleaning of references as they are minified out of the code.RiP-Ripper & PG-Ripper: PG-Ripper 1.4.03: changes NEW: Added Support for the phun.org forum FIXED: Kitty-Kats new Forum UrlLiberty: v3.4.0.1 Release 28th October 2012: Change Log -Fixed -H4 Fixed the save verification screen showing incorrect mission and difficulty information for some saves -H4 Hopefully fixed the issue where progress did not save between missions and saves would not revert correctly -H3 Fixed crashes that occurred when trying to load player information -Proper exception dialogs will now show in place of crashesPlayer Framework by Microsoft: Player Framework for Windows 8 (Preview 7): This release is compatible with the version of the Smooth Streaming SDK released today (10/26). Release 1 of the player framework is expected to be available next week. 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  • Change from Bullet/OgreAnim to Havok?

    - by Brett Powell
    I have been working on a game in Ogre for the last 6 months or so. It started as a learning project, and after a few rewrites it actually turned into a real game project. Physics scared me, and using Bullet with its lack of documentation was a nightmare, but I was able to atleast get some basics added and learned a lot. So as of now I am using Ogre with its default animation system (fairly basic) and Bullet Physics. I had always wanted to use Havok when I started out, but due to lack of integration information on the Ogre forums, and lack of tutorials on the net, I decided against it. Now that I am actually at the point where Bullet is just too much of a headache to proceed with (staring at forum threads praying someone answers) and the Ogre animation system is so basic, I am considering switching to Havok for Physics and Animation. The Physics system looks extremely polished and easy to use. The animation system looks incredible with the retargeting/blending/etc. The documentation is incredibly detailed as well (I guess when you come from Bullet, any documentation looks amazing) So my question is, as I am still somewhat of a 'newbie' to game development, should I just stick with what I am using now or should I make the switch over to Havok? The physics looks like I could get my project back to where it is now with minimal effort, and be able to expand much faster. The animation aspect looks extremely daunting as far as integrating it with Ogre.

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  • How do I create a 2.5d parallax effect?

    - by Nikolay Dyankov
    I have a decent background in 3D graphics and programming, but I'm new to game development. I'm currently exploring different possibilities and I really want to make an RPG game. I was thinking about classic 2D isometric view, but I really love how Diablo 2 looks and feels to play. My question is - how can I achieve Diablo 2's parallax effect? Everything looks hand drawn with baked lights and shadows and looks awesome, but when you move around you notice some perspective. For example, let's say that I drew a big hall with columns in Photoshop with an orthographic perspective (classic pixel art style, just parallel lines). How would I give parallax effect to this scene when the character moves around? If I use camera-facing sprites for everything it would probably look OK in the distance, but it would be really fake when a character comes close to a column (cylinder) for example. Any suggestions? How did Blizzard make the parallax effect in Diablo 2? See this screenshot: http://guidesmedia.ign.com/guides/10629/images/act2tombs.jpg

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  • 'Binary XML' for game data?

    - by bluescrn
    I'm working on a level editing tool that saves its data as XML. This is ideal during development, as it's painless to make small changes to the data format, and it works nicely with tree-like data. The downside, though, is that the XML files are rather bloated, mostly due to duplication of tag and attribute names. Also due to numeric data taking significantly more space than using native datatypes. A small level could easily end up as 1Mb+. I want to get these sizes down significantly, especially if the system is to be used for a game on the iPhone or other devices with relatively limited memory. The optimal solution, for memory and performance, would be to convert the XML to a binary level format. But I don't want to do this. I want to keep the format fairly flexible. XML makes it very easy to add new attributes to objects, and give them a default value if an old version of the data is loaded. So I want to keep with the hierarchy of nodes, with attributes as name-value pairs. But I need to store this in a more compact format - to remove the massive duplication of tag/attribute names. Maybe also to give attributes native types, so, for example floating-point data is stored as 4 bytes per float, not as a text string. Google/Wikipedia reveal that 'binary XML' is hardly a new problem - it's been solved a number of times already. Has anyone here got experience with any of the existing systems/standards? - are any ideal for games use - with a free, lightweight and cross-platform parser/loader library (C/C++) available? Or should I reinvent this wheel myself? Or am I better off forgetting the ideal, and just compressing my raw .xml data (it should pack well with zip-like compression), and just taking the memory/performance hit on-load?

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  • Camera field of view: 3D projections & trigonometry

    - by Thomas O
    Okay, here goes. I have a camera at (Xc, Yc, Zc.) The Xc and Yc coordinates are latitude/longitude, and the Zc coordinate is an altitude in metres. I have a point at (Xp, Yp, Zp) and a field of view on the camera (Th1, Th2) - where Th1 is horizontal FOV and Th2 is vertical FOV. Given this information, I'd like to: test if the point is visible (i.e. in the camera's FOV) project the point as the camera would see it I've figured out already that the camera's horizontal view at any given distance is tan(Th1) * distance, but I don't know how to test if the point is visible. Accuracy is not critical. I would prefer a simple solution over a complicated solution, if it works well enough. The computations will be performed by a small microcontroller, which isn't very fast at things like trig functions. P.S. this is not homework, I'm doing this for some game development. It will be integrated with the real world, hence the latitude/longitude/altitude. It involves flying real RC planes through virtual hoops (or chasing virtual targets), so I have to project the positions of these hoops on a display.

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  • 2D map/plane with nodes overlayed that supports panning, scaling and clicking on nodes

    - by garlicman
    I'm trying my hand at Android development and seem to be running into an invisible ceiling in trying to get what I want accomplished. Basically I'm trying to create an app that renders a 2D surface map that I can (pinch) zoom and pan. I'll have to place nodes on the surface of the map that will scale/zoom and pan in relation to the surface. I started out with a 2D ImageView approach and got as far as pinch zoom, pan and laying nodes as relative ImageViews, but all the methods I tried to get X,Y,W,H for the 2D surface were always off for some reason. Additionally, I was never able to scale the node ImageViews correctly, and as a result never got far enough to try and work out their X,Y scaled offset. So I decided to get back to 3D rendering. Conceptually pan/zoom is camera manipulation, so I don't have to mess with how to scale the 2D map or the nodes. But I need a starting point or sample to get me going that's close to what I'm trying to achieve. A sample on a translucent spinning cube isn't helping as much as I need it to. Any tips? Links, insults and sympathy are all welcome!

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  • How to check Early Z efficiency on AMD GPU with Windows 7

    - by Suma
    I have a game using DirectX 9, and a development station using Win 7 x64. I am still able to get access to another station with Vista x64 / dual booted with WinXP x86. I wanted to check early Z efficiency in the game and to my sadness all tools I have tried seem to be unable to perform this task: AMD PerfStudio AMD GPUPerfStudio 2 does not support DirectX 9 at all AMD GPUPerfStudio 1.2 does not install correctly on Windows 7. When I have tweaked the MSI package (a simple OS version check adjustment was needed), it complained the drivers I have do not provide needed instrumentation. The drivers old enough to support the GPUPerfStudio would most likely not be able to operate with my Radeon 5750 card (though this is something I am not 100 % sure, I did not attempt to try any older drivers, not knowing which I should look for) PIX PIX does not seem to contain any counters like this. It offers some ATI specific counters, but when I try to activate them, the PIX reports "PIX encountered a problem while attaching to the target program." I do not want to upgrade to DX 10/11 just to be able to profile the game, but it seems without the step I am somewhat locked with a toolset which is no longer supported. I see only one obvious options which would probably work, and that is using WinXP (or with a little bit of luck even Vista) station, perhaps with some older AMD card, to make sure GPUPerfStudio 1.2 works. Other than that, can anyone recommend other options how to check GPU HW counters (HiZ / EarlyZ in particular, but if others would be enabled as well, it would be a nice bonus) for a DirectX 9 game on Windows 7, preferably on AMD GPU? (If that is not possible, I would definitely prefer switching GPU to switching the OS, but before I do so I would like to know if I will not hit the same problem with nVidia again)

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  • Drawing particles as a smooth blob

    - by Nömmik
    I'm new to game/graphics development and I'm playing around with particles (in 2D). I want to draw particles close to each other as a blob, just as liquid/water. I do not want to draw big circles overlapping as the blob won't be smooth (and too big). I don't really know physics but I assume what I want is something looking similar to surface tension. I haven't been able to find anything on stackexchange or on Google (maybe I do not know the correct keywords?). So far I have found two possible solutions, but I am unable to find any concrete information about algorithms. One of them is to calculate the concave hull of particles I consider being a blob. I can calculate the blob by creating an equivalence class (on the relation "close to each other"). Strangely enough I haven't been able to find any algorithm explaining how to calculate the concave hull. Many posts (and among stackexchange) links to libraries or commercial products that do this (I need libraries to work in C#), but never any algorithm. Also this solution might have a problem with a circle of particles, which would not detect the empty space in the middle. While researching concave hull I stumbled upon something called alpha shapes. Which seems to be exactly what I want to do, however just as with concave hull I haven't found any source explaining how they actually work. I have found some presentation materials but not enough to go on. It's like a big secret everyone knows except me :-/ After calculating the concave hull or alpha shape I want to make it a Bézier curve to make it smooth and nice. Although I do find my approach a bit too complex, maybe I am trying to solve this the wrong way? If you can either suggest any other solution to my problem, or explain the pieces I am missing I would be very happy and grateful :-) Thanks.

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  • Does concurrency inherently introduce "randomness" into a game?

    - by Jeff
    When a game is implemented with concurrency (as most games are), does this necessarily, by its very nature, introduce an element of randomness into the game that is outside of the players' control? Note that when I use the word "random", I'm not meaning to launch into a philosophical debate about the deterministic nature of the system. I understand that concurrency is deterministic in the sense that the operating system decides which processes to allow time on the CPU and in what order (or the JVM controls which Thread's turn it is to execute, etc). But my understanding of this is that there is no way to control or predict whether one thread's next command will execute before or after another. The reason I'm asking is because this seems like a fundamental difficulty for game development where a game is supposedly designed around a player's skill. Consider a game like League of Legends. Assume that two players are battling it out. It's a very close contest between the two and it's coming down to the wire -- so much so that whoever gets their last attack off will be the one to kill the other and win the game for their team. If the players are implemented using concurrency and the situation really was like this, is it essentially out of the players' hands at this point? Is the outcome of this match all up to whatever system is arbitrarily deciding which player's thread/process will execute next? If not, what am I misunderstanding about concurrency? If so, is there any way around this problem so that a game of skill can always be a game of skill, especially in those most crucial moments?

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