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  • SQLAuthority News Download Microsoft SQL Server JDBC Driver 3.0 CTP 1

    Download the SQL Server JDBC Driver 3.0 CTP, a Type 4 JDBC driver that provides database connectivity through the standard JDBC application program interfaces (APIs) available in Java Platform, Enterprise Edition 5.In its continued commitment to interoperability, Microsoft has released a preview of the upcoming Java Database Connectivity (JDBC) driver. The SQL Server JDBC Driver [...]...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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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Desktop Fun: Runic Style Fonts

    - by Asian Angel
    Most of the time regular fonts are just what you need for documents, invitations, or adding text to images. But what if you are in the mood for something unusual or unique to add that perfect touch? If you like older runic style writing, then enjoy finding some new favorites for your collection with our Runic Style Fonts collection. Temple photo by ShinyShiny. Note: To manage the fonts on your Windows 7, Vista, & XP systems see our article here. The Runic Style Fonts Sable Download Worn Manuscript Download JSL Ancient Download Antropos Download Cave Gyrl Download The Roman Runes Alliance Download Ancient Geek Download Troll Download Runish Quill MK *includes two font types Download DS RUNEnglish 2 Download Runes Written *includes two font types Download Wolves And Ravens Download Art Greco Download Dalek Download Glagolitic AOE Download Linear B Download Cartouche Download Greywolf Glyphs *includes 62 individual characters Note: This group represents A – Z in all capital letters. Note: This group represents A – Z in all lower case letters. Note: This group represents the numbers 0 – 9. Download Africain *includes 62 individual characters Note: This group represents A – Z in all capital letters. Note: This group represents A – Z in all lower case letters. Note: This group represents the numbers 0 – 9. Download Cave Writings *includes 52 individual characters Note: This group represents A – Z in all capital letters. Note: This group represents A – Z in all lower case letters. Download For more great ways to customize your computer be certain to look through our Desktop Fun section. Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Five Sleek Audi R8 Car Themes for Chrome and Iron MS Notepad Replacement Metapad Returns with a New Beta Version Spybot Search and Destroy Now Available as a Portable App (PortableApps.com) ShapeShifter: What Are Dreams? [Video] This Computer Runs on Geek Power Wallpaper Bones, Clocks, and Counters; A Look at the First 35,000 Years of Computing

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  • SQL SERVER – Free eBook Download – EPUB, MOBI, PDF Format

    - by pinaldave
    Microsoft has released recently free eBooks on various Microsoft Technology. The best part is that all these books are available in ePub, Mobi and PDF. You can download them to your local machine or eBook reader and read them. This is a great start as many important subjects are now covered and converted into an eBook. I personally read through a few of the books and found they are very comprehensive and and detailed. The goal is not to cover complete technology in a single book but rather pick a single topic and discuss it in detail. The source of the book is white paper, Technet wiki as well book online and it is clearly listed right bellow the book title. Following are the books available for SQL Server Technology and I encourage all of you to have a look at them as they are great resources. Master Data Services Capacity Guidelines Microsoft SQL Server AlwaysOn Solutions Guide for High Availability and Disaster Recovery Microsoft SQL Server Analysis Services Multidimensional Performance and Operations Guide QuickStart: Learn DAX Basics in 30 Minutes SQL Server 2012 Transact-SQL DML Reference You can download above eBooks from here. This is indeed a great attempt as each book talks about the a single subject in depth keeping author focus on the single and simple subject. I have previously written two books by focusing on the same subject and I had great pleasure writing it as well. Writing on focus subjects gives complete freedom to author to explore the a single subject without having burden to cover everything which is associated with that technology at large. Just like eBooks mentioned earlier my SQL Server Wait Stats was inspired from my article series on SQL Wait Stats. The latest book SQL Server Interview Question and Answers was derived from my article series on SQL Interview Q and A. Writing book is an absolutely different concept than writing blog posts. When I was converting my blog posts to books, I ended up writing 50% new material and end up removing many repetitive content which shows up in blog series. It was indeed fun to focused book at the same time it was a great learning experience as an individual. Reference: TechNet Wiki, Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • How should I do 3D games through Java on a mac?

    - by Steven Rogers
    I have been self-teaching myself Java on the mac mostly because the language is cross-platform. Recently, I have been only able to develop 2D games using the Graphics2D class. Now, I want to learn how to make 3D games in Java. I used to model and animate stuff in 3D, so my knowledge of 3-Dimensional stuff is okay. I have spent the last 3 hours using google to look up ways of making 3D games in java. Apparently the best one to use is OpenGL, so i looked up a tutorial on it and i cannot find a tutorial that shows how to (if there is a way) install JOGL on the Mac platform. Should i continue to use Java? How can i make 3D games using Java? What is the best way to make 3D games on a mac?

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  • Multiplayer mobile games and coping with high latency

    - by liortal
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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  • Embed Unity3D and load multiple games from a single app

    - by Rafael Steil
    Is is possible to export an entire unity3d project/game as an AssetBundle and load it on iOS/Android/Windows on an app that doesn't know anything about such game beforehand? What I have in mind is something like the web plugin does - it loads a series of .unity3d files over http, and render inline in the browser window. Is it even possible to do something closer for iOS/Android? I have read a lot of docs so far, but still can't be sure: http://floored.com/blog/2013/integrating-unity3d-within-ios-native-application.html http://docs.unity3d.com/Manual/LoadingResourcesatRuntime.html http://docs.unity3d.com/Manual/AssetBundlesIntro.html The code from the post at http://forum.unity3d.com/threads/112703-Override-Unity-Data-folder-path?p=749108&viewfull=1#post749108 works for Android, but how about iOS and other platforms?

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  • Understanding how to create/use textures for games when limited by power of two sizes

    - by Matthias Reisner
    I have some questions about the creating graphics for a game. As an example. I want to create a motorbike. (1pixel = 1centimeter) So my motorbike will have 200 width and 150 height. (200x150) But the libgdx only allows to load sizes with the power of 2?! (2,4,8,16,...) First I thought about that way. I will create my bike with the size (200x150) and save it as png. Than I will open it again (e.g. with gimp) resize the image to a size which uses values with power of 2 (128x128). I will load that as texture in the programm and set width as 200 and height as 150. But wouldn't it be a problem? Because I will lose some pixel information when I make the first conversation.?! Isn't it?

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  • "failed to download package files" in VirtualBox with 11.04 and 11.10

    - by wang.xueqiang
    After I installed Ubuntu 11.04/11.10 in VirtualBox in Windows 7, I cannot update any software with the error message "failed to download package files". After having googled, I have tried: sudo apt-get update sudo apt-get upgrade changed to another sources But I still got the same error message. And there is no problem with internet connection as i can connect to internet using Firefox in Ubuntu. Any ideas?

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  • Physics-based dynamic audio generation in games

    - by alexc
    I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?

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  • What are effective marketing strategies for iPhone games?

    - by Artemix
    So, long story short, some days ago I published an iPhone game, I think the game wasn't that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and that's all? Somehow I think that even if you have an awesome game if you don't do that "marketing magic" correctly you will not exist in the store. Now I'm making a second game, completely different, and I want to know how to do things right. If anyone knows something about this topic, let me know.

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  • Selling your iphone games.

    - by Artemix
    Hi. So, long story short, some days ago I pusblished an iPhone game, I think the game wasnt that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and thats all? Somehow I think that even if you have an awesome game if you dont do that "marketing magic" correctly you will not exist in the store. Now Im making a second game, completly different, and I want to know how to do things right. If anyone knows something about this topic, let me know. Thx in advance.

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  • Download the Spectacular Skies Theme for Windows 7

    - by Asian Angel
    Freshening up the scenery on your desktop every so often can help make the time spent in front of your computer more pleasant. Today’s featured theme will add a dramatic look to your desktop with a terrific set of Spectacular Skies wallpapers. The theme comes with eleven images featuring the awesome, eye-catching photography of Marco Muller. Download the Spectacular Skies Theme [via Softpedia] How Hackers Can Disguise Malicious Programs With Fake File Extensions Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer

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  • What would most games benefit from having?

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • Recommended hardware for developing ios games?

    - by Matthew
    I know you have to have mac os x to use xcode and thus to develop/compile apps for the iphone. And I'm not exactly wanting to go the hackintosh way, so I'm looking at buying a used mac. What specs are recommended. If I buy a cheap mac mini that has only 1gb of ram would that be enough? (I'm not talking about using that to create the graphics/audio, I'll use my normal windows/ubuntu pc for that). I'm just talking about being able to use xcode and write applications. I'm trying to spend the least amount I can without running into problems developing the app.

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  • Open Source PHP based secure file download script?

    - by SiddharthP
    Basically I need a self hosted solution where I as the admin can create client areas (which can be simple folders) where I upload files and secure them with username / pass. A client page will then be automatically generated which the client can access the username / pass and download the files. It's relatively simple script but i'm having a hard time finding open source solutions which accomplish what i need. Any help would be appreciated.

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  • Mobile Multiplayer games and coping with high latency

    - by spaceOwl
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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  • Download the Hummingbirds Theme for Windows 7

    - by Asian Angel
    Are you looking for a new nature theme for your desktop? Then make your desktop hum with perfection using the Hummingbirds Theme for Windows 7. The theme comes with eleven images featuring the wonderful photographic work of Desiree Skatvold. Download the Hummingbirds Theme [Windows 7 Personalization Gallery] HTG Explains: Is UPnP a Security Risk? How to Monitor and Control Your Children’s Computer Usage on Windows 8 What Happened to Solitaire and Minesweeper in Windows 8?

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  • Story and news-feed ideas for social network games

    - by arpine
    I am currently working on a educational and fun 2-in-1 game. As I am not a professional, I need advice on story and news-feed. The goal is simple-get richer, the story is about a worker who is trying to get over his/her financial problems and become rich. During the whole gaming process there is a news-feed (every day there are a couple of fresh news about what is going on). The news are fresh and individual so I need to write about 2000 pieces of news for 2 year gaming, maybe more. The problem is that I am not sure whether repetitive news can interest in this game. What can be done to make the news-making process easier but not boring from the point of view of the player?

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  • Programming bots in games

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

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  • Handling buildings in isometric tile based games

    - by MustSeeMelons
    A simple question, to which i couldn't find a definitive answer - how to manage buildings on a tiled map? Should the building be sliced in to tiles or one big image? EDIT: The game is being built from scratch using C++/SDL 2.0, it will be a turn based strategy, something like Fallout 1 & 2 without the hex grid, a simple square grid, where the Y axis is squished by 50%. Buildings can span multiple tiles, the characters move tile by tile. For now, the terrain is completely flat. Some basic functionality is in place, so I'm aiming to advancing the terrain and levels them selves - adding buildings, gates, cliffs, not sure about the elevation.

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  • PCLinuxOS 2010 Release Available for Download

    <b>PCLinuxOS:</b> "PCLinuxOS 2010 Edition is now available for download. Features: Kernel 2.6.32.11-bfs kernel for maximum desktop performance. Full KDE 4.4.2 Desktop. Nvidia and ATI fglrx driver support. Multimedia playback support for many popular formats."

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  • In regards to applet games and UDP

    - by Tom Steinberg
    I've got about a year in Java experience, and would like to set up a server and client for an applet game. However, there doesn't appear to be any tutorials out there on anything like I want to use. I would the server to be able to store an array of x and y coordinates with a player name somehow associated to them, and send them to multiple clients in a short time span. I would like the client implemented in the applet, and be able to request any player's position data. I'd like to use UDP, because it seems to be the best option for efficient (if less reliable) transmission of data. If anyone could give me some pointers on how to do such a project, or point me to an appropriate tutorial, I'd certainly appreciate it.

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  • Collision detection in multiplayer games

    - by Bane
    This a followup to my previous question: How to implement physics and AoE spells in an MMO game?. There, we concluded that all physics have to be done on the server, and that I should use cylinders for calculations. Now, how can I check for collision detection on a ground-to-player basis on the server? It's fairly easy if the ground is a flat space, I just check if the player's z coordinate is lower than some value and voila, but, what if the map/ground itself is a model? How do I know where hills are on the server-side? How do I know when object collisions happen? I'm using node.js and socket.io.

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  • Creating new games on Android and/or iPhone

    - by James Clifton
    I have a succesfull facebook poker game that is running very nicely, now some people have asked if I can port this to other platforms - mainly mobile devices (and I have been asked to make a tablet version, do I really need a seperate version?) I am currently a PHP programmer (and game designer) and I simply dont' have the time to learn Android and other languages - so I have decided to pay third parties to program them (if viable). The information I need to know is what programming language is needed for the following four devices - Android mobile phone, iPhone, iPad and tablets? Can they all run off a central sql database? If they can't then i'm not interested :( Do any of these run FLASH? Have I covered all my main bases here? For example if a person programs for a ANDROID mobile phone is that to much differant to an ANDROID tablet? They will have slightly differant graphics (because the tablet has a greater screen area might as well use it) but do they need to be started from scratch? Same goes for iPhone/iPad, do they really need to be programmed differantly if the only differance is the graphics?

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