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  • Bomberman clone, how to do bombs?

    - by hustlerinc
    I'm playing around with a bomberman clone to learn game-developement. So far I've done tiles, movement, collision detection, and item pickup. I also have pseudo bombplacing (just graphics and collision, no real functionality). I've made a jsFiddle of the game with the functionality I currently have. The code in the fiddle is very ugly though. Scroll past the map and you find how I place bombs. Anyway, what I would like to do is an object, that has the general information about bombs like: function Bomb(){ this.radius = player.bombRadius; this.placeBomb = function (){ if(player.bombs != 0){ // place bomb } } this.explosion = function (){ // Explosion } } I don't really know how to fit it into the code though. Everytime I place a bomb, do I do var bomb = new Bomb(); or do i need to constantly have that in the script to be able to access it. How does the bomb do damage? Is it as simple as doing X,Y in all directions until radius runs out or object stops it? Can I use something like setTimeout(bomb.explosion, 3000) as timer? Any help is appreciated, be it a simple explanation of the theory or code examples based on the fiddle. When I tried the object way it breaks the code.

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  • Running multiple box2D world objects on a server

    - by CharbelAbdo
    I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out that the server should handle important tasks like collision detection, hits, characters dying etc... Based on some articles (like the excellent Gabriel Gambetta Fast paced multiplayer series), I also know that the client should work in parallel to avoid the lag while the server responds to commands. Physics wise, each game will have 2 players, and any projectiles fired. What I'm thinking of doing is the following: Create a physics world on the client When the game is signaled to start, I create the same physics world on the server (without any rendering obviously). Whenever the player issues a command (move or fire), I send the command to the server and immediately start processing it on the client. When the server receives the command, it applies it on the server's world (set velocity etc...) Each 100ms, the server sends the new state to the client which corrects what was calculated locally. Any critical action (hit, death, level up) is calculated only on the server and sent to the client. Essentially, I would have a Box2d World object running on the server for each game in progress, in sync with the worlds running on the clients. The alternative would be to do my own calculations on the server instead of relying on Box2D to do them for me, but I'm trying to avoid that. My question is: Is it wise to have, for example, 1000 instances of the World object running and executing steps on the server? Tomcat used around 750 MBytes of memory when trying it without any object added to the world. Anybody tried that before? If not, is there any alternative? Google did not help me, are there any guidelines to use when you want to have physics on both the client and the server? Thanks for any help.

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  • How to get the Exact Collision Point and ignore the collision (from 2 "ghost bodies")

    - by Moritz
    I have a very basic problem with Box2D. For a arenatype game where you can throw scriptable "missiles" at other players I decided to use Box2D for the collision detection between the players and the missiles. Players and missiles have their own circular shape with a specific size (varying). But I don´t want to use dynamic bodies because the missiles need to move themselve in any way they want to (defined in the script) and shouldnt be resolved unless the script wants it. The behavior I look for is as following (for each time step): velocity of missiles is set by the specific missile script each missile is moved according to that velocity if a collision accurs now, I want to get the exact position of impact, and now I need a mechanism to decide if the missile should just ignore the collision (for example collision between two fireballs which shouldnt interact) or take it (so they are resolved and dont overlap anymore) So is there a way in Box2D to create Ghost bodies and listen to collisions from them, then deciding if they should ignore the collision or should take them and resolve their position? I hope I was clear enough and would be happy about any help!

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  • Texture2D.GetData fails to return pixel colour data

    - by Chris Charabaruk
    Because I'm using sprite sheets instead of an individual texture per sprite, I need to pass in a Rectangle when calling Texture2D.GetData() in my collision detection for per-pixel tests. Unfortunately, without fail I get an ArgumentException percolated down from an internal method inside the Texture (not Texture2D) class. My code for getting the texture data looks like this: public override Color[] GetPixelData() { Color[] data = new Color[(int)size.Product()]; Rectangle rect = new Rectangle(hframe * (int)size.X, vframe * (int)size.Y, (int)size.X, (int)size.Y); #if DEBUG if (sprite.Bounds.Contains(rect) && sprite.Format == SurfaceFormat.Color) #endif sprite.GetData(0, rect, data, 0, 1); return data; } Even with the check to ensure I'm grabbing a valid rectangle and that the texture format matches what I'm trying to get, I still get that exception, claiming "The size of the data passed in is too large or too small for this resource." Unfortunately, the debugger won't let me check the locals within the Texture.ValidateTotalSize() method where the exception originates. Has anyone else had this problem and knows how to fix it? I'm relying on AABB testing only for now, but that doesn't really work for some of my game's entities due to odd shapes, rotation and scaling.

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  • Getting Started with jqChart for ASP.NET Web Forms

    - by jqChart
    Official Site | Samples | Download | Documentation | Forum | Twitter Introduction jqChart takes advantages of HTML5 Canvas to deliver high performance client-side charts and graphs across browsers (IE 6+, Firefox, Chrome, Opera, Safari) and devices, including iOS and Android mobile devices. Some of the key features are: High performance rendering. Animaitons. Scrolling/Zoooming. Support for unlimited number of data series and data points. Support for unlimited number of chart axes. True DateTime Axis. Logarithmic and Reversed axis scale. Large set of chart types - Bar, Column, Pie, Line, Spline, Area, Scatter, Bubble, Radar, Polar. Financial Charts - Stock Chart and Candlestick Chart. The different chart types can be easily combined.  System Requirements Browser Support jqChart supports all major browsers: Internet Explorer - 6+ Firefox Google Chrome Opera Safari jQuery version support jQuery JavaScript framework is required. We recommend using the latest official stable version of the jQuery library. Visual Studio Support jqChart for ASP.NET does not require using Visual Studio. You can use your favourite code editor. Still, the product has been tested with several versions of Visual Studio .NET and you can find the list of supported versions below: Visual Studio 2008 Visual Studio 2010 Visual Studio 2012 ASP.NET Web Forms support Supported version - ASP.NET Web Forms 3.5, 4.0 and 4.5 Installation Download and unzip the contents of the archive to any convenient location. The package contains the following folders: [bin] - Contains the assembly DLLs of the product (JQChart.Web.dll) for WebForms 3.5, 4.0 and 4.5. This is the assembly that you can reference directly in your web project (or better yet, add it to your ToolBox and then drag & drop it from there). [js] - The javascript files of jqChart and jqRangeSlider (and the needed libraries). You need to include them in your ASPX page, in order to gain the client side functionality of the chart. The first file is "jquery-1.5.1.min.js" - this is the official jQuery library. jqChart is built upon jQuery library version 1.4.3. The second file you need is the "excanvas.js" javascript file. It is used from the versions of IE, which dosn't support canvas graphics. The third is the jqChart javascript code itself, located in "jquery.jqChart.min.js". The last one is the jqRangeSlider javascript, located in "jquery.jqRangeSlider.min.js". It is used when the chart zooming is enabled. [css] - Contains the Css files that the jqChart and the jqRangeSlider need. [samples] - Contains some examples that use the jqChart. For full list of samples plese visit - jqChart for ASP.NET Samples. [themes] - Contains the themes shipped with the products. It is used from the jqRangeSlider. Since jqRangeSlider supports jQuery UI Themeroller, any theme compatible with jQuery UI ThemeRoller will work for jqRangeSlider as well. You can download any additional themes directly from jQuery UI's ThemeRoller site available here: http://jqueryui.com/themeroller/ or reference them from Microsoft's / Google's CDN. <link rel="stylesheet" type="text/css" media="screen" href="http://ajax.aspnetcdn.com/ajax/jquery.ui/1.8.21/themes/smoothness/jquery-ui.css" /> The final result you will have in an ASPX page containing jqChart would be something similar to that (assuming you have copied the [js] to the Script folder and [css] to Content folder of your ASP.NET site respectively). <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="samples_cs.Default" %> <%@ Register Assembly="JQChart.Web" Namespace="JQChart.Web.UI.WebControls" TagPrefix="jqChart" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html > <head runat="server"> <title>jqChart ASP.NET Sample</title> <link rel="stylesheet" type="text/css" href="~/Content/jquery.jqChart.css" /> <link rel="stylesheet" type="text/css" href="~/Content/jquery.jqRangeSlider.css" /> <link rel="stylesheet" type="text/css" href="~/Content/themes/smoothness/jquery-ui-1.8.21.css" /> <script src="<% = ResolveUrl("~/Scripts/jquery-1.5.1.min.js") %>" type="text/javascript"></script> <script src="<% = ResolveUrl("~/Scripts/jquery.jqRangeSlider.min.js") %>" type="text/javascript"></script> <script src="<% = ResolveUrl("~/Scripts/jquery.jqChart.min.js") %>" type="text/javascript"></script> <!--[if IE]><script lang="javascript" type="text/javascript" src="<% = ResolveUrl("~/Scripts/excanvas.js") %>"></script><![endif]--> </head> <body> <form id="form1" runat="server"> <asp:ObjectDataSource ID="ObjectDataSource1" runat="server" SelectMethod="GetData" TypeName="SamplesBrowser.Models.ChartData"></asp:ObjectDataSource> <jqChart:Chart ID="Chart1" Width="500px" Height="300px" runat="server" DataSourceID="ObjectDataSource1"> <Title Text="Chart Title"></Title> <Animation Enabled="True" Duration="00:00:01" /> <Axes> <jqChart:CategoryAxis Location="Bottom" ZoomEnabled="true"> </jqChart:CategoryAxis> </Axes> <Series> <jqChart:ColumnSeries XValuesField="Label" YValuesField="Value1" Title="Column"> </jqChart:ColumnSeries> <jqChart:LineSeries XValuesField="Label" YValuesField="Value2" Title="Line"> </jqChart:LineSeries> </Series> </jqChart:Chart> </form> </body> </html>   Official Site | Samples | Download | Documentation | Forum | Twitter

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  • Algorithm to measure how "diffused" 5,000 pennies are in an economy?

    - by makerofthings7
    Please allow me to use this example/metaphor to describe an algorithm I need. Objects There are 5 thousand pennies. There are 50 cups. There is a tracking history (Passport "stamp" etc) that is associated with each penny as it moves between cups. Definition I'll define a "highly diffused" penny as one that passes through many cups. A "poorly diffused" penny is one that either passes back and forth between 2 cups Question How can I objectively measure the diffusion of a penny as: The number of moves the penny has gone through The number of cups the penny has been in A unit of time (day, week, month) Why am I doing this? I want to detect if a cup is hoarding pennies. Resistance from bad actors Since hoarding is bad, the "bad cup" may simply solicit a partner and simply move pennies between each other. This will reduce the amount of time a coin isn't in transit, and would skew hoarding detection. A solution might be to detect if a cup (or set of cups) are common "partners" with each other, though I'm not sure how to think though this problem. Broad applicability Any assistance would be helpful, since I would think that this algorithm is common to Economics The study of migration patterns of animals, citizens of a country Other natural occurring phenomena ... and probably exists as a term or concept I'm unfamiliar with.

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  • Logarithmic spacing of FFT subbands

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

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  • How do client-server cooperation based games like Diablo 3 work?

    - by edgar
    Diablo 3 cooperates with Blizzard servers even during single player games. In fact, Blizzard has had problems with the games "melting their servers." I would like to ask: How do the client and the server communicate? What details does the client leave to the server, and vice versa? What details are redundant - both the client and the server know - and how often do they disagree? The previous paragraph contains the important questions, but I have a few more that I must explain my motivation towards. I am interested in the programming of botting. Ethical botting - I don't plan on actually abusing the automation to run 24/7. I just find it to be a great programming challenge to glean information from a game, and then make decisions from that information. I am stuck in the starting gate. The unofficial questions from this post would be: How can I make a bot (language, tools, libraries)? Can I get information through the communication between client and server, rather than the brute force pixel detection easily used in more static games? There probably is a trust issue, and to that all I can say is that I promise not to abuse the answers. But please feel free to answer any of the questions you feel comfortable with. Thank you!

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  • Is goto to improve DRY-ness OK?

    - by Marco Scannadinari
    My code has many checks to detect errors in various cases (many conditions would result in the same error), inside a function returning an error struct. Instead of looking like this: err_struct myfunc(...) { err_struct error = { .error = false }; ... if(something) { error.error = true; error.description = "invalid input"; return error; } ... case 1024: error.error = true; error.description = "invalid input"; // same error, but different detection scenario return error; break; // don't comment on this break please (EDIT: pun unintended) ... Is use of goto in the following context considered better than the previous example? err_struct myfunc(...) { err_struct error = { .error = false }; ... if(something) goto invalid_input; ... case 1024: goto invalid_input; break; return error; invalid_input: error.error = true; error.description = "invalid input"; return error;

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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  • andEngine dynamic sprites

    - by Blucreation
    Ive just started with andEngine the past week and i only started learning java/android 3 weeks. I can use a for loop to add multiple sprites to the screen but when i try to check collisions on them it only does it to one and not the rest. I want to be able to add a specific number for sprites made from the same texture to the scene, add collision detection to them and also make them slide across the screen (im making a game where you avoid the obstacles). My simple code: private void createobstacle(float pX, float pY) { obstacle = new AnimatedSprite(pX, pY, this.mObjTextureRegion.deepCopy(), getVertexBufferObjectManager()); obstacle.setScale(MathUtils.random(0.5f, 3f)); scene.attachChild(obstacle); } private void createobstacle(int num) { for(int i=0; i<=num; i++ ) { final float xPos = MathUtils.random(30.0f, (CAMERA_WIDTH - 30.0f)); final float yPos = MathUtils.random(30.0f, (CAMERA_HEIGHT - 30.0f)); createobstacle(xPos, yPos); } } Ive read about arrays but i cannot find any tutorials about anything im stuck with. Any help would be great!

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  • Connecting PS3 dualshock on Ubuntu 14.04 with 3.13.0-34-generic?

    - by 5th Wheel
    The last entries/queries I can find about PS3 dual shock controller are dealing with older kernel versions. It looks like there may still be a problem with using the PS3 dual shock via USB(or bluetooth) with 14.04? I'm only guessing because I get no sign of detection or input when I plug in the USB. When I run dmesg | grep sony [ 4687.762302] sony 0003:054C:0268.0003: can't set operational mode [ 4687.770639] sony: probe of 0003:054C:0268.0003 failed with error -38 So at this point, I don't know if it's worth running : sudo apt-get install xboxdrv I also found this article LINK but it's dated 01/2013. I was considering installing steam, and checking out some of the games. There are a few in particular I want to check out, but I'm afraid of purchasing them and then my controller does not work. I don't have a ps3, I just have the controller for Sixaxis/emulator/Android set up... I see mentions for QTsixa and xboxdrv, but the posts are at least a year old(older distibution/kernels) Ideally, I'd like to just plug in USB, and play. No Bluetooth.

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  • How do I apply 2 rotations about different points to a single primitive using OpenGL

    - by Fenoec
    I'm working on a 2D top-down shooter game that has a rotation feature like Realm Of The Mad God such that if you press e the camera rotates around the character in a clockwise direction and q rotates the camera around the character in a counterclockwise direction. I have this working with my floors and walls by translating to the character, doing the screen rotation, and drawing everything with the character as the origin. The problem arises when I shoot projectiles which need to both rotate around the character and rotate around themselves (shooting uses the mouse cursor so I can shoot at any angle). For example, if the screen is not rotated and I'm shooting rectangular projectiles, I want them to face in the direction I'm shooting (rotation around themselves). However if I only do this rotation, when I then rotate the screen the projectiles will always shoot at the same position because my cursor position does not change. Therefore I need to also either rotate the projectiles around the character or rotate the mouse cursor position to get the correct position (which would then totally screw up all of the collision detection). Likewise if I only do the screen rotation on projectiles, the rectangles will always be facing the same way and they would only look correct if I were shooting straight up or straight down. So my question is, how can I perform 2 rotations on a primitive around 2 different points? The only way I can think of is to translate to the character and do the screen rotation, then somehow calculate the translation required to move back to the middle of the projectile (seeing as how my axes are now rotated) and do its rotation. Or am I thinking about this in the wrong way and there is a different solution to accomplishing this effect?

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  • Inactive JSRs looking for Spec Leads

    - by heathervc
    You may have noticed that some JSRs have a classification of "Inactive" on their JSR page.  The introduction of this term in 2009 was part of an effort to enable and encourage more transparency into the development of JSRs.  You can read more about Inactive JSRs here and also in the JCP FAQ.The following JSR proposals have been Inactive since at least 2009. If you are a JCP Member and are interested in taking over the Specification Lead role for one of these JSRs, please contact the PMO at [email protected] on or before 23 April 2012. With that message, please include the following: the subject line "Spec Lead for JSR ###," where '###' is the JSR number which JCP Member you represent why you wish to take over the Specification lead role Here is the current list of Inactive JSRs for which Members can request to become Specification Leads: JSR 122, JAIN JCAT JSR 161, JAIN ENUM API Specification JSR 182, JPay - Payment API for the Java Platform JSR 210, OSS Service Quality Management API JSR 241, The Groovy Programming Language JSR 251, Pricing API JSR 278, Resource Management API for Java ME JSR 304, Mobile Telephony API v2 JSR 305, Annotations for Software Defect Detection JSR 320, Services Framework

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  • Question on methods in Object Oriented Programming

    - by mal
    I’m learning Java at the minute (first language), and as a project I’m looking at developing a simple puzzle game. My question relates to the methods within a class. I have my Block type class; it has its many attributes, set methods, get methods and just plain methods. There are quite a few. Then I have my main board class. At the moment it does most of the logic, positioning of sprites collision detection and then draws the sprites etc... As I am learning to program as much as I’m learning to program games I’m curious to know how much code is typically acceptable within a given method. Is there such thing as having too many methods? All my draw functionality happens in one method, should I break this into a few ‘sub’ methods? My thinking is if I find at a later stage that the for loop I’m using to cycle through the array of sprites searching for collisions in the spriteCollision() method is inefficient I code a new method and just replace the old method calls with the new one, leaving the old code intact. Is it bad practice to have a method that contains one if statement, and place the call for that method in the for loop? I’m very much in the early stages of coding/designing and I need all the help I can get! I find it a little intimidating when people are talking about throwing together a prototype in a day too! Can’t wait until I’m that good!

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  • Multiplayer approach for tablets on wi-fi (FPS/TPS)? Server authority, etc

    - by Fraggle
    Looking for some guidance or what has worked well for others in implementing a multiplayer FPS/TPS type game on tablets (probably just 2-6 players at a time). The main issue being that tablets/phones are typically "less" connected than say a console or pc might be. And therefore, my thought is that to have complete Server authority of everything is not going to work. But maybe I'm off base on that. So I guess I'm struggling with what (if anything) should happen on a central server and what should happen locally. Or is centralized approach even needed? Some approaches I might do: Player movement : my thought is to control this locally (player-owner) and update server with positon (which then sends out to other clients). Use client side prediction for opponent players so that connection loss will not show a plane for example stop in mid air. Server will send update and try to smoothly correct an opponent player position to server updated one.But don't update owners position on owners device from server. Powerups (health kit/ammo/coins/etc) : need to see them disappear immediately, so do it locally. Add the health locally, but perhaps allow for server correction. If server doesn't see player near that powerup, reject the powerup and adjust server health for player. Fire weapons: Have to see it happen right away, so fire locally, create local bullet and send on its way. Send rpc to server so that this player on other clients also fires. Hit detection: Get's trickier. Make bullet/projectile disappear locally, and perhaps perform local hit animations (shaking, whatever). non-authoritative approach= take the damage locally and send rpc to server or others to update health and inform of hit. Authoritative approach-Don't take the damage, or adjust health. Server will do that if it detects a hit. Anyway that's my current thought stream. Let me know what you think of the above or what has worked for you.

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • xDocklet, Maven and Hibernate

    - by Vinothbabu
    I am having some trouble setting up xDocklet and getting this error. Error resolving version for plugin 'xdoclet:maven2-xdoclet2-plugin' from the repositories <pluginRepositories> <pluginRepository> <id>codehaus-plugins</id> <url>http://dist.codehaus.org/</url> <layout>legacy</layout> <snapshots> <enabled>true</enabled> </snapshots> <releases> <enabled>true</enabled> </releases> </pluginRepository> </pluginRepositories> <plugin> <groupId>xdoclet</groupId> <artifactId>maven2-xdoclet2-plugin</artifactId> <executions> <execution> <id>xdoclet</id> <phase>generate-sources</phase> <goals> <goal>xdoclet</goal> </goals> </execution> </executions> <dependencies> <dependency> <groupId>xdoclet-plugins</groupId> <artifactId>xdoclet-plugin-qtags</artifactId> <version>1.0.4-SNAPSHOT</version> </dependency> <dependency> <groupId>xdoclet-plugins</groupId> <artifactId>xdoclet-taglib-qtags</artifactId> <version>1.0.4-SNAPSHOT</version> </dependency> </dependencies> <goals> <goal>xdoclet</goal> </goals> <configuration> <configs> <config> <components> <component> <classname>org.xdoclet.plugin.qtags.impl.QTagImplPlugin</classname> </component> <component> <classname>org.xdoclet.plugin.qtags.impl.QTagLibraryPlugin</classname> <params> <packagereplace>org.xdoclet.plugin.${xdoclet.plugin.namespace}.qtags</packagereplace> </params> </component> <component> <classname>org.xdoclet.plugin.qtags.doclipse.QTagDoclipsePlugin</classname> <params> <filereplace>qtags.xml</filereplace> <namespace>${xdoclet.plugin.namespace}</namespace> </params> </component> <component> <classname>org.xdoclet.plugin.qtags.confluence.QTagConfluencePlugin</classname> <params> <destdir>${project.build.directory}/tag-doc</destdir> <namespace>${xdoclet.plugin.namespace}</namespace> <filereplace>${xdoclet.plugin.namespace}.confluence</filereplace> </params> </component> </components> <includes>**/*.java</includes> <params> <destdir>${project.build.directory}/generated-resources/xdoclet</destdir> </params> </config> </configs> </configuration> </plugin> Some of my questions. Would you recommend me with going with xDocklet. Is there any alternative for it? Is it one of the best way, as hbm's does get generated automatically. Any suggestions on the way how my Java Objects should get persisted in the DB? Any good tutorials over xDocklet Maven and Hibernate. I am using xDocklet to generate HBM's automatically by annotating my POJO's.

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Dynamic quadrees

    - by paul424
    recently I come out writing Quadtree for creatures culling in Opendungeons game. Thing is those are moving points and bounding hierarchy will quickly get lost if the quadtree is not rebuild very often. I have several variants, first is to upgrade the leaf position , every time creature move is requested. ( note if I would need collision detection anyway, so this might be necessery anyway). Second would be making leafs enough large , that the creature would sure stay inside it's bounding box ( due to its speed limit). The partition of a plane in quadtree is always fixed ( modulo the hierarchical unions of some parts) . For creatures close to the center of the plane , there would be no way of keeping it but inside one big leaf, besides this brokes the invariant that each point can be put into any small area as desired. So on the second thought could I use several quadrees ? Each would have its "coordinate axis XY" somwhere shifted ? Before I start playing with this maybe some other space diving structure would suit me better, unfortunetly wiki does not compare it's execution time : http://en.wikipedia.org/wiki/Grid_%28spatial_index%29#See_also

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  • How do I 'see' an external USB drive connected directly to my Broadband Router?

    - by The Cougar Kid
    This is a very frustrating problem! I have a small home network with several dual boot Ubuntu / Windows computers. I have recently upgraded my Broadband connection and the new router permits the direct attachment of an external USB drive which can back up all of the household's computers. There are no problems when booted under Windows, and there were no problems with older versions of UBUNTU, but since upgrading to 11.10 I can no longer "see" the drive. I used to find it via Network / Windows Network / Home / name of Router, but under 11.10 the same method yields an error message Unable to mount location Failed to retrieve share list from server. Can anyone help please? Starting Nmap 5.21 ( http://nmap.org ) at 2011-12-21 10:06 GMT Stats: 0:02:02 elapsed; 0 hosts completed (1 up), 1 undergoing Service Scan Service scan Timing: About 50.00% done; ETC: 10:10 (0:01:56 remaining) Nmap scan report for 192.168.1.254 Host is up (0.0097s latency). Not shown: 998 filtered ports PORT STATE SERVICE VERSION 554/tcp open rtsp? 7070/tcp open realserver? Service detection performed. Please report any incorrect results at http://nmap.org/submit/ . Nmap done: 1 IP address (1 host up) scanned in 152.38 seconds sudo tail -n 30 /var/log/syslog [sudo] password for alaric: Dec 21 10:05:42 UPSTAIRS2U wpa_supplicant[882]: WPA: Group rekeying completed with 00:01:3b:8b:63:1a [GTK=TKIP]

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  • Installing ubuntu 12.04 on macbook pro9,2

    - by stariz77
    I seem to have tried all the various suggested methods for installing ubuntu on a mbp, but can't seem to get anything that works and was wondering if anyone has run into any new problems with the latest non-retina models? I have a core i7 in my macbook, and model identifier is MacBookPro9,2. I have partitioned my HD using disk utility and have 700gig free space ready for the install (I haven't removed OSX Lion, it is still there in a 50gig partition). Problem: I am just getting a blank screen with a blinking cursor (unresponsive) in the top left whenever I boot from the disk. I left it for 20 minutes and nothing ever happened. This was without any boot manager, just holding "c" on startup. Attempted remedies: I have downloaded the 64 ubuntu iso from their site 3 times now and burned 4 separate discs to rule out some kind of corruption or burn error. I burned one in OSX Lion 10.7.4 and 3 on my windows 7 pc. I tried holding "alt" instead and then navigating to the windows disc to boot. Same thing happens, blank blinking unresponsive cursor. I also tried going to the EFI disc which actually brings up a menu (after saying "error prefix is not set") asking if I want to install ubuntu, test for errors or partition. All three options lead me to an unresponsive blank screen (some without cursors). I downloaded and installed rEFIt and if I hold "alt" on startup a linux penguin (Boot Linux from CD) appears in my boot options, along with the apple boot, and two others that I'm not sure of: "Boot EFI\boto\bootx64.efi from" and "Boot Legacy OS from". The "Boot Linux from CD" just takes me to the blank blinking cursor screen; again, I left if for 10+ minutes and nothing. I heard that the detection of the graphics card might be a problem and that I need change to nomodeset, but I have tried pressing F6 in all of the boot menus listed above and no options appear. Does anyone have any other suggested routes or can you see what I might have done wrong?

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  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • Are you reporting Visual Studio 2012 issues to Microsoft correctly?

    - by Tarun Arora
    Issues you may run into while using Visual Studio need to be reported to the Microsoft Product Team via the Microsoft connect site. The Microsoft team then tries to reproduce the issue using the details provided by you. If the information you provide isn’t sufficient to reproduce the issue the team tries to contact you for specifics, this not only increases the cycle time to resolution but the lack of communication also results in issues not being resolved. So, when I report an issue one part of me tells me to include as much detail about the issue as I can clubbing screen shots, repo steps, system information, visual studio version information,… the other half tells me this is so time consuming, leave it for now and come back to fill all these details later. Reporting a bug but not including the supporting information is an invitation to excuses like …     Microsoft has absolutely changed this experience for VS 2012. The Microsoft Visual Studio Feedback tool is designed to simplify the process of providing feedback and reporting issues to Microsoft that you may encounter while using Microsoft Visual Studio 2012. Note – The Microsoft Visual Studio 2012 Feedback client currently only works for VS 2012 and not any other versions of Visual Studio. Setting up the Microsoft Visual Studio 2012 Feedback client Open Visual Studio, from the Tools menu select Extension and Updates. In the Extension and Updates window, click Online from the left pane and search using the text ‘feedback’, download and Install Microsoft Visual Studio 2012 Feedback Tool by following the instructions from the wizard. Note - Restarting Visual Studio after the install is a must! How to report a bug for Visual Studio 2012? Click on the Help menu and choose Report a Bug You should see an icon Microsoft Visual Studio 2012 Feedback Tool come up in the system tray icon area You’ll need to accept the Privacy statement. You have the option of reporting the feedback as private or public. Microsoft works with several Partners, MVP’s and Vendors who get access to early bits of Microsoft products for valuation. This is where it becomes essential to report the feedback privately. I would choose the Public option otherwise. After all if it’s out there in the public, others can discover and add to it easily. You now have the option to report a new issue or add to an existing issue. Should you choose to add to an existing issue you should have the feedback ID of the issue available. This can be obtained from the Microsoft Connect site. For now I am going to focus on reporting a new feedback privately. Filling out the feedback details You will notice that VsInfo.xml and DxDiagOutput.txt are automatically attached as you enter this screen (more on that later).  Feedback Type Choose the feedback type from (Performance, Hang, Crash, Other) Note – The record button will only be enabled once you have enabled once you have chosen the feedback type, Bug-repro recording is not available for Windows Server 2008.     Effective Title and Description Enter a title that helps us differentiate the bug when it appears in a list, so that we can group it with any related bugs, assign it to a developer more effectively, and resolve it more quickly. Example: Imagine that you are submitting a bug because you tried to install Service Pack 1 and got a message that Visual Studio is not installed even though it is. Helpful:  Installed Visual Studio version not detected during Service Pack 1 setup. Not helpful:  Service Pack 1 problem. Tip: Write the problem description first, and then distil it to create a title. Example Description: Helpful: When I run Service Pack 1 Setup, I get the message "No Visual Studio version is detected" even though I have Visual Studio 2010 Ultimate and Visual C++ 2010 Express installed on my machine. Even though I uninstalled both editions, and then first reinstalled Ultimate and then Express, I still get the message. Record: Becoming a first class citizen Often a repro report is invaluable to describe and decipher the issue. Please use this feature to send actionable feedback. The record repro feature works differently depending on the feedback type you selected. Please find below details for each recording option. You can start recording simply by selecting a feedback type, and clicking on the “Record” button. When "Performance" is the bug type: When the Microsoft Visual Studio trace recorder starts, perform the actions that show the performance problem you want to report and then click on the "Stop Recording" button as soon as you experience the performance problem. Because the tool optimizes trace collection, you can run it for as long as it takes to show the problem, up to two hours. Note that, you need to stop recording as soon as the performance issue occurs, because the tool captures only the last couple minutes of your actions to optimize the trace collection. After you stop the recording, the tool takes up to two minutes to assemble the data and attach an ETLTrace.zip file to your bug report. The data includes information about Windows events and the Visual Studio code path. Note that, running the Microsoft Visual Studio trace recorder requires elevated user privilege. When "Crash" is the bug type: When the dialog box appears, select the running Visual Studio instance for which you want to show the steps that cause a crash. When the crash occurs, click on the "Stop Record" button. After you do this, two files are attached to your bug report - an AutomaticCrashDump.zip file that contains information about the crash and a ReproSteps.zip file that shows the repro steps. Repro steps are captured by Windows Problem Steps Recorder. Note that, you can pause the recording, and resume later, or for a specific step, you can add additional comments. When "Hang" is the bug type: The process for recording the steps that cause a hang resembles the one for crashes. The difference is, you can even collect a dump file after the VS hangs; start the VSFT either from the system tray or by starting a new instance of VS, select "Hang" as feedback type and click on the "Record" button. You will be prompted which VS to collect dump about, select the VS instance that hanged. VSFT collects a dump file regarding the hang, called MiniDump.zip, and attaches to your bug report. When "Other" is the bug type: When the problem step recorder starts, perform the actions that show the issue you want to report and then choose the "Stop” button. You can pause the recording, and resume later, or for a specific step, you can add additional comments. Once you’re done, ReproSteps.zip is added to your bug report. Pre-attached files It is essential for Microsoft to know what version of the the product are you currently using and what is the current configuration of your system. Note – The total size of all attachments in a bug report cannot exceed 2 GB, and every uncompressed attachment must be smaller than 512 MB. We recommend that you assemble all of your attachments, compress them together into a .zip file, and then attach the .zip file. Taking a screenshot Associate a screen shot by clicking the Take screenshot button, choose either the entire desktop, the specific monitor (useful if you are working in a multi monitor configuration) or the specific window in question. And finally … click Submit If you need further help, more details can be found here. You can view your feedback online by using the following URL “">https://connect.microsoft.com/VisualStudio/SearchResults.aspx?SearchQuery=<feedbackId>” Happy bug logging

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