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  • Errors in ~/.xsession-errors

    - by Kuberan Naganathan
    I'm getting errors in ~/.xession-errors. I'm running ubuntu 12.04 Many apps fail to run without mention of problems in the .xsession-errors file. I looked around and tried to resolve issues myself but failed so far. I have to say it's possible that the issue is related to me mounting /home on another partition. (I say possibly because stuff worked ok for a while.) Fortunately my .xsession-errors file is small enough to post here. Thanks in advance for the help: gnome-keyring-daemon: insufficient process capabilities, unsecure memory might get used gnome-keyring-daemon: insufficient process capabilities, unsecure memory might get used gnome-keyring-daemon: insufficient process capabilities, unsecure memory might get used gnome-keyring-daemon: insufficient process capabilities, unsecure memory might get used Backend : gconf Integration : true Profile : unity Adding plugins Initializing core options...done (gnome-settings-daemon:2547): color-plugin-WARNING **: failed to get edid: unable to get EDID for output (gnome-settings-daemon:2547): color-plugin-WARNING **: unable to get EDID for xrandr-default: unable to get EDID for output (gnome-settings-daemon:2547): color-plugin-WARNING **: failed to reset xrandr-default gamma tables: gamma size is zero Initializing composite options...done Initializing opengl options...done Initializing decor options...done ** Message: applet now removed from the notification area Initializing vpswitch options...done Initializing snap options...done Initializing mousepoll options...done Initializing resize options...done Initializing place options...done Initializing move options...done Initializing wall options...done Initializing grid options...done I/O warning : failed to load external entity "/home/kuberan/.compiz/session/10754cf696d335e98e13471376531156900000024960034" Initializing session options...done Initializing gnomecompat options...done Initializing animation options...done Initializing fade options...done Initializing unitymtgrabhandles options...done Initializing workarounds options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done ** Message: using fallback from indicator to GtkStatusIcon (compiz:2560): GConf-CRITICAL **: gconf_client_add_dir: assertion `gconf_valid_key (dirname, NULL)' failed Initializing unityshell options...done Setting Update "main_menu_key" Setting Update "run_key" Setting Update "icon_size" ** Message: moving back from GtkStatusIcon to indicator

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • Games without a(n explicit) game loop

    - by Davy8
    Most game development happens with a main game loop. Are there any good articles/blog posts/discussions about games without a game loop? I imagine they'd mostly be web games, but I'd be interested in hearing otherwise. (As a side note, I think it's really interesting that the concept is almost exclusively used in gaming as far as I'm aware, perhaps that may be another question.) Edit: I realize there's probably a redraw loop somewhere. I guess what I really mean is a loop that is hidden to you. Frames are something you as the developer are not concerned with as you're working on a higher level of abstraction. E.g. someLootItem.moveTo(inventory, someAnimatationType) and that will move from the loot box to your inventory using the specified animation type without the game developer having to worry about the implementation details of that animation. Maybe that's how "real" games end up working, but from reading most tutorials they seem to imply a much more granular level of control is used, but that might just be an artifact of being a tutorial.

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  • Is this the most effect simple way to display a moving image? SDL2

    - by user36324
    I've looked around for tutorials on SDL2, but there isnt many so I am curious i was messing around and is this an effective way to move an image. One problem is that it drags along the image to where it moves. #include "SDL.h" #include "SDL_image.h" int main(int argc, char* argv[]) { bool exit = false; SDL_Init(SDL_INIT_EVERYTHING); SDL_Window *win = SDL_CreateWindow("Hello World!", 100, 100, 640, 480, SDL_WINDOW_SHOWN); SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); SDL_Surface *png = IMG_Load("character.png"); SDL_Rect src; src.x = 0; src.y = 0; src.w = 161; src.h = 159; SDL_Rect dest; dest.x = 50; dest.y = 50; dest.w = 161; dest.h = 159; SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, png); SDL_FreeSurface(png); while(exit==false){ dest.x++; SDL_RenderClear(ren); SDL_RenderCopy(ren, tex, &src, &dest); SDL_RenderPresent(ren); } SDL_Delay(5000); SDL_DestroyTexture(tex); SDL_DestroyRenderer(ren); SDL_DestroyWindow(win); SDL_Quit(); }

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  • Updating the jump in game

    - by Luka Tiger
    I am making a Java game and I want my game to run the same on any FPS so I'm using time delta between each update. This is the update method of the Player: public void update(long timeDelta) { //speed is the movement speed of a player on X axis //timeDelta is expressed in nano seconds so I'm dividing it with 1000000000 to express it in seconds if (Input.keyDown(37)) this.velocityX -= speed * (timeDelta / 1000000000.0); if (Input.keyDown(39)) this.velocityX += speed * (timeDelta / 1000000000.0); if(Input.keyPressed(38)) { this.velocityY -= 6; } velocityY += g * (timeDelta/1000000000.0); //applying gravity move(velocityX, velocityY); /*this is method which moves a player according to velocityX and velocityY, and checking the collision */ this.velocityX = 0.0; } The strange thing is that when I have unlimited FPS (and update number) my player is jumping about 10 blocks. It jumps even higher when the FPS is increasing. If I limit FPS it is jumping 4 blocks. (BLOCK: 32x32) I have just realized that the problem is this: if(Input.keyPressed(38)) { this.velocityY -= 6; } I add -6 to velocityY which increases player's Y proportionally to the update number and not to the time. But I don't know how to fix this.

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  • Importing an existing project into Git

    - by Andy
    Background During the course of developing our site (ASP.NET), we discovered that our existing source control (SourceGear Vault) wasn't working for us. So, we decided to migrate to Git. The translation has been less than smooth though. Our site is broken up into three environments DEV, QA, and PROD. For tho most part, DEV and the source control repo have been in sync with each other. There is one branch in the repo, if a page was going to be moved up to QA then the file was moved manually, same thing with stuff that was ready for PROD. So, our current QA and PROD environments do not correspond to any particular commit in the master branch. Clarification: The QA and PROD branches are not currently, nor have they ever been in source control. The Question How do I move QA and PROD into Git? Should I forget about the history we've maintained up to this point and start over with a new repo? I could start with everything on PROD, then make a branch and pull in everything from QA, and then make another branch off of that with DEV. That way not only will the branches reflect the differences in the environments, they'll be in the right order chronologically with the newest commits in the DEV branch. What I've tried so far I thought about creating a QA branch off of the current master and using robocopy to make the working folder look like the current QA environment. This doesn't work because the new commit from QA will remove new files from DEV and that will remove them when we merge up, I suspect there will be similar problems if I started QA at an earlier (though not exact) commit from DEV.

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  • 10.04 Window manager not working

    - by jackg
    Using an old mx200 128Mb AGP card. Log in ok. Sometimes the top and bottom bars do not appear, sometimes one sometimes both sometimes none. The menus on firefox/thunderbird and others disappear when I move the pointer from the menu heading to the menu itself. I can't play you tube videos, nor pacman, so the world has ended as I know it. If I type sudo metacity --replace in a terminal the window manager seems to work fine. But I don't know how to make this permanent. One option was: System menupreferencessessions In the sessions tab make sure that "automatically save changes to session" is checked. I don't have a sessions option in the preferences menu. So...? Must be a line of code in a terminal I can use to get round this. I have not upgraded to Ubuntu 11... because the graphics card is so old that I cannot get any decent screen resolutions when I do. On 10.04 I disable the Nvidia driver for the same reason and use 1024x768. Ta

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  • Oracle Solaris 11.1 available today

    - by user12611852
    Today Oracle is pleased to announce availability of Oracle Solaris 11.1. Download Solaris 11.1 Order Solaris 11.1 media kitExisting customers can quickly and simply update using the network based repository Highlights include: 8x faster database startup and shutdown and online resizing of the database SGA with a new optimized shared memory interface between the database and Oracle Solaris 11.1 Up to 20% throughput increases for Oracle Real Application Clusters by offloading lock management into the Oracle Solaris kernel Expanded support for Software Defined Networks (SDN) with Edge Virtual Bridging enhancements to maximize network resource utilization and manage bandwidth in cloud environments 4x faster Solaris Zone updates with parallel operations shorten maintenance windows New built-in memory predictor monitors application memory use and provides optimized memory page sizes and resource location to speed overall application performance. Learn more and share these valuable tools with your customers to enable them to move to Oracle Solaris 11.1 quickly. Many customers wait for the first update --now is the time to encourage them to install Oracle Solaris 11.1. Oracle Solaris 11.1 Data Sheet  What's New in Oracle Solaris 11.1 Oracle Solaris 11.1 FAQs Oracle Solaris 11 .1 Customer Presentation Oracle Solaris 11.1 is recommended for all SPARC T4 Systems and will soon be available preinstalled.

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  • How to animate the sprite along with action in Cocos2d?

    - by user1201239
    Cocos2d-android - I have an animation which has 5 Frames they are close cropped images. Now I want Sprite to do animation as well as Move in X direction.i.e. I have a player running which gets collided with obstacle and falls down .. Now I want sprite to run animation as well as moveBy in -ve x direction gameOverAnimation =CCSprite.sprite("gmovr00") gameOverAnimation.setAnchorPoint(0, 0); gameOverAnimation.setPosition(340.0f, 200.0f); addChild(gameOverAnimation,10); CCIntervalAction action1 = CCAnimate.action(mEndAnimation, false); action1.setDuration(1.0f); CCIntervalAction delay = CCDelayTime.action(0.68f); CCMoveBy actionBy = CCMoveBy.action(1.0f, CGPoint.ccp(-340,0)); CCIntervalAction seq1 = CCSpawn.actions(action1,actionBy); //CCSpawn spawn = CCSpawn.actions(action1, actionBy); CCSequence sequence1 = CCSequence.actions(seq1,CCCallFuncN.action(this,"gameOver")); gameOverAnimation.runAction(sequence1); Above code makes animation run first then moved in y direction Thanks for the help.. And can some one explaing me the concept of time with frame Animation or good example ?

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  • Does it make sense to write tests for legacy code when there is no time for a complete refactoring?

    - by is4
    I usually try to follow the advice of the book Working Effectively with Legacy Code. I break dependencies, move parts of the code to @VisibleForTesting public static methods and to new classes to make the code (or at least some part of it) testable. And I write tests to make sure that I don't break anything when I'm modifying or adding new functions. A colleague says that I shouldn't do this. His reasoning: The original code might not work properly in the first place. And writing tests for it makes future fixes and modifications harder since devs have to understand and modify the tests too. If it's GUI code with some logic (~12 lines, 2-3 if/else block, for example), a test isn't worth the trouble since the code is too trivial to begin with. Similar bad patterns could exist in other parts of the codebase, too (which I haven't seen yet, I'm rather new); it will be easier to clean them all up in one big refactoring. Extracting out logic could undermine this future possibility. Should I avoid extracting out testable parts and writing tests if we don't have time for complete refactoring? Is there any disadvantage to this that I should consider?

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  • I have an "amoeba" game mechanic. Any idea on how to implement it?

    - by Jason
    Outside of a tetris clone, a crappy 2D top-down shooter, and some messing around with stuff like Unity and Flixel, I realize that I have yet to complete a single, polished, bells-and-whistles game. I want to change this, and I have an idea for my next project. The idea is that you're an amoeba. Amoebas have these eye-like cores (or something like that, I don't know biology), and you have two of 'em. You control one with WASD and the other with IJKL. There has to be a constant radius of stuff around each of the cores: And the area of the amoeba has to stay constant. So if you move a core in one direction, you increase the amoeba's area, but that increase is compensated by a decrease somewhere else: Aaaaaand I'd like to implement a vagination mechanic. You absorb things by engulfing them, like a boss. Maybe even an extra core, or a needle that pops you and causes all your inner stuff to start gushing out: But here's the problem: I don't know how to make this. However, I would like some ideas on how to implement it. Should I explore physics libraries like Box2D? Or maybe something involving fluid physics? Any help would be much appreciated. P.S. Feel free to steal this idea. I have plenty of ideas. If you do, please tell me how you made it so I can try it myself.

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  • Migrating My GWB Blog Over To WordPress

    - by deadlydog
    Geeks With Blogs has been good to me, but there are too many tempting things about Word Press for me to stay with GWB.  Particularly their statistics features, and also I like that I can apply specific tags to my posts to make them easier to find in Google (and I never was able to get categories working on GWB). The one thing I don’t like about WordPress is I can’t seem to find a theme that stretches the Content area to take up the rest of the space on wide resolutions…..hopefully I’ll be able to overcome that obstacle soon though. For those who are curious as to how I actually moved all of my posts across, I ended up just using Live Writer to open my GWB posts, and then just changed it to publish to my WordPress blog.  This was fairly painless, but with my 27 posts it took probably about 2 hours of manual effort to do.  Most of the time WordPress was automatically able to copy the images over, but sometimes I had to save the pics from my GWB posts and then re-add them in Live Writer to my WordPress post.  I found another developers automated solution (in alpha mode), but opted to do it manually since I wanted to manually specify Categories and Tags on each post anyways.  The one thing I still have left to do is move the worthwhile comments across from the GWB posts to the new WordPress posts. The largest pain point was that with GWB I was using the Code Snippet Plugin for Live Writer for my source code snippets, and when they got transferred over to WordPress they looked horrible.  So I ended up finding a new Live Writer plugin called SyntaxHighlighter that looks even nicer on my posts If anybody knows of a nice WordPress theme that stretches the content area to fit the width of the screen, please let me know.  All of the themes I’ve found seem to have a max width set on them, so I end up with much wasted space on the left and right sides.  Since I post lots of code snippets, the more horizontal space the better! So if you want to continue to follow me, my blog's new home is now at https://deadlydog.wordpress.com

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  • Trac/SVN to DVCS Migration

    - by quanticle
    The project I'm currently working on is using Trac, with SVN integration. It's worked great until now. Now, however, we've taken on some additional developers and we're running into issues with branching and merging. Because of this, I think a move to a distributed version control system is in order. The problem is that Trac is very closely integrated with the SVN repository. We have tight integration between the tickets and the revision numbers of code changes corresponding to those tickets. In addition we have a support wiki that has a lot of data that helps the tech. support team. Is there a way we can migrate to git or mercurial without losing the benefits of Trac? I've looked at the git plugin for Trac, and I'm unsure of how well it works. Has anyone here used it with a project that's been migrated from SVN? EDIT: I should note that the most important priority for us is maintaining the links between Trac tickets and the corresponding changesets in SVN. That's a tool that we use every day, and it provides an easy way to jump to code changes when reviewing tickets. Wiki migration would be nice to have, but if it's not possible, we can continue to run the old system whilst we write some kind of a one-off script to migrate the content.

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  • touch detection of non-rectangular sprites (cocos2d)

    - by hogni89
    What is the correct way to implement a non-rectangular sprite in Cocos2d? I am working on a jigsaw puzzle. And therefor do our sprites have some strange forms (Jigsaw puzzle bricks). As of now, we have implemented the "detect" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, OR is it a limit when using sprites based on .png's? If so, how should I proceed? I'm new to iPhone and game development :D

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  • Is it worth moving from Microsoft tech to Linux, NodeJS & other open source frameworks to save money for a start-up?

    - by dormisher
    I am currently getting involved in a startup, I am the only developer involved at the moment, and the other guys are leaving all the tech decisions up to me at the moment. For my day job I work at a software house that uses Microsoft tech on a day to day basis, we utilise .NET, SqlServer, Windows Server etc. However, I realise that as a startup we need to keep costs down, and after having a brief look at the cost of hosting for Windows I was shocked to see some of the prices for a dedicated server. The cheapest I found was £100 a month. Also if the business needs to scale in the future and we end up needing multiple servers, we could end up shelling out £10's of £000's a year in SQL Server / Windows Server licenses etc. I then had a quick look at the price of Linux hosting for a dedicated server and saw the price was waaaaaay lower than windows hosting. One place was offering a machine with 2 cores for less than £20 a month. This got me thinking maybe the way to go is open source on Linux. As I write a lot of Javascript at work (I'm working on a single page backbone app at the moment), I thought maybe NodeJS and a web framework like Express would be cool to use. I then thought that instead of using SQL why not use an open source NoSQL database like MongoDB, which has great support on NodeJS? My only concern is that some of the work the application is going to do is going to be dynamically building images and various other image related stuff, i.e. stuff that is quite CPU heavy - so I'm thinking of maybe writing anything CPU heavy in C++ and consuming it as a module in Node. That's the background - but basically is Linux a good match for: Hosting a NodeJS/Express site? Compiling C++ node modules? Using a NoSQL DB like MongoDB? And is it a good idea to move to these unfamiliar technologies to save money?

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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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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • Is there a (family of) monotonically non-decreasing noise function(s)?

    - by Joe Wreschnig
    I'd like a function to animate an object moving from point A to point B over time, such that it reaches B at some fixed time, but its position at any time is randomly perturbed in a continuous fashion, but never goes backwards. The objects move along straight lines, so I only need one dimension. Mathematically, that means I'm looking for some continuous f(x), x ? [0,1], such that: f(0) = 0 f(1) = 1 x < y ? f(x) = f(y) At "most" points f(x + d) - f(x) bears no obvious relation to d. (The function is not uniformly increasing or otherwise predictable; I think that's also equivalent to saying no degree of derivative is a constant.) Ideally, I would actually like some way to have a family of these functions, providing some seed state. I'd need at least 4 bits of seed (16 possible functions), for my current use, but since that's not much feel free to provide even more. To avoid various issues with accumulation errors, I'd prefer the function not require any kind of internal state. That is, I want it to be a real function, not a programming "function".

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  • Just installed 13.10 and everything is fine except I cannot connect to the internet. Any thoughts?

    - by razorccatu
    I just installed Ubuntu 13.10 on my HP G62 laptop and the install went smoothly. I did the install off of a USB drive after trying ubuntu. While I was testing it, I connected to my Wireless with out issue and surfed a little. After the install, no wireless. I can still connect to my wireless network (at least it tells me I'm connected at full strength) but No servers can be found. I attempted to ping Google to no avail and I attempted to ping my router to no avail. I tried to then hard wire the machine and once again it told me that I was connected but I was not. When I ran dmesg, I got the following message: Warning: nss-myhostname is not installed. Changing the local hostname might make it unresolvabe. Please install nss-hostname! Is the hostname the issue? if so, how do I resolve it with out internet connection? If it's not the issue, how do I move forward? Thanks for any help. EDIT. I forgot to attach the image of my ifconfig if that might help.

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  • Set a 2d camera's position so that a building is under the players feet

    - by Potato
    My issue is this: i am making a scrolling game in XNA, and the camera updates based on the players velocity, but the player never actually moves, he is always in the center of the screen. When he hits the top of the building though i want him to always be on top and sink through the texture in a way like this: what i am doing to make this happen is i am just setting his velocity to 0, so its not moving, but the more velocity he hits a building with the more he sinks through it. I also tried setting the buildings position to the plays Bounding Box's bottom, and this achieved the look i wanted but this also resulted in the other buildings rising in the air, because the velocity was still moving (even if i set it to 0). if it was not a scrolling game, this would be not a problem, because you just set the players position to the top of the building, but because the player never actually moves, i actually need to move the camera to the point where the building is under the players feet without the other buildings rising. (Take note this is note a real camera, it is just a class that moves the objects in the world based on the players velocity). All questions are welcome.

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  • Looking for an example of how a software project can be managed/deployed

    - by rguilbault
    My company is evaluating adopting off-the-shelf ALM products to aid in our development lifecycle; we currently use our own homegrown solutions to manage requirements gathering, specification documentation, testing, etc. One of the issues I am having is understanding how to move code between stages of development. We have what we call a pipeline, which consists of particular stops: [Source] - [QC] - [Production] At the first stop, the developer works out a solution to some requested change and performs individual testing. When that process is complete (and peer review has been performed), our ALM system physically moves the affected programs from the [Source] runtime environment to the [QC] runtime environment. This movement of code is triggered by advancing the status of the change request to match the stage of the pipeline. I have been searching the internet for a few days trying to find how the process is accomplished elsewhere -- I have read a bit about builds, automated testing, various ALM products, etc. but nowhere does any of this state how builds interact with initial change requests, what the triggers are, how dependencies are managed, how the various forms of testing are accommodated (e.g. unit testing, integration testing, regression testing), etc. Can anyone point me to any resources detailing specific workflows or attempt to explain (generically) how a change could/should be tracked and moved though the development lifecycle? I'd be very appreciative. Note: I've cleaned up the question to hopefully make it easier to understand. Also, I found another question (which I can't find now) that referenced this book, which sounds like it might be exactly what I am looking for -- not sure if I want to shell out the cash for it, though.

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  • Deal Registration Moves to Oracle Partner Store (OPS)- The Four Action Items for Partners

    - by Richard Lefebvre
    In November 2012, Oracle’s partner deal registration process will move to the Oracle Partner Store (OPS). During this time, OPS will become the single source for partners to register deals, obtain deal status, and place orders. What will partners need to do? 1. Request an OPS Account – If your company is new to OPS the first thing you need to do is request an account (if your company already has an OPS account, go to step 2). It’s important to have the person who will be managing your OPS account make this request as soon as possible. They will be set up as your company’s primary administrator. 2. Set-Up Users in OPS – Setup of users can start immediately, and will be handled by the primary OPS administrator at your company. The process is simple, but all existing users of Global PRM (Partner Relationship Management) deal registration will need to be set up in OPS before November 14, 2012.  3. Review/Action Any Registrations Pending Submission in PRM – Prior to November 14, 2012, all pending registrations should be submitted in the existing PRM system. It is important that this step is complete so registrations will not need to be re-entered when the system is moved to OPS on November 17, 2012. Registrations pending submission are easily identified on the registration listing screen with either “Incomplete” or “Returned to Partner” in the status column.  4. Attend Training – Oracle will offer multiple VAD and VAR training sessions beginning October 29, 2012. It is recommended that all users attend one of these important sessions.  Detailed instructions on each of these tasks can be found on the OPS Information Page. OPS will offer several enhancements to the deal registration process, including: Simplified Registration Form Easier Product Selection Expanded Browser Support Shared Registration Visibility Between VAD and VAR Pre-set Customer Selection From Partner Ordering Base Best Regards, Titina Ott Vice President, Worldwide A&C Systems And Business Processes 

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  • Separate collision mesh model?

    - by Menno Gouw
    I want to have another go at 3D within XNA. What I have seen from some other games that they just have a separate very low poly model "cage" around the environment model. However I can not find any reference to this. I have not that much experience with XNA 3D either. Is it possible to have this cage within each of my environmental models already? Lets just say I call the mesh within the .FBX wall and col_wall. How would I call to these different meshes within XNA? The player would just have a tight collision cube around. To make it a bit more efficient I will be making divide the map up by cubes and only calculate collision if the player is in it. Question two: I can't find anywhere to do cube vs mesh collision. Is there a method for this? Or perhaps it is possible to build my collision cage out of cubes in the 3D app and on loading of the models in XNA replace them directly by cubes? So I could just do box to box collision which should be very cheap and still give the player the ability to move over ledges on the static models.

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  • OpenGL ES multiple objects not being rendered

    - by ladiesMan217
    I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glDisable(GL10.GL_DITHER); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glClientActiveTexture(DRAWING_CACHE_QUALITY_HIGH); gl.glLoadIdentity(); for(int i=0;i<mParticleSystem.getParticleCount();i++){ gl.glPushMatrix(); gl.glTranslatef(mParticleSystem.getPosX(i), mParticleSystem.getPosY(i), -3.0f); gl.glScalef(0.3f, 0.3f, 0.3f); gl.glColor4f(r.nextFloat(), r.nextFloat(), r.nextFloat(), 1); gl.glEnable(GL10.GL_TEXTURE_2D); mParticleSystem.getBall(i).draw(gl); gl.glPopMatrix(); } } Here is my void draw(GL10 gl) method public void draw(GL10 gl){ gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); // gl.glTranslatef(0.2f, 0.2f, -3.0f); // gl.glScalef(size, size, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }

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  • Pure functional programming and game state

    - by Fu86
    Is there a common technique to handle state (in general) in a functional programming language? There are solutions in every (functional) programming language to handle global state, but I want to avoid this as far as I could. All state in a pure functional manner are function parameters. So I need to put the whole game state (a gigantic hashmap with the world, players, positions, score, assets, enemies, ...)) as a parameter to all functions which wants to manipulate the world on a given input or trigger. The function itself picks the relevant information from the gamestate blob, do something with it, manipulate the gamestate and return the gamestate. But this looks like a poor mans solution for the problem. If I put the whole gamestate into all functions, there is no benefit for me in contrast to global variables or the imperative approach. I could put just the relevant information into the functions and return the actions which will be taken for the given input. And one single function apply all the actions to the gamestate. But most functions need a lot of "relevant" information. move() need the object position, the velocity, the map for collision, position of all enemys, current health, ... So this approach does not seem to work either. So my question is how do I handle the massive amount of state in a functional programming language -- especially for game development?

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