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  • Making Multilingual J! 1.5 + + Joomfish + VM 1.17 more workable

    - by rhand
    I have been working with a multilingual Joomla! 1.5.23 e-commerce website for a client for quite a while and made several customizations. But the client is still not happy he has to adjust content at at least three locations: Joomfish Virtuemart Article Manager Joomfish is nice in the way that it allows you to create multilingual content and copy and paste the source language on the same page, which makes translation work easier but it is annoying in the way you have to edit several custom fields at different locations/ content types. As Joomla! source language content still needs to be created in the article manager first this is the second location the client has to work at. The third location is Virtuemart. Here all the products and product categories are created. And here we added some custom fields as well. Now I was considering upgrading the website to Joomla 1.7 or later on to 1.8. This J! versions have better multilingual support. But I wonder if er can really make the client's life easier. We will still have to copy the source language to a new article and create content in another language. We will still have the issue of content in custom fields that needs to be translated and we will still have to create content. Should I go for another CMS such as Magento or do you think there is a way in a more recent Joomla! version to work with all content in one or max two locations?

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  • Emails intended as HTML are received as plain text

    - by Jeremy
    I'm regularly receiving emails from a well-known public website that read as plain text without carriage breaks or effective hyperlinks. My email client is Thunderbird. Thunderbird helpsite doesn't display an answer. And I'm reluctant to complain to the website if the problem is at my end. Message source for headers includes this: Content-Type: multipart/alternative; boundary=--boundary_9338_03b8c925-816e-4b55-95c4-b2593da7e5f6 The content in message source that follows the header is preceded by this: ----boundary_9338_03b8c925-816e-4b55-95c4-b2593da7e5f6 Content-Type: text/html; charset=utf-8 Content-Transfer-Encoding: base64 The content itself in message source reads typically like this: PCFkb2N0eXBlIGh0bWwgcHVibGljICItLy9XM0MvL0RURCBIVE1MIDQuMCBUcmFuc2l0aW9u YWwvL0VOIj4NCg0KDQo8aHRtbD4NCjxoZWFkPg0KPG1ldGEgaHR0cC1lcXVpdj0iQ29udGVu, etc.,etc. And, as I've said, the message in the viewing pane is unadulterated plain text. Can you tell me - where is it all going wrong? Thanks.

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  • Linking Libraries in iOS?

    - by Bob Dole
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • Choice of Input / music / graphics libraries for an indie game - what factors should I consider?

    - by RusselMeMan
    I was wondering which tools (grapics-sound-input libraries, game engine libraries) that the following indie games used: Braid Superbrothers: S&S Super Meat Boy Limbo Fez (I know this one is XNA) Also, what is in common use in production games? My guess for game development in C++ is: -DirectX is most common for  Windows games -SDL or SDL+OpenGL is most common for  Linux games -OpenGL + Apple APIs are most common for OSX development What do most indie game projects use? If I wanted to casually build my own game for fun in C++ with the idea of possibly releasing it to Steam or something someday, is there anything I should be concerned about if I make it with DirectX for music/sound/input and build my own game engine? Thanks!

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  • Oracle Social Network Developer Challenge: HarQen Nodal

    - by Kellsey Ruppel
    Originally posted by Jake Kuramoto on The Apps Lab blog. We wrapped the Oracle Social Network Developer Challenge last week at OpenWorld, and this week, I’ll be sharing all the entries. All the teams that entered our challenge did a ton of work and built really interesting integrations with Oracle Social Network, and I want to showcase their hard work and innovative ideas. Today, I give you Nodal from the HarQen (@harqen) team, Kris Gösser (@krisgosser), Jesse Vogt (@jesse_vogt) and Matt Stockton (@mstockton). The guys from HarQen built Nodal to provide a visual way to navigate your connections and conversations in Oracle Social Network and view relationships. Using Nodal, you can: Search through names and profiles in Oracle Social Network. Choose people and view their social graphs in a visually useful way. Expand nodes in the social graph and add that person’s social graph to the Nodal view for comparison. Move nodes around and lock them in place for easier viewing, using a physics engine for movement. Adjust the physics engine properties according to your viewing preferences. Select nodes in the social graph and create a conversation directly based on the selection. Here are some shots of Nodal. They really don’t do the physics engine justice, but maybe the guys at Harqen will post a video of what they did for your viewing pleasure. #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; }   Nodal’s visuals wowed the judges and the audience, and anyone with a decent-sized social network presence understands the need for good network visualization. Tools like Nodal allow you to discover hidden connections in your network and maximize the value of your weak ties and find mavens, a very important key to getting work done. Thanks to the HarQen team for participating in our challenge. We hope they had a good experience. Look for the details of the other entries this week.

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  • My blog which gets 300+ daily impressions has stopped appearing on the 1st page of Google

    - by Sangram
    I have a blog regarding Placement papers from December 2010. My monthly impressions are around 4000. For the last 2 days, my blog has disappeared from Google search engine result pages. Impressions have reduced drastically. Please check Stat reports: My blog is still on the search engine because when I search site: mydomain.com on Google, I can see my all pages indexed over there… But my pages which used to appear on the first or second pages of Google do not appear any more. Example: If I search with query GE round 2 code writing test on bing.com or Yahoo search, the first link on the result page is my blog. But if you do same on Google, my URLs do not appear even on the 1st 3 result pages. I used to get lots of visitors by these search query earlier.

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  • Oracle VM Virtualbox 4.0 extension packs

    - by wim.coekaerts
    Some people have asked what this new extension pack is in Oracle VM Virtualbox 4.0 and how it's different from 3.2 and earlier releases. The extension pack is a restructuring of how Oracle VM VirtualBox is installed. Please take a look at http://virtualbox.org and read up on what the product install looked like prior to 4.0, you'll see the following : There were 2 versions to download : - Oracle VM VirtualBox (open source edition) OSE - download of the source tarball with a GPL license + compile needed to run. - Oracle VM VirtualBox PUEL (personal use/eval license) - download of an installable binary with a number of additional non-gpl license drivers, usb2, sata, pxe boot for e1000, vrdp server etc., all built in to the install. This contained the OSE edition + additional drivers with the installer. Customers could purchase an enterprise software license for the latter version. To make it easier to build and release additional drivers, they have been separated out and are now installed through an "extension pack" starting with Oracle VirtualBox version 4. This extension pack is still licensed the same way as in every prior version, via a PUEL license or with the ability to purchase a commercial license. It is now also possible for other companies or users that want to add extensions to do so by creating a similar extension pack -- and there's no need to do a new release of the entire product to do so. So it's a more flexible structure for installing VirtualBox and drivers and allows for more modular additions. The source code of Oracle VM Virtualbox is, of course, still available just like in 3.x, for 4.0. Like 3.x, not for the additional drivers which are now in the extension pack.

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  • Is a "model" branch a common practice?

    - by dukeofgaming
    I just thought it could be a good thing to have a dedicated version control branch for all database schema changes and I wanted to know if anyone else is doing the same and what have the results been. Say that you are working with: Schema model/documentation (some file where you model the database visually to generate the schema source, say MySQL Workbench, with a .mwb file, which is binary) Schema source (a .sql file) Schema-based code generation The normal way we were working was with feature branches, so we would do changes to the model files (the database specific ones), and then have to regenerate points 2 and 3, dealing with the possible conflicts (or even code rewriting). Now say that your workflow goes the same way as the previous item numbering. With a model branch you wouldn't have to reconcile the schema model with binaries in other feature branches, or have to regenerate schema source and regenerate code (which might have human code on top of it). It makes so much sense to me it feels weird not having seen this earlier as a common practice. Edit: I'm counting on branch merges to be the assertions for the model matching the code. I use a DVCS, so I don't fear long-lived branches or scary-looking merges. I'm also doing feature branching.

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  • How can one convert a Word form to a PDF form while preserving fields?

    - by Ben Collins
    I have a Word source document which I'm using to create a PDF form. The first go-round, everything is fine because I can let Acrobat Pro auto-create all the fields. That feature is actually pretty awesome. However, after spending a bunch of time adjusting field sizes and alignments and formats and so on, I want to edit the source document, and now I'm faced with the prospect of doing all that over again. Isn't there some way to add the fields in the source document using the Developer ribbon and have those fields be preserved in the conversion to PDF? If not, what other ways are there to avoid this kind of redundant effort?

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  • 301 redirects mirrored domain

    - by Dave
    I'm redesigning a site for a friend on my localhost. His old site is an .asp based site and we're replacing it with a WordPress site on LAMP hosting. The old site sits on domain A and also has another domain, domain B parked on top of it mirroring it. Google has picked up domain B for most of his search engine results and yahoo and bing etc have picked up domain A. The plan is to 301 redirect the the old pages of his site on domain A to the new WordPress versions and park domain B on top of it like before. My question is, will this work, if not what would be a better way to approach it? We'd prefer not to lose any of the search engine listings in the redesign, and the search engines don't appear to have penalized him for duplicate content. Thanks very much in advance!

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  • Upgraded Ubuntu 12.04 -> 12.10 and Drupal 7 site now get error

    - by Paul B
    I do all my Drupal 7 webdev and today I took advantage to upgrade my local WebDev box O/S to Ubuntu 12.10 from 12.04 and now I get the following errors for all my D7 projects on my localhost WebDev box (Ubuntu 12.10) It was all fine pre Ubuntu 12.04: Error The website encountered an unexpected error. Please try again later. Error message PDOException: SQLSTATE[42000]: Syntax error or access violation: 1286 Unknown storage engine 'InnoDB': SELECT expire, value FROM {semaphore} WHERE name = :name; Array ( [:name] => variable_init ) in lock_may_be_available() (line 167 of /var/www/jobsdaily/includes/lock.inc). A quick research and look into the phpmyadmin (3.4.11.1) and it seems InnoDB is an issue and when I click on a table to see data I get #1286 - Unknown storage engine 'InnoDB'. I have all my D7 sql backed up, but don't really want to go down the whole 'import' route, since it's 10 months work! Anyone had this issues and can anyone suggest fix ideas? Thanks

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  • Maintaining a main project line with satellite projects

    - by NickLarsen
    Some projects I work on have a main line of features, but are customizable per customer. Up until now those customizations have been implemented as preferences, but now there are 2 problems with the system... The settings page is getting out of control with features. There are probably some improvements that could be made to the settings UI, but regardless, it is quite cumbersome setting up new instances for new customers. Customers have started asking for customizations which would be more easily maintained as separate threads instead of having tons of customizations code. Optimally I am envisioning some kind of source control in which features are either in the main project line and customizations per customer are maintained in a repo per customer set up. The customizations per project would need to remain separate but if a bug is found and fixed in a particular project, I would need to percolate the fix back to the main line and into all of the other customer repos. The problem is I have never seen this done before, and before spending time trying to find source control that can accommodate this scenario and implement it, I figure it best to ask if anyone has something less complicated or knows of a source control product which can handle this with very little hair pulling.

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  • CodePlex Daily Summary for Thursday, August 07, 2014

    CodePlex Daily Summary for Thursday, August 07, 2014Popular ReleasesSharePoint 2013 Lync Presence using jQuery: jQuery Lync Presence: I have fixed the same user multiple times on page issue in this release (Issue # 1506)Dynamics AX IEIDE Project Explorer: IEIDE.1.1.40803.1: Installing the project: 1. Install the ax model file; do this by running the following commands on the machine having the AX Management Tools: 1.a. cmd (depending if you have UAC enabled, you may want to Run as administrator); 1.b. net stop aos60$01 (wait until you have your AOS stopped); 1.c. cd "c:\Program Files\Microsoft Dynamics AX\60\ManagementUtili ties\" 1.d. axutil import /file:c:\IEIDE.1.1.40806.1.axmodel /verbose 1.e. net start aos60$01 1.f. start the client and select Skip 2. Per...JSLint.NET: JSLint.NET 1.6.4: Bugs: #38: MSBuild task support for linked settings file. #40: Explicitly typed imports / exports required in some Visual Studio environments.AD4 Application Designer for flow based .NET applications: AD4.AppDesigner.23.24: AD4.Iteration.23.24(Advanced Rendering Features) DesignAttribute parameter LabelPosition to define position of flow pin label: AD4_SyntaxDefinition extended by parameter LabelPosition FileExtension extended to parse value of parameter LabelPosition AppDesignAttribute extended by LabelPosition RaiseAlarmFlow of AlarmClockSample.10 extended to test the new attribute RenderFlowChartPinCaptions improved to handle LabelPosition parameter ToDo: Some tutorials are unfinished but coming soon...Instant Beautiful Browsing: IBB 14.3 Alpha: An alpha release of IBB. After 3 years of the last release this version is made from scratch, with tons of new features like: Make your own IBB aps. HTML 5. Better UI. Extreme Windows 8 resemblance. Photos. Store. Movement TONS of times smother compared to previous versions. Remember that this is AN ALPHA release, I hope I will have "IBB 14" finished by December. The documentation on how to create a new application for IBB will come next monthjQuery List DragSort: jQuery List DragSort 0.5.2: Fixed scrollContainer removing deprecated use of $.browser so should now work with latest version of jQuery. Added the ability to return false in dragEnd to revert sort order Project changes Added nuget package for dragsort https://www.nuget.org/packages/dragsort Converted repository from SVN to MercurialForms 7 - A lightweight InfoPath alternative for SharePoint: Forms7 0.0.07 Alpha Release: Minor bug fixes for repeating content functionality and modifications so that Forms7 will work with older versions of Internet ExplorerEASTester: EASTester 1.4: This release has several new features: •You can set proxy server settings. This means you can point it to Fiddler and see more details on the requests and responses. The default is 127.0.0.8 and port 8888 – which is what Fiddler’s proxy defaults to. •There is limited ability for the application to lookup helpful information on the first status code in the response – you will see it displayed in the lowest text box of the Conversation window. This will make the Conversation window a lot easi...Lexisnexis directory of corporate affiliates Text Analyzer: Lexisnexis Text Analyzer: This version has functions below.Standards to analyze, columns, keywords editing Import of document Export to CSV and Microsoft Excel fileWix# (WixSharp) - managed interface for WiX: Release 1.0.0.0: Release 1.0.0.0 Custom UI Custom MSI Dialog Custom CLR Dialog External UIRecaptcha for .NET: Recaptcha for .NET v1.6.0: What's New?Bug fixes Optimized codeMath.NET Numerics: Math.NET Numerics v3.2.0: Linear Algebra: Vector.Map2 (map2 in F#), storage-optimized Linear Algebra: fix RemoveColumn/Row early index bound check (was not strict enough) Statistics: Entropy ~Jeff Mastry Interpolation: use Array.BinarySearch instead of local implementation ~Candy Chiu Resources: fix a corrupted exception message string Portable Build: support .Net 4.0 as well by using profile 328 instead of 344. .Net 3.5: F# extensions now support .Net 3.5 as well .Net 3.5: NuGet package now contains pro...Virto Commerce Enterprise Open Source eCommerce Platform (asp.net mvc): Virto Commerce 1.11: Virto Commerce Community Edition version 1.11. To install the SDK package, please refer to SDK getting started documentation To configure source code package, please refer to Source code getting started documentation This release includes many bug fixes and minor improvements. More details about this release can be found on our blog at http://blog.virtocommerce.com.BoxStarter: Boxstarter 2.4.80: Running the Setup.bat file will install Chocolatey if not present and then install the Boxstarter modules.ProjkyAddin ssms addin script shortcut ssmsaddin: projkyaddin source code and msi files.: projkyaddin source code and msi files.Json.NET: Json.NET 6.0 Release 4: New feature - Added Merge to LINQ to JSON New feature - Added JValue.CreateNull and JValue.CreateUndefined New feature - Added Windows Phone 8.1 support to .NET 4.0 portable assembly New feature - Added OverrideCreator to JsonObjectContract New feature - Added support for overriding the creation of interfaces and abstract types New feature - Added support for reading UUID BSON binary values as a Guid New feature - Added MetadataPropertyHandling.Ignore New feature - Improv...VidCoder: 1.5.24 Beta: Added NL-Means denoiser. Updated HandBrake core to SVN 6254. Added extra error handling to DVD player code to avoid a crash when the player was moved.PowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.1.5: *Added Send-Keys function to send a sequence of keys to an application window (Thanks to mmashwani) *Added 3 optimization/stability improvements to Execute-Process following MS best practice (Thanks to mmashwani) *Fixed issue where Execute-MSI did not use value from XML file for uninstall but instead ran all uninstalls silently by default *Fixed error on 1641 exit code (should be a success like 3010) *Fixed issue with error handling in Invoke-SCCMTask *Fixed issue with deferral dates where th...SEToolbox: SEToolbox 01.041.012 Release 1: Added voxel material textures to read in with mods. Fixed missing texture replacements for mods. Fixed rounding issue in raytrace code. Fixed repair issue with corrupt checkpoint file. Fixed issue with updated SE binaries 01.041.012 using new container configuration.Magick.NET: Magick.NET 6.8.9.601: Magick.NET linked with ImageMagick 6.8.9.6 Breaking changes: - Changed arguments for the Map method of MagickImage. - QuantizeSettings uses Riemersma by default.New ProjectsADShop: Project ADShop Categoty : Shop / Bussiness Dev : Andy Nguy?n Create : 7/13/2014 Notes : This source is for students . Don't use for marketing online !Aspose Java for Docx4j: Comparison Between Docx4j And AsposeCode Coverage With Visual Studio: This is going to be Code Coverage Plugin for Visual StudioEuler circuit: Initial releaseLexisnexis directory of corporate affiliates Text Analyzer: The program is made for analyzing documents, Lexisnexis directory of corporate affiliates.Manipulator: It's an HTML tool that provides you some functions. Written in javascript.MicroJSON - Lightweight JSON library: MicroJSON is a lightweight JSON library that provides methods to create and read JSON objects and strings. It is useful for .Net Micro Framework.Ollies MSCRM Tools: Useful tools for your working life with MSCRMOnline: This is a demo appPESS2: nothing particularPrivateScriptLanguage: PSL is a simple Script-Language which can be used for custom shell-development or low-level scripting in applications. You can easily integrate it in any app!QuickDAL: QDAL provides a simple and efficient Data Access Layer between business entities and a T-SQL compatible database.Regular delaunay triangulation: Initial releaseSimpleWebService: This application should provide a simple platform to simulate all kinds of Web-API and/or network services, to provide a good testing environment for developersThe Mario Kart 8 App: Well hello there people! Today I bring to you a new working project for Mario Kart 8 called The Mario Kart 8 App!Visual Studio Online REST API: Visual Studio Online Work Item Tracking REST API sample client written in C#.

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  • I Purchased a Domain that Previously had a Google Apps Account. How Do I Re-Create The Google Apps Account or Take Ownership of it?

    - by jmort253
    I recently purchased a domain name. We'll call it example.com. The previous owner of the domain had a Google Apps account. Now that I own the domain, I want to create a Google Apps account so I can point the domain www.example.com to one of my Google App Engine domains. We'll call it application.appspot.com. Google App Engine won't allow me to add the domain without verifying ownership by creating a Google Apps account or logging into Google Apps, but I don't have access to the old Google Apps account. We've tried going to this address to take ownership: https://www.google.com/a/cpanel/example.com/ResetAdminPassword?c=LONG_KEY&hl=en_US We retrieved a new password, but it wouldn't tell us what the login name is. How do you find out the login name?

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  • Effect of using dedicated NVidia card instead of Intel HD4000

    - by Sman789
    Short version: Can someone please advise me of the effect of adding a dedicated NVIDIA GeForce GT 630M card to an Ubuntu laptop in terms of power consumption and performance gains/losses when doing general productivity tasks and booting up. Also, how good are the closed source, open source, and Bumblebee drivers for these newer cards compared to support for the Intel HD4000? Long version/Background, if any info here is helpful: I'm thinking of ordering a laptop from PC Specialist (a UK company who actually sell machines without Windows pre-installed) with the following specifications: Genesis IV: 15.6" AUO Matte 95% Gamut LED Widescreen (1920x1080) Intel® Core™i5 Dual Core Mobile Processor i5-3210M (2.50GHz) 3MB 4GB SAMSUNG 1600MHz SODIMM DDR3 MEMORY (1 x 4GB) 120GB INTEL® 520 SERIES SSD, SATA 6 Gb/s (upto 550MB/sR | 520MB/sW) Intel 2 Channel High Definition Audio + MIC/Headphone Jack GIGABIT LAN & WIRELESS INTEL® N135 802.11N (150Mbps) + BLUETOOTH Now, as I want this laptop mainly for work and not for games, I would be more than content with the HD4000 integrated chip which comes with the processor. However, for compatibility reasons, I am not able to get the specs I want unless I choose a NVIDIA GeForce GT 630M 1GB graphics card, which I don't have a great deal of use for. I'm willing to buy it, however, as it's still cheaper than any other laptop with the specs I want. However, I know that Linux power management isn't fantastic with open-source graphics drivers, and I don't much about Bumblebee. Basically, whilst I'm happy to 'tolerate' the card being there, I don't want to experience any negative effects on the rest of my system (battery, performance etc) and if there are likely to be any, I might reconsider my purchase. So if anyone can advise me on the effects, I would be very grateful, since I doubt I can just turn the card off. Thankyou for any assistance :)

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  • How can I achieve a 3D-like effect with spritebatch's rotation and scale parameters

    - by Alic44
    I'm working on a 2d game with a top-down perspective similar to Secret of Mana and the 2D Final Fantasy games, with one big difference being that it's an action rpg using a 3-dimensional physics engine. I'm trying to draw an aimer graphic (basically an arrow) at my characters' feet when they're aiming a ranged weapon. At first I just converted the character's aim vector to radians and passed that into spritebatch, but there was a problem. The position of every object in my world is scaled for perspective when it's drawn to the screen. So if the physics engine coordinates are (1, 0, 1), the screen coords are actually (1, .707) -- the Y and Z axis are scaled by a perspective factor of .707 and then added together to get the screen coordinates. This meant that the direction the aimer graphic pointed (thanks to its rotation value passed into spritebatch) didn't match up with the direction the projectile actually traveled over time. Things looked fine when the characters fired left, right, up, or down, but if you fired on a diagonal the perspective of the physics engine didn't match with the simplistic way I was converting the character's aim direction to a screen rotation. Ok, fast forward to now: I've got the aimer's rotation matched up with the path the projectile will actually take, which I'm doing by decomposing a transform matrix which I build from two rotation matrices (one to represent the aimer's rotation, and one to represent the camera's 45 degree rotation on the x axis). My question is, is there a way to get not just rotation from a series of matrix transformations, but to also get a Vector2 scale which would give the aimer the appearance of being a 3d object, being warped by perspective? Orthographic perspective is what I'm going for, I think. So, the aimer arrow would get longer when facing sideways, and shorter when facing north and south because of the perspective. At the same time, it would get wider when facing north and south, and less wide when facing right or left. I'd like to avoid actually drawing the aimer texture in 3d because I'm still using spritebatch's layerdepth parameter at this point in my project, and I don't want to have to figure out how to draw a 3d object within the depth sorting system I already have. I can provide code and more details if this is too vague as a question... This is my first post on stack exchange. Thanks a lot for reading! Note: (I think) I realize it can't be a technically correct 3D perspective, because the spritebatch's vector2 scaling argument doesn't allow for an object to be skewed the way it actually should be. What I'm really interested in is, is there a good way to fake the effect, or should I just drop it and not scale at all? Edit to clarify without the help of a picture (apparently I can't post them yet): I want the aimer arrow to look like it has been painted on the ground at the character's feet, so it should appear to be drawn on the ground plane (in my case the XZ plane) which should be tilted at a 45 degree angle (around the X axis) from the viewing perspective. Alex

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  • How do I implement Unreal-like object serialization?

    - by MrWiggels
    Recently, I've been working on the core of my engine, and as I'm moving forward I find myself developing throwaway code to read files and simple data into the engine. This got me thinking about how I should implement a file management system. After a bit of googleing I came across the Unreal Package format, and boy does it look like the perfect one. I think it's good because the way how it allows you to separate different assets into different packages and allow something like a level to reference the different packages. I was just wondering, is this possible with C#? Because the built-in serialization API in .NET does not seem to support any form of this, only reading and writing to a single file.

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  • Are the only types of data "sources" static and dynamic?

    - by blunders
    Thinking that there might be others, but not sure -- but before getting into that, let me explain what I mean by static and dynamic data sources. Static (or datastore) - Meaning that the data's state is non-changing, and if was changed, that would be a new state, and the old data would be considered stateless; meaning it no longer is known to exist, or not exist. Another way of possibly looking at a static data source might be that if read and written back without modification, the checksum for before and after should be exactly the same regardless of the duration of time between the reading and rewriting of the data. Examples: Photos, Files, Database Record, Dynamic (or datastream) - Meaning that the data's state is known to be in flux, and never expected to be the same per input. Example: Live video/audio feed, Stock Market feed, First let me say, the above is a very loose mapping of the concepts, and I'd welcome any feedback. Next, onto the core of the question, that being are these the only two types of data sources. My guess, is that yes, they are -- but that there are hybrid versions of the two. That being, streaming data that has a fixed state. For example, the data being streamed has a checksum given and each unique checksum is known to be a single instance of static data. On the flip side, static data could be chained via say a version control system; when played back, each version might be viewed as a segment of a stream; thing is, the very fact that it can be played back makes the data source static. Another type might be that the data source is being organically discovered, and it's simply unknown what the state is. Questions, feedback, requests -- just comment, thanks!!

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  • using heightmap to simulate 3d in an isometric 2d game

    - by VaTTeRGeR
    I saw a video of an 2.5d engine that used heightmaps to do zbuffering. Is this hard to do? I have more or less no idea of Opengl(lwjgl) and that stuff. I could imagine, that you compare each pixel and its depthmap to the depthmap of the already drawn background to determine if it gets drawn or not. Are there any tutorials on how to do this, is this a common problem? It would already be awesome if somebody knows the names of the Opengl commands so that i can go through some general tutorials on that. greets! Great 2.5d engine with the needed effect, pls go to the last 30 seconds Edit, just realised, that my question wasn't quite clear expressed: How can i tell Opengl to compare the existing depthbuffer with an grayscale texure, to determine if a pixel should get drawn or not?

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Lightning whip particle effects

    - by Fibericon
    I'm currently using Mercury Particle Engine for the particle effects in my game, and I'm trying to create a sort of lightning whip - basically a lightning effect bound to a line that curves when the player moves. I know how to use the editor, and I have particle effects working in game. However, I'm completely lost as to where I should start for this specific particle effect. Perhaps if I could find the code for it in a different particle engine, I could convert it, but I can't seem to find that either. What I did find was a lot of tutorials for creating the lines associated with lightning programmatically, which doesn't help in this case because I don't want it to be rigid. Perhaps it would be more like some sort of laser beam with crackling effects around it? I'm running into a wall as far as even beginning to implement this goes.

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  • Can you shade a specific section of a sprite? If so, how? [Java]

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • Bad texture on model with different GPU

    - by Pacha
    I have some kind of distortion on the texture of my 3D model. It works perfectly well on an AMD GPU, but when testing on a integrated Intel HD graphics card it has a weird issue. I don't have a problem with the rest of my entities as they are not scaled. The models with the problems are scaled, as my engine supports different sizes for the platforms. I am using Ogre3D as rendering engine, and GLSL as shader language. Vertex shader: #version 120 varying vec2 UV; void main() { UV = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment shader: #version 120 varying vec2 UV; uniform sampler2D diffuseMap; void main(void) { gl_FragColor = texture(diffuseMap, UV); } Screenshot (the error is on the right and left side, the top and bottom part are rendered perfectly well):

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  • Question about SEO and Domains

    - by jasondavis
    This is my first post on here as I am mainly on Stackoverflow and Serverfault. I have been programming for at least 10 years now, have made hundreds of websites but I have just recently started getting into Design and the SEO side of sites, sad that I have been overlooking these for so many years. I have pretty good knowledge from all my years of SEO but I have never really looked into it until now. My question, I would like to build a site that targets many different key words for the search engines, for an example. Let's say I built a site about Outdoor activities called outdoorreview.com and I planned on having many sections hunting fishing Hiking camping cycling climbing etc... For best Search Engine results, how could I get the most search engine traffic to all these ares? Also how should I structure the way to get to them, outdoorreview.com/Hiking/ or hiking.outdoorreview.com ?

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  • What causes the iOS OpenGLES driver to allocate extra memory?

    - by Martin Linklater
    I'm trying to optimize the memory usage of our iOS game and I'm puzzled about when/why the iOS GLES driver allocates extra memory at runtime... When I run our game through Instruments with the OpenGL ES Driver instrument the gartUsedBytes value can fluctuate quite wildly. We preload all our textures and build the buffer objects up front, so it's not the game engine requesting extra memory from GL. Currently we are manually requesting around 50MB of GL memory, yet the gartUsedBytes value sits at around 90MB most of the time, peaking at 125MB from time to time. It seems to be linked to what you are rendering that frame - our PVS only submits VBO's for visible meshes. Can anyone shed some light on what the driver is doing in the background ? Like I said earlier, all our game engine allocations are done on level load, so in theory there shouldn't be any fluctuation on GL memory usage while the level is running. Thanks.

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