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  • Determining if two rays intersect

    - by Faken
    I have two rays on a 2D plane that extend to infinity but both have a starting point. They are both described by a starting point and a vector in the direction of the ray extending to infinity. I want to find out if the two rays intersect but i don't need to know where they intersect (its part of a collision detection algorithm). Everything i have looked at so far describes finding the intersection point of two lines or line segments. Anyone know a fast algorithm to solve this?

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  • Can I use part of MD5 hash for data identification?

    - by sharptooth
    I use MD5 hash for identifying files with unknown origin. No attacker here, so I don't care that MD5 has been broken and one can intendedly generate collisions. My problem is I need to provide logging so that different problems are diagnosed easier. If I log every hash as a hex string that's too long, inconvenient and looks ugly, so I'd like to shorten the hash string. Now I know that just taking a small part of a GUID is a very bad idea - GUIDs are designed to be unique, but part of them are not. Is the same true for MD5 - can I take say first 4 bytes of MD5 and assume that I only get collision probability higher due to the reduced number of bytes compared to the original hash?

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  • What's wrong with the architecture of a game object drawing and updating itself?

    - by Ricket
    What are the reasons for and against a game object drawing and updating itself? For example, if you have a game where the player has a position on screen, why not have an all-encompassing class: public class Player { private int x, y, xVelocity, yVelocity; private Sprite s; //... public Player() { // load the sprite here, somehow? } public void draw(CustomGraphicsClass g) { g.draw(s, x, y); } public void update(long timeElapsed) { x += (xVelocity * timeElapsed); y += (yVelocity * timeElapsed); } } What is wrong with this design? What are the downfalls or concerns? How would you better write something like this, or better architect this type of thing in a game? Also, somewhat connected, how would you implement loading that Sprite image? And furthermore, how would you then implement collision between two Players? (I should probably separate these extra two questions into new questions, huh?)

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  • OPENGL Android getting the coordinates of my image

    - by Debopam
    I used the codes from the following the website. And it helped a lot to draw the required object on my screen. But the problem I am facing is getting the coordinates of my object. Let me explain. According to the code. You just need to add your graphic images in PNG format and refer it to the class here. What I am trying to achieve is a simple collision detection mechanism. I have added a maze (as PNG). And have a object (as PNG) to go through the blank path within the maze. In order to do this I need to know the blank spaces within the coordinates through which my object will move. Can any one tell me how to get the blank spaces as (x,y) coordinates through which I can take my object?

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  • MySQL comparisons between multiple rows

    - by Hurpe
    I have a MySQL table with the following columns: id(int), date (timestamp), starttime(varchar), endtime(varchar), ... I need to find time slots that are occupied by two or more rows. Here is an example table id| date |starttime|endtime | __|_____________________|_________|________| 1 | 2010-02-16 17:37:36 |14:35:00 |17:37:00| 2 | 2010-02-17 12:24:22 |12:13:00 |14:32:00| 3 | 2010-02-16 12:24:22 |15:00:00 |18:00:00| Rows 1 and 3 collide, and need to be corrected by the user. I need a query to identify such colliding rows - something that would give me the ID of all rows in the collision. When inserting data in the database I find collisions with this query: SELECT ID FROM LEDGER WHERE DATE(DATE) = DATE('$timestamp') AND ( STR_TO_DATE('$starttime','%H:%i:%s') BETWEEN STR_TO_DATE(STARTTIME,'%H:%i:%s') AND STR_TO_DATE(ENDTIME,'%H:%i:%s') OR STR_TO_DATE('$endtime','%H:%i:%s') BETWEEN STR_TO_DATE(STARTTIME,'%H:%i:%s') AND STR_TO_DATE(ENDTIME,'%H:%i:%s') ) AND FNAME = '$fname'"; Is there any way to accomplish this strictly using MySQL or do I have to use PHP to find the collisions?

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  • How to programatically set a permanent environment variable in Linux?

    - by Richard
    I am writing a little install script for some software. All it does is unpack a target tar, and then i want to permanently set some environment variables - principally the location of the unpacked libs and updating $PATH. Do I need to programmatically edit the .bashrc file, adding the appropriate entries to the end for example, or is there another way? What's standard practice? Edit: The package includes a number of run scripts (20+) that all use these named environment variables, so I need to set them somehow (the variable names have been chosen such that a collision is extremely unlikely)

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  • The right way to start out in game development/design [closed]

    - by Marco Sacristão
    Greetings everyone I'm a 19 year old student looking for some help in the field of game development. This question may or may not seem a bit overused, but the fact is that game development has been my life long dream, and after several hours of search I've realized that I've been going in circles for the past three or four months whilst doing such research on how to really get down and dirty with game development, therefor I decided to ask you guys if you could help me out at all. Let me start off with some information about me and things i've already learned about GameDev which might help you out on helping me out (wordplay!): I'm not an expert programmer, but I do have knowledge on how to program in several languages including C and Java (Currently learning Java in my degree in Computer Engineering), but my methodology might not be most correct in terms of syntax (hence my difficulty in starting out, i'm afraid that the starting point might not be the most correct, and it would deploy a wrongful development methodology that would be to corrected later on, in terms of game development or other projects). I have yet to work in a project as large as a game, never in my learning curve of programming I've done a project to the scale of a video game, only very small software (PHP Front-ends and Back-ends, with some basic JQuery and CSS knowledge). I'm not the biggest mathematician or physicist, but I already know that is not a problem, because there are several game engines already available for use and integration with home-made projects (Box2D, etc). I've also learned about some libraries that could be included in said projects, to ease out some process in game development, like SDL for example. I do not know how sprites, states, particles or any specific game-related techniques work. With that being said, you can see that I have some ideas on game development, but I have absolutely no clue on how to design and produce a game, or even how game-like mechanics work. It does not have to be a complex game just to start out, I'd rather learn the basic of game design (Like 2D drawing, tiling, object collision) and test that out in a language that I feel comfortable in which could be later on migrated to other platforms, as long that what I've learned is the correct way to do things, and not just something that I've learned from some guy on Youtube by replicating that code on the video. I'm sorry if my question is not in the best format possible, but I've got so many questions on my mind that are still un-answered that I don't know were to start! Thank you for reading.

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  • box2D simulation doesn't work

    - by shadow_of__soul
    has been a while since last time i used box2D, and i needed to make some stuff, and i saw that my simulation don't worked (compiles, but do anything). i haven't been able to even have working the examples or this simple example i'm pasting below: package { import flash.display.Sprite; import flash.events.Event; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2World; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2Body; import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Dynamics.b2Fixture; import Box2D.Dynamics.b2FixtureDef; import org.flashdevelop.utils.FlashConnect; import flash.events.TimerEvent; import flash.utils.Timer; public class Main extends Sprite { public var world:b2World; public var wheelBody:b2Body; public var stepTimer:Timer; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); var gravity:b2Vec2 = new b2Vec2(0, 10); world = new b2World(gravity, true); var wheelBodyDef:b2BodyDef = new b2BodyDef(); wheelBodyDef.type = b2Body.b2_dynamicBody; wheelBody = world.CreateBody(wheelBodyDef); var circleShape:b2CircleShape = new b2CircleShape(5); var wheelFixtureDef:b2FixtureDef = new b2FixtureDef(); wheelFixtureDef.shape = circleShape; var wheelFixture:b2Fixture = wheelBody.CreateFixture(wheelFixtureDef); stepTimer = new Timer(0.025 * 1000); stepTimer.addEventListener(TimerEvent.TIMER, onTick); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); stepTimer.start(); // entry point } private function onTick(a_event:TimerEvent):void { world.Step(0.025, 10, 10); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); } } } on this, the object should fall down, but the positions reported me by the trace method, are always 0. so is not a display problem, that i see everything freeze, is why the simulation is not working, and i have no idea why :( can anyone point me to the right direction of where i need to look for the problem? my settings are: windows 7 flashdevelop 4.2.1 SDK: 4.6.0 compiling for flash 10, but i tried every target i have available (till flash 11.5) project set at 30fps

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  • BoundingBox created from mesh to origin, making it bigger

    - by Gunnar Södergren
    I'm working on a level-based survival game and I want to design my scenes in Maya and export them as a single model (with multiple meshes) into XNA. My problem is that when I try to create Bounding Boxes(for Collision purposes) for each of the meshes, the are calculated from origin to the far-end of the current mesh, so to speak. I'm thinking that it might have something to do with the position each mesh brings from Maya and that it's interpreted wrongly... or something. Here's the code for when I create the boxes: private static BoundingBox CreateBoundingBox(Model model, ModelMesh mesh) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); BoundingBox result = new BoundingBox(); foreach (ModelMeshPart meshPart in mesh.MeshParts) { BoundingBox? meshPartBoundingBox = GetBoundingBox(meshPart, boneTransforms[mesh.ParentBone.Index]); if (meshPartBoundingBox != null) result = BoundingBox.CreateMerged(result, meshPartBoundingBox.Value); } result = new BoundingBox(result.Min, result.Max); return result; } private static BoundingBox? GetBoundingBox(ModelMeshPart meshPart, Matrix transform) { if (meshPart.VertexBuffer == null) return null; Vector3[] positions = VertexElementExtractor.GetVertexElement(meshPart, VertexElementUsage.Position); if (positions == null) return null; Vector3[] transformedPositions = new Vector3[positions.Length]; Vector3.Transform(positions, ref transform, transformedPositions); for (int i = 0; i < transformedPositions.Length; i++) { Console.WriteLine(" " + transformedPositions[i]); } return BoundingBox.CreateFromPoints(transformedPositions); } public static class VertexElementExtractor { public static Vector3[] GetVertexElement(ModelMeshPart meshPart, VertexElementUsage usage) { VertexDeclaration vd = meshPart.VertexBuffer.VertexDeclaration; VertexElement[] elements = vd.GetVertexElements(); Func<VertexElement, bool> elementPredicate = ve => ve.VertexElementUsage == usage && ve.VertexElementFormat == VertexElementFormat.Vector3; if (!elements.Any(elementPredicate)) return null; VertexElement element = elements.First(elementPredicate); Vector3[] vertexData = new Vector3[meshPart.NumVertices]; meshPart.VertexBuffer.GetData((meshPart.VertexOffset * vd.VertexStride) + element.Offset, vertexData, 0, vertexData.Length, vd.VertexStride); return vertexData; } } Here's a link to the picture of the mesh(The model holds six meshes, but I'm only rendering one and it's bounding box to make it clearer: http://www.gsodergren.se/portfolio/wp-content/uploads/2011/10/Screen-shot-2011-10-24-at-1.16.37-AM.png The mesh that I'm refering to is the Cubelike one. The cylinder is a completely different model and not part of any bounding box calculation. I've double- (and tripple-)-checked that this mesh corresponds to this bounding box. Any thoughts on what I'm doing wrong?

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  • CodePlex Daily Summary for Tuesday, November 22, 2011

    CodePlex Daily Summary for Tuesday, November 22, 2011Popular ReleasesDeveloper Team Article System Management: DTASM v1.3: ?? ??? ???? 3 ????? ???? ???? ????? ??? : - ????? ?????? ????? ???? ?? ??? ???? ????? ?? ??? ? ?? ???? ?????? ???? ?? ???? ????? ?? . - ??? ?? ???? ????? ???? ????? ???? ???? ?? ????? , ?????? ????? ????? ?? ??? . - ??? ??????? ??? ??? ???? ?? ????? ????? ????? .VideoLan DotNet for WinForm, WPF & Silverlight 5: VideoLan DotNet for WinForm, WPF, SL5 - 2011.11.22: The new version contains Silverlight 5 library: Vlc.DotNet.Silverlight. A sample could be tested here The new version add and correct many features : Correction : Reinitialize some variables Deprecate : Logging API, since VLC 1.2 (08/20/2011) Add subitem in LocationMedia (for Youtube videos, ...) Update Wpf sample to use Youtube videos Many others correctionsSharePoint 2010 FBA Pack: SharePoint 2010 FBA Pack 1.2.0: Web parts are now fully customizable via html templates (Issue #323) FBA Pack is now completely localizable using resource files. Thank you David Chen for submitting the code as well as Chinese translations of the FBA Pack! The membership request web part now gives the option of having the user enter the password and removing the captcha (Issue # 447) The FBA Pack will now work in a zone that does not have FBA enabled (Another zone must have FBA enabled, and the zone must contain the me...SharePoint 2010 Education Demo Project: Release SharePoint SP1 for Education Solutions: This release includes updates to the Content Packs for SharePoint SP1. All Content Packs have been updated to install successfully under SharePoint SP1SQL Monitor - tracking sql server activities: SQLMon 4.1 alpha 6: 1. improved support for schema 2. added find reference when right click on object list 3. added object rename supportBugNET Issue Tracker: BugNET 0.9.126: First stable release of version 0.9. Upgrades from 0.8 are fully supported and upgrades to future releases will also be supported. This release is now compiled against the .NET 4.0 framework and is a requirement. Because of this the web.config has significantly changed. After upgrading, you will need to configure the authentication settings for user registration and anonymous access again. Please see our installation / upgrade instructions for more details: http://wiki.bugnetproject.c...Anno 2070 Assistant: v0.1.0 (STABLE): Version 0.1.0 Features Production Chains Eco Production Chains (Complete) Tycoon Production Chains (Disabled - Incomplete) Tech Production Chains (Disabled - Incomplete) Supply (Disabled - Incomplete) Calculator (Disabled - Incomplete) Building Layouts Eco Building Layouts (Complete) Tycoon Building Layouts (Disabled - Incomplete) Tech Building Layouts (Disabled - Incomplete) Credits (Complete)Free SharePoint 2010 Sites Templates: SharePoint Server 2010 Sites Templates: here is the list of sites templates to be downloadedVsTortoise - a TortoiseSVN add-in for Microsoft Visual Studio: VsTortoise Build 30 Beta: Note: This release does not work with custom VsTortoise toolbars. These get removed every time when you shutdown Visual Studio. (#7940) Build 30 (beta)New: Support for TortoiseSVN 1.7 added. (the download contains both setups, for TortoiseSVN 1.6 and 1.7) New: OpenModifiedDocumentDialog displays conflicted files now. New: OpenModifiedDocument allows to group items by changelist now. Fix: OpenModifiedDocumentDialog caused Visual Studio 2010 to freeze sometimes. Fix: The installer didn...nopCommerce. Open source shopping cart (ASP.NET MVC): nopcommerce 2.30: Highlight features & improvements: • Performance optimization. • Back in stock notifications. • Product special price support. • Catalog mode (based on customer role) To see the full list of fixes and changes please visit the release notes page (http://www.nopCommerce.com/releasenotes.aspx).WPF Converters: WPF Converters V1.2.0.0: support for enumerations, value types, and reference types in the expression converter's equality operators the expression converter now handles DependencyProperty.UnsetValue as argument values correctly (#4062) StyleCop conformance (more or less)Json.NET: Json.NET 4.0 Release 4: Change - JsonTextReader.Culture is now CultureInfo.InvariantCulture by default Change - KeyValurPairConverter no longer cares about the order of the key and value properties Change - Time zone conversions now use new TimeZoneInfo instead of TimeZone Fix - Fixed boolean values sometimes being capitalized when converting to XML Fix - Fixed error when deserializing ConcurrentDictionary Fix - Fixed serializing some Uris returning the incorrect value Fix - Fixed occasional error when...Media Companion: MC 3.423b Weekly: Ensure .NET 4.0 Full Framework is installed. (Available from http://www.microsoft.com/download/en/details.aspx?id=17718) Ensure the NFO ID fix is applied when transitioning from versions prior to 3.416b. (Details here) Replaced 'Rebuild' with 'Refresh' throughout entire code. Rebuild will now be known as Refresh. mc_com.exe has been fully updated TV Show Resolutions... Resolved issue #206 - having to hit save twice when updating runtime manually Shrunk cache size and lowered loading times f...Delta Engine: Delta Engine Beta Preview v0.9.1: v0.9.1 beta release with lots of refactoring, fixes, new samples and support for iOS, Android and WP7 (you need a Marketplace account however). If you want a binary release for the games (like v0.9.0), just say so in the Forum or here and we will quickly prepare one. It is just not much different from v0.9.0, so I left it out this time. See http://DeltaEngine.net/Wiki.Roadmap for details.SharpMap - Geospatial Application Framework for the CLR: SharpMap-0.9-AnyCPU-Trunk-2011.11.17: This is a build of SharpMap from the 0.9 development trunk as per 2011-11-17 For most applications the AnyCPU release is the recommended, but in case you need an x86 build that is included to. For some dataproviders (GDAL/OGR, SqLite, PostGis) you need to also referense the SharpMap.Extensions assembly For SqlServer Spatial you need to reference the SharpMap.SqlServerSpatial assemblyAJAX Control Toolkit: November 2011 Release: AJAX Control Toolkit Release Notes - November 2011 Release Version 51116November 2011 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4 - Binary – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 - Binary – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - The current version of the AJAX Control Toolkit is not compatible with ASP.NET 2.0. The latest version that is compatible with ASP.NET 2.0 can be found h...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.36: Fix for issue #16908: string literals containing ASP.NET replacement syntax fail if the ASP.NET code contains the same character as the string literal delimiter. Also, we shouldn't be changing the delimiter for those literals or combining them with other literals; the developer may have specifically chosen the delimiter used because of possible content inserted by ASP.NET code. This logic is normally off; turn it on via the -aspnet command-line flag (or the Code.Settings.AllowEmbeddedAspNetBl...MVC Controls Toolkit: Mvc Controls Toolkit 1.5.5: Added: Now the DateRanteAttribute accepts complex expressions containing "Now" and "Today" as static minimum and maximum. Menu, MenuFor helpers capable of handling a "currently selected element". The developer can choose between using a standard nested menu based on a standard SimpleMenuItem class or specifying an item template based on a custom class. Added also helpers to build the tree structure containing all data items the menu takes infos from. Improved the pager. Now the developer ...SharpCompress - a fully native C# library for RAR, 7Zip, Zip, Tar, GZip, BZip2: SharpCompress 0.7: Reworked API to be more consistent. See Supported formats table. Added some more helper methods - e.g. OpenEntryStream (RarArchive/RarReader does not support this) Fixed up testsSilverlight Toolkit: Windows Phone Toolkit - Nov 2011 (7.1 SDK): This release is coming soon! What's new ListPicker once again works in a ScrollViewer LongListSelector bug fixes around OutOfRange exceptions, wrong ordering of items, grouping issues, and scrolling events. ItemTuple is now refactored to be the public type LongListSelectorItem to provide users better access to the values in selection changed handlers. PerformanceProgressBar binding fix for IsIndeterminate (item 9767 and others) There is no longer a GestureListener dependency with the C...New ProjectsAndrecorder: Andrecorder???Android???????,???????????????????,????????????????,????????!Android Tree Bulletin: Android bulletin reader in tree format.Bài t?p l?p môn HCI: Name: Ph?n m?m qu?n lý thu h?c phí tru?ng d?i h?c Công Nghi?p Hà N?i Basic Grid Collision sample in XNA: This project shows how to implement a basic grid collision in XNA. The project uses the XNA 4.0 framework and C#Club Manager: Club Manager is a web site for managing sport clubs / teams.Create email with encrypt text implement TEA encryption and Web Service: RahaTEA Mail is an application to send messages in secret. These applications implement TEA encryption and web serviceCRM 2011 Layers: Several .net layers to customize CRM 2011CTEF: China Tomorrow Education Foundation websitedns?????: ??c#???dns?????。????????,???????,??????。EAF: Extensibility Application FrameworkEnergy SBA: In order to compete with large companies for Federal contracts, small business need information. This application seeks to show standard methods of using remote APIs to integrate information into a Metro interface using services provided by the Small Business Administration (SBA)EPiOptimiser - Scan your EPiServer configuration to optimise start up times: EPiScanner scans your EPiServer configuration to optimise start ups by generating a recommended exclude list of assemblies to include in EPiServer framework config. It can be used on command line, as a custom build task or integrated into Visual Studio as an external tool.FreeIDS - Free Intrusion Detection System: Don't want someone to use your computer? Don't want to use a system password? Want to see when someone accessed your computer? Time/Date? FreeIDS is it!FtpServerAdministrator: FtpServerAdministrator makes it easier to administer some ftp server by code, although it can only be used for FileZilla server now. It's developed in C#.GreenPoint Online: Tools and components that help you customize an Office 365 / SharePoint Online Environment.HCC C# Workshop: This project contains the code for the exercises of the HCC C# WorkshopKsigDo - Real time view model syncing across user screens: KsigDo show real time view model syncing across user screens - using ASP.NET, Knockout and SignalR. Real time data syncing across user views *was* hard, especially in web applications. Most of the time, the second user needs to refresh the screen, to see the changes made by first user, or we need to implement some long polling that fetches the data and does the update manually. Now, with SignalR and Knockout, ASP.NET developers can take advantage of view model syncing across users, that...lineseven: ???????????????。Mail Size Labeler for GMail: A small utility that labels large e-mails on your gmail account. This utility scan you gmail account, and adds labels to large e-mail so you can clean your mailbox and free space. The labels this utility adds are: Size 1M-2M Size 2M-5M Size 5M-10M Size 10M-15M Size 15M plus Note: a single e-mail thread may get multiple labels if different e-mails of the thread fit different filters.MathService: Complex digits, standart class extentions etc.MyGameProject: gamesMySQL Connect 2 ASP.NET: Example project to show how to connect MySQL database to ASP.NET web project. IDE: Visual Studio 2010 Pro Programming language: C# Detailed information in the article here: http://epavlov.net/blog/2011/11/13/connect-to-mysql-in-visual-studio/ nl: Nutri Leaf Devomr.event.js: Simple js event injecterPastebin4DotNet: This project is an example of how to consume an API, in this case I consummed the Pastebin API.Pomelo: Pomelo is a website example.QuickDevFrameWork: ????????,??,??,????,ioc ?????postsharp?aopReadable Passphrase Generator: Generates passphrases which are (mostly) grammatically correct but nonsensical. These are easy to remember but difficult to guess (for humans or computers). Developed in C# with a KeePass plugin, console app and public API.Rosyama.ru for Windows Phone 7: ?????????? Windows Phone 7 ??? ???????? ???????? ?? ???? rosyama.ru. ?????????? ??????? ?????????? ? ???????? ????????? ???????. SimpleBatch: As the name suggests, this is a simple batch framework allowing you to define batch jobs in XML format. Thus far, contains a basic selection of processors such as the following; File Email SQL (SQL Server Client) SharePoint Document Library Custom ProcessorSite de Notícias: Projeto de faculdade que consiste na criação de um site de notícias.SPWikiProvisioning: Create update and delete SharePoint wiki pages using feature activation and deactivation handlers.SVN Automated Control With C#: I Created this libaray because I need to control Tortoise SVN automactically with out an interface for my own build server and could not find any resuilts on google to achive this task so I went about creating this libaray which dos most of the task's that I needed. I round that you could control SVN by command line so using that as my basic idear I went about coding the most common commands for SVN most of the commads are done but not all. if you like this libaray then please use it we...TremplinCMS: TremplinCMS is a CMS framework for ASP .NET 4.vlu0206sms: SMSMaker by team0206 developingWCF DataService RequestStream Access on webInvoke HTTP POST: This library provides access to the message body request stream of a WCF Data Service (formerly ADO.NET Data Service), which is not possible with the original WCF Data Service class. You are enabled passing data (e.g. Json, files) via HTTP POST to the request body. It uses the operation context (DbContext) provided by the DataService<T> class to get access to the resquest stream.WebOS: Welcome to join us to build our os projectWp7StarterDantas: Iniciando com Wp7WpfCollaborative3D: WpfCollaborative3DXNA Content Preprocessor: The XNA Content Preprocessor allows you to compile all of your XNA assets outside of your normal XNA project. This means more time building your game or app instead of your content.

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  • Space partitioning when everything is moving

    - by Roy T.
    Background Together with a friend I'm working on a 2D game that is set in space. To make it as immersive and interactive as possible we want there to be thousands of objects freely floating around, some clustered together, others adrift in empty space. Challenge To unburden the rendering and physics engine we need to implement some sort of spatial partitioning. There are two challenges we have to overcome. The first challenge is that everything is moving so reconstructing/updating the data structure has to be extremely cheap since it will have to be done every frame. The second challenge is the distribution of objects, as said before there might be clusters of objects together and vast bits of empty space and to make it even worse there is no boundary to space. Existing technologies I've looked at existing techniques like BSP-Trees, QuadTrees, kd-Trees and even R-Trees but as far as I can tell these data structures aren't a perfect fit since updating a lot of objects that have moved to other cells is relatively expensive. What I've tried I made the decision that I need a data structure that is more geared toward rapid insertion/update than on giving back the least amount of possible hits given a query. For that purpose I made the cells implicit so each object, given it's position, can calculate in which cell(s) it should be. Then I use a HashMap that maps cell-coordinates to an ArrayList (the contents of the cell). This works fairly well since there is no memory lost on 'empty' cells and its easy to calculate which cells to inspect. However creating all those ArrayLists (worst case N) is expensive and so is growing the HashMap a lot of times (although that is slightly mitigated by giving it a large initial capacity). Problem OK so this works but still isn't very fast. Now I can try to micro-optimize the JAVA code. However I'm not expecting too much of that since the profiler tells me that most time is spent in creating all those objects that I use to store the cells. I'm hoping that there are some other tricks/algorithms out there that make this a lot faster so here is what my ideal data structure looks like: The number one priority is fast updating/reconstructing of the entire data structure Its less important to finely divide the objects into equally sized bins, we can draw a few extra objects and do a few extra collision checks if that means that updating is a little bit faster Memory is not really important (PC game)

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  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

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  • How do I import my first sprites?

    - by steven_desu
    Continuing from this question (new question - now unrelated) So I have a thorough background in programming already (algorithms, math, logic, graphing problems, etc.) however I've never attempted to code a game before. In fact, I've never had anything more than minimal input from a user during the execution of a program. Generally input was given from a file or passed through console, all necessary functions were performed, then the program terminated with an output. I decided to try and get in on the world of game development. From several posts I've seen around gamedev.stackexchange.com XNA seems to be a favorite, and it was recommended to me when I asked where to start. I've downloaded and installed Visual Studio 2010 along with the XNA Framework and now I can't seem to get moving in the right direction. I started out looking on Google for "xna game studio tutorial", "xna game development beginners", "my first xna game", etc. I found lots of crap. The official "Introduction to Game Studio 4.0" gave me this (plus my own train of thought happily pasted on top thanks to MSPaint): http://tinypic.com/r/2w1sgvq/7 The "Get Additional Help" link (my best guess, since there was no "Continue" or "Next" link) lead me to this page: http://tinypic.com/r/2qa0dgx/7 I tried every page. The forum was the only thing that seemed helpful, however searching for "beginner", "newbie", "getting started", "first project", and similar on the forums turned up many threads with specific questions that are a bit above my level ("beginner to collision detection", for instance) Disappointed I returned to the XNA Game Studio home page. Surely their own website would have some introduction, tutorial, or at least a useful link to a community. EVERYTHING on their website was about coding Windows Phone 7.... Everything. http://tinypic.com/r/10eit8i/7 http://tinypic.com/r/120m9gl/7 Giving up on any official documentation after a while, I went back to Google. I managed to locate www.xnadevelopment.com. The website is built around XNA Game Studio 3.0, but how different can 3.0 be from 4.0?.... Apparently different enough. http://tinypic.com/r/5d8mk9/7 http://tinypic.com/r/25hflli/7 Figuring that this was the correct folder, I right-clicked.... http://tinypic.com/r/24o94yu/7 Hmm... maybe by "Add Content Reference" they mean "Add a reference to an existing file (content)"? Let's try it (after all- it's my only option) http://tinypic.com/r/2417eqt/7 At this point I gave up. I'm back. My original goal in my last question was to create a keyboard-navigable 3D world (no physics necessary, no logic or real game necessary). After my recent failures my goal has been revised. I want to display an image on the screen. Hopefully in time I'll be able to move it with the keyboard.

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • How can I solve the same problems a CB-architecture is trying to solve without using hacks? [on hold]

    - by Jefffrey
    A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place).

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  • Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG

    - by Thirlan
    Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P Game is a 2D RPG. Think of Secret of Mana. Game is online multiplayer, but not MMO sized. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine. The server should be responsible for the game engine and all the calculations. This means the server is doing all the work and the client is mostly a dumb terminal. Server language is c# I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level. Preference for commercially supported tools. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions. So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client. So... any suggestions?

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  • Jitter during wall collisions with Bullet Physics: contact/penetration tolerance?

    - by Niriel
    I use the bullet physics engine through Panda3d. My scene is still very simple, think 'Wolfenstein3d': tile-based, walls are solid cubes. I expect walls to block the player, and I expect the player to slide along the walls in case of non-normal incidence. What I get is what I expect, with one difference: there is some jitter. If I try to force myself into the wall, then I see the frames blinking quickly between two positions. These differ by about 0.04 units of distance, which corresponds to 4 cm in my game. I noticed a 4 cm elsewhere: the bottom of my player capsule is 4 cm below ground, when at rest. Does that mean that there is somewhere in the Bullet engine a default 0.04-units-long tolerance to differentiate contact from collision? If so, what should I do ? Should I change the scale of my game so that these 0.04 units correspond to 0.4 cm, making the jitter ten times smaller? Or can I ask bullet to change its tolerance to a smaller value? Edit This is the jitter I get: 6.155 - 6.118 = 0.036 LPoint3f(0, 6.11694, 0.835) LPoint3f(0, 6.15499, 0.835) LPoint3f(0, 6.11802, 0.835) LPoint3f(0, 6.15545, 0.835) LPoint3f(0, 6.11817, 0.835) LPoint3f(0, 6.15726, 0.835) LPoint3f(0, 6.11876, 0.835) LPoint3f(0, 6.15911, 0.835) LPoint3f(0, 6.11937, 0.835) I found a setMargin method. I set it to 5 mm both on the BoxShape for the walls and on the Capsule shape for the player. It still jitters by about 35 mm as illustrated by this log (11.117 - 11.082 = 0.035): LPoint3f(0, 11.0821, 0.905) LPoint3f(0, 11.1169, 0.905) LPoint3f(0, 11.082, 0.905) LPoint3f(0, 11.117, 0.905) LPoint3f(0, 11.082, 0.905) LPoint3f(0, 11.117, 0.905) LPoint3f(0, 11.0821, 0.905) LPoint3f(0, 11.1175, 0.905) LPoint3f(0, 11.0822, 0.905) LPoint3f(0, 11.1178, 0.905) LPoint3f(0, 11.0823, 0.905) LPoint3f(0, 11.1183, 0.905) The margin on the capsule did change my penetration with the floor though, I'm a bit higher (0.905 instead of 0.835). However, it did not change anything when colliding with the walls. How can I make the collisions against the walls less jittery? Edit, the day after: After more investigation, it appears that dynamic objects behave well. My problem comes from the btKinematicCharacterController that I use for moving my character; that stuff is totally bugged, according to the whole Internet :/.

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  • Why does my code dividing a 2D array into chunks fail?

    - by Borog
    I have a 2D-Array representing my world. I want to divide this huge thing into smaller chunks to make collision detection easier. I have a Chunk class that consists only of another 2D Array with a specific width and height and I want to iterate through the world, create new Chunks and add them to a list (or maybe a Map with Coordinates as the key; we'll see about that). world = new World(8192, 1024); Integer[][] chunkArray; for(int a = 0; a < map.getHeight() / Chunk.chunkHeight; a++) { for(int b = 0; b < map.getWidth() / Chunk.chunkWidth; b++) { Chunk chunk = new Chunk(); chunkArray = new Integer[Chunk.chunkWidth][Chunk.chunkHeight]; for(int x = Chunk.chunkHeight*a; x < Chunk.chunkHeight*(a+1); x++) { for(int y = Chunk.chunkWidth*b; y < Chunk.chunkWidth*(b+1); y++) { // Yes, the tileMap actually is [height][width] I'll have // to fix that somewhere down the line -.- chunkArray[y][x] = map.getTileMap()[x*a][y*b]; // TODO:Attach to chunk } } chunkList.add(chunk); } } System.out.println(chunkList.size()); The two outer loops get a new chunk in a specific row and column. I do that by dividing the overall size of the map by the chunkSize. The inner loops then fill a new chunkArray and attach it to the chunk. But somehow my maths is broken here. Let's assume the chunkHeight = chunkWidth = 64. For the first Array I want to start at [0][0] and go until [63][63]. For the next I want to start at [64][64] and go until [127][127] and so on. But I get an out of bounds exception and can't figure out why. Any help appreciated! Actually I think I know where the problem lies: chunkArray[y][x] can't work, because y goes from 0-63 just in the first iteration. Afterwards it goes from 64-127, so sure it is out of bounds. Still no nice solution though :/ EDIT: if(y < Chunk.chunkWidth && x < Chunk.chunkHeight) chunkArray[y][x] = map.getTileMap()[y][x]; This works for the first iteration... now I need to get the commonly accepted formula.

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  • Unable to find good parameters for behavior of a puck in Farseer

    - by Krumelur
    EDIT: I have tried all kinds of variations now. The last one was to adjust the linear velocity in each step: newVel = oldVel * 0.9f - all of this including your proposals kind of work, however in the end if the velocity is little enough, the puck sticks to the wall and slides either vertically or horizontally. I can't get rid of this behavior. I want it to bounce, no matter how slow it is. Retitution is 1 for all objects, Friction is 0 for all. There is no gravity. What am I possibly doing wrong? In my battle to learn and understand Farseer I'm trying to setup a simple Air Hockey like table with a puck on it. The table's border body is made up from: Vertices aBorders = new Vertices( 4 ); aBorders.Add( new Vector2( -fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, -fHalfHeight ) ); aBorders.Add( new Vector2( -fHalfWidth, -fHalfHeight ) ); FixtureFactory.AttachLoopShape( aBorders, this ); this.CollisionCategories = Category.All; this.CollidesWith = Category.All; this.Position = Vector2.Zero; this.Restitution = 1f; this.Friction = 0f; The puck body is defined with: FixtureFactory.AttachCircle( DIAMETER_PHYSIC_UNITS / 2f, 0.5f, this ); this.Restitution = 0.1f; this.Friction = 0.5f; this.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic; this.LinearDamping = 0.5f; this.Mass = 0.2f; I'm applying a linear force to the puck: this.oPuck.ApplyLinearImpulse( new Vector2( 1f, 1f ) ); The problem is that the puck and the walls appear to be sticky. This means that the puck's velocity drops to zero to quickly below a certain velocity. The puck gets reflected by the walls a couple of times and then just sticks to the left wall and continues sliding downwards the left wall. This looks very unrealistic. What I'm really looking for is that a puck-wall-collision does slow down the puck only a tiny little bit. After tweaking all values left and right I was wondering if I'm doing something wrong. Maybe some expert can comment on the parameters?

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • Advice on how to build html5 basic tile game (multi player, cross device)

    - by Eric
    I just read http://buildnewgames.com/real-time-multiplayer/ which explains the fundamentals and bets practices to build a massive real time multiplayer html5 game. My question is however given the “simplicity” of the game I need to build (simple kind of scratch game where you find or not something behind a tile), do I really need complex tools (canvas or node.js for example) ? The game The gamestakes place with a picture of our office as a background (tilemap). For HR purpose, we wish to create the following game fore employees: each day they can come to the website and click on a certain number of tiles (3 max per day) and find behind it motivation advice and interesting facts about the company. The constraints and rules the screen is divided into isometric 2D square tiles. There are basically an image (photograph of our office) number of tiles on the screen game: about 10,000 to much more (with scroll , see below) the players can scroll in 4 directions there are only 2 types of tiles: already open and closed player can open tiles that have not been yet open by other players there is no path for players : any player can click on any tile on the screen at any moment (if it’s not already done by another player) 2 players can’t be on the same tile at the same moment (or if they can, I’ll have to manage to see which one clicked on it first) only one type of player (all with similar roles), no weapon, no internal score… very simple game. no complex physics (collision only occurs if 2 players are on the same tile) The target I need to achieve: cross device, cross browsers high performance reaction (subsecond reactions) average nb of players per hour: up to 10K players per hour (quite high indeed but it’s because we aim at proving our case for the game to our business unit) So what I would like to know: 2D Tiled map: Do I need tiledmapeditor or can I enable me split the screen like here ? should I use canvas or plain html/css could be sufficient for my need? do I need a game engine/framework such as melon.js or crafty./js ? (even if the game play is extremely basic, I do need mouse and touché device support, mouse emulations on touch devices…) or ca I easily/quickly do it without? for my constraints and targets, should I use CPU acceleration ? for my constraints and targets, should I use web workers ? for the database, for a massively real time game should I avoid to put the current locations of player in MySQL as i feel it might slow me down. What kind of DB should I implement ? Thanks for your help !

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • From 20,663 issues to 1 issue&ndash;style-copping C5.Tests

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2014/05/28/from-20663-issues-to-1-issuendashstyle-copping-c5.tests.aspxI recently became interested in the potential of the C5 Collections solution from http://www.itu.dk/research/c5/, however I was dismayed at the state of the code in the unit test project, so I set about fixing the 20,663 issues detected by StyleCop. The tools I used were the latest versions of: My 64-bit development PC running Windows 8 Update with 8Gb RAM Visual Studio 2013 Ultimate with SP2 ReSharper GhostDoc Pro My first attempt had to be abandoned due to collision of class names which broke one of the unit tests. So being aware of this duplication of class names, I started again and planned to prepend the class names with the namespace name. In some cases I additionally prepended the item of the C5 collection that was being tested. So what was the condition of code at the start? Besides the sprawl of C# code not written to style cop standard, there was: 1) Placing of many classes within one physical file. 2) Namespace within name space that did not follow the project structure. 3) As already mentioned, duplication of class names across namespaces. 4) A copyright notice that spawled but had to be preserved. 5) Project sub-folders were all lower case instead of initial letter capitalised. The first step was to add a stylecop heading plus the original heading contained within a region, to every file. The next step was to run GhostDoc Pro using its “Document File” option on every file but not letting it replace the headers, I had added. This brought the number of issues down to 18,192. I then went through each file collapsing each class and prepending names as appropriate. At each step, I saved the changes to my local Git. The step was to move each class to its own file and to style-cop each file. ReSharper provides a very useful feature for doing this which also fixes missing “this.” and moves using statements inside the namespace. Some classes required minimal work whereas others required extensive work to reach the stylecop standard. The unit tests were run at each split and when each class was completed. When all was done, one issue remained which I will need to submit to stylecop team for their advice (and possibly a fix to stylecop). The updated solution has been made available at https://c5stylecopped.codeplex.com/releases/view/122785.

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  • Where i set touch effect when a spawn Srite are comming on the screen?

    - by shihab_returns
    I just create a scene where create a spawn spirit that comes from above screen height in Landscape mode. Now i want to remove spirits when i touch on it. I tried but seems the code not works and crashed also after a while. here is my code: /** TimerHandler for collision detection and cleaning up */ IUpdateHandler detect = new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(float pSecondsElapsed) { Iterator<AnimatedSprite> targets = targetLL.iterator(); AnimatedSprite _target; while (targets.hasNext()) { _target = targets.next(); if (_target.getY() >= cameraHeight) { // removeSprite(_target, targets); tPool.recyclePoolItem(_target); targets.remove(); Log.d("ok", "---------Looop Inside-----"); // fail(); break; } } targetLL.addAll(TargetsToBeAdded); TargetsToBeAdded.clear(); } }; /** adds a target at a random location and let it move along the y-axis */ public void addTarget() { Random rand = new Random(); int minX = mTargetTextureRegion.getWidth(); int maxX = (int) (mCamera.getWidth() - mTargetTextureRegion.getWidth()); int rangeX = maxX - minX; Log.d("----point----", "minX:" + minX + "maxX:" + maxX + "rangeX:" + rangeX); int rX = rand.nextInt(rangeX) + minX; int rY = (int) mCamera.getHeight() + mTargetTextureRegion.getHeight(); Log.d("---Random x----", "Random x" + rX + "Random y" + rY); target = tPool.obtainPoolItem(); target.setPosition(rX, rY); target.animate(100); mMainScene.attachChild(target, 1); mMainScene.registerTouchArea(target); int minDuration = 2; int maxDuration = 32; int rangeDuration = maxDuration - minDuration; int actualDuration = rand.nextInt(rangeDuration) + minDuration; // MoveXModifier mod = new MoveXModifier(actualDuration, target.getX(), // -target.getWidth()); MoveYModifier mody = new MoveYModifier(actualDuration, -target.getHeight(), cameraHeight + 10); target.registerEntityModifier(mody.deepCopy()); TargetsToBeAdded.add(target); } @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { if (pTouchArea == target) { Toast.makeText(getApplicationContext(), "Yoooooooo", Toast.LENGTH_LONG).show(); } return true; } ** My question is where i implements IOnAreaTouchListener in My code. ? ** Thanks in Advance.

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  • Abnormally high amount of Transmit discards reported by Solarwinds for multiple switches

    - by Jared
    I have several 3750X Cisco switches that, according to our Solarwinds NPM, are producing billions of transmit discards per day. I'm not sure why it's reporting these discards. Many of the ports on the 3750X's have 2960's connected to them and are hardcoded as trunk ports. Solarwinds NPM version 10.3 Cisco IOS version 12.2(58)SE2 Total output drops: 29139431: GigabitEthernet1/0/43 is up, line protocol is up (connected) Hardware is Gigabit Ethernet, address is XXXX (bia XXXX) Description: XXXX MTU 1500 bytes, BW 100000 Kbit/sec, DLY 100 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation ARPA, loopback not set Keepalive set (10 sec) Full-duplex, 100Mb/s, media type is 10/100/1000BaseTX input flow-control is off, output flow-control is unsupported ARP type: ARPA, ARP Timeout 04:00:00 Last input 00:00:47, output 00:00:50, output hang never Last clearing of "show interface" counters 1w4d Input queue: 0/75/0/0 (size/max/drops/flushes); Total output drops: 29139431 Queueing strategy: fifo Output queue: 0/40 (size/max) 5 minute input rate 0 bits/sec, 0 packets/sec 5 minute output rate 35000 bits/sec, 56 packets/sec 51376 packets input, 9967594 bytes, 0 no buffer Received 51376 broadcasts (51376 multicasts) 0 runts, 0 giants, 0 throttles 0 input errors, 0 CRC, 0 frame, 0 overrun, 0 ignored 0 watchdog, 51376 multicast, 0 pause input 0 input packets with dribble condition detected 115672302 packets output, 8673778028 bytes, 0 underruns 0 output errors, 0 collisions, 0 interface resets 0 unknown protocol drops 0 babbles, 0 late collision, 0 deferred 0 lost carrier, 0 no carrier, 0 pause output 0 output buffer failures, 0 output buffers swapped out sh controllers gigabitEthernet 1/0/43 utilization: Receive Bandwidth Percentage Utilization : 0 Transmit Bandwidth Percentage Utilization : 0

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