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  • Painting with pixel shaders

    - by Gustavo Maciel
    I have an almost full understanding of how 2D Lighting works, saw this post and was tempted to try implementing this in HLSL. I planned to paint each of the layers with shaders, and then, combine them just drawing one on top of another, or just pass the 3 textures to the shader and getting a better way to combine them. Working almost as planned, but I got a little question in the matter. I'm drawing each layer this way: GraphicsDevice.SetRenderTarget(lighting); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, lightingShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); GraphicsDevice.SetRenderTarget(darkMask); GraphicsDevice.Clear(Color.Transparent); //... Setup shader SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, darkMaskShader); SpriteBatch.Draw(texture, fullscreen, Color.White); SpriteBatch.End(); Where lightingShader and darkMaskShader are shaders that, with parameters (view and proj matrices, light pos, color and range, etc) generate a texture meant to be that layer. It works fine, but I'm not sure if drawing a transparent quad on top of a transparent render target is the best way of doing it. Because I actually just need the position and params. Concluding: Can I paint a texture with shaders without having to clear it and then draw a transparent texture on top of it?

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  • Using orientation to calculate position on Windows Phone 7

    - by Lavinski
    I'm using the motion API and I'm trying to figure out a control scheme for the game I'm currently developing. What I'm trying to achive is for a orienation of the device to correlate directly to a position. Such that tilting the phone forward and to the left represents the top left position and back to the right would be the bottom right position. Photos to make it clearer (the red dot would be the calculated position). Forward and Left Back and Right Now for the tricky bit. I also have to make sure that the values take into account left landscape and right landscape device orientations (portrait is the default so no calculations would be needed for it). Has anyone done anything like this? Notes: I've tried using the yaw, pitch, roll and Quaternion readings. Sample: // Get device facing vector public static Vector3 GetState() { lock (lockable) { var down = Vector3.Forward; var direction = Vector3.Transform(down, state); switch (Orientation) { case Orientation.LandscapeLeft: return Vector3.TransformNormal(direction, Matrix.CreateRotationZ(-rightAngle)); case Orientation.LandscapeRight: return Vector3.TransformNormal(direction, Matrix.CreateRotationZ(rightAngle)); } return direction; } }

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  • 2D basic map system

    - by Cyril
    i'm currently coding a 2D game in Java, and I would like to have some clues on how-to build this system : the screen is moving on a grander map, for instance, the screen represent 800*600 units on a 100K*100K map. When you command your unit to go to another position, the screen move on this map AND when you move your mouse on a side or another of the screen, you move the screen on the map. Not sure that i'm clear, but we can retrieve this system in most RTS games (warcraft/starcraft for example). I'm currently using Slick 2D. Any idea ? Thanks.

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Farseer: How can I crush Mario? [on hold]

    - by Homer_Simpson
    I want that Mario dies if the box is crushing him. My game has a similar level like this level from New Super Mario Bros. Wii: http://www.youtube.com/watch?v=tYyu6tFAa2M At the beginning of the level, you see some boxes falling to the ground. If a box crushes Mario, he dies. I want to do exactly the same in my game, but I don't know how to do that in Farseer. How can I do that in Farseer 3.3.1? Do you have any suggestions? I don't know how to do the collision detection. I use rectangles for the boxes and ground in Farseer. Mario is a polygon.

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • How or why would this mechanic (not) work to bring game balance to a singleplayer RPG? [closed]

    - by 0xFFF1
    Mechanic details The player, the monsters, and the merchants act as three separate parties. The player needs to beat up monsters for exp points and resources to sell and to buy potions from merchants to continue to fight. The monsters need healing and reviving to survive (also bought from merchants) and the merchants need potion ingredients from the player and the monsters to make potions to sell. These potions are only able to be processed in such bulk by merchants thus their potions would be cheaper than making them yourself. Only the monsters can farm ingredients in bulk. Only the player is or has to be overly aggressive (in bulk). Monsters can farm and produce "Level up candies" that do the work of exp. they are eaten right away after they are made and are never stockpiled or held for fear of the player and merchants who want to sell to the player. The monsters will defend themselves. Reviving is very expensive. The merchants can be found either with a concerned expression or a grinning expression based on how much profit they are making compared to their morale standing. The economies of each monster town and merchant city are distinct but interconnected. Magic Swords are worth a lot. So what I need to know is what concerns would there be to design a game around this mechanic and/or design this mechanic around a developing game. which would fare better? Is game balance an issue here? (how strong the monsters get or how quickly they die off based on the player's input into the system), Or is game balance solely in the hands of the player? (he decides if he overkills monsters or get underleveled.) What do I need to think about to make sure it isn't too easy or too hard to swing the amount/strength of monsters compared to the player and the amount of profit the merchants get vs the player. Would indicating how out of whack things are getting in game help with this?

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  • What is a currently a good game stack for simple Javascript 2D multiplatform game?

    - by JacobusR
    I'm looking for advice from someone can help me avoid common pitfalls in developing light weight, quick-to-market games. Yeah, I've heard of Google ;-), but a trip down Google lane does not beat solid experience from someone who has been down this path. I'm looking for advice from someone who works alone, or in a small team, and has developed some 2D games for mobile. My game ideas don't require intensive graphics, just simple arcade style glyphs and collision detection. My experience is mostly with Scala, Java and web technologies (Javascript, CSS, SVG, HTML, etc). My question is: Is there a nice stack that someone can suggest that will be a good fit for my skillset? I'm considering Javascript for simple 2D shooter games with simple multiplayer games being supported with a Scala server-side written on Spray. Is this silly? Should I rather look into things such as Unity 3D, and use it in 2D mode? For the actual game engine, something like the Sparrow Framework would be great, but it needs to be multiplatform.

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  • how to link a c++ object to a local variable in Lua

    - by MahanGM
    I'm completing my scripting interface with Lua, but recently I've stuck at some point. I have several functions for my Entitiy events like Update(). I have a function called create_entitiy() which instantiate a new entity from a given entity index: function Update() local bullet = create_entity(0, 0, "obj_bullet") end create_entity returns a table which is the properties of the created entity. Now how can I make a connection between bullet variable and my newly created object? Right now for previously added objects to the scene, I simply set a global table for each of them and then after every call to Update(), I go through registered names to find object tables and perform new changes. Like the one below: function Update() if keyboard_key_press(vk_right) then obj_player.x += 3 end I can get obj_player table because I know its name from C++, plus I can get it as a global table and simply reach for the first instance named obj_player. Is there any solution for me to make bullet variable act like this? I was thinking to get all local variables in Update() function and check for every one to see if is it table and it has an unique field attached to it like id, this way I can determine that this is an object table and do the rest of the process. By the way, is this interface going to work easier with luaBind if I implement it? Bottom line: How can I make a local variable in Lua that receives a table from create_entity function and track that local variable to capture it from C++. e. g. function Update() local bullet = create_entity(0, 0, "obj_bullet") bullet.x = 10 <== Commit a change in table end Now I want to get variable bullet from C++. And it's not just this variable, there might be a ton of these local variables with different names.

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  • Audio Panning using RtAudio

    - by user1801724
    I use Rtaudio library. I would like to implement an audio program where I can control the panning (e.g. shifting the sound from the left channel to the right channel). In my specific case, I use a duplex mode (you can find an example here: duplex mode). It means that I link the microphone input to the speaker output. I seek on the web, but I did not find anything useful. Should I apply a filter on the output buffer? What kind of filter? Can anyone help me? Thanks

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  • Skanska Builds Global Workforce Insight with Cloud-Based HCM System

    - by HCM-Oracle
    By David Baum - Originally posted on Profit Peter Bjork grew up building things. He started his work life learning all sorts of trades at his father’s construction company in the northern part of Sweden. So in college, it was natural for him to pursue a bachelor’s degree in construction engineering—but he broke new ground when he added a master’s degree in finance to his curriculum vitae. Written on a traditional résumé, Bjork’s current title (vice president of information systems strategies) doesn’t reveal the diversity of his experience—that he’s adept with hammer and nails as well as rows and columns. But a big part of his current job is to work with his counterparts in human resources (HR) designing, building, and deploying the systems needed to get a complete view of the skills and potential of Skanska’s 22,000-strong white-collar workforce. And Bjork believes that complete view is essential to Skanska’s success. “Our business is really all about people,” says Bjork, who has worked with Skanska for 16 years. “You can have equipment and financial resources, but to truly succeed in a business like ours you need to have the right people in the right places. That’s what this system is helping us accomplish.” In a global HR environment that suffers from a paradox of high unemployment and a scarcity of skilled labor, managers need to have a complete understanding of workforce capabilities to develop management skills, recruit for open positions, ensure that staff is getting the training they need, and reduce attrition. Skanska’s human capital management (HCM) systems, based on Oracle Talent Management Cloud, play a critical role delivering that understanding. “Skanska’s philosophy of having great people, encouraging their development, and giving them the chance to move across business units has nurtured a culture of collaboration, but managing a diverse workforce spread across the globe is a monumental challenge,” says Annika Lindholm, global human resources system owner in the HR department at Skanska’s headquarters just outside of Stockholm, Sweden. “We depend heavily on Oracle’s cloud technology to support our HCM function.” Construction, Workers For Skanska’s more than 60,000 employees and contractors, managing huge construction projects is an everyday job. Beyond erecting signature buildings, management’s goal is to build a corporate culture where valuable talent can be sought out and developed, bringing in the right mix of people to support and grow the business. “Of all the companies in our space, Skanska is probably one of the strongest ones, with a laser focus on people and people development,” notes Tom Crane, chief HR and communications officer for Skanska in the United States. “Our business looks like equipment and material, but all we really have at the end of the day are people and their intellectual capital. Without them, second only to clients, of course, you really can’t achieve great things in the high-profile environment in which we work.” During the 1990s, Skanska entered an expansive growth phase. A string of successful acquisitions paved the way for the company’s transformation into a global enterprise. “Today the company’s focus is on profitable growth,” continues Crane. “But you can’t really achieve growth unless you are doing a very good job of developing your people and having the right people in the right places and driving a culture of growth.” In the United States alone, Skanska has more than 8,000 employees in four distinct business units: Skanska USA Building, also known as the Construction Manager, builds everything at ground level and above—hospitals, educational facilities, stadiums, airport terminals, and other massive projects. Skanska USA Civil does everything at ground level and below, such as light rail, water treatment facilities, power plants or power industry facilities, highways, and bridges. Skanska Infrastructure Development develops public-private partnerships—projects in which Skanska adds equity and also arranges for outside financing. Skanska Commercial Development acts like a commercial real estate developer, acquiring land and building offices on spec or build-to-suit for its clients. Skanska's international portfolio includes construction of the new Meadowlands Stadium. Getting the various units to operate collaboratatively helps Skanska deliver high value to clients and shareholders. “When we have this collaboration among units, it allows us to enrich each of the business units and, at the same time, develop our future leaders to be more facile in operating across business units—more accepting of a ‘one Skanska’ approach,” explains Crane. Workforce Worldwide But HR needs processes and tools to support managers who face such business dynamics. Oracle Talent Management Cloud is helping Skanska implement world-class recruiting strategies and generate the insights needed to drive quality hiring practices, internal mobility, and a proactive approach to building talent pipelines. With their new cloud system in place, Skanska HR leaders can manage everything from recruiting, compensation, and goal and performance management to employee learning and talent review—all as part of a single, cohesive software-as-a-service (SaaS) environment. Skanska has successfully implemented two modules from Oracle Talent Management Cloud—the recruiting and performance management modules—and is in the process of implementing the learn module. Internally, they call the systems Skanska Recruit, Skanska Talent, and Skanska Learn. The timing is apropos. With high rates of unemployment in recent years, there have been many job candidates on the market. However, talent scarcity continues to frustrate recruiters. Oracle Taleo Recruiting Cloud Service, one of the applications in the Oracle Talent Management cloud portfolio, enables Skanska managers to create more-intelligent recruiting strategies, pulling high-performer profile statistics to create new candidate profiles and using multitiered screening and assessments to ensure that only the best-suited candidate applications make it to the recruiter’s desk. Tools such as applicant tracking, interview management, and requisition management help recruiters and hiring managers streamline the hiring process. Oracle’s cloud-based software system automates and streamlines many other HR processes for Skanska’s multinational organization and delivers insight into the success of recruiting and talent-management efforts. “The Oracle system is definitely helping us to construct global HR processes,” adds Bjork. “It is really important that we have a business model that is decentralized, so we can effectively serve our local markets, and interact with our global ERP [enterprise resource planning] systems as well. We would not be able to do this without a really good, well-integrated HCM system that could support these efforts.” A key piece of this effort is something Skanska has developed internally called the Skanska Leadership Profile. Core competencies, on which all employees are measured, are used in performance reviews to determine weak areas but also to discover talent, such as those who will be promoted or need succession plans. This global profiling system brings consistency to the way HR professionals evaluate and review talent across the company, with a consistent set of ratings and a consistent definition of competencies. All salaried employees in Skanska are tied to a talent management process that gives opportunity for midyear and year-end reviews. Using the performance management module, managers can align individual goals with corporate goals; provide clear visibility into how each employee contributes to the success of the organization; and drive a strategic, end-to-end talent management strategy with a single, integrated system for all talent-related activities. This is critical to a company that is highly focused on ensuring that every employee has a development plan linked to his or her succession potential. “Our approach all along has been to deploy software applications that are seamless to end users,” says Crane. “The beauty of a cloud-based system is that much of the functionality takes place behind the scenes so we can focus on making sure users can access the data when they need it. This model greatly improves their efficiency.” The employee profile not only sets a competency baseline for new employees but is also integrated with Skanska’s other back-office Oracle systems to ensure consistency in the way information is used to support other business functions. “Since we have about a dozen different HR systems that are providing us with information, we built a master database that collects all the information,” explains Lindholm. “That data is sent not only to Oracle Talent Management Cloud, but also to other systems that are dependent on this information.” Collaboration to Scale Skanska is poised to launch a new Oracle module to link employee learning plans to the review process and recruitment assessments. According to Crane, connecting these processes allows Skanska managers to see employees’ progress and produce an updated learning program. For example, as employees take classes, supervisors can consult the Oracle Talent Management Cloud portal to monitor progress and align it to each individual’s training and development plan. “That’s a pretty compelling solution for an organization that wants to manage its talent on a real-time basis and see how the training is working,” Crane says. Rolling out Oracle Talent Management Cloud was a joint effort among HR, IT, and a global group that oversaw the worldwide implementation. Skanska deployed the solution quickly across all markets at once. In the United States, for example, more than 35 offices quickly got up to speed on the new system via webinars for employees and face-to-face training for the HR group. “With any migration, there are moments when you hold your breath, but in this case, we had very few problems getting the system up and running,” says Crane. Lindholm adds, “There has been very little resistance to the system as users recognize its potential. Customizations are easy, and a lasting partnership has developed between Skanska and Oracle when help is needed. They listen to us.” Bjork elaborates on the implementation process from an IT perspective. “Deploying a SaaS system removes a lot of the complexity,” he says. “You can downsize the IT part and focus on the business part, which increases the probability of a successful implementation. If you want to scale the system, you make a quick phone call. That’s all it took recently when we added 4,000 users. We didn’t have to think about resizing the servers or hiring more IT people. Oracle does that for us, and they have provided very good support.” As a result, Skanska has been able to implement a single, cost-effective talent management solution across the organization to support its strategy to recruit and develop a world-class staff. Stakeholders are confident that they are providing the most efficient recruitment system possible for competent personnel at all levels within the company—from skilled workers at construction sites to top management at headquarters. And Skanska can retain skilled employees and ensure that they receive the development opportunities they need to grow and advance.

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  • Calculating the position of an object with regards to current position using OpenGL like matrices

    - by spartan2417
    i have a 1st person camera that collides with walls, i also have a small sphere in front of my camera denoted by the camera position plus the distance ahead. I cannot get the postion of the sphere but i have the position of my camera. e.g. i need to find the position of the point or at the very least find away of calculating the position using the camera positions. code: static Float P_z = 0; P_z = -15; PushMatrix(); LoadMatrix(&Inv); Material(SCEGU_AMBIENT, 0x00000066); TranslateXYZ(0,0,P_z); ScaleXYZ(0.1f,0.1f,0.1f); pointer.Render(); PopMatrix(); where Inv is the camera positions (Inv.w.x,Inv.w.z), pointer is the sphere.

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  • Rendering Unity across multiple monitors

    - by N0xus
    At the moment I am trying to get unity to run across 2 monitors. I've done some research and know that this is, strictly, possible. There is a workaround where you basically have to fluff your window size in order to get unity to render across both monitors. What I've done is create a new custom screen resolution that takes in the width of both of my monitors, as seen in the following image, its the 3840 x 1080: How ever, when I go to run my unity game exe that size isn't available. All I get is the following: My custom size should be at the very bottom, but isn't. Is there something I haven't done, or missed, that will get unity to take in my custom screen size when it comes to running my game through its exe? Oddly enough, inside the unity editor, my custom screen size is picked up and I can have it set to that in my game window: Is there something that I have forgotten to do when I build and run the game from the file menu? Has someone ever beaten this issue before?

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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  • Checker AI in visual basic not working [on hold]

    - by Eugene Galkine
    I am trying to a make checkers in visual basic with ai. I am using the minimax algorithm (or at least what I understand of it) and it works, except the ai is retarded and plays like it is trying to loose and I tried to switch around the min and the max but the results are IDENTICAL. I am pissed of and have been trying to fix it for over a week now, I would really appreciate it if someone could help me out here. I have 3 years experience of programming (in Java, only about of month of VB experience) and I always am able to solve all my errors on my own so I don't know why I can't get this to work. The program is not at all optimized or anything at this point and is over 1.2K lines long, so here is the entire vb project instead: https://www.dropbox.com/sh/evii0jendn93ir2/9fntwH2dNW I would really appreciate any help I could get.

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  • matrix 4x4 position data

    - by freefallr
    I understand that a 4x4 matrix holds rotation and position data. The rotation data is held in the 3x3 sub-matrix at the top left of the matrix. The position data is held in the last column of the matrix. e.g. glm::vec3 vParentPos( mParent[3][0], mParent[3][1], mParent[3][2] ); My question is - am I accessing the parent matrix correctly in the example above? I know that opengl uses a different matrix ordering that directx, (row order instead of column order or something), so, should the mParent be accessed as follows instead? glm::vec3 vParentPos( mParent[0][3], mParent[1][3], mParent[2][3] ); thanks!

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  • Size limit while using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as a template example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact? Also, does a UICollectionView seem like a bad idea for a game map, in a way I haven't thought of yet? It seems like it work well, but I haven't tried it yet so any thoughts are welcome.

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  • Is there an open source sports manager project?

    - by massive
    For a long time I've tried to search for an open source manager game, but without any luck. I'm looking for a suitable project for a reference to my own pet project. Features like well designed data model, tournament and fixture generation and understandable match simulation algorithm would be a great bonuses. I'm especially interested in game projects like Hattrick and SI Games' Football Manager, although it is irrelevant what the particular sport is. The project should be preferably web-based as Hattrick is. I've crawled through GitHub and SourceForge, but I found only a few sports simulation projects. Projects, which I have found, were either dead or not fulfilling my wishes. Do you know any open source manager game / fantasy sports game project, which would be available as open source, OR at least any material, which would be useful when building a such project?

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  • Pathfinding in multi goal, multi agent environment

    - by Rohan Agrawal
    I have an environment in which I have multiple agents (a), multiple goals (g) and obstacles (o). . . . a o . . . . . . . o . g . . a . . . . . . . . . . o . . . . o o o o . g . . o . . . . . . . o . . . . o . . . . o o o o a What would an appropriate algorithm for pathfinding in this environment? The only thing I can think of right now, is to Run a separate version of A* for each goal separately, but i don't think that's very efficient.

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  • 2D object-aligned bounding-box intersection test

    - by AshleysBrain
    Hi all, I have two object-aligned bounding boxes (i.e. not axis aligned, they rotate with the object). I'd like to know if two object-aligned boxes overlap. (Edit: note - I'm using an axis-aligned bounding box test to quickly discard distant objects, so it doesn't matter if the quad routine is a little slower.) My boxes are stored as four x,y points. I've searched around for answers, but I can't make sense of the variable names and algorithms in examples to apply them to my particular case. Can someone help show me how this would be done, in a clear and simple way? Thanks. (The particular language isn't important, C-style pseudo code is OK.)

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  • How to limit click'n'drag movement to an area?

    - by Vexille
    I apologize for the somewhat generic title. I'm really don't have much clue about how to accomplish what I'm trying to do, which is making it harder even to research a possible solution. I'm trying to implement a path marker of sorts (maybe there's a most suitable name for it, but this is the best I could come up with). In front of the player there will be a path marker, which will determine how the player will move once he finishes planning his turn. The player may click and drag the marker to the position they choose, but the marker can only be moved within a defined working area (the gray bit). So I'm now stuck with two problems: First of all, how exactly should I define that workable area? I can imagine maybe two vectors that have the player as a starting point to form the workable angle, and maybe those two arcs could come from circles that have their center where the player is, but I definetly don't know how to put this all together. And secondly, after I've defined the area where the marker can be placed, how can I enforce that the marker should only stay within that area? For example, if the player clicks and drags the marker around, it may move freely within the working area, but must not leave the boundaries of the area. So for example, if the player starts dragging the marker upwards, it will move upwards until it hits he end of the working area (first diagram below), but if after that the player starts dragging sideways, the marker must follow the drag while still within the area (second diagram below). I hope this wasn't all too confusing. Thanks, guys.

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • Efficient mapping layout in 2D side-scroller, and collisions between character and the world

    - by Jack
    I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I knew correctly. One of those realizations was collision, so let me tell you a bit about my project that I was working on. The project's graphics looks like Mario or Dangerous Dave, etc., you get the idea - old-school pixels. So anyway I remember trying to think of something else than AABB for character form, but I couldn't think of anything. Perhaps I could get a suggestion for this? Another thing is the world - I don't want it to be just linear world, I want mountains, etc.. My idea is to use triangles, and no idea yet what to do if I want just part of the cube, say 3/4 or 2/4 or whatever. Hard-coding such things seems inefficient. P.S. I am not looking at the precision level offered by Box2D. Actually I remember trying to implement it at first, but I failed as my understanding of C++ wasn't advanced enough, as it'll be mentioned below. P.P.S. I am programming in C++, and I haven't done it for a couple months now. I have no means of testing it either, as my PC is broken down, and this one can barely run games from late '90s, not to speak about a compiler or a program with inefficient resource management... I am also not an expert (obviously), I don't even know if I can consider myself an average programmer. In short, I am simply curious about my thoughts and my past experience when programming the game. I may come back to it when my PC is fixed, I'm already filling a note about these things.

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  • What is the best way to "carve" a terrain created from a heightmap?

    - by tigrou
    I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in the game editor so it doesn't need to be realtime. In the end, rendering is done using traditional polygons. What would be the best/easiest way to do that ? I already think about several solutions : Solution 1 1) Create voxels from the heightmap (very easy). In other words, fill a 3D array like this : voxels[32][32][32] from the heightmap values. 2) Carve holes in the voxels as i want (easy too). 3) Convert voxels to polygons using some iso-surface extraction technique (like marching cubes). 4) Reduce (decimate) polygons created in 3). This technique seems to be the most promising for giving good results (untested). However the problem with marching cubes is that they tends to produce lots of polygons thus reducing them is mandatory. Implementing 4) also seems not trivial, i have read several papers on the web and it seems pretty complex. I was also unable to find an example, code snippet or something to start writing an algorithm for triangle mesh decimation. Maybe there is a special decimation algorithm (simpler) for meshes created from marching cubes ? Solution 2 1) Create some triangle mesh from the heighmap (easy). 2) Apply severals 3D boolean operation (eg: subtraction with a sphere) to carve the mesh. 3) apply some procedure to reduce polygons (optional). Operation 2) seems to be very complex and to be honest i have no idea how to do that. Also applying many boolean operation seems to be slow and will maybe degrade the triangle mesh every time a boolean operation is applied.

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