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  • Behavior of deployment tool in Visual Studio Express

    - by Bart Silverstrim
    I created a quick game in VS Express (2008) and used the built-in deployment tool (click once?) to create an installer. I took it to another computer, ran it (Windows XP) to install from a burned CD. It created the program but only for the logged in user. Is there a setting I'm missing for installing it to all users on an XP system? Or is this a limitation of the Express edition's installer?

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  • Using HTML/CSS for UI in XNA?

    - by Rosarch
    Is there any way to use HTML/CSS to do the user interface for a XNA game? I would need to programmatically be able to update the HTML, as well as handle events. Or is there another framework I should be using? This thread looks promising: http://stackoverflow.com/questions/909671/ui-library-for-xna Also, whatever I use has to work on the Xbox 360.

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  • SoundManager2 has irregular latency

    - by Stefan Monov
    I'm playing some notes at regular intervals. Each one is delayed by a random number of milliseconds, creating a jarring irregular effect. How do I fix it? Note: I'm OK with some latency, just as long as it's consistent. Answers of the type "implement your own small SoundManager2 replacement, optimized for timing-sensitive playback" are OK, if you know how to do that :) but I'm trying to avoid rewriting my whole app in flash for now. For an example of app with zero audible latency see the flash-based ToneMatrix. Testcase (see it here live or get it in an zip): <head> <title></title> <script type="text/javascript" src="http://www.schillmania.com/projects/soundmanager2/script/soundmanager2.js"> </script> <script type="text/javascript"> soundManager.url = '.' soundManager.flashVersion = 9 soundManager.useHighPerformance = true soundManager.useFastPolling = true soundManager.autoLoad = true function recur(func, delay) { window.setTimeout(function() { recur(func, delay); func(); }, delay) } soundManager.onload = function() { var sound = soundManager.createSound("test", "test.mp3") recur(function() { sound.play() }, 300) } </script> </head> <body> </body> </html>

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  • Sonar integration in hudson, meet "container state was: CONSTRUCTED"

    - by larry cai
    Environment: hudson/sonar/maven2 in ubuntu locally with default parameters And I got the log from hudson below, I can't figure out where is the problem. [INFO] Sonar host: http://localhost:9000 [INFO] Sonar version: 2.0.1 [INFO] [sonar-core:internal {execution: default-internal}] [INFO] Database dialect class org.sonar.api.database.dialect.Derby [INFO] ------------- Analyzing Game of Life business logic module [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Can not execute Sonar Embedded error: Can not analyze the project Cannot stop. Current container state was: CONSTRUCTED [INFO] ------------------------------------------------------------------------ [INFO] Trace org.apache.maven.lifecycle.LifecycleExecutionException: Can not execute Sonar

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  • Fixing LOD gaps, T-junctions

    - by Jaka Jancar
    I'm creating a heightmap renderer. One of the examples for solving gaps when doing LOD I found is this: (from Game Programming Gems 2 - Greg Snook - Simplified Terrain using Interlocking Tiles) Wouldn't this still produce a gap, if the three vertices encircled with red were not co-linear? Shouldn't the middle triangle be split into two, as I marked with the orange line? Am I misunderstanding the problem, or is there a mistake in the example?

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  • What should programmers practice every day?

    - by Jacinda S
    Musicians practice scales, arpeggios, etc. every day before they begin playing "real" music. The top sports players spend time every day practicing fundamentals like dribbling before playing the "real" game. Are there fundamentals that programmers should practice every day before writing "real" code?

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  • Receiving data with Winsock

    - by Tamir
    Right now, I'm programming the networking for my online game, and I'm not really sure what to do about receiving data. The problem is that I can't really guess the packet's size, so I thought of reading just 4 bytes from the packet and converting them to an int to know what's the packet's size. Then I'll just create a buffer in that size and receive the rest of the packet, is that a good idea? For your information, I'm using non-blocking i/o.

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  • Android browser GREEN border on click...

    - by Paul
    Hi, I want to develop a web application using HTML, CSS and Javascript one thing that is really annoying is that any link or button etc when clicked inside the Android browser gets highlighted with a green border. To demonstrate what I mean I have included a link to a page that contains a basic game written in CSS http://marbles2.com/app/ Is there any way that you are aware of to disable the click green border? Cheers Paul

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  • AVAudioPlayer making noise when playing multiple sounds at the same time

    - by Rob
    I am having an issue where AVAudioPlayer is introducing noise into playback ONLY when I play multiple sound files at the same time. If I play them each individually, they all sound perfect. But, if I play sound clip B while sound clip A is still playing, the speakers start crackling like there is noise. I have tried both m4a files AND caf files and both make the same noise, so it has to be something with how I am implementing this method or a quirk with AVAudioPlayer. Any insights? code I am using: UITouch* touch = [[event allTouches] anyObject]; NSString* filename = [soundArray objectAtIndex:[touch view].tag]; NSString *path = [[NSBundle mainBundle] pathForResource:filename ofType:@"m4a"]; AVAudioPlayer * newAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL]; self.theAudio = newAudio; // automatically retain audio and dealloc old file if new m4a file is loaded [newAudio release]; // release the audio safely theAudio.delegate = self; [theAudio prepareToPlay]; [theAudio setNumberOfLoops:0]; [theAudio setVolume: volumeLevel]; [theAudio play];

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  • Actionscript: NetStream stutters after buffering.

    - by meandmycode
    Using NetStream to stream content from http, I've noticed that esp with certain exported h264's, if the player encounters an empty buffer, it will stop and buffer to the requested length (as expected). However once the buffer is full, the playback doesn't resume, but instead jumps ahead, as such- instantly playing the buffered duration in a brief moment, and thusly triggering an empty buffer again.. this will then continue over and over. Presumably when the netstream pauses to buffer, the playhead position continues, and the player is attempting to snap to that position on resume- however given it could take 5 seconds to build a 2 second buffer- it ends up with a useless buffer again.. (this is an assumption) I've attempted to work around this by listening for an empty buffer netstatus event, pausing the stream, and at the same time setting up a loop to check the current buffer length vs the requested buffer length.. and resuming once the buffer length is greater than or equal to the requested buffer.. however this causes problems when there isn't enough of the video remaining.. for example, a 10 second buffer with only 5 seconds remaining, the loop just sits there waiting for a buffer length of 10 seconds when theres only 5 left... You would think that you could simply check which was smaller, the time left or the requested buffer length.. however the times flash gives are not accurate.. If you add the net streams current time index, plus the buffered time, the total is not the entire duration of the movie (when at the end).. it is close but not the same. This brings me back to the original problem, and if there is another way to fix this, clearly flash knows when the buffer is ready, so how can i get flash pause when it buffers, and resume once the buffer is ready? currently it doesn't.. it pauses and then once the buffer is full- it plays the entire buffered content in about .1 of a second. Thanks in advance, Stephen.

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  • Browser Based Streaming Video/Audio (not progressive download)

    - by Josh
    Hello, I am trying to understand conceptually the best way to deliver real streaming audio and video content. I would want it to be consumed with a web browser, utilizing the least amount of proprietary technology. I wouldn't be serving static files and using progressive download, this would be real audio streams being captured live. How does one broadcast a stream that will be reasonably in sync with the source? What kind of protocol is suitable? Edit: In research I've found that there are a few protocols: RTSP, HTTP Streaming, RTMP, and RTP. HTTP streaming is somewhat unsuitable if you are streaming a live performance/communication of some kind because it relies on TCP (as its HTTP based) and you don't lose packets. In a low bandwidth situation, the client can get significantly behind in playback. ref RTMP is a proprietary technology, requiring flash media server. Crap on that. The reason I looked at flash is because they are extremely flexible as far as user experience goes. SoundManager2 provides an excellent javascript interface for playing media with flash. This is what I would look for in a client application. RTSP/RTP is what Microsoft switched to using, deprecating their MMS protocol. RTSP is the control protocol. Its similar to HTTP with a few distinct difference -- server can also talk to the client, and there are additional commands, like PAUSE. Its also a stateful protocol, which is maintained with a session id. RTP is the protocol for delivering the payload (encoded audio or video). There are a few open sourced projects, one of them being supported by apple here. It seems like this might do what I want it to, and it looks like quite a few players support it. It sounds like it would be suitable for a "live" broadcast from this page here. Thanks, Josh

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  • Using kAudioSessionProperty_OtherMixableAudioShouldDuck on iPhone

    - by Cliff
    Hello, I'm trying to get consistant behavior out of the kAudioSessionProperty_OtherMixableAudioShouldDuck property on the iPhone to allow iPod music blending and I'm having trouble. At the start of my app I set an Ambient category like so: -(void) initialize { [[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryAmbient error: nil]; } Later on when I attempt to play audio I set the duck property using the following method: //this will crossfade the audio with the ipod music - (void) toggleCrossfadeOn:(UInt32)onOff { //crossfade the ipod music AudioSessionSetProperty(kAudioSessionProperty_OtherMixableAudioShouldDuck,sizeof(onOff),&onOff); AudioSessionSetActive(onOff); } I call this passing a numeric "1" just before playing audio like so: [self toggleCrossfadeOn:1]; [player play]; I then call the crossfade method again passing a zero when my app's audio completes using a playback is stopping callback like so: -(void) playbackIsStoppingForPlayer:(MQAudioPlayer*)audioPlayer { NSLog(@"Releasing player"); [audioPlayer release]; [self toggleCrossfadeOn:0]; } In my production app this exact code works as expected, causing the ipod to fade out just before playing my app's audio then fade back in when the audio finishes playing. In a new project I recently started, I get different behavior. The iPod audio fades down and never fades back in. In my production app I use the AVAudioPlayer where in my new app I've written a custom audio player that uses audio queues. Could somebody help me understand the differences and how to properly use this API?

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  • How do I obtain a code point integer from a 1 to 4 byte UTF-8 encoded sequence in Windows?

    - by Patrick Niedzielski
    Hello, I am Patrick Niedzielski, a programmer for the Free Software 3D adventure game Humm and Strumm. I'm working on a minimal Unicode character class in C++. I currently have an array of four bytes representing a UTF-8 sequence. On GNU/Linux, I can just convert to UTF-32 with iconv(), but on Windows, I cannot do this. Is it possible to convert the array to a single code point? Thanks, Patrick

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  • Does mixing Quartz and OpenGL-ES cause big performance degrade??

    - by Eonil
    I have a plan to make a game using OpenGL for 3D world view, and CALayer(or UIView) for HUD UI. It's easy to imagine performance degrade from mixing them, but the document which mention this impact disappeared: http://developer.apple.com/iphone/library/technotes/tn2008/tn2230.html I cannot find the document on current version of SDK reference. And I got this document: http://gamesfromwithin.com/gdc-2010-the-best-of-both-worlds-using-uikit-with-opengl If you experienced about this, please let me know about performance impact on current SDK.

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  • From a 3D modeler to an iPhone app - what are best practices?

    - by bonkey
    I am quite new in 3D programming on iPhone and I would like to ask for hints about organizing a work between designers and programmers on that platform. Most of all: what kind of tools, libraries or plugins cooperate the best on both sides. Although I consider the question as looking for general best-practices advice I would like to find a solution for my current situation which I describe further, too. I've already done some research and found following libraries: SIO2 Khronos OpenGL ES 1.x SDK for PowerVR MBX Unity3D Oolong Game Engine I've checked modellers or plugins to them giving output formats readable by those tools: obj2opengl Wavefront OBJ to plain header file converter Blender with SIO2 exporter iphonewavefrontloader Cheetah3D PVRGeoPOD for 3DS / Maya Unfortunately I still have no clear vision how to combine any of that tools to get a desinger's work in an application. I look for a way of getting it in the most possible complete way: models, lights, scenes, textures, maybe some simple animations (but rather no game-like physics), but I still got nothing. And here comes my situation: I would like to find right way to present few (but quite complicated) models from a single scene. The designers mostly use 3DS Max 9, sometimes 10 (which partly prevents using PVRGeoPOD) and are rather reluctant to switch to something else but if there's no other choice I suppose it would be possible. The basic rule I've already found in some places "use Wavefront OBJ" not always works. I haven't got any acceptable results with production files, actually. The only things worked fine were some mere examples. Some of my models did imported incomplete, sometimes exporters hung or generated enormous files not really useful on an iPhone, sometimes enabling textures (with GL_TEXTURE_2D) just crashed an app. I know it might be a problem with too complicated models or my mistakes coming from inexeperience but I am not able to find any guidelines for that process to have streamlined cooperation with designers. I am even willing to write some things from scratch in pure OpenGL-ES if it's necessary, but I would like to avoid what might be avoided and get the most from the model files. The best would be the effect I saw on some SIO2 tutorials: export, build & go. But at that moment I've got only "import, wrong", "import, where are textures?", "import, that almost looks fine, export, hang" and so on... Is it really so much frustrating or I am just missed something obvious? Can anybody share his/her experience in that field and tell what kind of software uses for "making things happen"?

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  • Ruby Abstract Class Design

    - by MattDiPasquale
    I'm creating a video game. It has Characters & Items. Since I want Characters & Items to each have a name, should I make another class called NamedObjects with just a name field and have Characters & Items extend that? Or is that going overboard?

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  • Will Python 3.0's backwards-incompatibility affect adoption?

    - by George Stocker
    I visited Slashdot this morning to find out that Python 3.0 has been released. I know C# and Perl, but have wanted to learn Python for some time, especially after I saw its ease of use to create useful tools, not to mention its use in game scripting. My question is, how does the intentionally backwards-incompatible release of Python 3.0 affect adoption, and should I learn Python 2? Or should I take the dive and learn Python 3.0 first, and wait for the libraries to be ported?

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  • Anyone knows which networking package contains winlive.h ?

    - by Reza
    I am dealing with a c++ small game solution which contains references to winlive.h header. I'm sure it is part of a networking package, but haven't been able to track it down. It is not in windows sdk or platform sdk. Anyone may have have seen this before and can point me in the right direction? thanks

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  • How do you solve the 15-puzzle with A-Star or Dijkstra's Algorithm?

    - by Sean
    I've read in one of my AI books that popular algorithms (A-Star, Dijkstra) for path-finding in simulation or games is also used to solve the well-known "15-puzzle". Can anyone give me some pointers on how I would reduce the 15-puzzle to a graph of nodes and edges so that I could apply one of these algorithms? If I were to treat each node in the graph as a game state then wouldn't that tree become quite large? Or is that just the way to do it?

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  • Fastest python/C++ multimedia library

    - by Matthew Mitchell
    I'm using pyglet for my OpenGL based game but is it the fastest library out there which has a python wrapper? I could create a C++ extension and use any C++ multimedia library. Are there any C++ libraries that are worth investing time into or is it not worth the extra work? Thank you.

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