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  • What are some techniques to create scrollable areas?

    - by Omega
    I'm getting started with OpenGL ES on Android and I'd looking to learn some techniques to have a game map larger than the visible area. I'm assuming I've somehow got to ensure that the system isn't rendering the entire scene, including what's outside of the visible area. I'm just not sure how I'd go about designing this! This is for simple 2D top-down tile based rendering. No real 3D except what's inherent in OpenGL ES itself. Would anyone be able to get me started on the right path? Are there options that might scale nicely when I decide to start tilting my perspective and doing 3D?

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  • Working with arrays of lists pattern in java

    - by Mad Wombat
    I am writing a card game in java where I need to spread cards from a deck into several columns until I have fixed amount of cards left. This is how I do this. public class Column extends ArrayList {} List deck = Cards.createNewDeck(); Column[] columns = new Column[10]; int c = 0; while (deck.size() 50) { if (c == 10) { c = 0; } if (columns[c] == null) { columns[c] = new Column(); } columns[c].add(Cards.dealTopCard(deck)); c += 1; } This somehow seems clunky. Is there a more readable/comprehensive way of doing the same thing?

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  • Graphics/Vision Interesting Topics

    - by Myx
    Hello: I would like to do an interesting project for a computer graphics course. I know that there is a lot of literature out there (i.e. SIGGRAPH conference papers). I have a very large range of interest with regard to computer graphics (i.e. image processing, 3D modeling, rendering, animation). However, I've only taken computer vision/graphics for 2 semesters and thus don't have too much background experience, except for the class projects that I had to do. I've been looking through SIGGRAPH papers trying to see if there is anything that will be of interest to me but the literature is extremely vast. I was wondering if anyone has any topic suggestions, anything interesting that you ran across that you could recommend. I would prefer to do something fun yet slightly challenging (not really interested in making a shooter game). If this question does not belong here, I apologize and please let me know where I should move it. Thanks!

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  • What do you do to keep current

    - by griegs
    I've noticed that as I progress in my career I my day to day activities require less and less actual hands on development. However, I feel that I need to stay current, both for my own personal desire as well as being able to guide a team to best practices etc. I'm finding it very hard to stay on top of the game because there are so many new frameworks, technologies and patterns coming out. Do I concentrate on a particular aspect or framework? Do I become a generalist or a specialist? What are others doing to maintain a certain level of proficiency and currentness (sic)?

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  • How to customize flash message based on success or failure with Inherited Resources Rails plugin?

    - by wgpubs
    I'm using the inherited resources plugin in a 2.3.5 Rails application and was wondering how to change the flash[:notice] (or any other flash) based on the success OR failure in my create and update actions. So given the below, how do I add flash[:notice] = "All good" if success ... and flash[:notice] = "All bad" if failure? Thanks class ArticleController < InheritedResources::Base actions :show, :create, :update respond_to :html, :json before_filter :authorize_upsert, :only => [:create, :update] def create #init new game @article = Article.new set_article_attributes_from_app @article.is_published = params[:article_publish_to_web] || false @ article.game_source = @client_application create! do |success, failure| success.html {redirect_to(@article)} success.json {render :json => {:id=>@article.id, :created_at=>@article.created_at, :picture_urls=> @article.assets.map { |a| root_url.chop + a.photo.url}}} failure.html {render :action => "show"} failure.json {render :json=>@article.errors, :status => :unprocessable_entity} end end

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  • How do I determine which C/C++ compiler to use?

    - by Adam Siddhi
    Greetings, I am trying to figure out which C/C++ compiler to use. I found this list of C/C++ compilers at Wikipedia: http://en.wikipedia.org/wiki/List_of_compilers#C.2FC.2B.2B_compilers I am fairly certain that I want to go with an open source compiler. I feel that if it is open source then it will be a more complete compiler since many programmer perspectives are used to make it better. Please tell me if you disagree. I should mention that I plan on learning C/C++ mainly to program 2D/3D game applications that will be compatible with Windows, Linux, MAC and iPhone operating systems. I am currently using Windows Vista x64 OS. Thanks, Adam

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  • iPhone Pong Advanced Deflection Angle

    - by CherryBun
    Hi, I am currently developing a simple Pong game for the iPhone. Currently using CGRectIntersectsRect for the collision detection and as for the deflection of the ball when it hits the paddle, I just multiply the ball velocity with -1 (therefore reversing the direction of the ball). What I am trying to do is to make it so that when the ball hits the paddle, it checks whether how far is the ball from the center of the paddle, and increases the deflection angle the further the ball is away from the center of the paddle. (E.g. In this case, the ball will be deflected back at 90 degrees no matter where it came from, as long as it hits the center of the paddle) How am I suppose to do that? Any help would be greatly appreciated. Thank you.

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  • What are the things I use every day programmed with?

    - by sub
    It isn't so interesting to find out what this text editor here or that IRC client there was programmed with, also it isn't really hard and neither are there really suprising things to come out. Wow so it was programmed in Python, I didn't expect that. What I'm asking is: What are the things that we daily see, use or generally need programmed with? To name a few (really only a few of those out there): My alarm clock It has many features so it would probably be hard programming it with assembler or whatever, so did they probably use a programming language? If yes, which? My electrical tooth brush The (stupid) board computer of my car. (6 years old, has few features but a red LED display showing me how cold/warm it is outside and how much gas I'm using up per hour at the moment) Those (old) plastic mini-mini computers with the LCD(?) displays that only had one game available on them: PacMan, tetris or so. I'm not directly thinking of this but it may be similar: Other, probably more interesting, things I didn't mention

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  • Chipmunk physics: Velocity question

    - by Johannes Jensen
    I'm making an iPhone game where the main actor is a ball that rolls depending on the device's accelerometer rotation. I haven't started on this part of the coding yet, but I was wondering if you guys had a nice way of solving this: I tried looking a little into chipmunk, and I noticed that bodies have the property v, which is a point containing x and y velocities. I was thinking it'd be a bad idea to just do like: playerBody->v = ccp(accelerometer.x * 5, playerBody->v.y); because it'd just roll up of walls and stuff, is there a better solution to do this?

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  • Purchase music from iTunes store without leaving app?

    - by chris.o.
    Hi all, Is anyone aware of a standard way of allowing a user to purchase music from the app store without leaving the app? For instance, if a band has an album for sale on iTunes and then releases an iPhone game featuring the band members, is there a "standard way" to allow the user to buy songs without leaving the app? From what I can tell, there is not and, given that in the example above, the album is not content specifically for the app, it would not qualify for In-App purchase. Any suggestions? Thanks, Chris

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  • What programs should I write to truly experience this fancy new language ?

    - by privatehuff
    Tried Scheme at one point, just built up half of a "math" and "string" library before getting bored... Similar experience with Java, but stopped early because I was appalled at the lack of operator overloading. When you try out a new language, is there a program/game/function/exercise/problem that you use to get into the hot meaty center and really EXPERIENCE the language? I've been wanted to try Python, Ruby, some lisps, etc but can't seem to find any meaningful work to do with them, or any reason to use them for anything over languages I already know. Sorry this is a discussion, but you are EXACTLY the people I want to get input from on this

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  • iPhone - Drawing 2D Shapes

    - by Hawdon
    Hi guys! I have an array of 2D points which make an irregular polygon. What I want to do is draw the borders of it and then fill it with a color. I am using Cocos2d to code the game around, but I have not found a fill function in Cocos2d, only the ccDrawLine and such. Is there a simple way to draw filled shapes in Cocos2? I have also noted that Core Graphics would work beautifully for this purpose, but I am not able to integrate it with Cocos2d. I put this in to the draw function of my CCLayer: CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextClearRect(ctx, [[UIScreen mainScreen] bounds]); And every time I run it i get this error: <Error>: CGContextClearRect: invalid context I really need to get this working... Any ideas?

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  • Python: does it make sense to refactor this check into it's own method?

    - by Jeff Fry
    I'm still learning python. I just wrote this method to determine if a player has won a game of tic-tac-toe yet, given a board state like:'[['o','x','x'],['x','o','-'],['x','o','o']]' def hasWon(board): players = ['x', 'o'] for player in players: for row in board: if row.count(player) == 3: return player top, mid, low = board for i in range(3): if [ top[i],mid[i],low[i] ].count(player) == 3: return player if [top[0],mid[1],low[2]].count(player) == 3: return player if [top[2],mid[1],low[0]].count(player) == 3: return player return None It occurred to me that I check lists of 3 chars several times and could refactor the checking to its own method like so: def check(list, player): if list.count(player) == 3: return player ...but then realized that all that really does is change lines like: if [ top[i],mid[i],low[i] ].count(player) == 3: return player to: if check( [top[i],mid[i],low[i]], player ): return player ...which frankly doesn't seem like much of an improvement. Do you see a better way to refactor this? Or in general a more Pythonic option? I'd love to hear it!

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  • Active C++ project to contribute to

    - by Joseph Pond
    I am a self-taught c++/java programmer (I will be starting uni in August though!). I have worked on one project in which I was part of an active team. I really felt I learnt the most and gained a lot of experience while working with the team. Unfortunately it was a small closed source project which has recently taken a slumber. I'm looking for some active open source c++ projects which I could contribute to (preferably that are mainly developed on the linux platform). The other project I worked on was a video game, however, I would like to contribute to a project which has a functional purpose (other than to amuse). Any suggestions on possible projects?

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  • Using GLOrtho to view Side, Front, Top perspectives of a 3D scene

    - by talldan
    Dear all, I'm building a game level editing app as part of a university project. In my application I have multiple viewports, a Perspective viewport and three orthographic views all setup to view the same scene. I've successfuly setup the orthographic views and can translate and scale them to mimic scrolling and zooming. Unfortunately, I'm having one problem - my scene still contains 3 dimensions, so objects viewed in orthographic mode of certain depths are clipped when they fall outside of my clipping volume. Most 3D authoring tools or level editors allow you to view all objects in orthographic mode regardless of depth. I guess what I need to do is scale my scene in the appropriate dimension so that all values lie between 1 and -1, is there a straightforward way of going about this? Or is there a different better approach. Thanks very much for your help, Dan

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  • Android Stream Data Over Wifi?

    - by Neb
    Im trying to make an app for android that will stream the data of the accelerometer to be used as a game controller on my pc over a local wifi connection. Is it possible to make some kind of wifi stream of the accelerometer values in the android app and then make the pc somehow 'read' this stream? Or would it just be better for the pc to make endless calls to the phone getting the newest accelerometer values from a local android server? It would also have to send commands from the phone such as 'button1 pressed', 'button1 released'.

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  • a java applet question

    - by Robert
    Hello there. I have a question on the java applet.I've created a java applet,which is a board game,that can have a 2*2 array with row number and column number both set to 9 by default. Now I want to extend my applet a bit,that the user can specify the size they want on the command-line,then the applet class will create an applet with correspoding size. I try to add a constructor in the applet class,but the Eclipse complains,I also tried another class,which will create an instance of this applet with size as an instance variable,but it is not working. Could anyone help me a little bit on where to put a main() method that can take care of user-specified board sized,then create an array in my applet class accordingly? Thanks a lot. Rob

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  • Android ignoring my setWidth() and setHeight()

    - by popoffka
    So, why does this code: package org.popoffka.apicross; import android.app.Activity; import android.os.Bundle; import android.widget.Button; public class Game extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Button testButton = new Button(this); testButton.setBackgroundResource(R.drawable.cell); testButton.setWidth(20); testButton.setHeight(20); setContentView(testButton); } } ...produce this thing: http://i42.tinypic.com/2hgdzme.png even though there's a setWidth(20) and setHeight(20) in the code? (R.drawable.cell is actually a 20x20 PNG image containing a white cell with a silver border)

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  • PHP Fizzbuzz Challenge

    - by Pez Cuckow
    Someone at work as poised the challenge to create a script that prints the FizzBuzz game in as few likes as possible using PHP The challenge Write a program that prints the numbers from 1 to 100. But for multiples of three print “Fizz” instead of the number and for the multiples of five print “Buzz”. For numbers which are multiples of both three and five print “FizzBuzz”. My attempt: foreach(range(1,100) as $i) { $val = ($i % 3 == 0 ? "Fizz" : "").($i % 5 == 0 ? "Buzz" : ""); echo (empty($val) ? $i : $val) . '<br />'; } Someone's Pythons attempt [ ("Fizz" if not i % 3 else "") + ("Buzz" if not i % 5 else "") + ("Baz" if not i % 7 else "") if _ else "" for i in range(0, 100) ] Can you see how to make this better/improve it? Or even do it better? Thanks for your time

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  • How can I modify objects inside frames with AS3 in a permanent way?

    - by curro
    I have a MovieClip symbol created with flash in a fla file library. There is a textfield in frame one of this movieclip's timeline . There is another frame in the movieclip timeline. There is a custon class definition for this symbol. It is a flipping card in a memory game. I access the textfield by going to frame 2 (gotoAndStop(2)) and setting the textfield's text property ( this.field.text = "hello" ). However if I go to frame 1 and then return to frame 2, the text becomes the original one in the library's symbol. I have to modify the text propery again in a showFace method I've written. Besides, I cannot pass parameters in the constructor because it is a symbol in the library and that would give errors. I find this behaviour of flash extremely weird. Is there a way I can set properties inside frames permanently? Thank you

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  • Drawing individual pixels with iphone sdk.

    - by blob8108
    Hi, I've been trying to figure out how to make a powder toy style game on the iPhone. My problem is how to draw pixels to the screen. From what I've read, OpenGL is better for games as it is faster/hardware accelerated, but there is no method to draw pixels directly to the screen. Apparently drawing pixels to an off-screen frame buffer is the way to go, but how do I then pass this to OpenGL? Do I use a texture? (this is assuming I have no previous knowledge of iPhone graphics programming). Thanks!

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  • Should we use NsMutableArray in CGRectIntersect ?

    - by srikanth rongali
    To know whether two sprites cross each other or not, should we use NSMutableArray to store the sprites ? In my game one fixed sprite(player) is there. And the other is a bullet fired and if this sprite intersects player sprite, then enemy won. I have used NSMutable Array to store the bullet sprites. If I do not use NSMutableArray then even though the the bullet intersects player it is not recognizing the intersection ? I am using ( (CGRectIntersectsRect(bulletRect, playerRect)). Thank You.

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  • How to store or share live data between PHP Requests?

    - by Devyn
    Hi, I want to start a project for facebook and the application will be like real-time multiplayer chess game. The problem I'm having is I have no idea how to store the data when a player moves one piece and update the new position in player2 browser. I'm gonna use PHP, MySQL for server side and jQuery for Client Rendering. The simplest idea is to store the data in XML or MySQL and re-generate the result to player2 browser. But I know that when thousand of players are playing, it will not be an efficient way. Since I don't have time to study new language for this project, I'm gonna have to stick with PHP. I'm not going to use flash either because I want my client side light-weight and flash-free. So is there any way that will solve my problems?

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  • iPhone OpenGLES textures - colour banding

    - by chicknstu
    I've got a problem with openGL on iPhone which I'm sure must have a simple solution! When I load a texture and display it, I get a lot of what I believe is called 'Colour Banding', whereby the colours, particularly on gradients, seem to get automatically 'optimized'. Just to demonstrate that this wasn't anything wrong with my own code, I downloaded the iPhone 'Crashlanding' app and replaced the background image, and as you can see in the image below (Taken from the simulator), the exact same thing happens. The image on the left is the original PNG, and on the right is it in the game. It's almost as if it's palette is being downsized to a 256 colour one. Screenshot I'm sure this is related to the format I'm saving the image as, although it doesn't just happen with PNG's, it seems to happen no matter what image format I chose. Doing my head in! If you want to recreate this, simply download the crash landing app, and replace the background. Thanks so much in advance for any help.

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  • Need some information about using cocos2d in iPad.

    - by srikanth rongali
    Hi, I need some information about using cocos2d in iPad. Can we use 2048x2048 sprite sheets ? I read in this form that we can use but with limitation not more than 3 or 4 sprite sheets. But, I have 10 animations in my game. maximum of 4 animations run at a time. Can we use the CCDirectors in AppDelegate in the same way as we use in iPhone ? if( ! [CCDirector setDirectorType:CCDirectorTypeDisplayLink] ) [CCDirector setDirectorType:CCDirectorTypeDefault]; [[CCDirector sharedDirector] setPixelFormat:kPixelFormatRGBA8888]; [CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888]; What can be the maximum size of the image that we can use? Any limitations regarding the cocos2d and iPad please post them. Thank you.

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