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  • Calculating Hit Accuracy score in a game

    - by N0xus
    I'm currently in the process of making a scoreboard for my game. One of things I would like to display is the players accuracy in the amount of hits they had in game. However, I have never done this before and I've no idea how to go about doing this. Is there a commonly used algorithm out there that can help me calculate this, or has someone found a way to calculate this fairly easily? Any help with this would be appreciated.

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  • What are some ways to separate game logic from animations and the draw loop?

    - by TMV
    I have only previously made flash games, using MovieClips and such to separate out my animations from my game logic. Now I am getting into trying my hand at making a game for Android, but the game programming theory around separating these things still confuses me. I come from a background of developing non game web applications so I am versed in more MVC like patterns and am stuck in that mindset as I approach game programming. I want to do things like abstract my game by having, for example, a game board class that contains the data for a grid of tiles with instances of a tile class that each contain properties. I can give my draw loop access to this and have it draw the game board based on the properties of each tile on the game board, but I don't understand where exactly animation should go. As far as I can tell, animation sort of sits between the abstracted game logic (model) and the draw loop (view). With my MVC mindset, it's frustrating trying to decide where animation is actually supposed to go. It would have quite a bit of data associated with it like a model, but seemingly needs to be very closely coupled with the draw loop in order to have things like frame independent animation. How can I break out of this mindset and start thinking about patterns that make more sense for games?

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  • Why are MVC & TDD not employed more in game architecture?

    - by secoif
    I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at game source code seriously hurts my head: "What is this view logic doing in with business logic? this needs refactoring... so does this, refactor, refactorrr" This worries me as I'm about to start a game project, and I'm not sure whether trying to mvc/tdd the dev process is going to hinder us or help us, as I don't see many game examples that use this or much push for better architectural practices it in the community. The following is an extract from a great article on prototyping games, though to me it seemed exactly the attitude many game devs seem to use when writing production game code: Mistake #4: Building a system, not a game ...if you ever find yourself working on something that isn’t directly moving your forward, stop right there. As programmers, we have a tendency to try to generalize our code, and make it elegant and be able to handle every situation. We find that an itch terribly hard not scratch, but we need to learn how. It took me many years to realize that it’s not about the code, it’s about the game you ship in the end. Don’t write an elegant game component system, skip the editor completely and hardwire the state in code, avoid the data-driven, self-parsing, XML craziness, and just code the damned thing. ... Just get stuff on the screen as quickly as you can. And don’t ever, ever, use the argument “if we take some extra time and do this the right way, we can reuse it in the game”. EVER. is it because games are (mostly) visually oriented so it makes sense that the code will be weighted heavily in the view, thus any benefits from moving stuff out to models/controllers, is fairly minimal, so why bother? I've heard the argument that MVC introduces a performance overhead, but this seems to me to be a premature optimisation, and that there'd more important performance issues to tackle before you worry about MVC overheads (eg render pipeline, AI algorithms, datastructure traversal, etc). Same thing regarding TDD. It's not often I see games employing test cases, but perhaps this is due to the design issues above (mixed view/business) and the fact that it's difficult to test visual components, or components that rely on probablistic results (eg operate within physics simulations). Perhaps I'm just looking at the wrong source code, but why do we not see more of these 'enterprise' practices employed in game design? Are games really so different in their requirements, or is a people/culture issue (ie game devs come from a different background and thus have different coding habits)?

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  • Stateless game design

    - by L. De Leo
    I'm facing a challenge understanding how to program a web version of a card game that is completely stateless. I create my object graph when the game begins and distribute cards to PlayerA and PlayerB so I lay them out on the screen. At this point I could assume that HTML and the querystring is what holds at least some of my state and just keep a snapshot copy of the game state on the server-side for the sole purpose of validating the inputs I receive from the web clients. Still it appears to me that the state of the game is by its nature mutable: cards are being dealt from the deck, etc... Am I just not getting it? Or should I just strive to minimize the side-effects of my functions to the objects that I take as my input? How would you design a stateless card game?

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  • Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

    - by Mimars
    After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. Basically, after some research I see that there are several solutions. This seems to be the simplest one: Let's say I define a constant aspect ratio for the game (16:9) and the whole game will be created for a resolution 1680 x 1050. The game will be rendered in this resolution and then I will be able to scale the render to match the player's display resolution. Therefore the game might be playable on almost any resolution, while it would keep the aspect ratio. So, if the game was run on 4:3 display, the top and the bottom of the display would be filled with black color. It seems easy, but my question is - Is this a good approach for a simple game? The game will be simple, but I want to maintain high quality.

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  • I need a very rapid game engine with as many presets as possible [closed]

    - by GLycan
    I have to make a game about the immune system (with as many grotesque simplifications as I want) in roughly two weeks. I'm thinking of something along the lines of bubble tanks, but I think I can roll with pretty much anything that fits the following: Working engine that handles mouvement, objects The fighting system can be done in any way that allows a bare minimum of configuration Scripting should be, preferably, Python Art should be customizable I'm hoping that there is some existing game that I could adapt. Any sggestions (aside from not leaving projects until later) ?

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  • Should the main game object be static in c++

    - by Som_kun
    I am creating a 2d platformer using SDL and I was thinking that my game object could be static, but I wasn't sure if this was a good idea. The pros (that I can see): Accessing settings options (such as screen size and keyboard bindings) would be easier accessed There should only ever be one main game loop, so this makes sure for me. The cons: From what I've heard, static classes in C++ are a bear to work with I've read that this may cause problems later in development (things don't work right or can't be used properly

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  • Why are (almost) all the on-line games written in ActionScript (Flash) not Java?

    - by MasterPeter
    I absolutely love good defender games (e.g. Gemcraft, Protector: reclaiming the throne) as they can be intellectually quite challenging; it's like playing chess but a little less thinking a bit more action. Sadly, there are not that many good ones out there and I thought I would create one myself and share it with the rest of the world by making it available on-line. I have never worked with ActionScript but when it comes to on-line games, this is the main choice. I have tried to find a decent 2D game in the form of a Java applet but to no avail. Why is this so? I could write the game, most comfortably, in Delphi for Win32 but then people would need to download the executable, which could deter some form downloading it, and also it would only work on Windows. I am also familiar with Java, having worked with Java for the last four years or so. Although I don't have much experience with games programming. Should I note be deterred by the fact that all online games are written for in Flash and create my defender game as a Java applet, or should I consider learning ActionScript and games development for the ActionScript Virtual Machine (AS3 looks very much like Java... but still, it's an entirely new technology to me and I might never use it professionally.) Could you, please, just answer the the question in the title? Why Flash, not Java applets? Is it only 'politics'?

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  • Juju Openstack bundle: Can't launch an instance

    - by user281985
    Deployed bundle:~makyo/openstack/2/openstack, on top of 7 physical boxes and 3 virtual ones. After changing vip_iface strings to point to right devices, e.g., br0 instead of eth0, and defining "/mnt/loopback|30G", in Cinder's block-device string, am able to navigate through openstack dashboard, error free. Following http://docs.openstack.org/grizzly/openstack-compute/install/apt/content/running-an-instance.html instructions, attempted to launch cirros 0.3.1 image; however, novalist shows the instance in error state. ubuntu@node7:~$ nova --debug boot --flavor 1 --image 28bed1bc-bc1c-4533-beee-8e0428ad40dd --key_name key2 --security_group default cirros REQ: curl -i http://keyStone.IP:5000/v2.0/tokens -X POST -H "Content-Type: application/json" -H "Accept: application/json" -H "User-Agent: python-novaclient" -d '{"auth": {"tenantName": "admin", "passwordCredentials": {"username": "admin", "password": "openstack"}}}' INFO (connectionpool:191) Starting new HTTP connection (1): keyStone.IP DEBUG (connectionpool:283) "POST /v2.0/tokens HTTP/1.1" 200 None RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:02 GMT', 'transfer-encoding': 'chunked', 'vary': 'X-Auth-Token', 'content-type': 'application/json'} RESP BODY: {"access": {"token": {"expires": "2014-06-11T00:01:02Z", "id": "3eefa1837d984426a633fe09259a1534", "tenant": {"description": "Created by Juju", "enabled": true, "id": "08cff06d13b74492b780d9ceed699239", "name": "admin"}}, "serviceCatalog": [{"endpoints": [{"adminURL": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239", "region": "RegionOne", "internalURL": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239", "publicURL": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239"}], "endpoints_links": [], "type": "compute", "name": "nova"}, {"endpoints": [{"adminURL": "http://nova.cloud.controller:9696", "region": "RegionOne", "internalURL": "http://nova.cloud.controller:9696", "publicURL": "http://nova.cloud.controller:9696"}], "endpoints_links": [], "type": "network", "name": "quantum"}, {"endpoints": [{"adminURL": "http://nova.cloud.controller:3333", "region": "RegionOne", "internalURL": "http://nova.cloud.controller:3333", "publicURL": "http://nova.cloud.controller:3333"}], "endpoints_links": [], "type": "s3", "name": "s3"}, {"endpoints": [{"adminURL": "http://i.p.s.36:9292", "region": "RegionOne", "internalURL": "http://i.p.s.36:9292", "publicURL": "http://i.p.s.36:9292"}], "endpoints_links": [], "type": "image", "name": "glance"}, {"endpoints": [{"adminURL": "http://i.p.s.39:8776/v1/08cff06d13b74492b780d9ceed699239", "region": "RegionOne", "internalURL": "http://i.p.s.39:8776/v1/08cff06d13b74492b780d9ceed699239", "publicURL": "http://i.p.s.39:8776/v1/08cff06d13b74492b780d9ceed699239"}], "endpoints_links": [], "type": "volume", "name": "cinder"}, {"endpoints": [{"adminURL": "http://nova.cloud.controller:8773/services/Cloud", "region": "RegionOne", "internalURL": "http://nova.cloud.controller:8773/services/Cloud", "publicURL": "http://nova.cloud.controller:8773/services/Cloud"}], "endpoints_links": [], "type": "ec2", "name": "ec2"}, {"endpoints": [{"adminURL": "http://keyStone.IP:35357/v2.0", "region": "RegionOne", "internalURL": "http://keyStone.IP:5000/v2.0", "publicURL": "http://i.p.s.44:5000/v2.0"}], "endpoints_links": [], "type": "identity", "name": "keystone"}], "user": {"username": "admin", "roles_links": [], "id": "b3730a52a32e40f0a9500440d1ef1c7d", "roles": [{"id": "e020001eb9a049f4a16540238ab158aa", "name": "Admin"}, {"id": "b84fbff4d5554d53bbbffdaad66b56cb", "name": "KeystoneServiceAdmin"}, {"id": "129c8b49d42b4f0796109aaef2069aa9", "name": "KeystoneAdmin"}], "name": "admin"}}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd -X GET -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "GET /v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd HTTP/1.1" 200 719 RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:03 GMT', 'x-compute-request-id': 'req-7f3459f8-d3d5-47f1-97a3-8407a4419a69', 'content-type': 'application/json', 'content-length': '719'} RESP BODY: {"image": {"status": "ACTIVE", "updated": "2014-06-09T22:17:54Z", "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "rel": "bookmark"}, {"href": "http://External.Public.Port:9292/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "type": "application/vnd.openstack.image", "rel": "alternate"}], "id": "28bed1bc-bc1c-4533-beee-8e0428ad40dd", "OS-EXT-IMG-SIZE:size": 13147648, "name": "Cirros 0.3.1", "created": "2014-06-09T22:17:54Z", "minDisk": 0, "progress": 100, "minRam": 0, "metadata": {}}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/flavors/1 -X GET -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "GET /v1.1/08cff06d13b74492b780d9ceed699239/flavors/1 HTTP/1.1" 200 418 RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:04 GMT', 'x-compute-request-id': 'req-2c153110-6969-4f3a-b51c-8f1a6ce75bee', 'content-type': 'application/json', 'content-length': '418'} RESP BODY: {"flavor": {"name": "m1.tiny", "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/flavors/1", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/flavors/1", "rel": "bookmark"}], "ram": 512, "OS-FLV-DISABLED:disabled": false, "vcpus": 1, "swap": "", "os-flavor-access:is_public": true, "rxtx_factor": 1.0, "OS-FLV-EXT-DATA:ephemeral": 0, "disk": 0, "id": "1"}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/servers -X POST -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Content-Type: application/json" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" -d '{"server": {"name": "cirros", "imageRef": "28bed1bc-bc1c-4533-beee-8e0428ad40dd", "key_name": "key2", "flavorRef": "1", "max_count": 1, "min_count": 1, "security_groups": [{"name": "default"}]}}' INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "POST /v1.1/08cff06d13b74492b780d9ceed699239/servers HTTP/1.1" 202 436 RESP: [202] {'date': 'Tue, 10 Jun 2014 00:01:05 GMT', 'x-compute-request-id': 'req-41e53086-6454-4efb-bb35-a30dc2c780be', 'content-type': 'application/json', 'location': 'http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43', 'content-length': '436'} RESP BODY: {"server": {"security_groups": [{"name": "default"}], "OS-DCF:diskConfig": "MANUAL", "id": "2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "rel": "bookmark"}], "adminPass": "oFRbvRqif2C8"}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43 -X GET -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "GET /v1.1/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43 HTTP/1.1" 200 1349 RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:05 GMT', 'x-compute-request-id': 'req-d91d0858-7030-469d-8e55-40e05e4d00fd', 'content-type': 'application/json', 'content-length': '1349'} RESP BODY: {"server": {"status": "BUILD", "updated": "2014-06-10T00:01:05Z", "hostId": "", "OS-EXT-SRV-ATTR:host": null, "addresses": {}, "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/servers/2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "rel": "bookmark"}], "key_name": "key2", "image": {"id": "28bed1bc-bc1c-4533-beee-8e0428ad40dd", "links": [{"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "rel": "bookmark"}]}, "OS-EXT-STS:task_state": "scheduling", "OS-EXT-STS:vm_state": "building", "OS-EXT-SRV-ATTR:instance_name": "instance-00000004", "OS-EXT-SRV-ATTR:hypervisor_hostname": null, "flavor": {"id": "1", "links": [{"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/flavors/1", "rel": "bookmark"}]}, "id": "2eb5e3ad-3044-41c1-bbb7-10f398f83e43", "security_groups": [{"name": "default"}], "OS-EXT-AZ:availability_zone": "nova", "user_id": "b3730a52a32e40f0a9500440d1ef1c7d", "name": "cirros", "created": "2014-06-10T00:01:04Z", "tenant_id": "08cff06d13b74492b780d9ceed699239", "OS-DCF:diskConfig": "MANUAL", "accessIPv4": "", "accessIPv6": "", "progress": 0, "OS-EXT-STS:power_state": 0, "config_drive": "", "metadata": {}}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/flavors/1 -X GET -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "GET /v1.1/08cff06d13b74492b780d9ceed699239/flavors/1 HTTP/1.1" 200 418 RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:05 GMT', 'x-compute-request-id': 'req-896c0120-1102-4408-9e09-cd628f2dd699', 'content-type': 'application/json', 'content-length': '418'} RESP BODY: {"flavor": {"name": "m1.tiny", "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/flavors/1", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/flavors/1", "rel": "bookmark"}], "ram": 512, "OS-FLV-DISABLED:disabled": false, "vcpus": 1, "swap": "", "os-flavor-access:is_public": true, "rxtx_factor": 1.0, "OS-FLV-EXT-DATA:ephemeral": 0, "disk": 0, "id": "1"}} REQ: curl -i http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd -X GET -H "X-Auth-Project-Id: admin" -H "User-Agent: python-novaclient" -H "Accept: application/json" -H "X-Auth-Token: 3eefa1837d984426a633fe09259a1534" INFO (connectionpool:191) Starting new HTTP connection (1): nova.cloud.controller DEBUG (connectionpool:283) "GET /v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd HTTP/1.1" 200 719 RESP: [200] {'date': 'Tue, 10 Jun 2014 00:01:05 GMT', 'x-compute-request-id': 'req-454e9651-c247-4d31-8049-6b254de050ae', 'content-type': 'application/json', 'content-length': '719'} RESP BODY: {"image": {"status": "ACTIVE", "updated": "2014-06-09T22:17:54Z", "links": [{"href": "http://nova.cloud.controller:8774/v1.1/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "rel": "self"}, {"href": "http://nova.cloud.controller:8774/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "rel": "bookmark"}, {"href": "http://External.Public.Port:9292/08cff06d13b74492b780d9ceed699239/images/28bed1bc-bc1c-4533-beee-8e0428ad40dd", "type": "application/vnd.openstack.image", "rel": "alternate"}], "id": "28bed1bc-bc1c-4533-beee-8e0428ad40dd", "OS-EXT-IMG-SIZE:size": 13147648, "name": "Cirros 0.3.1", "created": "2014-06-09T22:17:54Z", "minDisk": 0, "progress": 100, "minRam": 0, "metadata": {}}} +-------------------------------------+--------------------------------------+ | Property | Value | +-------------------------------------+--------------------------------------+ | OS-EXT-STS:task_state | scheduling | | image | Cirros 0.3.1 | | OS-EXT-STS:vm_state | building | | OS-EXT-SRV-ATTR:instance_name | instance-00000004 | | flavor | m1.tiny | | id | 2eb5e3ad-3044-41c1-bbb7-10f398f83e43 | | security_groups | [{u'name': u'default'}] | | user_id | b3730a52a32e40f0a9500440d1ef1c7d | | OS-DCF:diskConfig | MANUAL | | accessIPv4 | | | accessIPv6 | | | progress | 0 | | OS-EXT-STS:power_state | 0 | | OS-EXT-AZ:availability_zone | nova | | config_drive | | | status | BUILD | | updated | 2014-06-10T00:01:05Z | | hostId | | | OS-EXT-SRV-ATTR:host | None | | key_name | key2 | | OS-EXT-SRV-ATTR:hypervisor_hostname | None | | name | cirros | | adminPass | oFRbvRqif2C8 | | tenant_id | 08cff06d13b74492b780d9ceed699239 | | created | 2014-06-10T00:01:04Z | | metadata | {} | +-------------------------------------+--------------------------------------+ ubuntu@node7:~$ ubuntu@node7:~$ nova list +--------------------------------------+--------+--------+----------+ | ID | Name | Status | Networks | +--------------------------------------+--------+--------+----------+ | 2eb5e3ad-3044-41c1-bbb7-10f398f83e43 | cirros | ERROR | | +--------------------------------------+--------+--------+----------+ ubuntu@node7:~$ var/log/nova/nova-compute.log shows the following error: ... 2014-06-10 00:01:06.048 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Attempting claim: memory 512 MB, disk 0 GB, VCPUs 1 2014-06-10 00:01:06.049 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Total Memory: 3885 MB, used: 512 MB 2014-06-10 00:01:06.049 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Memory limit: 5827 MB, free: 5315 MB 2014-06-10 00:01:06.049 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Total Disk: 146 GB, used: 0 GB 2014-06-10 00:01:06.050 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Disk limit not specified, defaulting to unlimited 2014-06-10 00:01:06.050 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Total CPU: 2 VCPUs, used: 0 VCPUs 2014-06-10 00:01:06.050 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] CPU limit not specified, defaulting to unlimited 2014-06-10 00:01:06.051 AUDIT nova.compute.claims [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Claim successful 2014-06-10 00:01:06.963 WARNING nova.network.quantumv2.api [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] No network configured! 2014-06-10 00:01:08.347 ERROR nova.compute.manager [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Instance failed to spawn 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Traceback (most recent call last): 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 1118, in _spawn 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] self._legacy_nw_info(network_info), 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 703, in _legacy_nw_info 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] network_info = network_info.legacy() 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] AttributeError: 'list' object has no attribute 'legacy' 2014-06-10 00:01:08.347 32223 TRACE nova.compute.manager [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] 2014-06-10 00:01:08.919 AUDIT nova.compute.manager [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Terminating instance 2014-06-10 00:01:09.712 32223 ERROR nova.virt.libvirt.driver [-] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] During wait destroy, instance disappeared. 2014-06-10 00:01:09.718 INFO nova.virt.libvirt.firewall [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Attempted to unfilter instance which is not filtered 2014-06-10 00:01:09.719 INFO nova.virt.libvirt.driver [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Deleting instance files /var/lib/nova/instances/2eb5e3ad-3044-41c1-bbb7-10f398f83e43 2014-06-10 00:01:10.044 ERROR nova.compute.manager [req-41e53086-6454-4efb-bb35-a30dc2c780be b3730a52a32e40f0a9500440d1ef1c7d 08cff06d13b74492b780d9ceed699239] [instance: 2eb5e3ad-3044-41c1-bbb7-10f398f83e43] Error: ['Traceback (most recent call last):\n', ' File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 864, in _run_instance\n set_access_ip=set_access_ip)\n', ' File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 1123, in _spawn\n LOG.exception(_(\'Instance failed to spawn\'), instance=instance)\n', ' File "/usr/lib/python2.7/contextlib.py", line 24, in __exit__\n self.gen.next()\n', ' File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 1118, in _spawn\n self._legacy_nw_info(network_info),\n', ' File "/usr/lib/python2.7/dist-packages/nova/compute/manager.py", line 703, in _legacy_nw_info\n network_info = network_info.legacy()\n', "AttributeError: 'list' object has no attribute 'legacy'\n"] 2014-06-10 00:01:40.951 32223 AUDIT nova.compute.resource_tracker [-] Auditing locally available compute resources 2014-06-10 00:01:41.072 32223 AUDIT nova.compute.resource_tracker [-] Free ram (MB): 2861 2014-06-10 00:01:41.072 32223 AUDIT nova.compute.resource_tracker [-] Free disk (GB): 146 2014-06-10 00:01:41.073 32223 AUDIT nova.compute.resource_tracker [-] Free VCPUS: 1 2014-06-10 00:01:41.262 32223 INFO nova.compute.resource_tracker [-] Compute_service record updated for node5:node5.maas ... Can't seem to find any entries in quantum.conf related to "legacy". Any help would be appreciated. Cheers,

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  • How to write a test for accounts controller for forms authenticate

    - by Anil Ali
    Trying to figure out how to adequately test my accounts controller. I am having problem testing the successful logon scenario. Issue 1) Am I missing any other tests.(I am testing the model validation attributes separately) Issue 2) Put_ReturnsOverviewRedirectToRouteResultIfLogonSuccessAndNoReturnUrlGiven() and Put_ReturnsRedirectResultIfLogonSuccessAndReturnUrlGiven() test are not passing. I have narrowed it down to the line where i am calling _membership.validateuser(). Even though during my mock setup of the service i am stating that i want to return true whenever validateuser is called, the method call returns false. Here is what I have gotten so far AccountController.cs [HandleError] public class AccountController : Controller { private IMembershipService _membershipService; public AccountController() : this(null) { } public AccountController(IMembershipService membershipService) { _membershipService = membershipService ?? new AccountMembershipService(); } [HttpGet] public ActionResult LogOn() { return View(); } [HttpPost] public ActionResult LogOn(LogOnModel model, string returnUrl) { if (ModelState.IsValid) { if (_membershipService.ValidateUser(model.UserName,model.Password)) { if (!String.IsNullOrEmpty(returnUrl)) { return Redirect(returnUrl); } return RedirectToAction("Index", "Overview"); } ModelState.AddModelError("*", "The user name or password provided is incorrect."); } return View(model); } } AccountServices.cs public interface IMembershipService { bool ValidateUser(string userName, string password); } public class AccountMembershipService : IMembershipService { public bool ValidateUser(string userName, string password) { throw new System.NotImplementedException(); } } AccountControllerFacts.cs public class AccountControllerFacts { public static AccountController GetAccountControllerForLogonSuccess() { var membershipServiceStub = MockRepository.GenerateStub<IMembershipService>(); var controller = new AccountController(membershipServiceStub); membershipServiceStub .Stub(x => x.ValidateUser("someuser", "somepass")) .Return(true); return controller; } public static AccountController GetAccountControllerForLogonFailure() { var membershipServiceStub = MockRepository.GenerateStub<IMembershipService>(); var controller = new AccountController(membershipServiceStub); membershipServiceStub .Stub(x => x.ValidateUser("someuser", "somepass")) .Return(false); return controller; } public class LogOn { [Fact] public void Get_ReturnsViewResultWithDefaultViewName() { // Arrange var controller = GetAccountControllerForLogonSuccess(); // Act var result = controller.LogOn(); // Assert Assert.IsType<ViewResult>(result); Assert.Empty(((ViewResult)result).ViewName); } [Fact] public void Put_ReturnsOverviewRedirectToRouteResultIfLogonSuccessAndNoReturnUrlGiven() { // Arrange var controller = GetAccountControllerForLogonSuccess(); var user = new LogOnModel(); // Act var result = controller.LogOn(user, null); var redirectresult = (RedirectToRouteResult) result; // Assert Assert.IsType<RedirectToRouteResult>(result); Assert.Equal("Overview", redirectresult.RouteValues["controller"]); Assert.Equal("Index", redirectresult.RouteValues["action"]); } [Fact] public void Put_ReturnsRedirectResultIfLogonSuccessAndReturnUrlGiven() { // Arrange var controller = GetAccountControllerForLogonSuccess(); var user = new LogOnModel(); // Act var result = controller.LogOn(user, "someurl"); var redirectResult = (RedirectResult) result; // Assert Assert.IsType<RedirectResult>(result); Assert.Equal("someurl", redirectResult.Url); } [Fact] public void Put_ReturnsViewIfInvalidModelState() { // Arrange var controller = GetAccountControllerForLogonFailure(); var user = new LogOnModel(); controller.ModelState.AddModelError("*","Invalid model state."); // Act var result = controller.LogOn(user, "someurl"); var viewResult = (ViewResult) result; // Assert Assert.IsType<ViewResult>(result); Assert.Empty(viewResult.ViewName); Assert.Same(user,viewResult.ViewData.Model); } [Fact] public void Put_ReturnsViewIfLogonFailed() { // Arrange var controller = GetAccountControllerForLogonFailure(); var user = new LogOnModel(); // Act var result = controller.LogOn(user, "someurl"); var viewResult = (ViewResult) result; // Assert Assert.IsType<ViewResult>(result); Assert.Empty(viewResult.ViewName); Assert.Same(user,viewResult.ViewData.Model); Assert.Equal(false,viewResult.ViewData.ModelState.IsValid); } } }

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  • Seperation of game- and rendering logic

    - by Qua
    What is the best way to seperate rendering code from the actually game engine/logic code? And is it even a good idea to seperate those? Let's assume we have a game object called Knight. The Knight has to be rendered on the screen for the user to see. We're now left with two choices. Either we give the Knight a Render/Draw method that we can call, or we create a renderer class that takes care of rendering all knights. In the scenario where the two is seperated the Knight should the knight still contain all the information needed to render him, or should this be seperated as well? In the last project we created we decided to let all the information required to render an object be stored inside the object itself, but we had a seperate component to actually read those informations and render the objects. The object would contain information such as size, rotation, scale, and which animation was currently playing and based on this the renderer object would compose the screen. Frameworks such as XNA seem to think joining the object and rendering is a good idea, but we're afraid to get tied up to a specific rendering framework, whereas building a seperate rendering component gives us more freedom to change framework at any given time.

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  • AJAX vs ActiveX/Flash for browser-based game

    - by iconiK
    I have been following the usage of JavaScript for the past few years, and with the release of extremely fast scripting engines (V8, SquirrelFish Extrene, TraceMonkey, etc.) the possibilities of JavaScript have increased dramatically. However, the usage share of Internet Explorer coupled with it's total lack of support for recent standards makes me want to drop a bomb on Microsoft's HQ, as it creates a huge amount of problems for any website. The game will need to be pretty dynamic client-side, with animations and other eye-candy things, but not a full-blown game like those that run directly in the OS using DirectX or OpenGL. However, this might be a little stretch for JavaScript and will certainly feel extremely slow in Internet Explorer (given that the current IE engine can be hundreds of times slower than SFX; gotta see what IE9 will bring), would it be better to just do the whole thing in Flash? I know this means requiring the plug-in AND I have no experience whatsoever with Flash (other than browsing YouTube :P). It also means I can't just output directly from PHP, I would have to use XML or some other format to pass data to it (JSON is directly integrated in JS and PHP can deal with it easily). Another idea would be to provide an alternative interface just for IE, though I don't know how (ActiveX maybe? or with Flash, then why not just provide it to all browsers) or totally not supporting it and requiring the use of other browsers, although this is plain stupid from a business perspective. So here am I, wondering what approach to take and thus asking for your advice. How should I build the client-side? AJAX in all browsers, Flash in all browsers or a mix (AJAX for "modern" browsers and something else for the "grandpa": IE).

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  • Generic FSM for game in C++ ?

    - by Mr.Gando
    Hello, I was wondering if there's a way I could code some kind of "generic" FSM for a game with C++?. My game has a component oriented design, so I use a FSM Component. my Finite State Machine (FSM) Component, looks more or less this way. class gecFSM : public gecBehaviour { public: //Constructors gecFSM() { state = kEntityState_walk; } gecFSM(kEntityState s) { state = s; } //Interface void setRule(kEntityState initialState, int inputAction, kEntityState resultingState); void performAction(int action); private: kEntityState fsmTable[MAX_STATES][MAX_ACTIONS]; }; I would love to hear your opinions/ideas or suggestions about how to make this FSM component, generic. With generic I mean: 1) Creating the fsmTable from an xml file is really easy, I mean it's just a bunch of integers that can be loaded to create an MAX_STATESxMAX_ACTION matrix. void gecFSM::setRule(kEntityState initialState, int inputAction, kEntityState resultingState) { fsmTable[initialState][inputAction] = resultingState; } 2) But what about the "perform Action" method ? void gecFSM::performAction(int action) { switch( smTable[ ownerEntity->getState() ][ action ] ) { case WALK: /*Walk action*/ break; case STAND: /*Stand action*/ break; case JUMP: /*Jump action*/ break; case RUN: /*Run action*/ break; } } What if I wanted to make the "actions" and the switch generic? This in order to avoid creating a different FSM component class for each GameEntity? (gecFSMZombie, gecFSMDryad, gecFSMBoss etc ?). That would allow me to go "Data Driven" and construct my generic FSM's from files for example. What do you people suggest?

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  • Keeping sync in multiplayer RTS game that uses floating point arithmetic

    - by Calmarius
    I'm writing a 2D space RTS game in C#. Single player works. Now I want to add some multiplayer functionality. I googled for it and it seems there is only one way to have thousands of units continuously moving without a powerful net connection: send only the commands through the network while running the same simulation at every player. And now there is a problem the entire engine uses doubles everywhere. And floating point calculations are depends heavily on compiler optimalizations and cpu architecture so it is very hard to keep things syncronized. And it is not grid based at all, and have a simple phisics engine to move the space-ships (space ships have impulse and angular-momentum...). So recoding the entire stuff to use fixed point would be quite cumbersome (but probably the only solution). So I have 2 options so far: Say bye to the current code and restart from scratch using integers Make the game LAN only where there is enough bandwidth to have 8 players with thousands of units and sending the positions and orientation etc in (almost) every frame... So I looking for better opinions, (or even tips on migrating the code to fixed-point without messing everything up...)

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  • iPhone shooter game bullet physics!

    - by user298261
    Hello, Making a new shooter game here in the vein of "Galaga" (my fav shooter game growing up). Here's the code I have for bullet physics: -(IBAction)shootBullet:(id)sender{ imgBullet.hidden = NO; timer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(fireBullet) userInfo:Nil repeats:YES]; } -(void)fireBullet{ imgBullet.center = CGPointMake(imgBullet.center.x + bulletVelocity.x , imgBullet.center.y + bulletVelocity.y); if(imgBullet.center.y <= 0){ imgBullet.hidden = YES; imgBullet.center = self.view.center; [timer invalidate]; } } Anyway, the obvious issue is that once the bullet leaves the screen, its center is being reset, so I'm reusing the same bullet for each press of the "fire" button. Ideally, I would like the user to be able to spam the "fire" button without causing the program to crash. How would I tinker this existing code so that a bullet object would spawn on the button press each time, and then despawn after it exits the screen, or collides with an enemy? Thank you for any assistance you can offer!

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  • HTML5 Canvas and Game Programming

    - by LemonBeagle
    I hope this isn't too open ended. I'm wondering if there is a better (more battery-friendly) way of doing this -- I have a small HTML 5 game, drawn in a canvas (let's say 500x500). I have some objects whose positions I update every 50ms or so. My current implementation re-draws the entire canvas every 50ms. I can't imagine that being very good for battery life on mobile platforms. Is there a better way to do this? This must be a common pattern with games. EDIT: as requested, here are some more updates: Right now, the objects are geometric primitives drawn via arcs and lines. I'm not opposed to making these small png/jpg/gif files instead of that'd help out. These are small graphics -- just 15x15 or so. As the game progresses, more and more of the screen changes at a time. However, at the start, the screen changes relatively slowly (the objects randomly moved a few pixels every 50ms).

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  • Javascript game with css position

    - by newb125505
    I am trying to make a very simple helicopter game in javascript and I'm currently using css positions to move the objects. but I wanted to know if there was a better/other method for moving objects (divs) when a user is pressing a button here's a code i've got so far.. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Game 2 helicopter</title> <script type="text/javascript"> function num(x){ return parseInt(x.replace(/([^0-9]+)/g,'')); } function getPos(x, y){ var inum=Math.floor(Math.random()*(y+1-x)) + x; inum=inum; return inum; } function setTop(x,y){ x.style.top = y+'px'; } function setBot(x,y){ x.style.bottom = y+'px'; } function setLeft(x,y){ x.style.left = y+'px'; } function setRight(x,y){ x.style.right = y+'px'; } function getTop(x){ return num(x.style.top); } function getBot(x){ return num(x.style.bottom); } function getLeft(x){ return num(x.style.left); } function getRight(x){ return num(x.style.right); } function moveLeft(x,y){ var heli = document.getElementById('heli'); var obj = document.getElementById('obj'); var poss = [20,120,350,400]; var r_pos = getPos(1,4); var rand_pos = poss[r_pos]; xleft = getLeft(x)-y; if(xleft>0){ xleft=xleft; } else{ xleft=800; setTop(x,rand_pos); } setLeft(x,xleft); setTimeout(function(){moveLeft(x,y)},10); checkGame(heli,obj); } var heli; var obj; function checkGame(x,y){ var obj_right = getLeft(x) + 100; var yt = getTop(y); var yb = (getTop(y)+100); if(getTop(x) >= yt && getTop(x) <= yb && obj_right==getLeft(y)){ endGame(); } } function func(){ var x = document.getElementById('heli'); var y = document.getElementById('obj'); alert(getTop(x)+' '+getTop(y)+' '+(getTop(y)+200)); } function startGame(e){ document.getElementById('park').style.display='block'; document.getElementById('newgame').style.display='none'; heli = document.getElementById('heli'); obj = document.getElementById('obj'); hp = heli.style.top; op = obj.style.top; setTop(heli,20); setLeft(heli,20); setLeft(obj,800); setTop(obj,20); moveLeft(obj,5); } function newGameLoad(){ document.getElementById('park').style.display='none'; document.getElementById('newgame').style.display='block'; } function gamePos(e){ heli = document.getElementById('heli'); obj = document.getElementById('obj'); var keynum; var keychar; var numcheck; if(window.event){ // IE keynum = e.keyCode; } else if(e.which){ // Netscape/Firefox/Opera keynum = e.which; } keychar = String.fromCharCode(keynum); // up=38 down=40 left=37 right=39 /*if(keynum==37){ //left tl=tl-20; db.style.left = tl + 'px'; } if(keynum==39){ //right //stopPos(); tl=tl+20; db.style.left = tl + 'px'; }*/ curb = getTop(heli); if(keynum==38){ //top setTop(heli,curb-10); //alert(curb+10); } if(keynum==40){ //bottom setTop(heli,curb+10); //alert(curb-10); } } function endGame(){ clearTimeout(); newGameLoad(); } </script> <style type="text/css"> .play{position:absolute;color:#fff;} #heli{background:url(http://classroomclipart.com/images/gallery/Clipart/Transportation/Helicopter/TN_00-helicopter2.jpg);width:150px;height:59px;} #obj{background:red;width:20px;height:200px;} .park{height:550px;border:5px solid brown;border-left:none;border-right:none;} #newgame{display:none;} </style> </head> <body onload="startGame();" onkeydown="gamePos(event);"> <div class="park" id="park"> <div id="heli" class="play"></div> <div id="obj" class="play"></div> </div> <input type="button" id="newgame" style="position:absolute;top:25%;left:25%;" onclick="startGame();" value="New Game" /> </body> </html>

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  • share distribution question

    - by facebook-100000781341887
    Hi, I just developed a facebook game(mifia like), but the graphic I make is not good, because it is reference with some existing photo, trace with AI, and coloring it. Therefore, I invite my friend to join me, he is a graphic designer, own a company with his friend (I know both of them), for the share, I expect at least 70% for me, and at most 30% for them (both of them want to join). Therefore, they give me a counter offer, 60% for me and 40% for them, of course, I feel their counter offer is unacceptable because they only build the image in part time, and all the other work just like coding, webhosting...etc, is what I do in full time. Why they said they worth 40% is that they will make a good graphic, they can provide a advertise channel(on local magazine), etc... Actually, I don't think the game need advertisement on local magazine because the game is not target for local... Please give me some comments on this issue(is the share fair? what is the importance of the image of the game, is it worth more than 30%), or can anyone share the experience on this. Thanks in advance.

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  • Random generation of interesting puzzle levels?

    - by monsterfarm
    I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to it). Are there any general algorithms or reading material I can look at for how I could go about generating interesting (as in, not trivial to solve) levels for this style of game? I'm aware that random level generators exist for Sokoban but I'm having trouble finding the algorithm descriptions. I'm interested in making a game where the machine can generate lots of levels for me, sorted by difficulty. I'm even willing to constrain the rules of the game to make the level generation easier (e.g. I'll probably limit the grid size to about 7x7). I suspect there are some general ways to do level generation here as I've seen e.g. Traffic Jam-like games (where you have to move blocks around the free some block) with 1000s of levels where each one has a unique solution. One idea I had was to generate a random map in its final state (i.e. where all crates are on top of their crosses) and then the computer would pull (instead of push) these crates around to create a level. The nice property here is that we know the level is solvable. However, I'd need some heuristics to ensure the level was interesting.

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  • processing of Group Policy failed only on 2008 Servers and Name Resolution failure on the current domain controller

    - by Ken Wolfrom
    Spent last 3 months doing a upgrade from 2003 domain to a 2008R2 domain. our last DC was rebuilt (5 total) and brought up on line. After it was put on line we have some 2008 and 2008R2 servers (10 now) getting these errors in the event logs. ERRORS Description: The processing of Group Policy failed. Windows could not resolve the user name. This could be caused by one of more of the following: a) Name Resolution failure on the current domain controller. b) Active Directory Replication Latency (an account created on another domain controller has not replicated to the current domain controller).\ Can duplicate this if we drop to command prompt and run GPUPDATE manually When our users attempt to do a \directory\shared access to shared drive on an affected server get this error.– “THERE ARE CURRETLY NO LOGON SERVER AVAIALBE TO SERICE THE LOGON REQUEST. This is only affecting the 2008 OS and it is a random set of abotu 10 servers out of some 30 with this OS. The Services on the machines are running Ok and login. Able to log in with domain/user to the consoles and via RDP. WE can log onto an affected machine, and can get to the \domainname\sysvol and can see the GPO's Have checked the replication topology of the domain and it states all servers can replicate with no errrors. We went back to the last DC, demoted it, removed DNS and then removed it from the domain and waited 24 hours and issue still persist. Picked one server, removed it from domain, reboooted, and added back to domain with no problems, but still has this behavior. bottom line is we have some servers that the domain will not let any UDP/client server apps or GPO's process ,but the tcp related items seeme to work fine, http, tcp calls, sql and oracle dbs's connect and process. Any inputs on some possible reasons for this issue and fixes. It is only affecting the 2008 servers on a 2008R2 domain.

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  • Block Fortress is an Awesome Tower Defense Game

    - by Akemi Iwaya
    What do you get when you mix Minecraft, tower defense, and a first-person shooter together? Block Fortress! This awesome game combines the best aspects of three game types into one unique, action-packed romp for survival and victory. Keep in mind that the game has quite a bit going on, so we will only be able to offer a quick glimpse with our post. Also, it may take a few minutes to become familiar with how to maneuver around in the game area using various gestures on your device’s screen. From the Block Fortress homepage: It offers more than 30 different building blocks, 16 different turret blocks, and tons of additional items to build (including mining blocks, lumber blocks, storage crates, power generators, and much more). It also includes many different weapon and item upgrades for your character – all brought to bear against the relentless attacks of the Goblocks! Block Fortress currently comes with three modes of game play: Survival, Quickstart, and Sandbox. As you can see, there should be more modes available at a later date. There are many types of terrain to choose from, or if you wish you can select Random for a nice surprise. For our example we chose Snowy Hills. Time to have a look around and find a nice spot to set up our barracks… This spot looks like it will do rather nicely… Just for fun we set up a castle-style set of walls and entry point for our barracks. Now on to fun and adventure! You can see what the game looks like in action with the official launch trailer… Price: 0.99 (U.S.) Block Fortress [iTunes App Store] Block Fortress Homepage Official Block Fortress Launch Trailer [YouTube]    

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  • Finding the best practice for a game simulating tool

    - by Tougheart
    I'm studying Java right now, and I'm thinking of this tool as my practice project. The game is "League of Legends" in case anyone knows it, I'm not actually simulating the game as in simulating game play, I'm just trying to create a tool that can compare different champions to each other based on their own abilities and items bought inside the game. The game basics are: Every player has a champion in a team of 5 players playing against another team. Each champion has a different set of abilities (usually 4) that s/he uses to do damage to opposing champions. Each champion gets stronger by buying different items, increasing the attack it deals or decreasing the damage received. What I want to do is to create a tool to be used outside the game enabling players to try out different builds for their champions and compare the figures against other champions they usually fight against. The goal is to enable players get a deeper understanding of the different item combinations (builds) that can be used during the games, instead of trying them out in real games which can be somehow very time consuming. What I'm stuck at is the best practice I should follow to make this possible using Java, I can't figure out which classes should inherit from which, should I make champions and items specs in the code or extracted from other files, specially that I'm talking about hundreds of items and champions to use in that tool. I'm self studying Java, and I don't have much practice at it, so I would really appreciate any broad guidelines regarding this, and sorry if my question doesn't fit here, I tried to follow the rules. English isn't my native language, so I'm really sorry if I wasn't clear enough, I would be more than happy to explain anything that's not understood.

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  • Algorithm for tracking progress of controller method running in background

    - by SilentAssassin
    I am using Codeigniter framework for PHP on Windows platform. My problem is I am trying to track progress of a controller method running in background. The controller extracts data from the database(MySQL) then does some processing and then stores the results again in the database. The complete aforesaid process can be considered as a single task. A new task can be assigned while another task is running. The newly assigned task will be added in a queue. So if I can track progress of the controller, I can show status for each of these tasks. Like I can show "Pending" status for tasks in the queue, "In Progress" for tasks running and "Done" for tasks that are completed. Main Issue: Now first thing I need to find is an algorithm to track the progress of how much amount of execution the controller method has completed and that means tracking how much amount of method has completed execution. For instance, this PHP script tracks progress of array being counted. Here the current state and state after total execution are known so it is possible to track its progress. But I am not able to devise anything analogous to it in my case. Maybe what I am trying to achieve is programmtically not possible. If its not possible then suggest me a workaround or a completely new approach. If some details are pending you can mention them. Sorry for my ignorance this is my first post here. I welcome you to point out my mistakes. EDIT: Database outline: The URL(s) and keyword(s) are first entered by user which are stored in a database table called link_master and keyword_master respectively. Then keywords are extracted from all the links present in this table and compared with keywords entered by user and their frequency is calculated which is the final result. And the results are stored in another table called link_result. Now sub-links are extracted from the domain links and stored in a table called sub_link_master. Now again the keywords are extracted from these sub-links and the corresponding results are stored in a table called sub_link_result. The number of records cannot be defined beforehand as the number of links on any web page can be different. Only the cardinality of *link_result* table can be known which will be equal to multiplication of number of keyword(s) and URL(s) . I insert multiple records at a time using this resource. Controller outline: The controller extracts keywords from a web page and also extracts keywords from all the links present on that page. There is a method called crawlLink. I used Rolling Curl to extract keywords and web page content. It has callback function which I used for extracting keywords alongwith generating results and extracting valid sub-links. There is a insertResult method which stores results for links and sub-links in the respective tables. Yes, the processing depends on the number of records. The more the number of records, the more time it takes to execute: Consider this scenario: Number of Domain Links = 1 Number of Keywords = 3 Number of Domain Links Result generated = 3 (3 x 1 as described in the question) Number of Sub Links generated = 41 Number of Sub Links Result = 117 (41 x 3 = 123 but some links are not valid or searchable) Approximate time taken for above process to complete = 55 seconds. The above result is for a single link. I want to track the progress of the above results getting stored in database. When all results are stored, the task is complete. If results are getting stored, the task is In Progress. I am not clear how can I track this progress.

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