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  • C++ Game Library for SVG Based Game

    - by lefticus
    I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG. Also, I'm aware of the previous conversations on this site regarding Qt for SVG game development. I'm hoping to avoid Qt because of the size and complexity of making it a requirement. Also, Qt does not seem to have joystick input support, which would require that SDL or some other library also be used. So my question can be summed up as this: What is the best way to get SVG and joystick support in a 2D C++ library while minimizing dependencies as much as possible (preferably avoiding Qt altogether)?

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  • Introducing the Oracle Parcel Service&ndash;Example/Reference Application

    - by Jeffrey West
    Over the last few weeks the product management team has been working on a webcast series that is airing in EMEA.  It is a 5-episode series where we talk about different features of WebLogic and show how to build applications that take advantage of these features.  Each session is focused at a different layer of the technology stack, and you can find the schedule below. The application we are building in this series is named the ‘Oracle Parcel Service’.  It is an example application and not a product of Oracle by any stretch of the imagination.  Over the next few weeks we will be finalizing the code and will be releasing it for you to check out.  For updates, request membership to the Oracle Parcel Service project on SampleCode.oracle.com: https://www.samplecode.oracle.com/sf/projects/oracle-parcel-svc/. Here are some of the key features that we are highlighting: JPA 2.0 (new in WebLogic 10.3.4) with EclipseLink Coherence TopLink Grid Level 2 cache for JPA JAX-RS (new in WebLogic 10.3.4) 1.0 for RESTful services Lightweight JQuery Web UI for consuming RESTful services JSF 2.0 (new in WebLogic 10.3.4) utilizing PrimeFaces EJB 3.0 Spring-WS Web Services JAX-WS Web Services Spring MDP’s for Event Driven Architectures Java MDB’s for Event Driven Architectures Partitioned Distributed Topics for Event Driven Architectures   Accessing the Code on SampleCode.Oracle.com You will need to log in using your Oracle.com username and password.  If you have not created an account, you will need to do so.  It’s a simple one-page form and we don’t bother you with too many emails.   Please join the project to be kept up to date on changes to the code and new projects.  Joining the project is not required, but very much appreciated. Once you have signed in you should see an icon for accessing the Source Code via Subversion.  You can also download a zip file containing the code.

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  • Using your own gameloop logic on iphone?

    - by kkan
    I'm currently working on moving some android-ndk code to the iphone and have hit a wall. I'm new to iphone development, and from looking at some samples it seems that the main loop is handled for you and all you've got to do is override the render method on the view to handle the rendering and add a selector to handle the update methods. The render method itself lookslike it's attached to the windows refresh. But in android I've got my own game loop that controls the rendering and updates using c++ time.h. is it possible to implement the same here bypassing apple's loop? I'd really like the keep the structures of the code similar. Thanks!

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  • ASP.NET Connections Spring 2012 Talks and Code

    - by Stephen.Walther
    Thank you everyone who attended my ASP.NET Connections talks last week in Las Vegas. I’ve attached the slides and code for the three talks that I delivered:   Using jQuery to interact with the Server through Ajax – In this talk, I discuss the different ways to communicate information between browser and server using Ajax. I explain the difference between the different types of Ajax calls that you can make with jQuery. I also discuss the differences between the JavaScriptSerializer, the DataContractJsonSerializer, and the JSON.NET serializer.   ASP.NET Validation In-Depth – In this talk, I distinguish between View Model Validation and Domain Model Validation. I demonstrate how you can use the validation attributes (including the new .NET 4.5 validation attributes), the jQuery Validation library, and the HTML5 input validation attributes to perform View Model Validation. I then demonstrate how you can use the IValidatableObject interface with the Entity Framework to perform Domain Model Validation.   Using the MVVM Pattern with JavaScript Views – In this talk, I discuss how you can create single page applications (SPA) by taking advantage of the open-source KnockoutJS library and the ASP.NET Web API.   Be warned that the sample code is contained in Visual Studio 11 Beta projects. If you don’t have this version of Visual Studio, then you will need to open the code samples in Notepad. Also, I apologize for getting the code for these talks posted so slowly. I’ve been down with a nasty case of the flu for the past week and haven’t been able to get to a computer.

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  • Online Multiplayer Game Architecture [on hold]

    - by Eric
    I am just starting to research online multiplayer game development and I have a high-level architectural question regarding how online multiple games function. I have server-side and client-side programming experience, and I understand how AJAX-esque transfer protocol operates. What I don't understand yet is how online multiple fits into all of that. For example, an online Tetris multiplayer game. Would both players have the entire Tetris game built out on their client-side and then get pushed "moves" from the other player via some AJAX-esque mechanism, in which case each client would have to be constantly listening via JavaScript for inbound "moves" and update the client appropriately? Or would each client build out the aesthetics and run a virtual server per game to which each client connects and thus pull and push commands in real-time via something like web sockets? I apologize if this question is too high-level and general, but I couldn't find anything online that offered this high-level of a perspective on the topic.

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  • ASP.NET Connections Spring 2012 Talks and Code

    - by Stephen.Walther
    Thank you everyone who attended my ASP.NET Connections talks last week in Las Vegas. I’ve attached the slides and code for the three talks that I delivered: Using jQuery to interact with the Server through Ajax– In this talk, I discuss the different ways to communicate information between browser and server using Ajax. I explain the difference between the different types of Ajax calls that you can make with jQuery. I also discuss the differences between the JavaScriptSerializer, the DataContractJsonSerializer, and the JSON.NET serializer. ASP.NET Validation In-Depth– In this talk, I distinguish between View Model Validation and Domain Model Validation. I demonstrate how you can use the validation attributes (including the new .NET 4.5 validation attributes), the jQuery Validation library, and the HTML5 input validation attributes to perform View Model Validation. I then demonstrate how you can use the IValidatableObject interface with the Entity Framework to perform Domain Model Validation. Using the MVVM Pattern with JavaScript Views – In this talk, I discuss how you can create single page applications (SPA) by taking advantage of the open-source KnockoutJS library and the ASP.NET Web API. Be warned that the sample code is contained in Visual Studio 11 Beta projects. If you don’t have this version of Visual Studio, then you will need to open the code samples in Notepad. Also, I apologize for getting the code for these talks posted so slowly. I’ve been down with a nasty case of the flu for the past week and haven’t been able to get to a computer.

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  • Multi MVC processing vs Single MVC process

    - by lordg
    I've worked fairly extensively with the MVC framework cakephp, however I'm finding that I would rather have my pages driven by the multiple MVC than by just one MVC. My reason is primarily to maintain an a more DRY principle. In CakePHP MVC: you call a URL which calls a single MVC, which then calls the layout. What I want is: you call a URL, it processes a layout, which then calls multiple MVC's per component/block of html on the page. When you compare JavaScript components, AJAX, and server side HTML rendering, it seems the most consistent method for building pages is through blocks of components or HTML views. That way, the view block could be situated either on the server or the client. This is technically my ONLY disagreement with the MVC model. Outside of this, IMHO MVC rocks! My question is: What other RAD frameworks follow the same principles as MVC but are driven rather by the View side of MVC? I've looked at Django and Ruby on Rails, yet they seems to be more Controller driven. Lift/Scala appears to be somewhat of a good fit, but i'm interested to see what others exist.

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  • iPhone image asset recommended resolution/dpi/format

    - by Matthew
    I'm learning iPhone development and a friend will be doing the graphics/animation. I'll be using cocos2d most likely (if that matters). My friend wants to get started on the graphics, and I don't know what image resolution or dpi or formats are recommended. This probably depends on if something is a background vs. a small character. Also, I know I read something about using @2x in image file names to support high res iphone screens. Does cocos2d prefer a different way? Or is this not something to worry about at this point? What should I know before they start working on the graphics?

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  • Flixel Game Over Screen

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. I am just stuck on how I can create a new screen/game over screen if a player runs out of lives. I would like the process to be like following: Check IF lives are equal to 0 Pause the game and display a new screen (probably transparent) that says 'Game Over' When a user clicks or hits ENTER restart the level Here is the function I currently have to update the lives: private function loseLive(_ball:FlxObject, _bottomWall:FlxObject):void { // check for game over if (lives_count == 0) { } else { FlxG:lives_count -= 1; lives.text = 'Lives: ' + lives_count.toString() } } Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } }

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  • Scripting a sophisticated RTS AI with Lua

    - by T. Webster
    I'm planning to develop a somewhat sophisticated RTS AI (eg see BWAPI). have experience programming, but none in game development, so it seems easiest to start by scripting the AI of an existing game I've played, Warhammer 40k: Dawn of War (2004). As far as I can tell, the game AI is scripted with some variant of Lua (by the file extension .ai or .scar). The online documentation is sparse and the community isn't active anymore. I'd like to get some idea of the difficulty of this undertaking. Is it practical with a scripting language like Lua to develop a RTS AI that includes FSMs, decision trees, case-based reasoning, and transposition tables? If someone has any experience scripting Dawn of War, that would also help.

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  • 2d libgdx: runtime level generation

    - by lxknvlk
    I have encountered a problem during my first game development: I thought of a Array<Ground> groundArray that does groundArray.add when a new ground will appear on the screen, and removes oldest ground when it will no longer be seen, if player only moves to the right, like in flappy bird. The perfect structure would be a queue for such a mechanic, but libgdx doesnt have one. Using libgdx's Array is not intuitive too - i have to reverse the order of elements. It has a method pop() that removes the last element, but no such method to use on the first element. What are my options here? extend Array class and add something? writing my own queue-like class?

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  • When does a game idea cross the line between homage/parody to ripoff?

    - by Daniel T.
    I'm not sure where this question belongs, but as it pertains to the development of a game idea, I figured I'd try to post it here. Recently I've been inspired to create a game based on another game I've played. However, the idea that I have is very similar to the original game. I was wondering, when does a game idea cross from being a homage or parody into the realm of being a ripoff? Are there any hard or fast rules or does this cross into a gray area?

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  • Storing and Finding Art Assets

    - by ashes999
    I've started down a line of art asset development that will allow me to (hopefully) reuse and improve assets for several games. But how do I go about storing and finding them? Let's say for example I decide to focus on RPGs for ~2 years. I would create items, monsters, etc. and store them somewhere. How would I categorize them and make them easier to search later on? Is the best solution "use directories with broad categories like landscape/items/monsters/etc.?"

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  • Rails/Node.js interaction

    - by lpvn
    I and my co-worker are developing a web application with rails and node.js and we can't reach a consensus regarding a particular architectural decision. Our setup is basically a rails server working with node.js and redis, when a client makes a http request to our rails API in some cases our rails application posts the response to a redis database and then node.js transmits the response via websocket. Our disagreement occurs in the following point: my co-worker thinks that using node.js to send data to clients is somewhat business logic and should be inside the model, so in the first code he wrote he used commands of broadcast in callbacks and other places of the model, he's convinced that the models are the best place for the interaction between rails and node. I on the other hand think that using node.js belongs to the runtime realm, my take is that the broadcast commands and other node.js interactions should be in the controller and should only be used in a model if passed through a well defined interface, just like the situation when a model needs to access the current user of a session. At this point we're tired of arguing over this same thing and our discussion consists in us repeating to ourselves our same opinions over and over. Could anyone, preferably with experience in the same setup, give us an unambiguous response saying which solution is more adequate and why it is?

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  • Global keyboard states

    - by Petr Abdulin
    I have following idea about processing keyboard input. We capture input in "main" Game class like this: protected override void Update(GameTime gameTime) { this.CurrentKeyboardState = Keyboard.GetState(); // main :Game class logic here base.Update(gameTime); this.PreviousKeyboardState = this.CurrentKeyboardState; } then, reuse keyboard states (which have internal scope) in all other game components. The reasons behind this are 1) minimize keyboard processing load, and 2) reduce "pollution" of all other classes with similar keyboard state variables. Since I'm quite a noob in both game and XNA development, I would like to know if all of this sounds reasonable.

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  • Which iPhone/iPod Hardware to Support for iPhone Game

    - by ashes999
    I'm coming from a background of Android. I would like to figure out what kind of iBlah device hardware I need to support for iPhone game development. From my research, it seems that I need to support both iPod and iPhone. But which versions of hardware? is 3G still used? What about 3GS? For example, the -S phones seem to have dual core instead of single-core CPUs. I also worry about performance. In Android, I had a severely low-end phone, which meant pretty much anything that ran okay there ran okay on other phones. For iPhone, how do I figure out what to support in terms of performance?

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  • Implement service layer in MVC

    - by Dan H
    We have a defined service layer hosted in WCF. We are now building a website that will need to use the services functionality. The website is being written in ASP.NET MVC 4 and I'm trying to decide how to reference the WCF service from the MVC app. It's a large complex website and it will be changing on a weekly basis. My first reaction is to abstract out the service references (About 7 services on this one WCF host) and create a service ref facade library with which the website interacts. But, I don't know exactly how to use the service facade in MVC. I'm starting to think the Models will be responsible for it because when the controller gets a model, that model should call the service (if needed) and return what the controller asked. I'm trying to avoid having the MVC app know details of the service references. So, I could have a model factory that creates whatever model the controllers need and they can use the service facade to accomplish it. Is this a good plan, or am I off track?

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  • I Admit I Misspoke

    - by Patrick Liekhus
    OK.  I admit it.  The last post I hade mentioned that we moved the XAF DSL to the Entity Framework.  This has caused a lot of confusion.  I meant to say that we have used the ADO.NET Entity Data Model extensions.  This is the design surface that can be tailored to create Entity Framework. We leveraged the code generation within the ADO.NET Entity Data Model (EDMX) file to generate XAF/XPO classes.  This allows you to visually create the entity model, set a few XAF properties and then generate the business objects from there.  I am presenting all these topics at the Kansas City Developers Conference on June 19th.  I will post the presentation after the conference.  I have a full presentation that will demonstrate the power of the ADO.NET Entity Data Model extensions, create a small project and then add the OData layer to XAF to connect to the PowerPivot in Excel 2010. The latest code can be found at http://efxaf.codeplex.com. More details to come soon.  Sorry for the confusion in the last post. Thanks again.

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  • Push or Pull Mobile Coupons?

    - by David Dorf
    Mobile phones allow consumers to receive coupons in context, which increases their relevance and therefore redemption rates. Using your current location, you can get coupons that can be redeemed nearby for the things you want now. Receiving a coupon for something you wanted last week or something you might buy next month just isn't as valuable. I previously talked about Placecast and their concept of pushing offers to mobile phones that transgress "geo-fences" around points of interest, like store locations. This push model is an automatic reminder there are good deals just up ahead. This model works well in dense cities where people walk, but I question how effective it will be in the suburbs where people are driving. McDonald's recently ran a campaign in Finland where they pushed offers to GPS devices when cars neared their restaurants. Amazingly, they achieved a 7% click-through rate. But 8coupons.com sees things differently. They prefer the pull model that requires customers to initiate a search for nearby coupons, and they've done some studies to better understand what "nearby" means. It turns out that there are concentric search circles that emanate from your home and work. From inner to outer, people search for food, drink, shopping, and entertainment. Intuitively, that feels about right. So the question is, do consumers prefer the push or pull model for offers? No doubt the market is big enough for both. These days its not good enough to just know who your customers are -- you also need to know where they are so you can catch them in the right moment. According to Borrell Associates, redemption rates of mobile coupons are 10x that of traditional mail and newspaper coupons. One thing is for sure; assuming 85% of consumers regularly spend money within 5 miles of home and work, location-based coupons make tons of sense.

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  • Drawing graphics in Java game

    - by wolf
    I am quite new to game development, so here is a question (maybe a stupid one): In my sidescroller i have a bunch of different graphics objects that i need to draw (player, background tiles, creatures, projectiles etc). Most tutorials i've read so far show that each object has its own draw method, which is then called from some other method. What if I had one method that does all the drawing? Lets say i keep all my objects in an array or queue (or multiple arrays) and then go through each of them, get an image and draw it. So basically would it be better (and why) to have each object have its own draw method or one method that does all the drawing? Or does it matter at all? I feel like the second option is more comfortable, because then all the stuff to do with drawing would be in one place...

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  • What is the best way to learn Cocos2D?

    - by Joey Green
    I've messed around with iPhone development for a couple years now. I've done some contract work. I want to get into Cocos2D to develop a game idea that I have. I was wondering what might be the best/quickest way to get up in running in cocos2d? I've thought about a book, but I wondering if that is needed? I'm the type of guy that just wants to know what everything does and is suppose to be used for. Any ideas?

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  • When to roll your own game engine?

    - by Joey Green
    I've been a software developer for 5 years now and wanting to get into iOS game development. I've played around with the iOS SDK for about 2 years now, attending cocoaheads meetings and feel I have a good grasp on objective-c/cocoa and even c/c++. I have a game idea and know that I will use Box2D but I'm wondering if I should use cocos2D or not. The main reasons are: I may want to do things graphics wise that aren't available in cocos2d. If I roll my own game engine I'll have more control. Of course the main reason for using a already existing game engine is the time it saves and it makes the hard stuff easier, but for someone who has the technical chops to roll his own does it make sense?

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  • how can i prepare myself to become game developer

    - by gowri
    I like to become game developer.. i already worked as web developer for past 1 year . there i used php ,jquery,mysql and some frame work also .It's little boring now same thing again and again .So i start to learn android application development . my question is : if want to become a game developer what skills should i have (like java,c++,etc) ? Where can i get good tutorials(online) ? is previous knowledge will help me ? Please clarify me !

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  • What do I need to get a job with a major game company?

    - by MahanGM
    I've been recently working with DirectX and getting familiar with game engines, sub-systems and have done game development for the last 5 years. I have a real question for those whom have worked in larger game making companies before. How is it possible to get to into these big game creators such as Ubisoft, Infinity Ward or EA. I'm not a beginner in my field and I'm going to produce a real nice 2D platform with my team this year, which is the result of 5 years 2D game creation experience. I'm working with prepared engines such as Unity3D or Game Maker software and using .Net with C# to write many tools for our production and proceeding in my way but never had a real engine programming experience 'till now. I'm now reading good books around this topic but I wanted to know: Is it possible to become an employee in big game company by just reading books? I mean beside having an active mind and new ideas and being a solution solver.

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  • Permission based Authorization vs. Role based Authorization - Best Practices - 11g

    - by Prakash Yamuna
    In previous blog posts here and here I have alluded to the support in OWSM for Permission based authorization and Role based authorization support. Recently I was having a conversation with an internal team in Oracle looking to use OWSM for their Web Services security needs and one of the topics was around - When to use permission based authorization vs. role based authorization? As in most scenarios the answer is it depends! There are trade-offs involved in using the two approaches and you need to understand the trade-offs and you need to understand which trade-offs are better for your scenario. Role based Authorization: Simple to use. Just create a new custom OWSM policy and specify the role in the policy (using EM Fusion Middleware Control). Inconsistent if you have multiple type of resources in an application (ex: EJBs, Web Apps, Web Services) - ex: the model for securing EJBs with roles or the model for securing Web App roles - is inconsistent. Since the model is inconsistent, tooling is also fairly inconsistent. Achieving this use-case using JDeveloper is slightly complex - since JDeveloper does not directly support creating OWSM custom policies. Permission based Authorization: More complex. You need to attach both an OWSM policy and create OPSS Permission authorization policies. (Note: OWSM leverages OPSS Permission based Authorization support). More appropriate if you have multiple type of resources in an application (ex: EJBs, Web Apps, Web Services) and want a consistent authorization model. Consistent Tooling for managing authorization across different resources (ex: EM Fusion Middleware Control). Better Lifecycle support in terms of T2P, etc. Achieving this use-case using JDeveloper is slightly complex - since JDeveloper does not directly support creating/editing OPSS Permission based authorization policies.

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