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  • Ruby: implementing alpha-beta pruning for tic-tac-toe

    - by DerNalia
    So, alpha-beta pruning seems to be the most efficient algorithm out there aside from hard coding (for tic tac toe). However, I'm having problems converting the algorithm from the C++ example given in the link: http://www.webkinesia.com/games/gametree.php #based off http://www.webkinesia.com/games/gametree.php # (converted from C++ code from the alpha - beta pruning section) # returns 0 if draw LOSS = -1 DRAW = 0 WIN = 1 @next_move = 0 def calculate_ai_next_move score = self.get_best_move(COMPUTER, WIN, LOSS) return @next_move end def get_best_move(player, alpha, beta) best_score = nil score = nil if not self.has_available_moves? return false elsif self.has_this_player_won?(player) return WIN elsif self.has_this_player_won?(1 - player) return LOSS else best_score = alpha NUM_SQUARES.times do |square| if best_score >= beta break end if self.state[square].nil? self.make_move_with_index(square, player) # set to negative of opponent's best move; we only need the returned score; # the returned move is irrelevant. score = -get_best_move(1-player, -beta, -alpha) if (score > bestScore) @next_move = square best_score = score end undo_move(square) end end end return best_score end the problem is that this is returning nil. some support methods that are used above: WAYS_TO_WIN = [[0, 1, 2], [3, 4, 5], [6, 7, 8], [0, 3, 6], [1, 4, 7], [2, 5, 8],[0, 4, 8], [2, 4, 6]] def has_this_player_won?(player) result = false WAYS_TO_WIN.each {|solution| result = self.state[solution[0]] if contains_win?(solution) } return (result == player) end def contains_win?(ttt_win_state) ttt_win_state.each do |pos| return false if self.state[pos] != self.state[ttt_win_state[0]] or self.state[pos].nil? end return true end def make_move(x, y, player) self.set_square(x,y, player) end

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  • Detecting HTML5/CSS3 Features using Modernizr

    - by dwahlin
    HTML5, CSS3, and related technologies such as canvas and web sockets bring a lot of useful new features to the table that can take Web applications to the next level. These new technologies allow applications to be built using only HTML, CSS, and JavaScript allowing them to be viewed on a variety of form factors including tablets and phones. Although HTML5 features offer a lot of promise, it’s not realistic to develop applications using the latest technologies without worrying about supporting older browsers in the process. If history has taught us anything it’s that old browsers stick around for years and years which means developers have to deal with backward compatibility issues. This is especially true when deploying applications to the Internet that target the general public. This begs the question, “How do you move forward with HTML5 and CSS3 technologies while gracefully handling unsupported features in older browsers?” Although you can write code by hand to detect different HTML5 and CSS3 features, it’s not always straightforward. For example, to check for canvas support you need to write code similar to the following:   <script> window.onload = function () { if (canvasSupported()) { alert('canvas supported'); } }; function canvasSupported() { var canvas = document.createElement('canvas'); return (canvas.getContext && canvas.getContext('2d')); } </script> If you want to check for local storage support the following check can be made. It’s more involved than it should be due to a bug in older versions of Firefox. <script> window.onload = function () { if (localStorageSupported()) { alert('local storage supported'); } }; function localStorageSupported() { try { return ('localStorage' in window && window['localStorage'] != null); } catch(e) {} return false; } </script> Looking through the previous examples you can see that there’s more than meets the eye when it comes to checking browsers for HTML5 and CSS3 features. It takes a lot of work to test every possible scenario and every version of a given browser. Fortunately, you don’t have to resort to writing custom code to test what HTML5/CSS3 features a given browser supports. By using a script library called Modernizr you can add checks for different HTML5/CSS3 features into your pages with a minimal amount of code on your part. Let’s take a look at some of the key features Modernizr offers.   Getting Started with Modernizr The first time I heard the name “Modernizr” I thought it “modernized” older browsers by added missing functionality. In reality, Modernizr doesn’t actually handle adding missing features or “modernizing” older browsers. The Modernizr website states, “The name Modernizr actually stems from the goal of modernizing our development practices (and ourselves)”. Because it relies on feature detection rather than browser sniffing (a common technique used in the past – that never worked that great), Modernizr definitely provides a more modern way to test features that a browser supports and can even handle loading additional scripts called shims or polyfills that fill in holes that older browsers may have. It’s a great tool to have in your arsenal if you’re a web developer. Modernizr is available at http://modernizr.com. Two different types of scripts are available including a development script and custom production script. To generate a production script, the site provides a custom script generation tool rather than providing a single script that has everything under the sun for HTML5/CSS3 feature detection. Using the script generation tool you can pick the specific test functionality that you need and ignore everything that you don’t need. That way the script is kept as small as possible. An example of the custom script download screen is shown next. Notice that specific CSS3, HTML5, and related feature tests can be selected. Once you’ve downloaded your custom script you can add it into your web page using the standard <script> element and you’re ready to start using Modernizr. <script src="Scripts/Modernizr.js" type="text/javascript"></script>   Modernizr and the HTML Element Once you’ve add a script reference to Modernizr in a page it’ll go to work for you immediately. In fact, by adding the script several different CSS classes will be added to the page’s <html> element at runtime. These classes define what features the browser supports and what features it doesn’t support. Features that aren’t supported get a class name of “no-FeatureName”, for example “no-flexbox”. Features that are supported get a CSS class name based on the feature such as “canvas” or “websockets”. An example of classes added when running a page in Chrome is shown next:   <html class=" js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths"> Here’s an example of what the <html> element looks like at runtime with Internet Explorer 9:   <html class=" js no-flexbox canvas canvastext no-webgl no-touch geolocation postmessage no-websqldatabase no-indexeddb hashchange no-history draganddrop no-websockets rgba hsla multiplebgs backgroundsize no-borderimage borderradius boxshadow no-textshadow opacity no-cssanimations no-csscolumns no-cssgradients no-cssreflections csstransforms no-csstransforms3d no-csstransitions fontface generatedcontent video audio localstorage sessionstorage no-webworkers no-applicationcache svg inlinesvg smil svgclippaths">   When using Modernizr it’s a common practice to define an <html> element in your page with a no-js class added as shown next:   <html class="no-js">   You’ll see starter projects such as HTML5 Boilerplate (http://html5boilerplate.com) or Initializr (http://initializr.com) follow this approach (see my previous post for more information on HTML5 Boilerplate). By adding the no-js class it’s easy to tell if a browser has JavaScript enabled or not. If JavaScript is disabled then no-js will stay on the <html> element. If JavaScript is enabled, no-js will be removed by Modernizr and a js class will be added along with other classes that define supported/unsupported features. Working with HTML5 and CSS3 Features You can use the CSS classes added to the <html> element directly in your CSS files to determine what style properties to use based upon the features supported by a given browser. For example, the following CSS can be used to render a box shadow for browsers that support that feature and a simple border for browsers that don’t support the feature: .boxshadow #MyContainer { border: none; -webkit-box-shadow: #666 1px 1px 1px; -moz-box-shadow: #666 1px 1px 1px; } .no-boxshadow #MyContainer { border: 2px solid black; }   If a browser supports box-shadows the boxshadow CSS class will be added to the <html> element by Modernizr. It can then be associated with a given element. This example associates the boxshadow class with a div with an id of MyContainer. If the browser doesn’t support box shadows then the no-boxshadow class will be added to the <html> element and it can be used to render a standard border around the div. This provides a great way to leverage new CSS3 features in supported browsers while providing a graceful fallback for older browsers. In addition to using the CSS classes that Modernizr provides on the <html> element, you also use a global Modernizr object that’s created. This object exposes different properties that can be used to detect the availability of specific HTML5 or CSS3 features. For example, the following code can be used to detect canvas and local storage support. You can see that the code is much simpler than the code shown at the beginning of this post. It also has the added benefit of being tested by a large community of web developers around the world running a variety of browsers.   $(document).ready(function () { if (Modernizr.canvas) { //Add canvas code } if (Modernizr.localstorage) { //Add local storage code } }); The global Modernizr object can also be used to test for the presence of CSS3 features. The following code shows how to test support for border-radius and CSS transforms:   $(document).ready(function () { if (Modernizr.borderradius) { $('#MyDiv').addClass('borderRadiusStyle'); } if (Modernizr.csstransforms) { $('#MyDiv').addClass('transformsStyle'); } });   Several other CSS3 feature tests can be performed such as support for opacity, rgba, text-shadow, CSS animations, CSS transitions, multiple backgrounds, and more. A complete list of supported HTML5 and CSS3 tests that Modernizr supports can be found at http://www.modernizr.com/docs.   Loading Scripts using Modernizr In cases where a browser doesn’t support a specific feature you can either provide a graceful fallback or load a shim/polyfill script to fill in missing functionality where appropriate (more information about shims/polyfills can be found at https://github.com/Modernizr/Modernizr/wiki/HTML5-Cross-Browser-Polyfills). Modernizr has a built-in script loader that can be used to test for a feature and then load a script if the feature isn’t available. The script loader is built-into Modernizr and is also available as a standalone yepnope script (http://yepnopejs.com). It’s extremely easy to get started using the script loader and it can really simplify the process of loading scripts based on the availability of a particular browser feature. To load scripts dynamically you can use Modernizr’s load() function which accepts properties defining the feature to test (test property), the script to load if the test succeeds (yep property), the script to load if the test fails (nope property), and a script to load regardless of if the test succeeds or fails (both property). An example of using load() with these properties is show next: Modernizr.load({ test: Modernizr.canvas, yep: 'html5CanvasAvailable.js’, nope: 'excanvas.js’, both: 'myCustomScript.js' }); In this example Modernizr is used to not only load scripts but also to test for the presence of the canvas feature. If the target browser supports the HTML5 canvas then the html5CanvasAvailable.js script will be loaded along with the myCustomScript.js script (use of the yep property in this example is a bit contrived – it was added simply to demonstrate how the property can be used in the load() function). Otherwise, a polyfill script named excanvas.js will be loaded to add missing canvas functionality for Internet Explorer versions prior to 9. Once excanvas.js is loaded the myCustomScript.js script will be loaded. Because Modernizr handles loading scripts, you can also use it in creative ways. For example, you can use it to load local scripts when a 3rd party Content Delivery Network (CDN) such as one provided by Google or Microsoft is unavailable for whatever reason. The Modernizr documentation provides the following example that demonstrates the process for providing a local fallback for jQuery when a CDN is down:   Modernizr.load([ { load: '//ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.js', complete: function () { if (!window.jQuery) { Modernizr.load('js/libs/jquery-1.6.4.min.js'); } } }, { // This will wait for the fallback to load and // execute if it needs to. load: 'needs-jQuery.js' } ]); This code attempts to load jQuery from the Google CDN first. Once the script is downloaded (or if it fails) the function associated with complete will be called. The function checks to make sure that the jQuery object is available and if it’s not Modernizr is used to load a local jQuery script. After all of that occurs a script named needs-jQuery.js will be loaded. Conclusion If you’re building applications that use some of the latest and greatest features available in HTML5 and CSS3 then Modernizr is an essential tool. By using it you can reduce the amount of custom code required to test for browser features and provide graceful fallbacks or even load shim/polyfill scripts for older browsers to help fill in missing functionality. 

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  • Creating a retro-style palette swapping effect in OpenGL

    - by Zack The Human
    I'm working on a Megaman-like game where I need to change the color of certain pixels at runtime. For reference: in Megaman when you change your selected weapon then main character's palette changes to reflect the selected weapon. Not all of the sprite's colors change, only certain ones do. This kind of effect was common and quite easy to do on the NES since the programmer had access to the palette and the logical mapping between pixels and palette indices. On modern hardware, though, this is a bit more challenging because the concept of palettes is not the same. All of my textures are 32-bit and do not use palettes. There are two ways I know of to achieve the effect I want, but I'm curious if there are better ways to achieve this effect easily. The two options I know of are: Use a shader and write some GLSL to perform the "palette swapping" behavior. If shaders are not available (say, because the graphics card doesn't support them) then it is possible to clone the "original" textures and generate different versions with the color changes pre-applied. Ideally I would like to use a shader since it seems straightforward and requires little additional work opposed to the duplicated-texture method. I worry that duplicating textures just to change a color in them is wasting VRAM -- should I not worry about that?

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  • Is HTML5/WebGL performance unreliable on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

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  • What would be the level of effort required to implement a screencapture command on a PS3 game?

    - by Sean Scott
    Looking to see what the level of effort is for implementing a screen capture command into PS3 game by a mid-level PS3 game developer. Bonus for a description of what is involved in the process... EDIT Not sure how to get back my question since it was the first but let me clarify some things. @Nate Bross, nope I am not the actor although i've fielded calls for him on occasion @coderanger my intent was to try and speak to other PS3 developers, however coming from a web development no one in my social circle close or extended develops on the PS3. Additionally i'm interested in hearing the effort required in terms of hours so that this information can be passed on to a client. A client who has a game on the PS3 using the unreal engine. Convo with devs sometimes go something like "can you implement feature a" which gets a response "this will take us 8 weeks and an army". Trying to be educated before the ask. I hope that helps If anyone here is a PS3 game dev and would like to respond off site so as not to break NDA that would be awesome. @Roger it would be from within the game, something that users can use. Something akin to the iphone screencap utility. No need to get fancier than that.

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  • CodePlex Daily Summary for Wednesday, September 19, 2012

    CodePlex Daily Summary for Wednesday, September 19, 2012Popular ReleasesWinRT XAML Toolkit: WinRT XAML Toolkit - 1.2.3: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features AsyncUI extensions Controls and control extensions Converters Debugging helpers Imaging IO helpers VisualTree helpers Samples Recent changes NOTE: Namespace changes DebugConsol...Python Tools for Visual Studio: 1.5 RC: PTVS 1.5RC Available! We’re pleased to announce the release of Python Tools for Visual Studio 1.5 RC. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, Edit/Intellisense/Debug/Profile, Cloud, HPC, IPython, etc. support. The primary new feature for the 1.5 release is Django including Azure support! The http://www.djangoproject.com is a pop...Launchbar: Lanchbar 4.0.0: First public release.AssaultCube Reloaded: 2.5.4 -: Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we try to package for those OSes. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your own for Linux (source included) Changelog: New logo Improved airstrike! Reset nukes...JayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.2: JayData is a unified data access library for JavaScript to CRUD + Query data from different sources like OData, MongoDB, WebSQL, SqLite, Facebook or YQL. The library can be integrated with Knockout.js or Sencha Touch 2 and can be used on Node.js as well. See it in action in this 6 minutes video Sencha Touch 2 example app using JayData: Netflix browser. What's new in JayData 1.2 For detailed release notes check the release notes. JayData core: all async operations now support promises JayDa...fastJSON: v2.0.5: 2.0.5 - fixed number parsing for invariant format - added a test for German locale number testing (,. problems)????????API for .Net SDK: SDK for .Net ??? Release 4: 2012?9?17??? ?????,???????????????。 ?????Release 3??????,???????,???,??? ??????????????????SDK,????????。 ??,??????? That's all.VidCoder: 1.4.0 Beta: First Beta release! Catches up to HandBrake nightlies with SVN 4937. Added PGS (Blu-ray) subtitle support. Additional framerates available: 30, 50, 59.94, 60 Additional sample rates available: 8, 11.025, 12 and 16 kHz Additional higher bitrates available for audio. Same as Source Constant Framerate available. Added Apple TV 3 preset. Added new Bob deinterlacing option. Introduced process isolation for encodes. Now if HandBrake crashes, VidCoder will keep running and continue pro...DNN Metro7 style Skin package: Metro7 style Skin for DotNetNuke 06.02.01: Stabilization release fixed this issues: Links not worked on FF, Chrome and Safari Modified packaging with own manifest file for install and source package. Moved the user Image on the Login to the left side. Moved h2 font-size to 24px. Note : This release Comes w/o source package about we still work an a solution. Who Needs the Visual Studio source files please go to source and download it from there. Known 16 CSS issues that related to the skin.css. All others are DNN default o...Visual Studio Icon Patcher: Version 1.5.1: This fixes a bug in the 1.5 release where it would crash when no language packs were installed for VS2010.sheetengine - Isometric HTML5 JavaScript Display Engine: sheetengine v1.1.0: This release of sheetengine introduces major drawing optimizations. A background canvas is created with the full drawn scenery onto which only the changed parts are redrawn. For example a moving object will cause only its bounding box to be redrawn instead of the full scene. This background canvas is copied to the main canvas in each iteration. For this reason the size of the bounding box of every object needs to be defined and also the width and height of the background canvas. The example...VFPX: Desktop Alerts 1.0.2: This update for the Desktop Alerts contains changes to behavior for setting custom sounds for alerts. I have removed ALERTWAV.TXT from the project, and also removed DA_DEFAULTSOUND from the VFPALERT.H file. The AlertManager class and Alert class both have a "default" cSound of ADDBS(JUSTPATH(_VFP.ServerName))+"alert.wav" --- so, as long as you distribute a sound file with the file name "alert.wav" along with the EXE, that file will be used. You can set your own sound file globally by setti...MCEBuddy 2.x: MCEBuddy 2.2.15: Changelog for 2.2.15 (32bit and 64bit) 1. Added support for %originalfilepath% to get the source file full path. Used for custom commands only. 2. Added support for better parsing of Media Portal XML files to extract ShowName and Episode Name and download additional details from TVDB (like Season No, Episode No etc). 3. Added support for TVDB seriesID in metadata 4. Added support for eMail non blocking UI testCrashReporter.NET : Exception reporting library for C# and VB.NET: CrashReporter.NET 1.2: *Added html mail format which shows hierarchical exception report for better understanding.PDF Viewer Web part: PDF Viewer Web Part: PDF Viewer Web PartIIS Express Manager: IIS Express Manager v 0.5B: Several added features, including adding site and right click menu for sites; which allows you to start/stop site, view it directly in browser etc.Chris on SharePoint Solutions: View Grid Banding - v1.0: Initial release of the View Creation and Management Page Column Selector Banding solution.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.67: Fix issue #18629 - incorrectly handling null characters in string literals and not throwing an error when outside string literals. update for Issue #18600 - forgot to make the ///#DEBUG= directive also set a known-global for the given debug namespace. removed the kill-switch for disregarding preprocessor define-comments (///#IF and the like) and created a separate CodeSettings.IgnorePreprocessorDefines property for those who really need to turn that off. Some people had been setting -kil...Lakana - WPF Framework: Lakana V2: Lakana V2 contains : - Lakana WPF Forms (with sample project) - Lakana WPF Navigation (with sample project)Microsoft SQL Server Product Samples: Database: OData QueryFeed workflow activity: The OData QueryFeed sample activity shows how to create a workflow activity that consumes an OData resource, and renders entity properties in a Microsoft Excel 2010 worksheet or Microsoft Word 2010 document. Using the sample QueryFeed activity, you can consume any OData resource. The sample activity uses LINQ to project OData metadata into activity designer expression items. By setting activity expressions, a fully qualified OData query string is constructed consisting of Resource, Filter, Or...New ProjectsCachalote-Todo: Cachalote TodoCommerce Server Tools: A collection of tools and samples for Microsoft and Ascentium Commerce ServerCopiarArquivosNaRede: facilitate the process of copying files from one machine to host several machines,should be used primarily for network administrators and support teams.CS 3750 Team Ghana: Weber State University's Computer Science Department students are working on feature completing the Ghana Hospital inventory system in Asp.Net C#.CUDAFY TSP: Solving the Traveling Salesman Problem in C# on the GPGPU.Deixei Software Factory: Line Of Business application are one of the most important assets in a enterprise environment. You do not need to build the basis over and over. FocusMeter: Tiny tray application for tracking distractions.FrontTest: ????????generalshop: Host a number of ASP.NET controls I developed overtime: 1, RolloverImageButtonjschome: ??????。OVS Web App: OVS web appPeoplePicker Port Tester: The PeoplePicker Port Tester helps with troubleshooting PeoplePicker issues.Project Demo: hajshjdhfjkhdskfhdkhfkahdkjProyectoLenguaje2: proyecto de lenguaje de programación II Por: Moreira Kennedy Palma LuisSharePoint 2010 and 2013 jQuery / JS code samples: Various code samples for SharePoint 2010 and SharePoint 2013Strom: A projectsuperScheduler: A TDD project to help the contributors learn and have fun. The result should be something that looks like a cross platform task scheduler.......Troll Face SDK: Application project using the Face SDK for Windows Phone for demonstration purposeUseful PowerShell Scripts: Powerful & useful PowerShell scriptsWeiTalk: Sina weibo for Windows PhoneXML.NET Serializer: Striving for: - Great performance - Very easy to use - Very flexible and configurable - Ability to configure both via configuration file and/or attributes

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  • How does a one-man developer do its games' sounds?

    - by Gustavo Maciel
    Before anything, that's not a "oh, where can I find resources?" question. Well, I've been curious about one thing in the indie games industry. For the development of the game, such tasks like game design, art, sketches, code programming and etc can be easily done by just one person. You can just take up a paper and pencil and you're a game designer. You can just take software like Photoshop or Paint and you're an artist, a scanner and you're a sketcher, a compiler and you're a programmer. For sound it's different. You may tell me: Well, follow the line, take a lot of instruments and record it. But all we know that things don't work this way. I can list up some changes for us: External noises are a big problem, sound effects can't be made with instruments, it can't sound like a recorded and clipped sound. Well I can imagine how they do this in large companies, with such big studios and etc. But to summarise, my question is: What's the best way for a one-man indie to do all its sound? Does he have to synthesize everything? Record and buy some crazy program for editing sounds?

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  • Common way of animating 'motion' for walk cycle animations

    - by Ben Hymers
    I've just posted this at the Blender artists' forums before realising I would probably get a better response from a more game development-specific audience, so apologies for cross-posting! It's for the right reasons :) I'm a programmer trying to animate a character walking for a game project, using Ogre. I've made a very simple walk cycle in Blender and exported it to Ogre, and it plays just fine. By fine, I mean it works, but there's terrible foot sliding. This is because I just animated the walk in-place (at the origin) in Blender, and of course I don't know what "speed of walk" that corresponds to, so when I move the character in-game the motion doesn't necessarily match up with the movement of the feet in the animation. So my question is: what's the normal approach for this kind of thing? At work we use Maya, and the animators either animate a special 'moveTrans' node that represents the "position" of the character (or have the exporter generate it for them from the movement of the root node), then the game can read this to know how fast the animation moves the character. So in the Maya file, the character will walk forward for one cycle and this extra node will follow along with them by their feet. I've not seen anything like this in open-source land, and there's certainly no provision for that in the Ogre Exporter script. What do you chaps normally do for this?

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  • Reusable skill class structure

    - by Martino Wullems
    Hello, Pretty new to the whole game development scene, but I have experience in other branches of programming. Anyway, I was wondering what methods are used to implement a skill structure. I imagine a skill in itself would a class. I'm using actionscript 3 for this project btw. public class Skill { public var power:int; public var delay:int; public var cooldown:int; public function Attack(user:Mob, target:Mob) { } } } Each skill would extend the Skill class and add it's own functionality. public class Tackle extends Skill { public function Tackle(user:Mob, target:Mob) { super(user, target); executeAttack(); } private function executeAttack():void { //multiply user.strength with power etc //play attack animation } } } This where I get stuck. How do I termine which mobs has which skills? And which skill will they later be able to retrieve (by reaching a certain level etc). How does the player actually execute the skill and how is it determine if it hits. It's all very new to me so I have no idea where to begin. Any links would also be appreciated. Thanks in advance.

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  • Custom inventory items based on inheritance

    - by Bogdan Marginean
    So, here's the scenario: I'm building an RPG. Like most of the other RPGs on the market, my game will feature an inventory and of course, inventory items. So far I've worked well with using a single class for all items, because I did not need anything else than character stat alteration on item usage (consumption). However, I'd like some items to have a more exotic effect. Think of something like when the user consumes a transformation potion, he automatically turns into a beast. In order to achieve this I've thought about declaring a new class that inherits from BaseItem for each item. Each descendant would override some methods (like void OnConsume()), to change the base behavior. This works fine, but when it comes to inventory management, I have some issues. The actual inventory will have to work with BaseItem components only (for obvious reasons, as it's an enumerable collection of objects of the same type); casting any descendant to the base class is possible, so no problems in adding items to the inventory. But how can I keep track of the descendant's type (class) for each item in the inventory? And how to perform the descendant's OnConsume from withint he inventory, for each item? Let me know if you can think of a better solution than mine, or if you can think of a solution to my problem only. Development is done in C#, inside Unity 3.5. Thanks!

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  • Distributing an Android game with plugins via the market

    - by Peter Serwylo
    I'm new to Android development, and was wondering how the following could be achieved within the confines of the Android market as a distribution channel: One main application, which handles the main menu, networking, high scores, etc. Several games which can be launched from the main menu, which all work within the same eco system. The main application is not just a pseudo launcher for other games, these different games will share high scores and other achievements/preferences. In a traditional package management system such as apt, pacman or yum, this could be handled quite happily through dependencies. This does not appear to be possible via the Android market. The closest I've seen is when apps scan to check if the required app is installed, and if not, launches the market and asks the user to download the app. This sounds like a very messy solution. It also begs the question, would they download the game (plugin) first, which then downloads the main shell application? Or would they download the main shell application, and when they navigate to a menu item which says "Play game", then it scans for any installed games, and if none exist, redirects to the market? Also, I'm not even sure if it is possible to dig up the package from another application on the device, and start invoking classes from within (e.g. when you want to launch the game (plugin)) A final option is just to have a 3rd component which is a .jar that each game includes, which effectively contains the entire shell application. Then each game would appear to have the same menu, but it would become a nightmare as soon as you want to update the menu component and have to re-release each game. It would be especially worse if other people released games (plugins) based on the same framework and didn't update them. Is there any other options which I haven't thought of? Has anyone else solved this or seen a solution in any apps they've installed (doesn't have to be games)? cheers.

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  • Creating user UI using Flixel

    - 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. What I am trying to do is add a Start Screen before actually loading the game. I have a create function that adds all the game elements to the stage: override public function create():void // all game elements { How can I add this pre-load Start Screen? I'm not sure if I have to add in the code to this create function or somewhere else and what code to actually add. Eventually I would also like to add saving, loading, options and upgrades too. So any advice with that would be great. 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; } } } Thanks.

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  • Farseer: Cutting body from texture

    - by Robin Betka
    Is it possible to cut a body from a texture in Farseer 3.0? I have a texture converted to a body with multiple fixtures ( using BayazitDecomposer, CreatePolygon method, ..) and can even do it as a BreakableBody. But when I try to cut it with the cutting tool, the fixture itself gets cutted but it's connections get discarded! So when I have 14 fixtures, and cut fixture 3 for example, fixture 3 gets cutted but 1,2 and 3-14 just go away. Is there a way to do it? It would work already if I could convert the texture into a body with 1 fixture only, but I haven't figured out it that's possible. BayazitDecomposer creates the multiple verticles, but letting it away creates something weird and I get assert messages all the time. I know I couldn't break it that way but I don't need that anyway when I could cut it. The breaking is just the work around I'm using now. Extending the cuttingtool to support multiple fixtures is very hard especially when you consider that in one cut multiple fixtures could be cutted and then connected again.

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  • Algorithm for dynamically calculating a level based on experience points?

    - by George
    One of the struggles I've always had in game development is deciding how to implement experience points attributed to gaining a level. There doesn't seem to be a pattern to gaining a level in many of the games I've played, so I assume they have a static dictionary table which contains experience points vs. the level. e.g. Experience Level 0 1 100 2 175 3 280 4 800 5 ...There isn't a rhyme or reason why 280 points is equal to level 4, it just is. I'm not sure how those levels are decided, but it certainly wouldn't be dynamic. I've also thought about the possibility of exponential levels, as not to have to keep a separate lookup table, e.g. Experience Level 0 1 100 2 200 3 400 4 800 5 1600 6 3200 7 6400 8 ...but that seems like it would grow out of control rather quickly, as towards the upper levels, the enemies in the game would have to provide a whopping amount of experience to level -- and that would be to difficult to control. Leveling would become an impossible task. Does anyone have any pointers, or methods they use to decide how to level a character based on experience? I want to be fair in leveling and I want to stay ahead of the players as not to worry about constantly adding new experience/level lookups.

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  • Is ActionScript 3 used by Serious Indie Developers?

    - by Puedes
    This question is for dedicated independent game developers: My dream is to be a game developer. I am a senior in high school who has taken Computer Science for all four years. I have used Java the whole time, but last year I started using PHP and ActionScript 3 (with Flixel). I also used Game Maker for a brief period. I apologize for this, I wanted to get that out of the way and clarify the fact that I have experience of some kind with game development. I am stuck at the moment because I don't quite know what language to use to develop games at a professional level. I am seriously interested in becoming a dedicated game developer, but this issue is really bothering me. I would like to know what the best option would be for my case, based on your experiences. Any advice is appreciated. Things to consider: I am only interested in making 2D games (I am not worried about 3D support) It would be ideal to use something that can be ported to multiple platforms (so as not to run into this problem later) I can't seem to figure out what the industry likes to use So far, this is what I have: I can't decide if it would be wise to stick with ActionScript 3, or move to C++ I know Flash would be for browser games, but what if I want to make a downloadable game, like Plants Vs. Zombies or Super Crate Box? Would Flash be a smart choice for standalone games, or did they use something else? Thank you for reading this, as I would like to stop worrying about this and make some games! Also, I hope this wasn't all over the place :) tl;dr Should I move ahead with AS3 or use something else i.e. C++

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  • Starting out with OpenGL when most tutorials are out of date

    - by AUTO
    I'm sure there are already a bunch of questions like this asked, but the constant updating of the OpenGL library throws them all away, and in a month or two, the answers here will be worthless again. I am ready to start programming in OpenGL using C++. I've got a working compiler (DevCpp; do NOT ask me to switch to VC++, and don't ask me why). Now I'm just looking for a solid tutorial on how to program with OpenGL. My assistant found the tutorial provided by NeHe Productions, but as I've come to find out, it's WAY OUT OF DATE! (although I did pull together a basic window to support an OpenGL canvas) Then I went online, and found the OpenGL SuperBible, which apparently uses freeglut? But what I'd like to know is whether or not SuperBible 5th edition is up to date any longer. The suggestion to freeglut I found said the latest version was 2.6.0 but now it's 2.8.0! Is the OpenGL SuperBible still a good, and fairly up-to-date place to start? Is there a better place to go to learn OpenGL? Am I allowed to simply store freeglut in the DevCpp include directory (maybe in GL), or is there some important procedure? Are there any comments or suggestions that I didn't think to ask since I'm only just beginning? @dreta cleared some things up for me, so now I have a better idea of what to ask: I think I'd like to start out with OpenGL using a wrapper library instead of directly accessing OpenGL.I just think that, for a beginner, it would be easier for me to program and get good results, while I don't yet have to understand all the grimy details (as @stephelton mentioned). The problem is, I can't find any library that doesn't have undefined references to no longer supported functions. Freeglut sounds operational, but it still uses GLU.Does anyone know what I can do?Also, I tried compiling the first SuperBible's source, but I got errors since GLAPI is not being defined as a type, the error originating in the GLU library. I'd like to use the SuperBible, but I don't know how to fix this.

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  • GLSL billboard move center of rotation

    - by Jacob Kofoed
    I have successfully set up a billboard shader that works, it can take in a quad and rotate it so it always points toward the screen. I am using this vertex-shader: void main(){ vec4 tmpPos = (MVP * bufferMatrix * vec4(0.0, 0.0, 0.0, 1.0)) + (MV * vec4( vertexPosition.x * 1.0 * bufferMatrix[0][0], vertexPosition.y * 1.0 * bufferMatrix[1][1], vertexPosition.z * 1.0 * bufferMatrix[2][2], 0.0) ); UV = UVOffset + vertexUV * UVScale; gl_Position = tmpPos; BufferMatrix is the model-matrix, it is an attribute to support Instance-drawing. The problem is best explained through pictures: This is the start position of the camera: And this is the position, looking in from 45 degree to the right: Obviously, as each character is it's own quad, the shader rotates each one around their own center towards the camera. What I in fact want is for them to rotate around a shared center, how would I do this? What I have been trying to do this far is: mat4 translation = mat4(1.0); translation = glm::translate(translation, vec3(pos)*1.f * 2.f); translation = glm::scale(translation, vec3(scale, 1.f)); translation = glm::translate(translation, vec3(anchorPoint - pos) / vec3(scale, 1.f)); Where the translation is the bufferMatrix sent to the shader. What I am trying to do is offset the center, but this might not be possible with a single matrix..? I am interested in a solution that doesn't require CPU calculations each frame, but rather set it up once and then let the shader do the billboard rotation. I realize there's many different solutions, like merging all the quads together, but I would first like to know if the approach with offsetting the center is possible. If it all seems a bit confusing, it's because I'm a little confused myself.

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  • CodePlex Daily Summary for Monday, October 29, 2012

    CodePlex Daily Summary for Monday, October 29, 2012Popular ReleasesMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.73: Fix issue in Discussion #401101 (unreferenced var in a for-in statement was getting removed). add the grouping operator to the parsed output so that unminified parsed code is closer to the original. Will still strip unneeded parens later, if minifying. more cleaning of references as they are minified out of the code.RiP-Ripper & PG-Ripper: PG-Ripper 1.4.03: changes FIXED: Kitty-Kats new Forum UrlMJP's DirectX 11 Samples: MSAA Resolve Filtering: Sample application and source code from the article "Experimenting with Reconstruction Filters for MSAA Resolve" http://mynameismjp.wordpress.com/2012/10/28/msaa-resolve-filters/Liberty: v3.4.0.1 Release 28th October 2012: Change Log -Fixed -H4 Fixed the save verification screen showing incorrect mission and difficulty information for some saves -H4 Hopefully fixed the issue where progress did not save between missions and saves would not revert correctly -H3 Fixed crashes that occurred when trying to load player information -Proper exception dialogs will now show in place of crashesPlayer Framework by Microsoft: Player Framework for Windows 8 (Preview 7): This release is compatible with the version of the Smooth Streaming SDK released today (10/26). Release 1 of the player framework is expected to be available next week. IMPROVEMENTS & FIXESIMPORTANT: List of breaking changes from preview 6 Support for the latest smooth streaming SDK. Xaml only: Support for moving any of the UI elements outside the MediaPlayer (e.g. into the appbar). Note: Equivelent changes to the JS version due in coming week. Support for localizing all text used in t...Send multiple SMS via Way2SMS C#: SMS 1.1: Added support for 160by2Quick Launch: Quick Launch 1.0: A Lightweight and Fast Way to Manage and Launch Thousands of Tools and ApplicationsPress Win+Q and start to search and run. http://www.codeplex.com/Download?ProjectName=quicklaunch&DownloadId=523536Orchard Project: Orchard 1.6: Please read our release notes for Orchard 1.6: http://docs.orchardproject.net/Documentation/Orchard-1-6-Release-Notes Please do not post questions as reviews. Questions should be posted in the Discussions tab, where they will usually get promptly responded to. If you post a question as a review, you will pollute the rating, and you won't get an answer.Media Companion: Media Companion 3.507b: Once again, it has been some time since our release, and there have been a number changes since then. It is hoped that these changes will address some of the issues users have been experiencing, and of course, work continues! New Features: Added support for adding Home Movies. Option to sort Movies by votes. Added 'selectedBrowser' preference used when opening links in an external browser. Added option to fallback to getting runtime from the movie file if not available on IMDB. Added new Big...MSBuild Extension Pack: October 2012: Release Blog Post The MSBuild Extension Pack October 2012 release provides a collection of over 475 MSBuild tasks. A high level summary of what the tasks currently cover includes the following: System Items: Active Directory, Certificates, COM+, Console, Date and Time, Drives, Environment Variables, Event Logs, Files and Folders, FTP, GAC, Network, Performance Counters, Registry, Services, Sound Code: Assemblies, AsyncExec, CAB Files, Code Signing, DynamicExecute, File Detokenisation, GUI...NAudio: NAudio 1.6: Release notes at http://mark-dot-net.blogspot.co.uk/2012/10/naudio-16-release-notes-10th.htmlPowerShell Community Extensions: 2.1 Production: PowerShell Community Extensions 2.1 Release NotesOct 25, 2012 This version of PSCX supports both Windows PowerShell 2.0 and 3.0. See the ReleaseNotes.txt download above for more information.Umbraco CMS: Umbraco 4.9.1: Umbraco 4.9.1 is a bugfix release to fix major issues in 4.9.0 BugfixesThe full list of fixes can be found in the issue tracker's filtered results. A summary: Split buttons work again, you can now also scroll easier when the list is too long for the screen Media and Content pickers have information of the full path of the picked item Fixed: Publish status may not be accurate on nodes with large doctypes Fixed: 2 media folders and recycle bins after upgrade to 4.9 The template/code ...AcDown????? - AcDown Downloader Framework: AcDown????? v4.2.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...Rawr: Rawr 5.0.2: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...MCEBuddy 2.x: MCEBuddy 2.3.5: Changelog for 2.3.5 (32bit and 64bit) 1. Fixed a bug causing MCEBuddy to crash during or after installation on Windows XP 2. Bugfix for resource leak with UPnP which would lead to a failure after many days 3. Increased the UPnP discovery re-scan interval from 10 minutes to 30 minutes 4. Added support for specifying TVDB and IMDB id’s in the conversion task page (forcing the internet lookup for metadata)SharePoint 2010 - Community Projects: LifeInSharePoint - SP2013 Branding for 2010: The SharePoint 2013 Masterpage for 2010 has the following features: * SharePoint Sandbox Solution – Office 365 Compatible * Custom Site Actions Menu Link * “Focus on Content” – hide site navigation to allow user to focus on content only * Get the SharePoint 2013 interface without having to upgrade :)Perspective : Easy 2D and 3D programming with Silverlight: Version 3.0.1: A major release, for Silverlight 5. What's new ?New since version 3.0 : antialiasing, better dynamic scene support New since version 2 : a high-level 3D framework for Silverlight 5, similar to Perspective 3D for WPF. New since 3D-only version : a full featured demo application. http://www.odewit.net//Articles/Sl3DIntro/BitmapTexture.png Documentation : See Readme.txt in the sources for release details. Perspective : Easy 3D programming with Silverlight 5 Perspective : Basic 3D mod...CRM 2011 Visual Ribbon Editor: Visual Ribbon Editor (1.3.1025.5): [NEW] Support for connecting to CRM Online via Office 365 (OSDP) [NEW] Current connection information and loaded ribbon name are displayed in the status bar [IMPROVED] Connect dialog minor improvements and error message descriptions [IMPROVED] Connecting to a CRM server will close currently loaded ribbon upon confirmation (if another ribbon was loaded previously) [FIX] Fixed bug in Open Ribbon dialog which would not allow to refresh entity list more than onceWPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.390: Version 2.5.0.390 (Release Candidate): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Fix recent file list remove issue. WAF: Minor code improvements. BookLibrary: Fix Blend design time support o...New Projects7COM0207 Web Scripting and Content Creation: .Access Viewer and Reporter: This is Access reader. This project provide facility to explorer access database file, provide facility to query them and also can generate reportAlienHack HackMap: AlienHack is an opensource hackmap for Thaicybergames(Cybergames) for Warcraft III written in VB.NETCleverBobCat: CleverBobCat is the Plugin developed to provide functionalities to BobCat Ind wheeled equipment for studying and colonization of planets in kerbal space programColorTranslator for Win8 Apps: This project will add the ColorTranslator class to the Windows.UI namespace so that you can convert colors easily like with the desktop winforms apps.Dnascout: A tool to search a DNA strand of {ACTG} characters for matches against a specified substring, calculate distances between matching substrings (span), and also generate lists of all unique/redundant strands in the file. dSUtilities: Here we will host Utilities for Plugin Manager and file system manipuationEnhancedRefinement: FAST?????????SharePoint Web?????????????。 ·??????????Web??? ·????????Web???Entity SQL for Linq to SQL: Entity SQL from Linq to SQL & ALinqFrameRateCounter: A C# XNA 3.0 GameComponent that calculates and displays the framerate of a game.Friend Analyzer: A Facebook friend parser that applies k-Means in order to determine relevant user categories and the most important person in said group.Give Me Menu: Project of TEPHeloWorld: Simple HelloWorld project. I missed a 'l' in the world HelloWorld and I got in.The HelloWorld project must have existed, I think.LprConfigurer: the config tool for kise lpr projectLTI Samples: This project is a collection of LTI sample projects.MCDA4ArcMap: Multi criteria decision analysis for ArcMap.My Diary - ??: My Diary - ?? Style Windows 8 Metronone111: noneOMR.Crawler: This project is experimental crawling on web and desktop contents. Simple implementation is bellow on console project.Plasmid OS: Plasmid is a free, open source operating system developed in C# on top of COSMOS. It is designed for speed and stability, and is planned to comply with POSIXproj_2_forum: forumowiskoRSLight: RSLightSLRTC#: Done for an IT competition by CS students from Romania.Speech Recognition: An application that uses speech commands to perform tasksStoragePeriod: StoragePeriod

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  • Rendering a big game universe - bitmaps or vector graphics?

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • CodePlex Daily Summary for Sunday, October 14, 2012

    CodePlex Daily Summary for Sunday, October 14, 2012Popular ReleasesJsQueryExpression: Initial release: Initial release is aimed to present a public view for community. It is in your own risk to use it in a production environment. Please send feedbacks with your experiences.ZXMAK2: Version 2.6.4.0: - added RZX playback - fix Reset behaviorDroid Explorer: Droid Explorer 0.8.8.8 Beta: fixed the icon for packages on the desktop fixed the install dialog closing right when it starts removed the link to "set up the sdk for me" as this is no longer supported. fixed bug where the device selection dialog would show, even if there was only one device connected. fixed toolbar from having "gap" between other toolbar removed main menu items that do not have any menus Fiskalizacija za developere: FiskalizacijaDev 1.0: Prva verzija ovog projekta, još je uvijek oznacena kao BETA - ovo znaci da su naša testiranja prošla uspješno :) No, kako mi ne proizvodimo neki software za blagajne, tako sve ovo nije niti isprobano u "realnim" uvjetima - svaka je sugestija, primjedba ili prijava bug-a je dobrodošla. Za sve ovo koristite, molimo, Discussions ili Issue Tracker. U ovom trenutku runtime binary je raspoloživ kao Any CPU za .NET verzije 2.0. Javite ukoliko trebaju i verzije buildane za 32-bit/64-bit kao i za .N...Squiggle - A free open source LAN Messenger: Squiggle 3.2 (Development): This release is mainly for enabling extensibility and interoperability with other platforms. Support for plugins Support for extensions Communication layer and protocol is platform independent (ZeroMQ, ProtocolBuffers) Bug fixes New /invite command Edit the sent message Disable update check NOTE: This is development release and not recommended for production use.AcDown????? - AcDown Downloader Framework: AcDown????? v4.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...PHPExcel: PHPExcel 1.7.8: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated. Note changes to the PDF Writer: tcPDF is no longer bundled with PHPExcel, but should be installed separately if you wish to use that 3rd-Party library with PHPExcel. Alternatively, you can choose to use mPDF or DomPDF as PDF Rendering libraries instead: PHPExcel now provides a configurable wrapper allowing you a choice of PDF renderer. See the documentation, or the PDF s...DirectX Tool Kit: October 12, 2012: October 12, 2012 Added PrimitiveBatch for drawing user primitives Debug object names for all D3D resources (for PIX and debug layer leak reporting)GoogleMap Control: GoogleMap Control 6.1: Some important bug fixes and couple of new features were added. There are no major changes to the sample website. Source code could be downloaded from the Source Code section selecting branch release-6.1. Thus just builds of GoogleMap Control are issued here in this release. Update 14.Oct.2012 - Client side access fixed NuGet Package GoogleMap Control 6.1 NuGet Package FeaturesBounds property to provide ability to create a map by center and bounds as well; Setting in markup <artem:Goog...mojoPortal: 2.3.9.3: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2393-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0, but we recommend you to use .NET 4, we will probably drop support for .NET 3.5 once .NET 4.5 is available The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code and are not intended for use in Visual Studio. To download the source code see getting the lates...OstrivDB: OstrivDB 0.1: - Storage configuration: objects serialization (Xml, Json), storage file compressing, data block size. - Caching for Select queries. - Indexing. - Batch of queries. - No special query language (LINQ used). - Integrated sorting and paging. - Multithreaded data processing.D3 Loot Tracker: 1.5.4: Fixed a bug where the server ip was not logged properly in the stats file.Captcha MVC: Captcha Mvc 2.1.2: v 2.1.2: Fixed problem with serialization. Made all classes from a namespace Jetbrains.Annotaions as the internal. Added autocomplete attribute and autocorrect attribute for captcha input element. Minor changes. Updated: I'm added an example for this question. v 2.1.1: Fixed problem with serialization. Minor changes. v 2.1: Added support for storing captcha in the session or cookie. See the updated example. Updated example. Minor changes. v 2.0.1: Added support for a partial ...DotNetNuke® Community Edition CMS: 06.02.04: Major Highlights Fixed issue where the module printing function was only visible to administrators Fixed issue where pane level skinning was being assigned to a default container for any content pane Fixed issue when using password aging and FB / Google authentication Fixed issue that was causing the DateEditControl to not load the assigned value Fixed issue that stopped additional profile properties to be displayed in the member directory after modifying the template Fixed er...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.3.3: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features Attachable Behaviors AwaitableUI extensions Controls Converters Debugging helpers Extension methods Imaging helpers IO helpers VisualTree helpers Samples Recent changes NOTE:...VidCoder: 1.4.4 Beta: Fixed inability to create new presets with "Save As".MCEBuddy 2.x: MCEBuddy 2.3.2: Changelog for 2.3.2 (32bit and 64bit) 1. Added support for generating XBMC XML NFO files for files in the conversion queue (store it along with the source video with source video name.nfo). Right click on the file in queue and select generate XML 2. UI bugifx, start and end trim box locations interchanged 3. Added support for removing commercials from non DVRMS/WTV files (MP4, AVI etc) 4. Now checking for Firewall port status before enabling (might help with some firewall problems) 5. User In...Sandcastle Help File Builder: SHFB v1.9.5.0 with Visual Studio Package: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This release supports the Sandcastle October 2012 Release (v2.7.1.0). It includes full support for generating, installing, and removing MS Help Viewer files. This new release suppor...ClosedXML - The easy way to OpenXML: ClosedXML 0.68.0: ClosedXML now resolves formulas! Yes it finally happened. If you call cell.Value and it has a formula the library will try to evaluate the formula and give you the result. For example: var wb = new XLWorkbook(); var ws = wb.AddWorksheet("Sheet1"); ws.Cell("A1").SetValue(1).CellBelow().SetValue(1); ws.Cell("B1").SetValue(1).CellBelow().SetValue(1); ws.Cell("C1").FormulaA1 = "\"The total value is: \" & SUM(A1:B2)"; var...Picturethrill: Version 2.10.7.0: Major FeaturesWindows 8 Support!!! Picturethrill is fully tested on latest Windows 8. Try it now.New AboutPicturethrill Dialog Available from "Advanced" window. Describes Version, Developers and other infoFull Installation Information in Control Panel Picturethrill in ControlPanel has full information, including Version and Size. Minor Bug FixesImproved Logging AppDomain Unhandled Exception Logging Delete WallpaperDownload Folder (Saves Diskspace) Advanced Settings "Close" button bug ...New Projects_p2: Testing rest.A Standard Programmatic Interface for Asynchronous Operations: The project codename "Indigo" is a prototype implementation of the N3327 proposal to JTC1/SC22/WG21AlgoritmTeorija: Some work for KTU.ASP.Net WebAPI Sample: Web API and knockout test drive For full details [url:http://magedfarag.wordpress.com/2012/10/13/asp-net-web-api-knockout-test-drive/]CDMA Messaging: .NET CDMA Messaging LibraryChimera USB: This project integrates flash memory sticksdream drumming: a win8 Metro GameInteractivity Libraries for Windows Store App: System.Windows.Interactivity ? Windows ????????????。 Windows ??????? Trigger ? Behavior ???????。Knapsack: This projects goal is to share different algorithms coded in .NET to solve the KnapSack problem.NOSDC: The Northern Ontario Software Developer Community (NOSDC) brings together software developers from all over Northern Ontario to expand and share our knowledge asumtwonumbers: This is a simple code to sum two numbers by WeamSVConnect: Lightweight and efficient SOAP client library for Java (Android platform) to connect Java with WCF services.TFS 2012 Server/service Setup for Demo: Set up a TFS 2012 Server/Service demo environment in less than 1 minute now! Web API Spatial Formatters: Web API Formatters for providing simple spatial data services that can be easily integrated into a range of mapping toolkits. WillCall: A stab at a schcheduler.yongyou_web_b: Summary

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  • Scene graphs and spatial partitioning structures: What do you really need?

    - by tapirath
    I've been fiddling with 2D games for awhile and I'm trying to go into 3D game development. I thought I should get my basics right first. From what I read scene graphs hold your game objects/entities and their relation to each other like 'a tire' would be the child of 'a vehicle'. It's mainly used for frustum/occlusion culling and minimizing the collision checks between the objects. Spatial partitioning structures on the other hand are used to divide a big game object (like the map) to smaller parts so that you can gain performance by only drawing the relevant polygons and again minimizing the collision checks to those polygons only. Also a spatial partitioning data structure can be used as a node in a scene graph. But... I've been reading about both subjects and I've seen a lot of "scene graphs are useless" and "BSP performance gain is irrelevant with modern hardware" kind of articles. Also some of the game engines I've checked like gameplay3d and jmonkeyengine are only using a scene graph (That also may be because they don't want to limit the developers). Whereas games like Quake and Half-Life only use spatial partitioning. I'm aware that the usage of these structures very much depend on the type of the game you're developing so for the sake of clarity let's assume the game is a FPS like Counter-Strike with some better outdoor environment capabilities (like a terrain). The obvious question is which one is needed and why (considering the modern hardware capabilities). Thank you.

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  • How to create an Orthographic display in OpenGL (ES) that handles different screen sizes and orientations?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • What is wrong with my game loop/mechanic?

    - by elias94xx
    I'm currently working on a 2d sidescrolling game prototype in HTML5 canvas. My implementations so far include a sprite, vector, loop and ticker class/object. Which can be viewed here: http://elias-schuett.de/apps/_experiments/2d_ssg/js/ So my game essentially works well on todays lowspec PC's and laptops. But it does not on an older win xp machine I own and on my Android 2.3 device. I tend to get ~10 FPS with these devices which results in a too high delta value, which than automaticly gets fixed to 1.0 which results in a slow loop. Now I know for a fact that there is a way to implement a super smooth 60 or 30 FPS loop on both devices. Best example would be: http://playbiolab.com/ I don't need all the chunk and debugging technology impact.js offers. I could even write a super simple game where you just control a damn square and it still wouldn't run on a equally fast 30 or 60 fps. Here is the Loop class/object I'm using. It requires a requestAnimationFrame unify function. Both devices I've tested my game on support requestAnimationFrame, so there is no interval fallback. var Loop = function(callback) { this.fps = null; this.delta = 1; this.lastTime = +new Date; this.callback = callback; this.request = null; }; Loop.prototype.start = function() { var _this = this; this.request = requestAnimationFrame(function(now) { _this.start(); _this.delta = (now - _this.lastTime); _this.fps = 1000/_this.delta; _this.delta = _this.delta / (1000/60) > 2 ? 1 : _this.delta / (1000/60); _this.lastTime = now; _this.callback(); }); }; Loop.prototype.stop = function() { cancelAnimationFrame(this.request); };

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  • XNA: How to make the Vaus Spacecraft move left and right on directional keys pressed?

    - by Will Marcouiller
    I'm currently learning XNA per suggestion from this question's accepted answer: Where to start writing games, any tutorials or the like? I have then installed everything to get ready to work with XNA Game Studio 4.0. General Objective Writing an Arkanoid-like game. I want to make my ship move when I press either left or right keys. Code Sample protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here #if WINDOWS if (Keyboard.GetState().IsKeyDown(Keys.Escape)) this.Exit(); else { if (Keyboard.GetState().IsKeyDown(Keys.Left)) MoveLeft(gameTime); } #endif // Move the sprite around. BounceEnergyBall(gameTime); base.Update(gameTime); } void MoveLeft(GameTime gameTime) { // I'm not sure how to play with the Vector2 object and its position here!... _vausSpacecraftPos /= _vausSpacecraftSpeed.X; // This line makes the spacecraft move diagnol-top-left. } Question What formula shall I use, or what algorithm shall I consider to make my spaceship move as expected left and right properly? Thanks for your thoughts! Any clue will be appreciated. I am on my learning curve though I have years of development behind me (already)!

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  • How to cover the widest range of computers when publishing?

    - by DevilWithin
    When you plan a game, or even when you already made a game, and its time to publish, you wonder how much of your audience is covered by the game technology demands. I'm directing this essentialy to casual games, as I constantly see people having old laptops and being unable to replace them. Laptops with integrated cards whose OpenGL version doesn't even support textures larger than 1024x1024. These people may be avid gamers as well, and a reasonable share of the audience to consider giving them the chance to play casual games, once they cannot play any blockbusters. As I've seen happening, a very "noticeable" example is Angry Birds. It's gameplay is merely casual (I think nobody disagrees here) and still, it uses so high resolution textures that at least OpenGL 2.0 or around is needed, which blocks away a lot of people. So, the actual question is: what is a good tradeoff for this issue? Would it be better to just sacrifice the texture resolution for everyone, but have more supported hardware? Would it be better to keep the high quality and just slice the textures into smaller ones, sacrificing the performance a little bit? What else? Any ideas about this topic are welcome for discussion.

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