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  • Javascript A* path finding

    - by Veyha
    I am trying to learn A* path finding. I am using this library - https://github.com/qiao/PathFinding.js But there is one thing I don't understand how to do. To find a path from player.x/player.y (player.x and player.y are both 0) to 10/10 I use this code var path = finder.findPath(player.x, player.y, 10, 10, grid); This gives an array of where I need to move, but how do I apply this array to my player.x and player.y? The path structure looks like this path = [[0, 0], [1, 0], [1, 1], ..., [10, 10]]

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • Exporting UV coords from Blender

    - by Soapy
    So I have searched on google and various other websites but I've not found an answer. The only ones I did find did not work. So my question is how do I get UV coords from blender (2.63)? Currently I'm writing my own custom file exporter, and so far have managed to export vertices and their normals. Is there a way to export the UV coords? N.B. I'm currently try to figure it out using a simple cube that is unwrapped and has a texture applied to it.

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  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

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  • Collision in PyGame for spinning rectangular object.touching circles

    - by OverAchiever
    I'm creating a variation of Pong. One of the differences is that I use a rectangular structure as the object which is being bounced around, and I use circles as paddles. So far, all the collision handling I've worked with was using simple math (I wasn't using the collision "feature" in PyGame). The game is contained within a 2-dimensional continuous space. The idea is that the rectangular structure will spin at different speed depending on how far from the center you touch it with the circle. Also, any extremity of the rectangular structure should be able to touch any extremity of the circle. So I need to keep track of where it has been touched on both the circle and the rectangle to figure out the direction it will be bounced to. I intend to have basically 8 possible directions (Up, down, left, right and the half points between each one of those). I can work out the calculation of how the objected will be dislocated once I get the direction it will be dislocated to based on where it has been touch. I also need to keep track of where it has been touched to decide if the rectangular structure will spin clockwise or counter-clockwise after it collided. Before I started coding, I read the resources available at the PyGame website on the collision class they have (And its respective functions). I tried to work out the logic of what I was trying to achieve based on those resources and how the game will function. The only thing I could figure out that I could do was to make each one of these objects as a group of rectangular objects, and depending on which rectangle was touched the other would behave accordingly and give the illusion it is a single object. However, not only I don't know if this will work, but I also don't know if it is gonna look convincing based on how PyGame redraws the objects. Is there a way I can use PyGame to handle these collision detections by still having a single object? Can I figure out the point of collision on both objects using functions within PyGame precisely enough to achieve what I'm looking for? P.s: I hope the question was specific and clear enough. I apologize if there were any grammar mistakes, English is not my native language.

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

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  • How can I log key presses in Game Maker?

    - by skeletalmonkey
    I'm trying to create a log of a players actions as they play a game of Spelunky. The easiest I've found to do this is to log what keys are pressed at each frame. What I don't know how to do is how to integrate this with the Game Maker source code of Spelunky. Is there a specific way to create a script that is checked every frame/tick (don't know the right term) and a command to find what buttons are pressed?

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  • What are the factors that determine the default frequency of a shader call?

    - by user827992
    After i have been played for some days with various vertex and fragments shaders seems clear to me that this programs are called by the GPU at every and each rendering cycle, the problem is that I can't really quantify this frequency and I can't tell if is based on some default values or not because I don't have a big collection of hardware right now to do extensive tests. For what i know the answer could be really trivial like "it's the same of the refresh rate of your monitor", but i would like some good answers on that to be clear on this. For instance looks really odd to me that all the techniques used to control the amount of FPS that i have seen until now uses a call for the OpenGL function glutGet(GLUT_ELAPSED_TIME) to retrieve a value in ms about when the rendering started but I have to relies on the CPU to do the math. Why I can't set an FPS value in OpenGL if OpenGL clearly has a counter and a timer/clock? PS I'm referring to OpenGL 3.0+

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  • Recommended 2D Game Engine for prototyping

    - by Thomas Dufour
    What high-level game engine would you recommend to develop a 2D game prototype on windows? (or mac/linux if you wish) The kind of things I mean by "high-level" includes (but is definitely not limited to): not having to manage low-level stuff like screen buffers, graphics contexts having an API to draw geometric shapes well, I was going to omit it but I guess being based on an actual "high-level" language is a plus (automatic resource management and the existence a reasonable set of data structures in the standard library come to mind). It seems to me that Flash is the proverbial elephant in the room for this query but I'd very much like to see different answers based on all kinds of languages or SDKs.

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  • why would you use textures that are not a power of 2?

    - by Will
    In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such. Since OpenGL 2.0, and preceding that via an extension, non-power-of-two texture dimensions has been supported. Are there performance advantages to sticking to power-of-two textures on modern integrated and discrete GPUs? What advantages do non-power-of-two textures have, if any? Are there large populations of desktop users who don't have cards that support non-power-of-two textures?

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  • Is it considered poor programming to do this with xna components?

    - by Rob
    I created my own Menu System that is event driven. In order to have a loading screen and multithreaded loading to work, I devised this sort of implementation: //Let's check if the game is done loading. if (_game != null) { _gameLoaded = _game.DoneLoading; } //This means the game is loading still, //therefore the loading screen should be active. if (!_gameLoaded && _gameActive) { _gameScreenList[2].UpdateMenu(); } //The loading screen was selected. if (_gameScreenList[2].CurrentState == GameScreen.State.Shown && !_gameActive) { Components.Add(_game = new ParadoxGame(this)); _game.Initialize(); //Initializes the Game so that the loading can begin. _gameActive = true; } In the XNA Game Component that contains the actual game, in the LoadContent method I simply created a new Thread that calls another method ThreadLoad that has all the actual loading. I also have a boolean variable called DoneLoading in the XNA Game Component that is set to true at the end of the ThreadLoad. I am wondering if this is a poor implementation.

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  • Extremely Hybrid Game requirements

    - by tugrul büyükisik
    What system specifications would a game need if it was: Total players per planet: ~20000 Total players per team:~1M Total players per map(small volume of space or small surface over a planet): ~2000 Total players: ~10M(world has more players than this amount i think) Two of the players are commanders of opposite quadrants(from HUD of a strategy game). Lots of players use space-crafts as a captain(like 3d fps and rts). Many many players control consoles in those space-crafts as under command of captains.(fps ) Some players are still in stone-age trying to reinvent wheel in some planet. Players design and construct any vehicles they have. With good physics engine Has puzzles inside. Everyone get experience by doing stuff(RPG). Commerce, income or totally different resource-based group(like starcraft) Player classes(primitive: cunning and strong, wrapped: healthy, wealthy) Arcade top-down style firing with ships when people get bored very low chance of miraculous things.(mediclorians, wormholes, bugs) Different game-modes: persistent(living world), resetted periodically(a new chance for noobs), instant(pre-built space + hack&slash) I suspect this would need 128GB ram and 2048 cores.

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  • "Time Control" in a 2d Platformer

    - by Woody Zantzinger
    I am making a 2d platformer where the player can press a button, and restart the level, only their previous character will also run the level at the same time, like they are traveling back in time. I know other games have done this before, and the way I have thought of doing it is to make the game character have a set of actions (Idle, Jumping, Walking Left etc.) and then detect changes in those actions and log them into a list along with the game time. So then when I need the character to run the level again on its own, I can just go through the list changing its actions at the right time. Is this the best way to do it? Does anyone have any experience in this? Thanks.

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  • How do I plot individual pixels using the XNA APIs?

    - by izb
    If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I achieve this using XNA? I've tried just calling SetData() on a Texture2D object using a screen-sized array of Color values, but it complains with: You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData. How do I do as it asks? Or better still... is there an alternative, better, efficient way to fill a screen with arbitrary pixels?

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  • Rendering output to arbitary quadrilateral

    - by Trainee4Life
    I want to render output on a device to an arbitary quadirlateral, i.e. project texture on to a quad. What are the possible ways I could implement it? Till now, I have investigated: Drawing textured quadrilateral - Quads look odd as they are composed of triangles, and the distortion looks odd. The issue I'm facing has been discussed here and here as well. Setting transformation on device - Need help in getting this implemented. Pixel shaders - Not able to implement the desired effect. Any help would be much appreciated.

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  • How to balance this Pokémon simulator metagame by feedback?

    - by Dokkat
    This is a Pokémon simulator where you build a team of 6 pokémon and battle with someone. Unfortunately, some Pokémon are stronger than others and only a few of the hundredth species are practical. I'm trying to create a metagame where all of them are competitive. For this, I am tagging a Pokémon with a parameter (level) that changes it's strength and scales up/down depending on the it's performance. That is, if the system detects Mewtwo is overperforming, it should decrease it's level tag until Mewtwo is balanced. The question is: how can I identify if a Pokémon is causing an unbalance? The data I have is the historic of the battles (player 1, player 2, pokémon list, winner). The most basic solution I can think of is victory/loss counting.

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  • The underlying mechanism in 'yield return www' of Unity3D Game Engine

    - by thyandrecardoso
    In the Unity3D game engine, a common code sequence for getting remote data is this: WWW www = new WWW("http://remote.com/data/location/with/texture.png"); yield return www; What is the underlying mechanism here? I know we use the yield mechanism in order to allow the next frame to be processed, while the download is being completed. But what is going on under the hood when we do the yield return www ? What method is being called (if any, on the WWW class)? Is Unity using threads? Is the "upper" Unity layer getting hold of www instance and doing something?

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  • How can I get accurate collision resolution on the corners of rectangles?

    - by ssb
    I have a working collision system implemented, and it's based on minimum translation vectors. This works fine in most cases except when the minimum translation vector is not actually in the direction of the collision. For example: When a rectangle is on the far edge on any side of another rectangle, a force can be applied, in this example down, the pushes one rectangle into the other, particularly a static object like a wall or a floor. As in the picture, the collision is coming from above, but because it's on the very edge, it translates to the left instead of back up. I've searched for a while to find an approach but everything I can find deals with general corner collisions where my problem is only in this one limited case. Any suggestions?

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  • Big level objects collision system for 2d game

    - by Aristarhys
    I read many variants today and get some knowledge in general, so here is a steps of mine thoughts in pictures (horrible paint.net ones). We need to develop grid system, so we check only thing near, perform simple check to cut out deep check, and at - last deep check like per-pixel collision check. Step 1 - Let p1, p2 are some sprites lets first just check with circle collision - because large distance between p1, p2 this fails and of course so we don't need test more deeply. But if we have not 2, but 20 objects, why we need to even circle test something so far outside of our view. Step 2 - Add basic column system, now we don't bother with p2 if it's in a column far from p1 column, so we even don't do circle test. But p3 is in the same col, so let do circle test, which of course will fail. Step 3 - Lets improve column system to the grid system with grid cell size just like p1, p2, p3 collision boxes, so we cut out things much top or below p1. And this is all great until comes BIG OBJs which is some kind of platforms. They are much bigger then grid cell. Circle test for will be successful, but deep check for whole big obj will fail And that the part I can't get. How do I store the grid position of big object? Like 4 grid coords for big object vertexes? And if one of them close to p1 do circle check for centre of big object then a deep one if succeed? Am I do it wrong? My possible solution:

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  • How to fire a bullet in a specific direction?

    - by Mike
    I am developing an Android game. I have problem with bullet firing. It's a space ship that has to fire bullets but right now it's firing in a random direction. I have to fire a bullet to the enemy from the only one point on the nose of the ship. Right now the bullets fire sometimes from the tailpart or other. So that's a problem. How do I give a bullet direction and how to fire it from only the head of my space ship?

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  • The right way to add images to Monogame/Windows

    - by ashes999
    I'm starting out with MonoGame. For now, I'm only targeting Windows (desktop -- not Windows 8 specifically). I've used a couple of XNA products in the past (raw XNA, FlatRedBall, SilverSprite), so I may have a misunderstanding about how I should add images to my content. How do I add images to my project? Currently, I created a new Monogame project, added a folder called "Content," and added images under there; the only caveat is that I need to set the Copy to Output Directory action to one of the Copy ones. It seems strange, because my "raw" XNA project just last week had a Content project in it (XNA Framework Content Pipeline, according to VS2010), which compiled my images to XNB (I think). It seems like Monogame doesn't use the same content pipeline, but I'm not sure. Edit: My question is not about "how do I get the XNA content pipeline to work with Monogame." My question is "why would I want to use the XNA content pipeline in Monogame?" Because there are (at least) two solutions (that I see today): Add the images to the Monogame project and set the Copy to Output Directory options to copy. Add a XNA content pipeline project and add my images to that instead; reference it from my MOnogame project. Which solution should I use, and why? I currently have a working version with the first option.

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  • MCP 1.7.10 Java class navigation

    - by Elias Benevedes
    So, I'm new to the Minecraft modding community and trying to understand where to start. I've attempted to do it before, but dropped it to the complexity of starting and the lack of a site like this to help (Mind that I'm also semi-new to Java, but have worked extensively in Javascript and Python. I understand how Java is different from the two). I have downloaded MCP 9.08 (Decompiles 1.7.10), and decompiled Minecraft. I'm looking to mod client, so I didn't supply it with a server jar. Everything seemed to work fine in decompile (Only error was it couldn't find the server jar). I can find my files in /mcp908/src/minecraft/net/minecraft. However, if I open up one of the classes in, say, block, I see a bunch of variables starting with p_ and ending with _. Is there any way to make these variables more decipherable, to understand what's going on so I can learn by example? Thank you.

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  • Rotate camera around player and set new forward directions

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. When I look at the back of the player and press forward, player goes forward. Then I rotate 360 around the player and "forward direction" is tilted for 90 degrees. So every 360 turn there is 90 degrees of direction change. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". I have Player object with Camera as child object. Camera object has Camera script. Inside Camera script there are Player and Camera classes. Player object itself, has Input Controller. Also I'm making this script for joystick/ controller primarily. My camera script so far: using UnityEngine; using System.Collections; public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 10, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • Adjusting the rate of movement of different objects on the same timer

    - by theUg
    I have a series of objects moving along the straight lines. I want to implement slight changes of velocity of each of the object. Constraint is existing model of animation. I am new to this, and not sure if it is the best way to accommodate varying speeds, but what do I know? It is a Java application that repaints the panel every time the timer expires. Timer is set via swing.Timer object that is set by timer delay constant. Every time the game is stepped objects’ coordinates advanced by an increment constant. Most of the objects are of the same class. Is there fairly easy way to refactor existing system to allow changing velocity for an individual object? Is there some obvious common solution I am not aware about? Idea I am having right now is to set timer delay fairly small, and only move objects every so many cycles of animation so that the apparent speed can be adjusted by varying how often they get moved. But that seems fairly involved, and I do not think it is the most elegant solution in terms of performance what with repainting the whole frame every 3-5 milliseconds. Can it be done by advancing the objects so many (varying) times during the certain interval (let’s say 35ms for something like 28fps), and use repaint() method to redraw just individual object? Do I need to mess with pausing animation for smoothness at higher redraw rates? Is it common practise to check for collision at larger step interval, but draw animation a lot more frequently?

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