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  • Embedding Pygame to C++ [closed]

    - by Pendertuga
    If embedding Pygame to C++ to have a game be an executable, is there any extra process I would have to use in order to use Pygame functions when embedding into C++? As opposed to just writing embedding code in C++ for normal Python code? To clear cut the question I want to know if it's the same process without having to call different functions. EDIT: My question is if I have to call different functions in C++ when embedding Python code that uses Pygame modules. I am NOT using pygame2exe nor py2exe. I never even mentioned those. My question is solely about code embedding.

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • Polygon count budget

    - by Lautaro
    Is there any smart way to think about polygon budget relating to PC gaming today? My game will have one static 3d background scene and two fighters. No more enemies. I am thinking about having animated 3d models in the background for atmosphere, like spectators. So how could i find out what the polygon count for the player models and background scenarios could be. I guess the question is, what is a for today typical polygon count that most PCs can handle?

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  • Trying to make a game with C++, using lists to store bullets and enemies, but they are not erased

    - by XD_dued
    I've been trying to make a pretty simple space shooter game with C++, and I have been having a lot of trouble trying to use lists to store enemies and bullets. Basically I followed the post here almost exactly to store my bullets: SDL Bullet Movement I've done something similar to store my enemies. However, when I call bullets.erase(it++), for some reason the bullet is not erased. When the bullet movement is run for the next frame, it tries to re delete the bullet and segfaults the program. When I comment out the erase line, it runs fine, but the bullets are then never erased from the list... Is there any reason why the elements of the list aren't being deleted? I also set it up to print the number of elements in the list for every iteration, and it does not go down after deleting. Thanks! EDIT: Here's the specific code I'm using to store my enemies and having them act: std::list<Grunt*> doGrunts(std::list<Grunt*> grunts) { for(std::list<Grunt*>::iterator it = grunts.begin(); it != grunts.end();) { if((*it)->getHull() == 0) { delete * it; grunts.erase(it++); } else { (**it).doUnit(grunts, it); ++it; } } } Grunt is my enemy class, and the list grunts is a global variable. Is that my problem? When I pass the global into the function it becomes local? I assumed lists would be a reference type so thought this wouldn't be a problem. Sorry if this was a dumb question, I'm very new to C++, this is the first major thing I'm working on.

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  • Unity gizmos vs. referenced game objects

    - by DuckMaestro
    I'm designing a Unity script that I intend to be highly reusable and as easy as possible to setup within the editor. To this end, a number of properties of this script really need some kind of visual representation on screen. It is an unresolved question to me whether the design of the script should require references to placeholder game objects, OR just Vector3's and float's that have associated gizmos drawn for them. Normally a gizmo would be a natural choice, except that Unity gizmos are not directly manipulable (as far as I can tell). Because of this shortcoming I'm having to consider whether depending on references to placeholder game objects is a more designer-friendly approach ultimately, in spite of the extra setup required, and that it might be counter-intuitive when the placeholder game objects disappear at run-time (which my script would do). Is there a community standard or preference here in this case? Can a Unity-experienced game programmer / designer speak to which approach they feel is more intuitive or more convenient to setup, when using a 3rd party script? Or is this just splitting hairs as long as I ship an example prefab with my script?

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  • Can there be an Environment that Reacts to Weather changes in-game?

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. I had some recent thoughts about the possibility of creating an environment in a game that interacts with weather (Rain, Snow, Storms) Is it possible to make an environment that can simulate weather changes in a game? I wrote notes on this for weeks now. I was thinking that an increase on environments occlusion maps was necessary for creating the effect of rain on windows, as well as making a flowing liquid surface on windows that is only visible in rain. I was also considering the idea of additive bump-maps on meshes for snow, to simulate accumulation. Are these elements dynamic in Unreal 4? Can I implement them?

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  • Advice on how to build html5 basic tile game (multi player, cross device)

    - by Eric
    I just read http://buildnewgames.com/real-time-multiplayer/ which explains the fundamentals and bets practices to build a massive real time multiplayer html5 game. My question is however given the “simplicity” of the game I need to build (simple kind of scratch game where you find or not something behind a tile), do I really need complex tools (canvas or node.js for example) ? The game The gamestakes place with a picture of our office as a background (tilemap). For HR purpose, we wish to create the following game fore employees: each day they can come to the website and click on a certain number of tiles (3 max per day) and find behind it motivation advice and interesting facts about the company. The constraints and rules the screen is divided into isometric 2D square tiles. There are basically an image (photograph of our office) number of tiles on the screen game: about 10,000 to much more (with scroll , see below) the players can scroll in 4 directions there are only 2 types of tiles: already open and closed player can open tiles that have not been yet open by other players there is no path for players : any player can click on any tile on the screen at any moment (if it’s not already done by another player) 2 players can’t be on the same tile at the same moment (or if they can, I’ll have to manage to see which one clicked on it first) only one type of player (all with similar roles), no weapon, no internal score… very simple game. no complex physics (collision only occurs if 2 players are on the same tile) The target I need to achieve: cross device, cross browsers high performance reaction (subsecond reactions) average nb of players per hour: up to 10K players per hour (quite high indeed but it’s because we aim at proving our case for the game to our business unit) So what I would like to know: 2D Tiled map: Do I need tiledmapeditor or can I enable me split the screen like here ? should I use canvas or plain html/css could be sufficient for my need? do I need a game engine/framework such as melon.js or crafty./js ? (even if the game play is extremely basic, I do need mouse and touché device support, mouse emulations on touch devices…) or ca I easily/quickly do it without? for my constraints and targets, should I use CPU acceleration ? for my constraints and targets, should I use web workers ? for the database, for a massively real time game should I avoid to put the current locations of player in MySQL as i feel it might slow me down. What kind of DB should I implement ? Thanks for your help !

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  • How do I create a game that runs on Windows, iOS and Android?

    - by AspaApps
    I use C++ to create windows games and now I want to step into another other OS like Android or iOS. I'm totally familiar with C++ so I tried to create app for iOS using objective C it was working awesome. However, I also want to publish games for Android but not by using Java. I don't want to create a single game 5-6 times for other platforms. Is their any way that if I create game for Windows then it will work in Android and iOS ? Or should I use Action Script 3.0? If I use action script 3.0, will it require Flash player to run the game in Windows, Android, iOS?

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • Which creative framework can create these games? [closed]

    - by Rahil627
    I've used a few game frameworks in the past and have run into limitations. This lead me to "creative frameworks". I've looked into many, but I cannot determine the limitations of some of them. Selected frameworks ordered from highest to lowest level: Flash, Unity, MonoGame, OpenFrameworks (and Cinder), SFML. I want to be able to: create a game that handles drawing on an iPad create a game that uses computer vision from a webcam create a multi-device iOS game create a game that uses input from Kinect Can all of the frameworks handle this? What is the highest level framework that can handle all of them?

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  • Is a warning about IAP in freemium games on iOS required?

    - by user1282931
    When I launch the successful iOS game "Clash of Clans", right in the beginning I get the following message in an iOS info pop-up: "Clash of Clans is free to play, but you can speed up your progress with in-app purchases. If desired, purchases can be disabled in the general settings of your device." What's the reason the developer shows this message right in the beginning? Is there any legal obligation to do so?

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  • Ad Service That Lets You Choose Your Ad, and Then Some [on hold]

    - by user3634450
    I'm trying to build an app for both Android and/or iOS where part of the gameplay actually involves ads as a texture. I need to be able to choose which ads I would like to use. I need to be able to be able to identify the ads (which if I can choose which ads show up in the app shouldn't be that hard). I need to be able to swap in and out new ads on what could possibly be a daily basis (and don't want to have to update the app to do it). And as if that wasn't too needy a list, I need to be able to load 50 ads from the pool of ads I deem fit, all to each and every user of the app at least every couple of days. I don't care if the ads pay, I'm not looking for clicks, but I don't want to have to make 50 fake ads every couple of days, from an "artistic" level I don't want the content to feel phony or fake, and I don't really have a way to load content to each user via some internet source (if anyone could name one that would be great). I'm not sure what kind of ad provider would like or even approve of this, in fact just what I've described might be against Google Play's or iTunes' content developer policies, but if anyone could give me any advice to steer me in the right direction it would be greatly appreciated, thank you.

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  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

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  • Drawing flaming letters in 3D with OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to create a path along which I should add many particle emitters that will be emitting flame particles? I understand the concept for 2D, but for 3D are the particles always supposed to be facing the user? Something else I'm worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time, and each of these elements will have many particle emitters. More detailed explanation: I have a path of points, which is my model. Imagine a dotted letter "S" for example. I want make the "S" be on fire. The "S" is just an example it can be a circle, triangle, a line, pretty much any path described by my set of points. For achieving this fire effect I thought about using particles. So I am using a program called "Particle Designer" to create a fire style particle emitter. This emitter looks perfect on 2D on the iphone screen dimensions. So then I thought that I could probably draw an S or any other figure if i place many particle emitters next to each other following the path described. To move from the 2D version to the 3D version I thought about, scaling the emitter (with a scale matrix multiplication in its model matrix) and then moving it to a point in my 3D world. I did this and it works. So now I have 1 particle emitter in the 3D world. My question is, is this how you would achieve a flaming letter? Is this too inefficient if i expect to have many flaming paths on my world? Am i supposed to rotate the particle's quad so that its always looking at the user? (the last one is because i noticed that if u look at it from the side the particles start to flatten out)

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  • How to determine collision direction between two rectangles?

    - by Jon
    I am trying to figure out how to determine the direction a collision occurs between two rectangles. One rectangle does not move. The other rectangle has a velocity in any direction. When a collision occurs, I want to be able to set the position of the moving rectangle to the point of impact. I seem to be stuck in determining from what direction the impact occurs. If I am moving strictly vertically or horizontally I manage great detection. But when moving in both directions at the same time, strange things happen. What is the best way to determine what direction a collision occurs between two rectangles?

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  • Tetris : Effective rotation

    - by hqt
    I rotate each piece by rotation formula. More detail, because rotation angle is 90 so : xNew = y; yNew = -x; But my method has met two problems : 1) Out of box : each type of pieces is fit in square 4x4. (0,0 at under left) But by this rotation, at some case they will out of this box. For example, there is a point with coordinate (5,6) So, please help me how to fit these coordinate into 4x4 box again, or give me another formula for this. 2) at I case : (4 squares at same row or same column), just has two rotations case. but in method above, they still has 4 pieces. So, how to prevent this. Thanks :)

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  • Isometric tile range aquisition

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bot left and bot right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? I've linked a picture of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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  • XNA 4 game for both profiles

    - by Vodácek
    I am writing game in XNA 4 and this version have two profiles hi-def and reach. My problem is that I need to have my game code for each of these profiles and is very uncomfortable to have two projects and do all changes in both of them. My idea was to use preprocessor directive (i am not sure about name of this, http://msdn.microsoft.com/en-us/library/ed8yd1ha%28v=vs.71%29.aspx) and use IF statement at places with problems with profile. There is only problem that program needs to be compiled two times (for each profile) and manually changed directive and project settings to another profile. And my questions are: Is that good way? Is there better and cleaner way how to do this?

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • External classes positions don't work?

    - by SystemNetworks
    I have an external class which reads the user's mouse clicks. I gave a position where the user have to click, and when the user clicks on that position, it would turn my boolean "mouse" to true. But when I connect that to my game(state based) class, it does not work. Here's the code: External class public void UI(Input input, GameContainer gc, float posX, float posY) { int x = Mouse.getX(); int y = Mouse.getY(); if(posX<=100 && posY<=100) { if(Mouse.isButtonDown(1)) { mouse = true; } } } Game class(main) public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { int x = Mouse.getX(); int y = Mouse.getY(); civ.UI(input, gc, x,y); } The problem is when I click my mouse at posX<=100 && posY<=100. It does not work.

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  • how does HDR work?

    - by dotminic
    I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm rendering a sphere with a texture of the earth and a small point list of vertices to act as stars, how would I render this in HDR ? Here are a few things I'm confused about: I'm guessing, I can't use just any basic image format for the texture as the values would be limited to [0, 255] and clamped to [0, 1] in a shader. Same goes for the back buffer, I take it the format needs to be a float point format ? What are the other steps involved ? Surely there has to be more than just using floating point formats to render to a render target and then apply some bloom as a post process ? (considering the output will be 8bpp anyway) Basically, what are the steps for HDR ? How does it work ? I can't seem to find any good papers / articles that describe the process, other than this one, but it seems to skim over the basics a little, so it's confusing.

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  • How do I make my character slide down high-angled slopes?

    - by keinabel
    I am currently working on my character's movement in Unity3D. I managed to make him move relatively to the mouse cursor. I set a slope limit of 45°, which does not allow the character to walk up the mountains with higher degrees. But he can still jump them up. How do I manage to make him slide down again when he jumped at places with too high slope? Thanks in advance. edit: Code snippet of my basic movement. using UnityEngine; using System.Collections; public class BasicMovement : MonoBehaviour { private float speed; private float jumpSpeed; private float gravity; private float slopeLimit; private Vector3 moveDirection = Vector3.zero; void Start() { PlayerSettings settings = GetComponent<PlayerSettings>(); speed = settings.GetSpeed(); jumpSpeed = settings.GetJumpSpeed(); gravity = settings.GetGravity(); slopeLimit = settings.GetSlopeLimit(); } void Update() { CharacterController controller = GetComponent<CharacterController>(); controller.slopeLimit = slopeLimit; if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }

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  • Defining and selecting an area from an image

    - by meth0d_
    I want to create a game, where the world is loaded from an image file, much like Paradox Interactive does it for their games. If I have this image: Then the red, green, blue, cyan, magenta, white, black and grey should be different provinces. I know how to loop through them, and check if it's a new province, the problem is that I don't know how to define the region of the province for selection: I don't know how I can load in data, to make sure you can click anywhere on that province, and make sure it gets selected.

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  • JiglibX addition to existing project questions

    - by SomeXnaChump
    Got a very simple existing project, that basically contains a lot of cubes. Now I am wanting to add a physics system to it and JiglibX seemed like the simplest one with some tutorials out there. My main problem is that the physics don't seem to be working how I imagined, I expected my tower of cubes to come crashing down, but they dont seem to do anything. I think my problem is that my cubes do not inherit DrawableGameComponent, they are managed by a world object that will update and render them. So they are at no point put into the games component list. I am not sure if this means that JiglibX will not be able to interact with them as in all the tutorials there are no explicit calls to add the Body objects to the physics system, so I can only presume that they are using a static/singleton under the hood which automatically hooks in all things, or they use the game objects component list somehow. I also noticed that in alot of the tutorials they use the following when setting up the physics system: float timeStep = (float)gameTime.ElapsedGameTime.Ticks / TimeSpan.TicksPerSecond; PhysicsSystem.CurrentPhysicsSystem.Integrate(timeStep); Would it not be better to keep a local instance of the created PhysicsSystem object and just call myPhysicsSystem.Integrate(timeStep)?

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