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  • Image improvment methods for OCR Engine

    - by Amir
    Hello every one, We are working on a software that uses OPENOCR engine to do some OCR on given images, given we are using .NET framework , i was wondering if anyone knows about any good possible filters or sharpening methods that can be applied to the image prior to sending it to OCR engine. I have found for example a grayscaled image is much easier for OCR engine to read than a color images. are there any other techniques or image filttering that you guys know of , that can decrease the error margin by OCR engine ? Thanks a million -Amir

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  • Which credentials should I put in for Google App Engine BulkLoader at development server?

    - by Hoang Pham
    Hello everyone, I would like to ask which kind of credentials do I need to put on for importing data using the Google App Engine BulkLoader class appcfg.py upload_data --config_file=models.py --filename=listcountries.csv --kind=CMSCountry --url=http://localhost:8178/remote_api vit/ And then it asks me for credentials: Please enter login credentials for localhost Here is an extraction of the content of the models.py, I use this listcountries.csv file class CMSCountry(db.Model): sortorder = db.StringProperty() name = db.StringProperty(required=True) formalname = db.StringProperty() type = db.StringProperty() subtype = db.StringProperty() sovereignt = db.StringProperty() capital = db.StringProperty() currencycode = db.StringProperty() currencyname = db.StringProperty() telephonecode = db.StringProperty() lettercode = db.StringProperty() lettercode2 = db.StringProperty() number = db.StringProperty() countrycode = db.StringProperty() class CMSCountryLoader(bulkloader.Loader): def __init__(self): bulkloader.Loader.__init__(self, 'CMSCountry', [('sortorder', str), ('name', str), ('formalname', str), ('type', str), ('subtype', str), ('sovereignt', str), ('capital', str), ('currencycode', str), ('currencyname', str), ('telephonecode', str), ('lettercode', str), ('lettercode2', str), ('number', str), ('countrycode', str) ]) loaders = [CMSCountryLoader] Every tries to enter the email and password result in "Authentication Failed", so I could not import the data to the development server. I don't think that I have any problem with my files neither my models because I have successfully uploaded the data to the appspot.com application. So what should I put in for localhost credentials? I also tried to use Eclipse with Pydev but I still got the same message :( Here is the output: Uploading data records. [INFO ] Logging to bulkloader-log-20090820.121659 [INFO ] Opening database: bulkloader-progress-20090820.121659.sql3 [INFO ] [Thread-1] WorkerThread: started [INFO ] [Thread-2] WorkerThread: started [INFO ] [Thread-3] WorkerThread: started [INFO ] [Thread-4] WorkerThread: started [INFO ] [Thread-5] WorkerThread: started [INFO ] [Thread-6] WorkerThread: started [INFO ] [Thread-7] WorkerThread: started [INFO ] [Thread-8] WorkerThread: started [INFO ] [Thread-9] WorkerThread: started [INFO ] [Thread-10] WorkerThread: started Password for [email protected]: [DEBUG ] Configuring remote_api. url_path = /remote_api, servername = localhost:8178 [DEBUG ] Bulkloader using app_id: abc [INFO ] Connecting to /remote_api [ERROR ] Exception during authentication Traceback (most recent call last): File "D:\Projects\GoogleAppEngine\google_appengine\google\appengine\tools\bulkloader.py", line 2802, in Run request_manager.Authenticate() File "D:\Projects\GoogleAppEngine\google_appengine\google\appengine\tools\bulkloader.py", line 1126, in Authenticate remote_api_stub.MaybeInvokeAuthentication() File "D:\Projects\GoogleAppEngine\google_appengine\google\appengine\ext\remote_api\remote_api_stub.py", line 488, in MaybeInvokeAuthentication datastore_stub._server.Send(datastore_stub._path, payload=None) File "D:\Projects\GoogleAppEngine\google_appengine\google\appengine\tools\appengine_rpc.py", line 344, in Send f = self.opener.open(req) File "C:\Python25\lib\urllib2.py", line 381, in open response = self._open(req, data) File "C:\Python25\lib\urllib2.py", line 399, in _open '_open', req) File "C:\Python25\lib\urllib2.py", line 360, in _call_chain result = func(*args) File "C:\Python25\lib\urllib2.py", line 1107, in http_open return self.do_open(httplib.HTTPConnection, req) File "C:\Python25\lib\urllib2.py", line 1082, in do_open raise URLError(err) URLError: <urlopen error (10061, 'Connection refused')> [INFO ] Authentication Failed Thank you!

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  • Sql Alchemy Duplicated Commit

    - by PythonWolf
    Good Morning i'm currently facing a problem in my Cherrypy application. Im my own custom session module , anyway when performing session.add() The exact same object gets updated Twice. cherrypy.request.SessionManager.user_data = user try: db_session.add(cherrypy.request.SessionManager) db_session.commit() Will Return 2011-06-21 09:16:48,991 INFO sqlalchemy.engine.base.Engine.0x...04cL BEGIN (implicit) 2011-06-21 09:16:49,015 INFO sqlalchemy.engine.base.Engine.0x...04cL SELECT ..... FROM "Clients_Users" WHERE "Clients_Users".username = %(username_1)s AND "Clients_Users".password = %(password_1)s LIMIT 1 OFFSET 0 2011-06-21 09:16:49,015 INFO sqlalchemy.engine.base.Engine.0x...04cL {'password_1': '123', 'username_1': u'1'} 2011-06-21 09:16:49,047 INFO sqlalchemy.engine.base.Engine.0x...04cL UPDATE "SYS_Sessions" SET user_data=%(user_data)s WHERE "SYS_Sessions".id = %(SYS_Sessions_id)s 2011-06-21 09:16:49,067 INFO sqlalchemy.engine.base.Engine.0x...04cL {'SYS_Sessions_id': 92L, 'user_data': } 2011-06-21 09:16:49,071 INFO sqlalchemy.engine.base.Engine.0x...04cL COMMIT 2011-06-21 09:16:49,093 INFO sqlalchemy.engine.base.Engine.0x...04cL BEGIN (implicit) 2011-06-21 09:16:49,095 INFO sqlalchemy.engine.base.Engine.0x...04cL UPDATE "SYS_Sessions" SET user_data=%(user_data)s WHERE "SYS_Sessions".id = %(SYS_Sessions_id)s 2011-06-21 09:16:49,095 INFO sqlalchemy.engine.base.Engine.0x...04cL {'SYS_Sessions_id': 92L, 'user_data': } 2011-06-21 09:16:49,108 INFO sqlalchemy.engine.base.Engine.0x...04cL COMMIT As Anyone seen this before ? P.S This doesn't happen in the rest of the modules i have made.

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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  • Drupal Modules for SEO & Content

    - by Aditi
    When we talk about Drupal SEO, there are two things to consider one is about the relevant SEO practices and about appropriate Drupal Modules available. Optimizing your website for search engines is one of the most important aspect of launching & promoting your website especially if ranking matters to you. Understanding SEO For starters, you have begin with Keyword research and then optimize your content according to your findings by tagging, meta tags etc, Drupal modules once installed help you manage a lot of such parameters. Identifying the target keywords Using the Page Title and Token modules PathAuto configuration <H1> heading tags Optimizing Drupal’s default robots.txt file Etc. While Drupal gives you a lot of ability to make your website content worthy & search engine friendly it is important for you to make sure you are not crossing the line or you could get penalized. Modules Overview Drupal Power is at its best when you have these modules & great brain working together. The basic SEO improvements can be achieved easily with the modules enlisted below, but you can win magical rankings if you use them logically & wisely. Understanding your keyword competition & enhancing your content is the basic key to success and ofcourse the modules: Pathauto Automatically create search enging friendly readable URLS from tokens. A token is a piece of data from content, say the author’s username, or the content’s title. For example mysite.com/an-article, rather than mysite.com/node/114 for every node you make. NodeWords Amazingly useful drupal module that allows you to create custom meta tags and descriptions for your nodes, which gives you the ability to target specific keywords and phrases. Page Title Enables you to set an alternative title for the <title></title> tags and for the <h1></h1> tags on a node. Global Redirect Manage content duplication, 301 redirects, and URL validation with this small, but powerful module. Taxonomy manager Make large additions, or changes to taxonomy very easy. This module provides a powerful interface for managing taxonomies. A vocabulary gets displayed in a dynamic tree view, where parent terms can be expanded to list their nested child terms or can be collapsed. robotstxt A robots.txt file is vital for ensuring that search engine spiders don’t index the unwanted areas of your site. This Drupal module gives you the ability to manage your robots.txt file through the CMS admin. xmlsitemap An XML Sitemap lets the search engines index your website content. This module helps in generating and maintaining a complete sitemap for your website and gives you control over exactly which parts of the site you want to be included in the index. It even gives you the ability to automatically submit your sitemap to Google, Yahoo!, Ask.com and Windows Live every time you update a node or at specific interval. Node Import This module allows you to import a set of nodes from a Comma Seperated Values (CSV) or Tab Seperated Values (TSV) text file. Makes it easy to import hundreds-thousands of csv rows and you get to tie up these rows to CCK fields (or locations), and it can file it under the right taxonomy hierarchy. This is Super life saver module.

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  • Approximating walking physics via simpler sliding physics

    - by Dave
    I am modeling walking insects. I implement them as cuboids and use forces (including friction and drag), to control motion. However, the movement characteristics of this 'sliding box' physics don't match those due to a legged creature. For example, legged creatures near-instantly accelerate to their top speed; whereas applying a force to a box takes time to accelerate it. The applied force can be increased along with the counteracting drag, giving much quicker acceleration (via force) to a max speed (via drag). However, this also means the force that creatures can exert when pushing on other objects is increased. Does anyone know of any techniques using a physics engine to cheaply model walking creatures?

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  • Making an interface for input in C - How?

    - by tloszk
    I have a big question. I started to develop a simple 3D engine (or should I call it framework?). I use OpenGL for rendering and it is developed for Windows. It is all written in C. But I don't know, how to write an "interface" for the keyboard/mouse input. I would like to keep it as simple as possible and nice - what the Win32 "native" input system is not. If anyone has suggestions about the topic, please, tell me. Thanks for everyone, who answers to my question!

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  • Developing for iOS on Linux

    - by Jay
    I am looking for an engine or library to develop a game for iOS on Linux. High level, low level, GUI, no GUI, does not matter too much. I am really looking for anything. I'm not actually talking about deploying to iOS from Linux or anything like. I just want to do the bulk of the work on Linux, with minimal changes required to run it on iOS. Edit: YES, I do have access to a Mac, but it is limited. So I want to be able to work on the project on my regular Ubuntu box. Also, I am in the paid developer program, so I can deploy to iOS devices from the Mac.

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  • j2ee implementing security and using a framwork pros and cons

    - by Ismail Marmoush
    I'm a newbie to j2ee security, and i'm not j2ee expert either, though i'm really willing to put some effort and learn I've an application that i'm about to develop on Google App Engine (GAE) --with no time constraints. As you know GAE handles a lot of web container security issues for you, also I will be using openID for authentication exclusively (sessions will be handled by provider). GAE supports SSL which will help with confidentiality and integrity maybe. Authorization can be done through filters. I know reinventing the wheel is a mess, but I was looking forward to learn something about security and implement that in my new app. so what the pros and cons of using a framework like shiro, spring security, jguard etc or filling the rest of gaps on my own ?

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  • 3d transformation of game world keeping gameplay 2d - COCOS2D 2.0

    - by samfisher
    Using: COCOS2D + iOS. I want to rotate the game world, may be loading another .tmx file for another dimensions when user want to switch dimension. the effect what I am looking for is something like this:CLICK HERE What I have thought of till now: rotating CCCamera will be mandatory. Question: How will I have the other part of the level in place while the camera rotates/rotating? I can load a CCSprite and rotate it accordingly to the 3rd dimension. phew..!! Question: When the camera and world is rotated, will the player controls work properly.. I think not...? I think a better option would be to checkout with COCOS3D... there I could implement 3d world... right?? Question: Not sure how well 2d dynamics will work there as I want to user Box2d as physics engine.. could anyone provide suggestions? Regards, Sam

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  • Why don't more games use vector art?

    - by Parris
    It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists by the game programmers/designers? As a programmer I think vector art would be more ideal, since it allows for scaling up resolution without having to recreate the art, creating really large graphics or causing graphics to become blurry. The questions: why aren't more people using SVG/AI to create 2D game art? Would it actually be preferred (and who prefers it)? Are bitmap graphics a standard or a limitation (or maybe neither)? Background: I am working on an engine, and I had some kinda cool ideas for vector based graphics; however, I don't want to piss off artists in the future. I guess this is more a question centered around pragmatism and developing games.

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  • Development platform for 2D web and mobile games

    - by Robert Vella
    Is there a game development platform -- similar to Torque, or Unity -- which can be used to deploy 2D games on the following platforms: Web iOs Android Xbox Live Arcade (Preferred but not required) And which has an integrated or mature physics engine? Perhaps, even a built in editor? I've looked at the following possibilities but I've found something missing in each one. Of course in each case I may be guilty of misconception. Corona SDK (No web deployment, no windows support) Torque 2D (No web deployment) Flash + Flash Punk or Flixel (No native android deployment, and I'm not sure if it is stable on mobile platforms) Unity + SpriteManager2 (Not really optimised for 2D games, and I haven't seen enough advanced 2D examples -- like say platformers -- to really have any confidence in using it for something like this) Has anyone had any luck with this?

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  • Domain forwarding (GoDaddy) - Forward only / Forward with masking

    - by jan
    I am trying to configure my domain to forward to my app engine application. For the forwarding I can choose from "forward only" and "forward with masking". Assume my domain is called "myDomain.com" and my app is located at myApp.appspot.com. If I choose "forward only" and I go to myDomain.com, I get redirect to myApp.appspot.com (myApp.appspot.com also showing in the address bar - But I want to show myDomain.com of course). If I choose "forward with masking", "myDomain.com" is always shown in the address bar, even if I navigate to some subpage. The URL then should look like e.g.: "myDomain.com#!page:xyz", but still shows "myDomain.com". Is there some way in the middle?

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  • Game Engines with real time lighting

    - by Maik Klein
    I am studying computer graphics since 3 semesters and we just started with OpenGL. I really enjoy it and want to create my own little engine for learning purposes. I already read tons of different forum posts and saw the following engines. Panda3d, Ogre3d, NeoAxis, Irrlicht and Horde3d(graphics only). Now I don't want to use something like Unity or CryEngine because I want to start more low level. Which of those engines is suited for real-time rendering? Something that CryEngine offers - no baked lightmaps. Or at least gives me the option to add a real-time renderer?

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  • Does somebody know of a testcase(s) of libRocket

    - by Bjorn
    Today I implemented the interfaces for libRocket in my engine using opengl 3.3. I got a standard rml file and some fonts and images which where needed in this rml file. It seems that the page/rml I'm rendering know is the correct one, but I'm not 100% sure. Also because I still don't know a lot of rml and it is a fairly complex one. So my question: Are there any testcases for example an rml with images and fonts with the result as it should be rendered in a png or some other image format? If there aren't would somebody who actually implemented the libRocket interface correctly be so kind and share a result of a rendering in a png with the rml tobe rendered?

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  • How does Blizzard manage to support Mac OS and Windows in their games?

    - by begray
    I've always thought, that using Direct X for Windows was the most powerful, easy and modern method to create games with modern graphics nowdays. And knowing, that it's only Windows I thinks it's pretty difficult to make something similar on other platforms (Mac OS to be exact). But Blizzard somehow managed to deliver Starcraft 2 for Mac OS, and Diablo 3 will be available for Mac too. So what I'm interested in is information about: what technologies are they using for their game engines? are they using one engine for both games (Starcraft 2 and Diablo 3)? Or develop custom for each game? what are they paying in terms of time and money for Mac OS support? Thanks

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  • What tools should I consider if my aim is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Amazon Web Services Free Trial: query about get and put requests

    - by abel
    Amazon recently introduced a free tier for its cloud offering. I signed up for AWS and while signing up for the free tier of S3, i found this As part of AWS Free Usage Tier, you can get started with Amazon S3 for free. Upon sign-up, new AWS customers receive 5 GB of Amazon S3 storage, 20,000 Get Requests, 2,000 Put Requests, 15GB of bandwidth in and 15GB of bandwidth out each month for one year. source:aws.amazon.com , emphasis mine. 20,000 GET requests & 2000 puts mean , 20,000 page views(max) and 2000 file uploads per month. Isn't that lower than what App Engine offers 43,200,000 requests per day.Am I missing some thing, please help.

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  • Sharing banner on 3rd party websites, concerned about limited resources

    - by Omne
    I've made a banner for my website and I'm planning to ask my followers to share it on their website to help improve my rank. my website is hosted on GAE, the banners are less than 5kb/each and I must say that I don't want to pay for extra bandwidth I've read the Google App Engine Quotas but honestly I don't understand anything of it. Would you please tell me which table/data in this page should be of my concern? Also, do you think it's wise to host such banners, that are going to end up on 3rd party websites, on the GAE? or am I more secure if I use free online services like Google Picasa?

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  • What tools should I consider if my strategy is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Sharing banners on 3rd party websites, concerned about limited resources on on server side

    - by Omne
    I've made a banner for my website and I'm planning to ask my followers to share it on their website to help improve my rank. my website is hosted on GAE, the banners are less than 5kb/each and I must say that I don't want to pay for extra bandwidth I've read the Google App Engine Quotas but honestly I don't understand anything of it. Would you please tell me which table/data in this page should be of my concern? Also, do you think it's wise to host such banners, that are going to end up on 3rd party websites, on the GAE? or am I more secure if I use free online services like Google Picasa?

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  • Good library for search text tokenization

    - by Chris Dutrow
    Looking to tokenize some text in the same or similar way in which a search engine would do it. The reason we are doing this is so that we can run some statistical analysis on the tokens. The language we are using is python, so would prefer a library in that language, but could probably set something up to use another language if necessary. Example Original token: We have some great burritos! More simplified: (remove plurals and punctuation) We have some great burrito Even more simplified: (remove superfluous words) great burrito Best: (recognize positive and negative meaning): burrito -positive-

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    Hi guys, I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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