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  • Ranking players depending on decision making during a game

    - by tabchas
    How would I go about a ranking system for players that play a game? Basically, looking at video games, players throughout the game make critical decisions that ultimately impact the end game result. Is there a way or how would I go about a way to translate some of those factors (leveling up certain skills, purchasing certain items, etc.) into something like a curve that can be plotted on a graph? This game that I would like to implement this is League of Legends. Example: Player is Level 1 in the beginning. Gets a kill very early in the game (he gets gold because of the kill and it increases his "power curve"), and purchases attack damage (gives him more damage which also increases his "power curve". However, the player that he killed (Player 2), buys armor (counters attack damage). This slightly increases Player 2's own power curve, and reduces Player 1's power curve. There's many factors I would like to take into account. These relative factors (example: BECAUSE Player 2 built armor, and I am mainly attack damage, it lowers my OWN power curve) seem the hardest to implement. My question is this: Is there a certain way to approach this task? Are there similar theoretical concepts behind ranking systems that I should read up on? I've seen the ELO system, but it doesn't seem what I want since it simply takes into account wins and losses.

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  • Outsourcing Your Search Engine Optimization Work

    Search Engine Optimization is a very commonly used internet marketing tool that makes sure that your website is more frequently visited than your competitions. A website that has higher importance and has more back-links connecting to it will obviously get more traffic. What an SEO company does is it optimizes the website to make it more search engine friendly, thus getting it higher up on any search engine result page.

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  • How Do I Evaluate Search Engine Optimization Specialists?

    The importance and utility of getting a website, especially a professional web site, search engine optimized cannot be stated any more convincingly. It is now an established norm to get any website search engine optimized to get top search engine rankings and hence beat the competition by rising up in the search results.

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  • Search Engine Optimization

    If you are interested in search engine optimization, the first thing you need to know is key words are vital. They are the function that is going to lead people to your website and help you grow in the ranks of the various search engines. When your web page is crawled, a search engine spider (which is essentially a robot) will send information back to the search engine reviewing your website.

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  • 16 of the Best Free Linux Game Engines (Part 2 of 2)

    <b>LinuxLinks:</b> "Now, let's explore the 8 game engines at hand. For each engine we have compiled its own portal page, providing screenshots of it in action, a full description of the game engine, with an in-depth analysis of the features of the game engine, together with links to relevant resources and reviews."

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  • Advantages of Search Engine-Friendly Websites

    For every webmaster, System Engine Optimization or SEO only means one thing - tailoring web content to attract more search engine-driven traffic to his website. The higher the rank of a website in the search engine results, the more traffic it gets. Improving the rank of a website means it will have more chances of being visited by more readers and people who may become potential clients or sources of revenue. Regardless of what services or products may be offered, it is essential for for the site to be search engine-friendly as statistics show over 95% of traffic are driven by search engines.

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  • Search Engine Optimisation For Online Businesses

    Most Internet users make use of search engines to get apt results for their search and this is the reason that a website with good search engine ranking is preferred much by the visitors. Landing on top search engine results not only helps to draw quality traffic on the website, but also helps the website to become a brand in the market. The more visitors navigate the web page, more publicity for the site shall boost up and this is made possible with Search engine optimization.

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  • Easy Search Engine Optimisation Advice - DIY SEO

    Search Engine Optimisation (SEO) is the term used to describe the actions a webmaster takes to improve the search engine rankings of their website - simply put, this means moving your website higher in the list in search engines such as Google, when a web user searches for the products/services you offer. This article offers a basic guide to the search engine optimisation process. Although they may help to improve rankings they are by no means all-encompassing, but rather a starting point for your SEO campaign.

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  • The Importance of Search Engine Optimization and Its Benefits

    Everyday millions of people are using search engines like Google for information. Whatever they want, they surf the search engine to find them. It gives some results and they just click some of the results that appear first. So in order to get traffic to your site, your website should be on the top of the search engine results known as Search Engine Optimization (SEO).

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  • The Evolution of Internet Marketing and Search Engine Optimization

    Search Engine Optimization (SEO) is a process of increasing the quality and volume of traffic to a website via a search engine result which is purely organic and not paid. The higher the website appears on a search result, the greater the chance of traffic going to the website. Therefore not only does it create a web presence for a website but has spawned a global industry of advertising and search engine optimization.

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  • MVC Can the model know ANYTHING about the view?

    - by AwDogsGo2Heaven
    I'm working on a game, and without getting into any details I am using MVC "patterns", "rules" or whatever you want to call it to make the game. The view includes everything needed to draw things on the screen, the controller passes input to the model. And the Model contains game logic. Here's my problem, the game is being made for mobile devices that vary in screen sizes. I feel my model needs to know the view size so it can appropriately adjust for it. I've thought about it for a while I could put all the adjustments in the view, but it just seems inefficient to translate the model positioning to the view's needed positioning every time. If the model knows the size it only needed to adjust itself once. So my question is can I pass the view size to the model without 'breaking' MVC? I feel personally they are still decoupled this way because a size is just a number, I could still change the view any time as long as it has a size. But I wanted to get a community response on this because I haven't seen many discussions of MVC being used in a game. (And to be clear I don't want an answer of why I shouldn't use it in a game, but do I break MVC by letting it know the view's size) EDIT - More details on the game's needs and why I wanted to pass the view. Some objects positions need to be set relative to the edge of the screen (such as UI elements) so that they appear relatively in the same place. Sprite sizes are not stretched if the window size is wider such as an IPhone 5 screen. They will just be placed relatively to the screen edge. .If I gave it to the view to handle this, I will need a flag saying that this element is positioned say x number of pixels from TOP BOTTOM RIGHT LEFT. Then allow the view to draw it with that information. Its acceptable, I just wanted to know if there was a better way while still being MVC because it seems this way will be repeating a logic over and over, where as if I knew the view size in the model, I could convert all the relative positions into absolute positions in one run, but with this I have to convert on every update to the screen.

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  • What is Search Engine Optimization?

    SEO stands for search engine optimization involves running and managing a web site or webpage on a given search engine so as to gain more results and make more and more people visit the web site or the web page. The wanted amount of people can be captured by putting up and highlighting the right keywords on your website so as get maximum hits on your website and to make your website rise higher in the list of the search engine. The more your web site is optimized, you get a phenomenal response and the number of hits on your website or webpage increase. Search engine optimization can be carried out in number of different ways.

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  • How to Sabotage Your Search Engine Optimizing Efforts

    Search engine optimizing is a key and ongoing strategy anybody marketing on the internet needs to adopt as part of their daily routine. Properly optimizing any sites or content will serve to increase the amount of search engine traffic you receive. Read on to discover 3 search engine optimization tips to help you get the absolute most traffic out of your optimizing efforts.

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  • How to Sabotage Your Search Engine Optimizing Efforts

    Search engine optimizing is a key and ongoing strategy anybody marketing on the internet needs to adopt as part of their daily routine. Properly optimizing any sites or content will serve to increase the amount of search engine traffic you receive. Read on to discover 3 search engine optimization tips to help you get the absolute most traffic out of your optimizing efforts.

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  • How to Improve Search Engine Optimization (SEO) Through Social Media

    Search Engine Optimisation (SEO) is really important for getting your website ranked highly in major search engine results' pages. But it's not always as simple as having an attractive website full of links and a great product or service. These things can help, but without a good, ethical search engine optimisation strategy, your website could fail to get noticed at all.

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  • The Basics of Search Engine Optimization

    What is search engine optimization? Search engine optimization or 'SEO' for short is method of using keywords or phrases of keywords that are targeted for your site helping it to rank high in the search engine results. What this means is that when someone types a keyword or phrase that you have chosen to target your site should come out on top if done right.

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  • Boosting Up Your Search Engine Ranking With SEO

    Why do websites need high search engine rankings? That's a question not many people can answer. You may think this is a silly question, especially if you are in the business of search engine marketing. Nonetheless, I think the majority of people really don't know much about using search engine marketing.

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  • Is there a project setting that controls getting to Game Center's Sandbox?

    - by CBGraham
    This is different from the others; it's cool. I know that your Bundle Identifier needs to match your iTunes Connect's version. I know you need to make a new AppleID through your dev app and not through Game Center. Most people get this fixed when they force quit their app and game center and launch theirs first. I am not one of those people. If I take the GKTapper tutorial and use my game's Bundle Identifier as the only change, things are good. On launch, it asks me if I want to use an existing or make a new account. But more importantly, it says * Sandbox *. (Before I log in, mind you; this is not an account problem at all.) Once inside I can see my achievements. If I load my game, I has a sad. On launch I get the same dialog, but it does not say Sandbox. My game is two weeks away from being done after many long months. Moving everything in to a new project is possible, but a pain. So the question is: What magic setting does GKTapper or a new project have that my game that I started in June does not that lets you get to Game Center's Sandbox?

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  • Implementing fog of war in opengl es 2.0 game

    - by joxnas
    Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an efficient and somewhat nice looking fog of war to incorporate in it. My experience with OpenGL or Android is not vast by any means, but I think it is sufficient for what I'm asking here. So far I have thought in some solutions: Draw white circles to a dark background, corresponding to the units visibility, then render to a texture, and then drawing a quad with that texture with blend mode set to multiply. Will this approach be efficient? Will it take too much memory? (I don't know how to render to texture and then use the texture. Is it too messy?) Have a grid object with a vertex shader which has an array of uniforms having the coordinates of all units, and another array which has their visibility range. The number of units will very probably never be bigger then 100. The vertex shader needs to test for each considered vertex, if there is some unit which can see it. In order to do this it, will have to loop the array with the coordinates and do some calculations based on distance. The efficiency of this is inversely proportional to the looks of it. A more dense grid will result in a more beautiful fog of war... but will require a greater amount of vertexes to be checked. Is it possible to find a nice compromise or is this a bad solution from the start? Which solution is the best? Are there better alternatives? Which ones? Thank you for your time.

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  • Continuous Physics Engine's Collision Detection Techniques

    - by Griffin
    I'm working on a purely continuous physics engine, and I need to choose algorithms for broad and narrow phase collision detection. "Purely continuous" means I never do intersection tests, but instead want to find ways to catch every collision before it happens, and put each into "planned collisions" stack that is ordered by TOI. Broad Phase The only continuous broad-phase method I can think of is encasing each body in a circle and testing if each circle will ever overlap another. This seems horribly inefficient however, and lacks any culling. I have no idea what continuous analogs might exist for today's discrete collision culling methods such as quad-trees either. How might I go about preventing inappropriate and pointless broad test's such as a discrete engine does? Narrow Phase I've managed to adapt the narrow SAT to a continuous check rather than discrete, but I'm sure there's other better algorithms out there in papers or sites you guys might have come across. What various fast or accurate algorithm's do you suggest I use and what are the advantages / disatvantages of each? Final Note: I say techniques and not algorithms because I have not yet decided on how I will store different polygons which might be concave, convex, round, or even have holes. I plan to make a decision on this based on what the algorithm requires (for instance if I choose an algorithm that breaks down a polygon into triangles or convex shapes I will simply store the polygon data in this form).

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  • Keep basic game physics separate from basic game object? [on hold]

    - by metamorphosis
    If anybody has dealt with a similar situation I'd be interested in your experience/wisdom, I'm developing a 2D game library in C++, I have game objects which have very basic physics, they also have movement classes attached to differing states, for example, a different movement type based on whether the character is jumping, on ice, whatever. In terms of storing velocity and acceleration impulses, are they best held by the object? Or by the associated movement class? The reason I ask is that I can see advantages to both approaches- if you store physics data in the movement class, you have to pass physics information between class instances when a state change occurs (ie. impulses, gravity etc) but the class has total control over whether those physics are updated or not. An obvious example of how this would be useful was if an object was affected by something which caused it to ignore gravity, or something like that. on the other hand if you store the physics data in the object class, it feels more logical, you don't have to go around passing physics impulses and gravity etc, however the control that the movement class has over the object's physics becomes more convoluted. Basically the difference is between: object->physics stacks (acceleration impulses etc) ->physics functions ->movement type <-movement type makes physics function calls through object and object->movement type->physics stacks ->physics functions ->object forwards external physics calls onto movement type ->object transfers physics stacks between movement types when state change occurs Are there best practices here?

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