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  • update manager - insufficient storage space (false alarm)

    - by itsols
    I'm trying to run Update Manager but it keeps reporting that there's not enough space. Here's the screenshot: I ran sudo apt-get update && sudo apt-get upgrade from the terminal but still update manager says that there are updates and I cannot seem to get pass this message. I have even removed many programs from my system and there is supposed to be at least 6GB of disk space free. What can I do?

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  • SIMD Extensions for the Database Storage Engine

    - by jchang
    For the last 15 years, Intel and AMD have been progressively adding special purpose extensions to their processor architectures. The extensions mostly pertain to vector operations with Single Instruction, Multiple Data (SIMD) concept. The motivation was that achieving significant performance improvement over each successive generation for the general purpose elements had become extraordinarily difficult. On the other hand, SIMD performance could be significantly improved with special purpose registers...(read more)

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  • Game engine development in C++ [closed]

    - by Chris Cochran
    I am arriving at completion on a multithreaded concurrency framework designed for high-performance computing. Though I am not a gamer, it has occurred to me that this stand-alone software core could be an ideal basis for a multiprocessor game engine (64-bit native C++, 5000+ entry points). Are there any websites I could visit to discuss this technology with programmers and developers who could really benefit from it?

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  • USB Storage Device Automount

    - by matto1990
    Under Ubuntu 10.04 one of the problems which appeared is that USB devices would no longer automatically mount when plugged in. Normally I would get a pop up message asking what application I wanted to open the newly plugged in device with, however now that doesn't happen. This happens regardless of the way the device is formatted (NTFS or FAT32) and all other USB devices (printer, keyboard and mouse) work perfectly. My current solution is the mount them manually using sudo mount dev/... /medai/... however to be honest I'm just getting tired of having to do this. I'm happy to post any extra information you are likely to need. I know there will be lots of places I could look to find out what's going wrong but I have no idea where to start really.

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  • I need a very rapid game engine with as many presets as possible [closed]

    - by GLycan
    I have to make a game about the immune system (with as many grotesque simplifications as I want) in roughly two weeks. I'm thinking of something along the lines of bubble tanks, but I think I can roll with pretty much anything that fits the following: Working engine that handles mouvement, objects The fighting system can be done in any way that allows a bare minimum of configuration Scripting should be, preferably, Python Art should be customizable I'm hoping that there is some existing game that I could adapt. Any sggestions (aside from not leaving projects until later) ?

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  • Can't access any storage devices on 12.10

    - by Trigger
    Hi I've just started using Ubuntu 12.10 (today!) my first time with any non-windows OS. I wanted to retrieve some files after windows stopped working. I boot Ubuntu from a USB and it seems to work fine - I can access the internet etc. But I can't access any of my drives or even a USB drive. The error I get is "Adding read ACL for uid 999 to `/media/ubuntu' failed: Operation not supported" Any help much appreciated:)

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  • Windows Phone 7 development: Using isolated storage

    - by DigiMortal
    In my previous posting about Windows Phone 7 development I showed how to use WebBrowser control in Windows Phone 7. In this posting I make some other improvements to my blog reader application and I will show you how to use isolated storage to store information to phone. Why isolated storage? Isolated storage is place where your application can save its data and settings. The image on right (that I stole from MSDN library) shows you how application data store is organized. You have no other options to keep your files besides isolated storage because Windows Phone 7 does not allow you to save data directly to other file system locations. From MSDN: “Isolated storage enables managed applications to create and maintain local storage. The mobile architecture is similar to the Silverlight-based applications on Windows. All I/O operations are restricted to isolated storage and do not have direct access to the underlying operating system file system. Ultimately, this helps to provide security and prevents unauthorized access and data corruption.” Saving files from web to isolated storage I updated my RSS-reader so it reads RSS from web only if there in no local file with RSS. User can update RSS-file by clicking a button. Also file is created when application starts and there is no RSS-file. Why I am doing this? I want my application to be able to work also offline. As my code needs some more refactoring I provide it with some next postings about Windows Phone 7. If you want it sooner then please leave me a comment here. Here is the code for my RSS-downloader that downloads RSS-feed and saves it to isolated storage file calles rss.xml. public class RssDownloader {     private string _url;     private string _fileName;       public delegate void DownloadCompleteDelegate();     public event DownloadCompleteDelegate DownloadComplete;       public RssDownloader(string url, string fileName)     {         _url = url;         _fileName = fileName;     }       public void Download()     {         var request = (HttpWebRequest)WebRequest.Create(_url);         var result = (IAsyncResult)request.BeginGetResponse(ResponseCallback, request);            }       private void ResponseCallback(IAsyncResult result)     {         var request = (HttpWebRequest)result.AsyncState;         var response = request.EndGetResponse(result);           using(var stream = response.GetResponseStream())         using(var reader = new StreamReader(stream))         using(var appStorage = IsolatedStorageFile.GetUserStoreForApplication())         using(var file = appStorage.OpenFile("rss.xml", FileMode.OpenOrCreate))         using(var writer = new StreamWriter(file))         {             writer.Write(reader.ReadToEnd());         }           if (DownloadComplete != null)             DownloadComplete();     } } Of course I modified RSS-source for my application to use rss.xml file from isolated storage. As isolated storage files also base on streams we can use them everywhere where streams are expected. Reading isolated storage files As isolated storage files are opened as streams you can read them like usual files in your usual applications. The next code fragment shows you how to open file from isolated storage and how to read it using XmlReader. Previously I used response stream in same place. using(var appStorage = IsolatedStorageFile.GetUserStoreForApplication()) using(var file = appStorage.OpenFile("rss.xml", FileMode.Open)) {     var reader = XmlReader.Create(file);                      // more code } As you can see there is nothing complex. If you have worked with System.IO namespace objects then you will find isolated storage classes and methods to be very similar to these. Also mention that application storage and isolated storage files must be disposed after you are not using them anymore.

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  • Looking for advice on Hyper-v storage replication

    - by Notre1
    I am designing a 2-host Hyper-V R2 cluster with 6-10 guests stored on a SMB iSCSI SAN device (probably Promise VessRAID). I will be getting at least two of the SAN devices and need to eliminate the storage a single point of failure. Ideally, that would involve real-time failover for the storage, like the Windows failover clustering does for the hosts. This design will be used at around six of our sites, and I would like to allow for us to eventually setup a cluster at colocation site and replicate each site's VMs there for DR. (Ideally a live multi-site cluster, but a manual import of the VMs would be fine for this sort of DR.) The tools that come with enterprise SANs, like EMC and NetApp, seem to be the most commonly used items for a Hyper-V cluster, but I can't afford their prices with my budget. Outside of them, the two tools that seem to be most common for Hyper-V storage replication are SteelEye (now SIOS) DataKeeper Cluster Edition and Double-Take Availability. Originally, I was planning on using Clustered Shared Volume(s) (CSV), but it seems like replication support for these is either not available or brand new in both these products. It looks like CSVs are supported in Double-Take 5.22, see this discussion, but I don't think I want to run something that new in production. Right now, it seems like the best option for me is not to implement CSVs, implement some sort of storage replication, and upgrade to CSVs at a later date once replicating them is more mature. I would love to have live migration, and CSVs are not required for live migration if you are using one LUN per VM, so I guess this is what I'll do. I would prefer to stick to the using the Microsoft Windows Server and Hyper-V tools and features as much as possible. From that standpoint, SteelEye looks more appealing than Double-Take because they make the DataKeeper volume(s) available to the Failover Clustering Manager and then failover clustering is all configured and managed through the native Microsoft tools. Double-Take says that "clustered Hyper-V hosts are not supported," and Double-Take Availability itself seems to be what is used for the actual clustering and failover. Does anyone know if any of these replication tools work with more than two hosts in the cluster? All the information I can find on the web only uses two hosts in their examples. Are there any better tools than SteelEye and Double-Take for doing what I am trying to do, which is eliminate the storage as as single point of failure? Neverfail, AppAssure, and DataCore all seem to offer similar functionality, but they don't seems to be as popular as SteelEye and Double-Take. I have seen a number of people suggest using Starwind iSCSI SAN software for the shared storage, which includes replication (and CSV replication at that). There are a couple of reasons I have not seriously considered this route: 1) The company I work for is exclusively a Dell shop and Dell does not have any servers with that I can pack with more than six 3.5" SATA drives. 2) In the future, it could be advantegous for us to not be locked into a particular brand or type of storage and third-party replication softwares all allow replication to heterogeneous storage devices. I am pretty new to iSCSI and clustering, so please let me know if it looks like I am planning something that goes against best practices or overlooking/missing something.

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  • Looking for advice on Hyper-v storage replication

    - by Notre1
    I am designing a 2-host Hyper-V R2 cluster with 6-10 guests stored on a SMB iSCSI SAN device (probably Promise VessRAID). I will be getting at least two of the SAN devices and need to eliminate the storage a single point of failure. Ideally, that would involve real-time failover for the storage, like the Windows failover clustering does for the hosts. This design will be used at around six of our sites, and I would like to allow for us to eventually setup a cluster at colocation site and replicate each site's VMs there for DR. (Ideally a live multi-site cluster, but a manual import of the VMs would be fine for this sort of DR.) The tools that come with enterprise SANs, like EMC and NetApp, seem to be the most commonly used items for a Hyper-V cluster, but I can't afford their prices with my budget. Outside of them, the two tools that seem to be most common for Hyper-V storage replication are SteelEye (now SIOS) DataKeeper Cluster Edition and Double-Take Availability. Originally, I was planning on using Clustered Shared Volume(s) (CSV), but it seems like replication support for these is either not available or brand new in both these products. It looks like CSVs are supported in Double-Take 5.22, see this discussion, but I don't think I want to run something that new in production. Right now, it seems like the best option for me is not to implement CSVs, implement some sort of storage replication, and upgrade to CSVs at a later date once replicating them is more mature. I would love to have live migration, and CSVs are not required for live migration if you are using one LUN per VM, so I guess this is what I'll do. I would prefer to stick to the using the Microsoft Windows Server and Hyper-V tools and features as much as possible. From that standpoint, SteelEye looks more appealing than Double-Take because they make the DataKeeper volume(s) available to the Failover Clustering Manager and then failover clustering is all configured and managed through the native Microsoft tools. Double-Take says that "clustered Hyper-V hosts are not supported," and Double-Take Availability itself seems to be what is used for the actual clustering and failover. Does anyone know if any of these replication tools work with more than two hosts in the cluster? All the information I can find on the web only uses two hosts in their examples. Are there any better tools than SteelEye and Double-Take for doing what I am trying to do, which is eliminate the storage as as single point of failure? Neverfail, AppAssure, and DataCore all seem to offer similar functionality, but they don't seems to be as popular as SteelEye and Double-Take. I have seen a number of people suggest using Starwind iSCSI SAN software for the shared storage, which includes replication (and CSV replication at that). There are a couple of reasons I have not seriously considered this route: 1) The company I work for is exclusively a Dell shop and Dell does not have any servers with that I can pack with more than six 3.5" SATA drives. 2) In the future, it could be advantegous for us to not be locked into a particular brand or type of storage and third-party replication softwares all allow replication to heterogeneous storage devices. I am pretty new to iSCSI and clustering, so please let me know if it looks like I am planning something that goes against best practices or overlooking/missing something.

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  • Maintaining State in Mud Engine

    - by Johnathon Sullinger
    I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the user has started a tutorial, which requires specific input. If the user types "help" I want to switch in to a help state, so they can get the help they need, then return them to the original state once exiting the help. my state system uses a State Manager to manage the state per user: public class StateManager { /// <summary> /// Gets the current state. /// </summary> public IState CurrentState { get; private set; } /// <summary> /// Gets the states available for use. /// </summary> /// <value> public List<IState> States { get; private set; } /// <summary> /// Gets the commands available. /// </summary> public List<ICommand> Commands { get; private set; } /// <summary> /// Gets the mob that this manager controls the state of. /// </summary> public IMob Mob { get; private set; } public void Initialize(IMob mob, IState initialState = null) { this.Mob = mob; if (initialState != null) { this.SwitchState(initialState); } } /// <summary> /// Performs the command. /// </summary> /// <param name="message">The message.</param> public void PerformCommand(IMessage message) { if (this.CurrentState != null) { ICommand command = this.CurrentState.GetCommand(message); if (command is NoOpCommand) { // NoOperation commands indicate that the current state is not finished yet. this.CurrentState.Render(this.Mob); } else if (command != null) { command.Execute(this.Mob); } else if (command == null) { new InvalidCommand().Execute(this.Mob); } } } /// <summary> /// Switches the state. /// </summary> /// <param name="state">The state.</param> public void SwitchState(IState state) { if (this.CurrentState != null) { this.CurrentState.Cleanup(); } this.CurrentState = state; if (state != null) { this.CurrentState.Render(this.Mob); } } } Each of the different states that the user can be in, is a Type implementing IState. public interface IState { /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="player">The player to render to</param> void Render(IMob mob); /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <returns></returns> ICommand GetCommand(IMessage command); /// <summary> /// Cleanups this instance during a state change. /// </summary> void Cleanup(); } Example state: public class ConnectState : IState { /// <summary> /// The connected player /// </summary> private IMob connectedPlayer; public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; var game = mob.Game as IGame; // It is not guaranteed that mob.Game will implement IServer. We are only guaranteed that it will implement IGame. if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } //Output the game information mob.Send(new InformationalMessage(game.Name)); mob.Send(new InformationalMessage(game.Description)); mob.Send(new InformationalMessage(string.Empty)); //blank line //Output the server MOTD information mob.Send(new InformationalMessage(string.Join("\n", server.MessageOfTheDay))); mob.Send(new InformationalMessage(string.Empty)); //blank line mob.StateManager.SwitchState(new LoginState()); } /// <summary> /// Gets the command. /// </summary> /// <param name="message">The message.</param> /// <returns>Returns no operation required.</returns> public Commands.ICommand GetCommand(IMessage message) { return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // We have nothing to clean up. return; } } With the way that I have my FSM set up at the moment, the user can only ever have one state at a time. I read a few different posts on here about state management but nothing regarding keeping a stack history. I thought about using a Stack collection, and just pushing new states on to the stack then popping them off as the user moves out from one. It seems like it would work, but I'm not sure if it is the best approach to take. I'm looking for recommendations on this. I'm currently swapping state from within the individual states themselves as well which I'm on the fence about if it makes sense to do there or not. The user enters a command, the StateManager passes the command to the current State and lets it determine if it needs it (like passing in a password after entering a user name), if the state doesn't need any further commands, it returns null. If it does need to continue doing work, it returns a No Operation to let the state manager know that the state still requires further input from the user. If null is returned, the state manager will then go find the appropriate state for the command entered by the user. Example state requiring additional input from the user public class LoginState : IState { /// <summary> /// The connected player /// </summary> private IPlayer connectedPlayer; private enum CurrentState { FetchUserName, FetchPassword, InvalidUser, } private CurrentState currentState; /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="mob"></param> /// <exception cref="System.NullReferenceException"> /// ConnectState can only be used with a player object implementing IPlayer /// or /// LoginState can only be set to a player object that is part of a server. /// </exception> public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; // Register to receive new input from the user. mob.ReceivedMessage += connectedPlayer_ReceivedMessage; if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } this.currentState = CurrentState.FetchUserName; switch (this.currentState) { case CurrentState.FetchUserName: mob.Send(new InputMessage("Please enter your user name")); break; case CurrentState.FetchPassword: mob.Send(new InputMessage("Please enter your password")); break; case CurrentState.InvalidUser: mob.Send(new InformationalMessage("Invalid username/password specified.")); this.currentState = CurrentState.FetchUserName; mob.Send(new InputMessage("Please enter your user name")); break; } } /// <summary> /// Receives the players input. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The e.</param> void connectedPlayer_ReceivedMessage(object sender, IMessage e) { // Be good memory citizens and clean ourself up after receiving a message. // Not doing this results in duplicate events being registered and memory leaks. this.connectedPlayer.ReceivedMessage -= connectedPlayer_ReceivedMessage; ICommand command = this.GetCommand(e); } /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <param name="command"></param> /// <returns>Returns the ICommand specified.</returns> public Commands.ICommand GetCommand(IMessage command) { if (this.currentState == CurrentState.FetchUserName) { this.connectedPlayer.Name = command.Message; this.currentState = CurrentState.FetchPassword; } else if (this.currentState == CurrentState.FetchPassword) { // find user } return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // If we have a player instance, we clean up the registered event. if (this.connectedPlayer != null) { this.connectedPlayer.ReceivedMessage -= this.connectedPlayer_ReceivedMessage; } } Maybe my entire FSM isn't wired up in the best way, but I would appreciate input on what would be the best to maintain a stack of state in a MUD game engine, and if my states should be allowed to receive the input from the user or not to check what command was entered before allowing the state manager to switch states. Thanks in advance.

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  • Game show game engine [closed]

    - by Red
    So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require that much power) and have networking functionality for multiplay or even an MMO aspect. The game I am making is like a game show, so it is your basic choose and answer hit the buzzer kind of game. Any suggestions? I would also like it to be open source or at the least free. I would like to support open source projects.

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  • Good, free isometric game engine?

    - by posfan12
    Any recommendations for a good isometric game engine that is also free? Should be possible to develop entirely using freely available tools (meaning: no Flash, and no I don't want to learn haXe...) Works-in-a-browser is a plus, but not required. Support for 32-bit images is required! Good performance. Excellent documentation. I have looked at FIFE but it is still too unfinished, and the documentation sucks! Thanks!

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  • Farseer Physics Engine and the Ms-PL License

    - by Stephen Tierney
    Am I able to produce code for a game which uses the Farseer engine and release my code under an open source license other than the Ms-PL? My concern is with the following section from the license: If you distribute any portion of the software in source code form, you may do so only under this license by including a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object code form, you may only do so under a license that complies with this license. If I do not include Farseer in my source code distribution does this give me an exemption from this clause as I am not distributing the software? My code merely uses its functions. No where in the license does it force you to provide source code for derivative works or linking works, it simply gives you the option of "if you distribute".

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  • 2D Physics Engine to Handle Shapes Composed of Multiple Densities XNA

    - by Stupac
    The game I'm working on involves shapes that might be composed of multiple materials in a variety of ways. Let's just take for example a wooden rod with and sizable tip of iron or say a block composed of a couple triangles of stone and aluminum and small nugget of gold. The shapes and compositions will change from time to time, so I was wondering what engine I should use and how I might implement this feature? I've looked at Farseer 3, but I'm still trying to decipher the library by reading the source and the samples and wasn't sure if I was barking up the wrong tree. Thanks!

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  • Game Engine with a real time renderer

    - by Maik Klein
    I am studying computer graphics since 3 semester and we just started with opengl. I really enjoy it and want to create my own little engine for learning purpose. 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 lowlevel. Which of those engines is suited for realtime rendering? Something that cryengine offers - no baked lightmaps. Or at least gives me the option to add a realtime renderer?

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  • TTS on App Engine

    - by yati sagade
    I have written a small front-end to the Festival TTS system using Python/Django. I wish to deploy it on the Google App Engine cloud. A few questions: My application uses the Festival app 'text2wave'. Will is work on the cloud? I have used Python primitives like subprocess.call() to invoke the aforementioned program. Will that work? If your answer to any or both of (1) and (2) is no, is there a free api on the web that I can use (from the appengine)? I read somewhere about placing calls from Phono to a Voxeo backend, but I'm not sure what that means. I am aware of the Google Translate extension that allows translation using an HTTP GET (REST) request, but here the text is limited to 100 chars. Bad. Plus, they may take it down any point of time.

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  • Game engine IDE template [on hold]

    - by Spencer Killen
    Hey so I'm working on a fairly basic javascript game, and it's beginning to get to the point where my 'engine' to which I wrote, is difficult to manage in an all text environment, Iv already thought of using a javascript IDE like jet brains, but i was wondering if I could go 1 step further and have use a piece of software to purpose as an IDE and have a customizable GUI that I could use to automate class construction and such, for example, I have it set up right now so that everytime I want to create a new block (it's a platformer) I must copy a text file and fill in all the setting such as bounding box, sprite ect, it would be a lot easier if I could press a button and have a menu apear where I would fill in these values (I have a game maker background) is there software like this? If not what are some similar solutions to my problem?

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  • Best Game Engine/Framework and Language for 2D actor/sprite intensive game

    - by Grungetastic
    I'm new to the game dev world. I have a rather large project in mind (I learn by setting myself challenges :P ) and I'm wondering what the best engine/framework/language is for a 2D game with thousands of sprites/actors on screen at a time. Bare metal type stuff. I need to still be able to zoom in and out with that many actors at once. This game will have no 3D elements. Any thoughts? Suggestions?

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  • Pro Google App Engine developer interview questions (with answers)

    - by WooYek
    What are good questions to determine if applicant is pro Google App Engine developer? Questions that can distinguish that someone is not an ad-hoc GAE programmer, but is really doing professional GAE development, with all areas concerned (eg. performance, transactions, async/batch data processing). Please provide answers, so an intermediate developer (such as myself :) can interview someone more experienced. Please avoid open questions. If possible please provide a link to a documentation part that's covering a topic in question. Please keep one interview question/answer per response for better reading experience and easier interview preparation.

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  • Multi-Threaded Pipelined Game Engine Data Synchronization Questions

    - by Douglas
    Let's say I'm setting up a worker pool based game engine with pipelining. Let's say I have 4 stages in my pipeline as such: Stage 1: Physics Stage 2: AI/Input Stage 3: Game Logic Stage 4: Rendering Now let's say that the physics detects a collision between a bullet and a character in stage 1. Two frames later the game logic may choose to remove that bullet from the simulation, however none of the other copies of the data for the other pipeline stages will get this information. How is this sort of thing and other things like it get handled? Do you generally make changes like this to every pipeline stage's data at the end of a frame?

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  • Game engine like Unity 3D that allow me to use .NET code

    - by Pking
    I've been looking at Unity 3D for developing a 3D PC game and I really like the scene editor and how it simplifies the process of constructing 3D scenes, managing assets, animations, transitions etc. However, I don't want to restrict myself to using the Unity 3D scripts for handling every bit of game logic in the game. E.g. If I want to construct a RPG dialogue system I don't want to do it with unity 3d scripts - I'd like to use C#/.net. Also, I might want to use e.g. windows azure and sql azure as backend, and use 3rd party .net libraries such as reactive-extensions etc. Is there a .net engine out there that helps me with asset loading, animations, physics, transitions, etc. with a scene editor, but allow me to plug it into a visual studio .net project? Thanks

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  • Page for Page Redirect in Google App Engine

    - by clifgray
    I have recently changed domain name for a webapp I run on Google App Engine and I am wondering if there is a simple way to do a page for page redirect from my old website to the new domain. Everything code wise is staying exactly the same but I just want it to go to the new domain. I am using python and the webapp2 framework for the webapp. I know I could go through and for every single handler do: webapp2.redirect('the specific url', permanent=True) But I am hoping for a simpler solution.

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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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  • App Engine charges in November 2011 [closed]

    - by broiyan
    I had a billing enabled test application on Google App Engine left over from early 2011. I have not received a bill in many months because I have not been hitting the URL and according to the activity monitor, nobody has. Then unexpectedly in November 2011, I received 2 bills in as many weeks for quite minimal amounts. Checking the monitor it looks like nobody has been hitting the URL and according to the SQL-like search, there is nothing in the Datastore. I know that GAE has left the "preview" in recent weeks but I am not sure how that would affect what is essentially a dormant application with no Datastore objects. Has GAE started charging for completely unused applications in recent weeks? Edit: Most of my applications were already disabled and I have just disabled the only one that was enabled but unused the past several months. If I get another bill next week that should be informative.

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  • basic unique ModelForm field for Google App Engine

    - by Alexander Vasiljev
    I do not care about concurrency issues. It is relatively easy to build unique form field: from django import forms class UniqueUserEmailField(forms.CharField): def clean(self, value): self.check_uniqueness(super(UniqueUserEmailField, self).clean(value)) def check_uniqueness(self, value): same_user = users.User.all().filter('email', value).get() if same_user: raise forms.ValidationError('%s already_registered' % value) so one could add users on-the-fly. Editing existing user is tricky. This field would not allow to save user having other user email. At the same time it would not allow to save a user with the same email. What code do you use to put a field with uniqueness check into ModelForm?

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