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  • Is it possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2D isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful things like this. However, this game's coordinate system is "jagged" (for lack of a better word), and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matrices, but that only makes sense going from tile to screen.

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  • What are good words for defining multiples?

    - by Scott Langham
    In databases you might take about one-to-many. This means there's one thing that maps to zero or more others. In this kind of style I'm looking for words that define min/max amounts of things. So far, I have: min max one 1 1 many 0 infinite optional 0 1 ??? 1 infinite Is there a single word that fits '???' to mean more than one? Do you have better alternatives for 'optional'? I'm wondering if there are any conventional names for those concepts?

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  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

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  • When to use an Array vs When to use a Vector, when dealing with GameObjects?

    - by user32465
    I understand that from other answers, Arrays and Vectors are the best choices. Many on SE claim that Linked Lists and Maps are bad for video game programming. I understand that for the most part, I can use Arrays. However, I don't really understand exactly when to use Vectors over Arrays. Why even use Vectors? Wouldn't it be best if I simply always used an Array, that way I know how much memory my game needs? Specifically my game would only ever load a single "Map" area of tiles, such as Map[100][100], so I could very easily have an array of GameObjectContainer GameObjects[100][100], which would reserve an entire map's worth of possible gameobjects, correct? So why use a Vector instead? Memory is quite large on modern hardware.

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  • Mass Transit Visualizations Reveal Cities’ Daily Movements [Video]

    - by Jason Fitzpatrick
    If you’re a sucker for data visualization–and we certainly are–this collection of mass transit data visualized over city maps are fascinating and makes mass transit look like a cell culture unfolding. Check out one day in the life of the New York City mass transit system in the video above and then hit up the link below to check out other cities including Chicago, Washington D.C., Boston, and Manchester. Mesmerizing Visualizations Show Mass-Transit Patterns of Major Cities [Wired] HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • Amazon Kindle - Whispersync implementation?

    - by Bala
    For those who are not aware of Kindle's whispersync, here is how it works (from amazon.com): "...Whispersync synchronizes the bookmarks and furthest page read among devices registered to the same account. Whispersync is on by default to ensure a seamless reading experience for a book read across multiple Kindles." Can anyone give some details on how the Whispersync feature is implemented in Kindle and in the Backend of Amazon? I am guessing this implementation involves a very simple hashmap for each user account. Each hashmap maps Books with satellite information about the book. Satellite information contains bookmarks, furthest page read, device on which it was read, etc.. Thanks!

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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  • Scuttlebutt Reconciliation from "Efficient Reconciliation and Flow Control for Anti-Entropy Protocols"

    - by Maus
    This question might be more suited to math.stackexchange.com, but here goes: Their Version Reconciliation takes two parts-- first the exchange of digests, and then an exchange of updates. I'll first paraphrase the paper's description of each step. To exchange digests, two peers send one another a set of pairs-- (peer, max_version) for each peer in the network, and then each one responds with a set of deltas. The deltas look like: (peer, key, value, version), for all tuples for which peer's state maps the key to the given value and version, and the version number is greater than the maximum version number peer has seen. This seems to require that each node remember the state of each other node, and the highest version number and ID each node has seen. Question Why must we iterate through all peers to exchange information between p and q?

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  • Nokia at JavaOne

    - by Tori Wieldt
    Nokia has long been a key partner for Java Mobile, and they continue investing significantly in Java technologies. Developers can learn more about Nokia's popular Asha phone and developer platform at JavaOne. In addition to interesting technical material, all Nokia sessions will include giveaways (hint: be engaged and ask questions!). Don't miss these great sessions: CON4925 The Right Platform with the Right Technology for Huge Markets with Many Opportunities CON11253 In-App Purchasing for Java ME Apps BOF4747 Look Again: Java ME's New Horizons of User Experience, Service Model, and Internet Innovation BOF12804 Reach the Next Billion with Engaging Apps: Nokia Asha Full Touch for Java ME Developers CON6664 on Mobile Java, Asha, Full Touch, Maps APIs, LWUIT, new UI, new APIs and more CON6494 Extreme Mobile Java Performance Tuning, User Experience, and Architecture BOF6556 Mobile Java App Innovation in Nigeria

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  • Resources for creating a turn-by-turn navigation system

    - by benwad
    I'm trying to create a kind of turn-by-turn satellite navigation system using the iOS SDK. I get the directions from the server and draw them on the map, then I keep getting location updates from the iPhone's GPS chip. Currently I start by finding the nearest turning point then, each time the user comes within a certain distance of the next turning point, a verbal cue is given and the turning point index is incremented. This is a delicate system and I'd like to make it more robust so I can tell when the user is going the wrong direction etc. Basically I'm looking for some literature about turn-by-turn navigation, in terms of tracking the user's progress and whether they're going the right direction. I'd have thought there's a lot of research out there but I can't seem to find anything apart from simple tutorials on how to use a given SDK or directions API. Can anyone direct me to a good run-through of the various techniques used in software such as TomTom or Google Maps Navigation?

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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  • Storing a Hex Grid

    - by Pedro Caetano
    I've been creating a small hex grid framework for Unity3D and have come to the following dilema. This is my coordinate system (taken from here) Link because I'm a new user It all works pretty nicely except for the fact I have no idea how to store it. I originally intended to store this in a 2D array and use images to generate my maps. One problem was that it had negative values (this was easily fixed by offsetting the coordinates a bit). However, due to this coordinate system, such an image or bitmap would have to be diamond shaped - and since these structures are square shaped, this would cause a lot of headaches even if I hack something together. Is there anything I'm missing that could fix this? I recall seeing a forum post regarding this in the unity forums but I can no longer find the link. Is writing a set of coordinate translators the best solution here? If you guys think it would be helpful, I can post code and images of my problem.

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  • Algorithm development in jobs

    - by dbeacham
    I have a mathematics background but also consider career in some form of software development. In particular I'm interested in finding out what sort of industries are most likely to have more algorithm development/mathematical and logical problem solving slant rather than pure application development etc. Obviously, I'm assuming that some subset of the canonical data structures and associated algorithms (trees, lists, hash tables, sets, maps with search, insert, traversals etc.) are mostly going to be present in software development. However, where am I more likely to encounter problems of more discrete maths nature (combinatorial, graph theory, sets, strings, ...) explicitly or more likely in disguise. Any pointers much appreciated (including possible open source projects that I could use for my further search for applications and also possibly contribute to).

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  • Evoluent Vertical Mouse - Re-mapping Buttons?

    - by Paul
    I have the Evoluent Vertical Mouse at work and at home. One is wired, the other wireless. Ubuntu maps their buttons differently and it makes me crazy when I switch locations. I use 12.10, but same has applied to every Ubuntu version since 9.10. The wired mouse is as desired: top finger button is left-click, scroll wheel is middle click and scroll, middle finger button is a right-click. On the wireless version, bottom finger button is mapped to right-click and the middle finger button is center-click. I tried tinkering with these instructions, but wound up unable to boot to GUI... had to delete the .conf file to recover: http://denishaine.wordpress.com/2011/12/01/evoluent-mouse-with-ubuntu-11-04-and-11-10/ Help?

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  • Character equipment combinations

    - by JimFing
    I'm developing a 2d isometric game (typical Tolkien RPG) and wondering how to handle character/equipment combinations. So for example, the player wears leather boots with chain-mail and a wooden shield and a sword - but then picks up plate-armour instead of chain-mail. I'm using Blender3D to create objects, environments and characters in 3D, then a script runs to render all 3D meshes into 2D orthographic tile maps. So I can use this script to create all the combinations of character equipment for me, but there would be an explosion in terms of the combinations required.

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  • Collisions on complex map 2D

    - by waxx
    I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is out of question. I thought about an editor where you'd draw rectangles on the map that would represent areas that are collidable with and then saving such "collision map" with only black/white gfx. Or maybe should I save exact rectangles data with their x/y/width/height into some text file and go from there? What would you recommend? Thanks.

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  • 3D array in a 2D array

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages.

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  • Have search engines recognise multi-lingual sites

    - by mark
    Hello. I have organised my site by language using the following structure: www.domain.com #spanish language version www.domain.com/en #english language version The site is of Spanish subject matter hence Spanish language takes priority at root of domain. Although the site is new at this stage I would hope visiting from google.com and google.es would return English and Spanish versions respectively. Are there any particular steps I need take to separate the two. Should I add them both as individual sites in Google's webmaster tools and also should I submit individual site maps for each 'site' or as a whole? Thanks in advance.

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  • Determine how to display a tile based on surrounding tiles

    - by Jsmith
    I have a game engine which generates maps randomly, set on a 2d grid which is composed of 34px square graphical tiles. These tiles can be displayed in any of three ways, wall, corner, and floor(exists in 2 states, passable and impassible), and four directions, north, south, west and east. What I need to do is, based on the tiles around each individual tile, determine which state to display the tile in, e.g. north wall, northeast corner, floor so that when a player alters the map, the tiles around the affected tile adjust themselves to suit(i.e. tunneling). In case it becomes important, all gameobjects are inherited from the same class, whether they be players, NPC's, walls, or items.

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  • Russian Hydrodynamic Modeling, Prediction, and Visualization in Java

    - by Geertjan
    JSC "SamaraNIPIoil", located in Samara, Russia, provides the following applications for internal use. SimTools. Used to create & manage reservoir history schedule files for hydrodynamic models. The main features are that it lets you create/manage schedule files for models and create/manage well trajectory files to use with schedule files. DpSolver. Used to estimate permeability cubes using pore cube and results of well testing. Additionally, the user visualizes maps of vapor deposition polymerization or permeability, which can be visualized layer by layer. The base opportunities of the application are that it enables calculation of reservoir vertical heterogeneity and vertical sweep efficiency; automatic history matching of sweep efficiency; and calculations using Quantile-Quantile transformation and vizualization of permeability cube and other reservoir data. Clearly, the two applications above are NetBeans Platform applications.

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  • Representing timezone list

    - by StasM
    I have a web application that allows the user to choose the timezone from the list. The list is very long (pretty much all CLDR-supported timezones). So the question is - how should I represent it? How should it be sorted - alphabetically or by timezone offset? What information should each item contain - offset, location, long name (like Europe/Zurich) or short name (like CET)? Should I display information about DST or only current offset? Let's say I can't right now do something like fancy maps OS configuration dialogs display, so the list is the only option. However I want to make the list look nice. Any best practices how it's done?

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  • Countour Mapping API

    - by Crash
    I have done some searching on Google, but haven't come up with much as of yet. I am wanting to take a set of point data, which I had previously been using to create weighted points for a heat map through the Google API, and turn them into a contour map to overlay on the Google Maps API. I haven't seen anything in Google's code that would let me do this. Does anyone know of a good API to create such an overlay? Or is there possibly something I have overlooked that Google offers?

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  • How to make search engine to showing my location map? [duplicate]

    - by Lena Queen
    This question already has an answer here: What are the most important things I need to do to encourage Google Sitelinks? 5 answers I have a webpage that already listing on google maps. If i search with term "my web", search engine (google) only show my web. How to make search engine (google) show my web and google location on right as this scenario: For contact and portfolio page, how to make it so user can view some of my page beside my home page? Also, how to make google show my other links of my web?

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  • Data structures for a 3D array

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages.

    Read the article

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