Search Results

Search found 11899 results on 476 pages for 'online games'.

Page 70/476 | < Previous Page | 66 67 68 69 70 71 72 73 74 75 76 77  | Next Page >

  • The Oracle EMEA Partner Event of the Year- FREE, LIVE & ONLINE!

    - by Claudia Costa
    New products. New specializations. New opportunities. Find out how you can use them to build your Oracle business even faster and more effectively in 2010/11. The date for your diary is the 29th of June 2010, at 11:00 GMT. And this summer's event is bigger and better than ever. You will learn: What Oracle's acquisition of Sun Microsystems means for your business and your customers How Oracle Specialization can help you grow faster and smarter, and how Oracle partners from across the region are already benefitting Why Oracle's latest technology, applications, middleware and hardware products and solutions offer you unbeatable new business opportunities How Oracle's partner program is evolving to help partners succeed with a live link to the Oracle FY11 Global Partner Kickoff How specialization has helped a former Microsoft executive become one of the world's most successful social entrepreneurs You'll also have the chance to network with Oracle experts and other partners, and download valuable collateral from specially constructed virtual information booths. Plus, at the end of the event, submit your feedback form for the chance to win two passes to Oracle OpenWorld in San Francisco this September! Don't miss out! REGISTER TODAY!  for this exciting, exclusive online event. Visit here for more information and to view the complete agenda We look forward to welcoming you on the 29th of June! Yours sincerely, Stein SurlienSenior Vice President, Alliances & Channels, Oracle EMEA PS. The Oracle PartnerNetwork Days Virtual Event will be followed by "Oracle PartnerNetwork Days Executive Forums", and "Oracle PartnerNetwork Days Satellite Events" in various countries. Please look out for further communications from your local Oracle team.

    Read the article

  • How do I remove facebook games from my account?

    - by Flugan
    The title sais it all. I'm not used to the latest interface changes as the application menu is no longer in the bottom left corner and I thus no longer know how to access the edit applications page. The games have also moved away from the application page. If you know how to do this, then you should be some easy points.

    Read the article

  • XNA Notes 006

    - by George Clingerman
    If you used to think the XNA community was small and inactive, hopefully these XNA Notes are opening your eyes. And I honestly feel like I’m still only catching the tail end of everything that’s going on. It’s a large and active community and you can be so mired down in one part of it you miss all sorts of cool stuff another part is doing. XNA is many things to a lot of people and that makes for a lot of really awesome things going on. So here’s what I saw going on this last week! Time Critical XNA New: XNA Team - Peer Review now closes for XNA 3.1 games http://blogs.msdn.com/b/xna/archive/2011/02/08/peer-review-pipeline-closed-for-new-xna-gs-3-1-games-or-updates-on-app-hub.aspx http://twitter.com/XNACommunity/statuses/34649816529256448 The XNA Team posts about a meet up with Microsoft for Creator’s going to be at GDC, March 3rd at the Lobby Bar http://on.fb.me/fZungJ XNA Team: @mklucher is busying playing the the bubblegum on WP7 made by a member of the XNA team (although reportedly made in Silverlight? Crazy! ;) ) http://twitter.com/mklucher/statuses/34645662737895426 http://bubblegum.me Shawn Hargreaves posts multiple posts (is this a sign that something new is coming from the XNA team? Usually when Shawn has time to post, something has just wrapped up…) Random Shuffle http://blogs.msdn.com/b/shawnhar/archive/2011/02/09/random-shuffle.aspx Doing the right thing: resume, rewind or skip ahead http://blogs.msdn.com/b/shawnhar/archive/2011/02/10/doing-the-right-thing-resume-rewind-or-skip-ahead.aspx XNA Developers: Andrew Russel was on .NET Rocks recently talking with Carl and Richard about developing games for Xbox, iPhone and Android http://www.dotnetrocks.com/default.aspx?ShowNum=635 Eric W. releases the Fishing Girl source code into the wild http://ericw.ca/blog/posts/fishing-girl-now-open-source/ http://forums.create.msdn.com/forums/p/74642/454512.aspx#454512 BinaryTweedDeej reminds that XNA community that Indie City wants you involved http://twitter.com/BinaryTweedDeej/statuses/34596114028044288 http://www.indiecity.com Mike McLaughlin (@mikebmcl) releases his first two XNA articles on the TechNet wiki http://social.technet.microsoft.com/wiki/contents/articles/xna-framework-overview.aspx http://social.technet.microsoft.com/wiki/contents/articles/content-pipeline-overview.aspx John Watte plays around with the Content Pipeline and Music Visualization exploring just what can be done. http://www.enchantedage.com/xna-content-pipeline-fft-song-analysis http://www.enchantedage.com/fft-in-xna-content-pipeline-for-beat-detection-for-the-win Simon Stevens writes up his talk on Vector Collision Physics http://www.simonpstevens.com/News/VectorCollisionPhysics @domipheus puts together an XNA Task Manager http://www.flickr.com/photos/domipheus/5405603197/ MadNinjaSkillz releases his fork of Nick's Easy Storage component on CodePlex http://twitter.com/MadNinjaSkillz/statuses/34739039068229634 http://ezstorage.codeplex.com @ActiveNick was interviewed by Rob Cameron and discusses Windows Phone 7, Bing Maps and XNA http://twitter.com/ActiveNick/statuses/35348548526546944 http://msdn.microsoft.com/en-us/cc537546 Radiangames (Luke Schneider) posts about converting his games from XNA to Unity http://radiangames.com/?p=592 UberMonkey (@ElementCy) posts about a new project in the works, CubeTest a Minecraft style terrain http://www.ubergamermonkey.com/personal-projects/new-project-in-the-works/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Ubergamermonkey+%28UberGamerMonkey%29 Xbox LIVE Indie Games (XBLIG): VideoGamer Rob review Bonded Realities http://videogamerrob.wordpress.com/2011/02/05/xblig-review-bonded-realities/ XBLIG Round Up on Gamergeddon http://www.gamergeddon.com/2011/02/06/xbox-indie-game-round-up-february-6th/ Are gamers still rating Indie Games after the Xbox Dashboard update? http://www.gamemarx.com/news/2011/02/06/are-gamers-still-rating-indie-games-after-the-xbox-dashboard-update.aspx Joystiq - Xbox Live Indie Gems: Corrupted http://www.joystiq.com/2011/02/04/xbox-live-indie-gems-corrupted/ Raymond Matthews of DarkStarMatryx reviews (Almost) Total Mayhem and Aban Hawkins & the 1000 Spikes http://www.darkstarmatryx.com/?p=225 http://www.darkstarmatryx.com/?p=229 8 Bit Horse reviews Aban Hawkins & the 1000 spikes http://8bithorse.blogspot.com/2011/01/aban-hawkins-1000-spikes-xbl-indie.html 2010 wrap-up for FunInfused Games http://www.krissteele.net/blogdetails.aspx?id=245 NeoGaf roundup of January's XBLIGs http://www.neogaf.com/forum/showthread.php?t=420528 Armless Ocotopus interviews Michael Ventnor creator of Bonded Realities http://www.armlessoctopus.com/2011/02/07/interview-michael-ventnor-of-red-crest-studios/ @recharge_media posts about the new city music for Woodvale in Sin Rising http://rechargemedia.com/2011/02/08/new-city-theme-woodvale/ @DrMisty posts some footage of YoYoYo in action http://www.mstargames.co.uk/mistryblogmain/54-yoyoyoblogs/184-video-update.html Xona Games - Decimation X3 on Reviews on the Run http://video.citytv.com/video/detail/782443063001.000000/reviews-on-the-run--february-8-2011/g4/ @benkane gives an early peek at his action RPG coming to XBLIG http://www.youtube.com/watch?v=bDF_PrvtwU8 Rock, Paper Shotgun talks to Zeboyd games about bringing Cthulhu Saves the World to PC http://www.rockpapershotgun.com/2011/02/11/summoning-cthulhu-natter-with-zeboyd/ Xbox LIVE Indieverse interviews the creator of Bonded Realities http://xbl-indieverse.blogspot.com/2011/02/xbl-indieverse-interview-red-crest.html XNA Game Development: Dream-In-Code posts about an upcoming XNA Challenge/Coding contest http://www.dreamincode.net/forums/blog/1385/entry-3192-xna-challengecontest/ Sgt.Conker covers Fishing Girl and IndieFreaks Game Framework release http://www.sgtconker.com/2011/02/fishing-girl-did-not-sell-a-single-copy/ http://www.sgtconker.com/2011/02/indiefreaks-game-framework-v0-2-0-0/ @slyprid releases Transmute v0.40a with lots of new features and fixes http://twitter.com/slyprid/statuses/34125423067533312 http://twitter.com/slyprid/statuses/35326876243337216 http://forgottenstarstudios.com/ Jeff Brown writes an XNA 4.0 tutorial on Saving/Loading on the Xbox 360 http://www.robotfootgames.com/xna-tutorials/92-xna-tutorial-savingloading-on-xbox-360-40 XNA for Silverlight Developers: Part 3- Animation http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-3-Animation-transforms.aspx?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+xna-connection-twitter-specific-stream+%28XNA+Connection%27s+Twitter+specific+stream%29 The news from Nokia is definitely something XNA developers will want to keep their eye on http://blogs.forum.nokia.com/blog/nokia-developer-news/2011/02/11/letter-to-developers?sf1066337=1

    Read the article

  • Are there any font rendering libraries for games development that support hinting?

    - by Richard Fabian
    I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using hinting to provide differing thickness based on size/pixel coverage. I imagine any solution would have to use the distance field tech presented in the valve paper on smoothing fonts while maintaining or reducing asset size. (http://www.gamedev.net/community/forums/topic.asp?topic_id=494612) but I haven't found any demos of it being used with hinting information turned on or included in the field gradients in any way. Another way of looking at this is whether there are any font bitmap generators that will output mipmaps that still maintain their readability in the face of pixel size. I think the lower mip levels would try to guarantee fill and space where it is necessary to maintain readability/topology over maintaining style/form (the point of hinting). In response to "Is there a reason you can't just render the size you want", the problem lies in the fact that font rasterisers currently don't render in 3D, and hinting information would be important in different amounts due to the pixel density being different along different axes, even differing in importance along the length of a string due to the size reducing over distance. For example, I only want horizontal hinting in a texture that is viewed from the side, and only really want vertical hinting in a font that is viewed from below or above. This isn't meant to be a renderer that tries to render a perfect outline as accurately as possible, as hinting distorts the reality of the font, instead this is meant to be a rendering solution for quite static scenes, but scenes that have 3D transformed and warped text layout. In this case the legibility is important, more important than the accuracy of representation of the polygon shape.

    Read the article

  • XNA Notes 005

    - by George Clingerman
    Another week and another crazy amount of activity going on in the XNA community. I’m fairly certain I missed over half of it. In fact, if I am missing things, make sure to email me and I’ll try and make sure I catch it next week! ([email protected]). Also, if you’ve got any advice, things you like/don’t like about the way these XNA Notes are going let me know. I always appreciate feedback (currently spammers are leaving me the nicest comments so you guys have work to do!) Without further ado, here’s this week’s notes! Time Critical XNA News The XNA Team Blob reminds us that February 7th is the last day to submit XNA 3.1 games to peer review! http://blogs.msdn.com/b/xna/archive/2011/01/31/7-days-left-to-submit-xna-gs-3-1-games-on-app-hub.aspx XNA MVPS Chris Williams kicks off the marketing campaign for our book http://geekswithblogs.net/cwilliams/archive/2011/01/28/143680.aspx Catalin Zima posts the comparison cheat sheet for why Angry Birds is different than Chickens Can’t Fly http://www.amusedsloth.com/2011/02/comparison-cheat-sheet-for-chickens-cant-fly-and-angry-birds/ Jim Perry congratulates the developers selected by Game Developer Magazine for Best Xbox LIVE Indie Games of 2010 http://machxgames.com/blog/?p=24 @NemoKrad posts his XNAKUUG talks for all to enjoy http://twitter.com/NemoKrad/statuses/33142362502864896 http://xna-uk.net/blogs/randomchaos/archive/2011/02/03/xblig-uk-2011-january-amp-february-talk.aspx George  (that’s me!) preps for his XNA talk coming up on the 8th http://twitter.com/clingermangw/statuses/32669550554124288 http://www.portlandsilverlight.net/Meetings/Details/15 XNA Developers FireFly posts the last tutorial in his XNA Tower Defense tutorial series http://forums.create.msdn.com/forums/p/26442/451460.aspx#451460 http://xnatd.blogspot.com/2011/01/tutorial-14-polishing-game.html @fredericmy posts the main difference when porting a game from Windows Phone 7 to Xbox 360 http://fairyengine.blogspot.com/2011/01/main-differences-when-porting-game-from.html @ElementCy creates a pretty rad video of a MineCraft type terrain created using XNA http://www.youtube.com/watch?v=Waw1f7wnl9I Andrew Russel gets the first XNA badge on gamedev.stackexchange http://twitter.com/_AndrewRussell/statuses/32322877004972032 http://gamedev.stackexchange.com/badges?tab=tags And his funding for ExEn has passed $7000 only $3000 to go http://twitter.com/_AndrewRussell/statuses/33042412804771840 Subodh Pushpak blogs about his Windows Phone 7 XNA talk http://geekswithblogs.net/subodhnpushpak/archive/2011/02/01/windows-phone-7-silverlight--xna-development-talk.aspx Slyprid releases the latest version of Transmute and needs more people to test http://twitter.com/slyprid/statuses/32452488418299904 http://forgottenstarstudios.com/ SpynDoctorGames celebrates the 1 year anniversary of Your Doodles Are Bugged! Congrats! http://twitter.com/SpynDoctorGames/statuses/32511689068908544 Noogy (creator of Dust the Elysian Tail) prepares his conversion to XNA 4.0 http://twitter.com/NoogyTweet/statuses/32522008449253376 @philippedasilva posts about the Indiefreaks Game Framework v0.2.0.0 Input management system http://twitter.com/philippedasilva/statuses/32763393957957632 http://indiefreaks.com/2011/02/02/behind-smart-input-system-feature/ Mommy’s Best Games debates what to do about High Scores with their new update http://mommysbest.blogspot.com/2011/02/high-score-shake-up.html @BinaryTweedDeej want to know if there’s anything the community needs to make XNA games for the PC. Give him some feedback! http://twitter.com/BinaryTweedDeej/status/32895453863354368 @mikebmcl promises to write us all a book (I can’t wait to read it!) http://twitter.com/mikebmcl/statuses/33206499102687233 @werezompire is going to live, LIVE, thanks to all the generosity and support from the community! http://twitter.com/werezompire/statuses/32840147644977153 Xbox LIVE Indie Games (XBLIG) Making money in Xbox 360 indie game development. Is it possible? http://www.bitmob.com/articles/making-money-in-xbox-360-indie-game-development-is-it-possible @AlejandroDaJ posts some thoughts abut the bitmob article http://twitter.com/AlejandroDaJ/statuses/31068552165330944 http://www.apathyworks.com/blog/view.php?id=00215 Kobun gets my respect as an XBLIG champion. I’m not sure who Kobun is, but if you’ve every read through the comment sections any time Kotaku writes about XBLIGs you’ll see a lot of confusion, disinformation in there. Kobun has been waging a secret war battling that lack of knowledge and he does it well. Also he’s running a pretty kick ass site for Xbox LIVE Indie Game reviews http://xboxindies.teamkobun.com/ @radiangames releases his last Xbox LIVE Indie Game...for now http://bit.ly/gMK6lE Playing Avaglide with the Kinect controller http://www.youtube.com/watch?v=UqAYbHww53o http://www.joystiq.com/2011/01/30/kinect-hacks-take-to-the-skies-with-avaglide/ Luke Schneider of Radiangames interviewed in Edge magazine http://www.next-gen.biz/features/radiangames-venture Digital Quarters posts thoughts on why XBLIG’s online requirement kills certain genres http://digitalquarters.blogspot.com/2011/02/thoughts-why-xbligs-online-requirement.html Mommy’s Best Games shares the news that several XBLIGs were featured in the March 2011 issue of Famitsu 360 http://forums.create.msdn.com/forums/p/33455/451487.aspx#451487 NaviFairy continues with his Indie-Game-A-Day http://gaygamer.net/2011/02/indie_game_a_day_epic_dungeon.html http://gaygamer.net/2011/02/indie_game_a_day_break_limit_r.html and more every day...that’s kind of the point! Keep your eye on this series! VVGTV continues with it’s awesome reviews/promotions for XBLIGs http://vvgtv.com/ http://vvgtv.com/2011/02/03/iredia-atrams-secret-xblig-review-2/ http://vvgtv.com/2011/02/02/poopocalypse-coming-soon-to-xblig/ ….and even more, you get the point. Magicka is an Indie Game doing really well on Steam AND it’s made using XNA http://www.magickagame.com/ http://twitter.com/Magickagame/statuses/32712762580799488 GameMarx reviews Antipole http://www.gamemarx.com/reviews/73/antipole-is-vvvvvvery-good.aspx Armless Octopus review Alpha Squad http://www.armlessoctopus.com/2011/01/28/xbox-indie-review-alpha-squad/ An interesting article about Kodu that Jim Perry found http://twitter.com/MachXGames/statuses/32848044105924608 http://www.develop-online.net/news/36915/10-year-old-Jordan-makes-games-The-UK-needs-more-like-her XNA Game Development Sgt. Conker posts about the Natur beta, a new book and whether you can make money with XBLIG http://www.sgtconker.com/ http://www.sgtconker.com/2011/01/a-new-book-on-the-block-and-a-new-natur-beta/ http://www.sgtconker.com/2011/01/making-money-in-xbox-360-indie-game-development-is-it-possible/ Tips for setting up SVN http://bit.ly/fKxgFh @bsimser found tons of royalty free music and soundfx for your XNA Games http://twitter.com/bsimser/statuses/31426632933711872 Post on the new features in the next Sunburn Editor http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/01/28/new-editor-features-prefabs-components-and-more.aspx @jasons_novaleaf posts source code for light pre-pass optimizations for #xna http://twitter.com/jasons_novaleaf/statuses/33348855403642880 http://jcoluna.wordpress.com/2011/02/01/xna-4-0-light-pre-pass-optimization-round-one/ I’ve been learning about doing an A.I. for turn based games and this article was a great resource. http://www.gamasutra.com/view/feature/1535/designing_ai_algorithms_for_.php?print=1

    Read the article

  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

    Read the article

  • Should I be put off a junior role that uses an online development test?

    - by Ninefingers
    I've applied for a junior development role, or rather been found by a recruiter looking for a developer. In order to get to a telephone interview stage I've been asked to sit one of those online coding assessments. This wasn't quite what I expected. I consider myself a fairly good developer for my age and experience, but I've no illusions about being Don Knuth or anything. The test was a series of incredibly obtuse questions asking about the results of various obscure evaluations. About 30 minutes in I was thinking to myself I hadn't intended to enter an obfuscated code contest/code golf exercise. After my last telephone interview I was asked to build something. I did. That seemed fair. Go away and work this out is more my in office experience of programming than "please evaluate this combination of lambdas, filters, maps, lists, tuples etc". So I'm a little put off, to be honest. I never claimed to know the language inside out or all the little corner cases. My questions, then: Should I be put off? Why? Why not? Are these kinds of tests what I should be expecting for junior roles? Should I learn stuff exam style? That seems to be the objective of these tests, for which you are timed and not supposed to use references or books? Normally, in the course of development I have a fairly good idea of basic types, rules, flow control and whatever. Occasionally I'll come up on something I need to use a regex for and have to go and remind myself of the exact piece of syntax I need if trying what I think should work doesn't. Or I'll come up against a module I've not used before and go and look it up. For example, if I wanted to write a server using sockets in C right now, I'd probably check the last piece of code I wrote doing that (and or the various books I have) and work from there. Chances are I probably couldn't do it exactly from scratch and from memory, although I can tell you you'd need a socket(), bind(), listen() and accept() call and you might also want select() depending on whether you intend to pthread_create or not. So I know what the calls are, but not their specific parameter list. What are your experiences if you are a recruiting manager? Are you after programmers who can quote you the API or do you not mind if your programmers have a few books on their desk and google function calls every so often?

    Read the article

  • World Record Oracle E-Business Consolidated Workload on SPARC T4-2

    - by Brian
    Oracle set a World Record for the Oracle E-Business Suite Standard Medium multiple-online module benchmark using Oracle's SPARC T4-2 and SPARC T4-4 servers which ran the application and database. Oracle's SPARC T4 servers demonstrate performance leadership and world-record results on Oracle E-Business Suite Applications R12 OLTP benchmark by publishing the first result using multiple concurrent online application modules with Oracle Database 11g Release 2 running Solaris.   This results shows that a multi-tier configuration of SPARC T4 servers running the Oracle E-Business Suite R12.1.2 application and Oracle Database 11g Release 2 is capable of supporting 4,100 online users with outstanding response-times, executing a mix of complex transactions consolidating 4 Oracle E-Business modules (iProcurement, Order Management, Customer Service and HR Self-Service).   The SPARC T4-2 server in the application tier utilized about 65% and the SPARC T4-4 server in the database tier utilized about 30%, providing significant headroom for additional Oracle E-Business Suite R12.1.2 processing modules, more online users, and future growth.   Oracle E-Business Suite Applications were run in Oracle Solaris Containers on SPARC T4 servers and provides a consolidation platform for multiple E-Business instances.   Performance Landscape Multiple Online Modules (Self-Service, Order-Management, iProcurement, Customer-Service) Medium Configuration System Users AverageResponse Time 90th PercentileResponse Time SPARC T4-2 4,100 2.08 sec 2.52 sec Configuration Summary Application Tier Configuration: 1 x SPARC T4-2 server 2 x SPARC T4 processors, 2.85 GHz 256 GB memory 3 x 300 GB internal disks Oracle Solaris 10 Oracle E-Business Suite 12.1.2 Database Tier Configuration: 1 x SPARC T4-4 server 4 x SPARC T4 processors, 3.0 GHz 256 GB memory 2 x 300 GB internal disks Oracle Solaris 10 Oracle Solaris Containers Oracle Database 11g Release 2 Storage Configuration: 1 x Sun Storage F5100 Flash Array (80 x 24 GB flash modules) Benchmark Description The Oracle R12 E-Business Suite Standard Benchmark combines online transaction execution by simulated users with multiple online concurrent modules to model a typical scenario for a global enterprise. The online component exercises the common UI flows which are most frequently used by a majority of our customers. This benchmark utilized four concurrent flows of OLTP transactions, for Order to Cash, iProcurement, Customer Service and HR Self-Service and measured the response times. The selected flows model simultaneous business activities inclusive of managing customers, services, products and employees. See Also Oracle R12 E-Business Suite Standard Benchmark Results Oracle R12 E-Business Suite Standard Benchmark Overview Oracle R12 E-Business Benchmark Description E-Business Suite Applications R2 (R12.1.2) Online Benchmark - Using Oracle Database 11g on Oracle's SPARC T4-2 and Oracle's SPARC T4-4 Servers oracle.com SPARC T4-2 Server oracle.com OTN SPARC T4-4 Server oracle.com OTN Oracle E-Business Suite oracle.com OTN Oracle Solaris oracle.com OTN Oracle Database 11g Release 2 Enterprise Edition oracle.com OTN Disclosure Statement Oracle E-Business Suite R12 medium multiple-online module benchmark, SPARC T4-2, SPARC T4, 2.85 GHz, 2 chips, 16 cores, 128 threads, 256 GB memory, SPARC T4-4, SPARC T4, 3.0 GHz, 4 chips, 32 cores, 256 threads, 256 GB memory, average response time 2.08 sec, 90th percentile response time 2.52 sec, Oracle Solaris 10, Oracle Solaris Containers, Oracle E-Business Suite 12.1.2, Oracle Database 11g Release 2, Results as of 9/30/2012.

    Read the article

  • SSAS Tabular Workshop online and other upcoming dates (and updates!) #ssas #tabular

    - by Marco Russo (SQLBI)
    After many conferences and travels, this summer I had some time to write and prepare new sessions for the next wave of conferences. In reality I am just doing that, even if I already restarted traveling for consulting and training. So expect new content about DAX and Tabular coming in the next months! Starting to see real customer adopting Tabular is showing many new challenges and there is still a lot to learn and to create. If you still didn’t started working on Tabular, well, you should. As I always say, as a BI developer you should be able to choose between Tabular and Multidimensional, and in order to do that you should know both of them! One thing that I don’t like very much about marketing is that “Tabular is simpler”, because it’s often translated in “Tabular is for simple projects” when this last statement is not true. Actually, I see a lot of good reasons to adopt Tabular in complex data models, especially in non-traditional scenarios. I know, this is because I love to understand what are the actual limits of a technology, and I’m learning that there is simple a lot of space of improvement also for Tabular. It’s already fast, but it could be faster! How can you start? Well, first of all, by reading our book. Then, by attending to our SSAS Tabular workshop. There is an online edition of the workshop on September 3-4, 2012 (hurry up if you want to register), and there are already several dates planned for the next months (and others will be added soon!). And, of course, by installing SQL Server 2012 and trying to create models over your databases. If you are too lazy, just start with PowerPivot. As soon as you start working with Tabular or PowerPivot, you will see that there is one important skill you need: learning DAX. In the next few days I should publish an article that I’m finishing these days about best practices using SUMMARIZE and ADDCOLUMNS. If only someone published this article one year ago, I would have saved many hours of my life. But, you know, flight manuals are written in blood… and someone has to write! Stay tuned.

    Read the article

  • Data Structures for Logic Games / Deduction Rules / Sufficient Set of Clues?

    - by taserian
    I've been cogitating about developing a logic game similar to Einstein's Puzzle , which would have different sets of clues for every new game replay. What data structures would you use to handle the different entities (pets, colors of houses, nationalities, etc.), deduction rules, etc. to guarantee that the clues you provide point to a unique solution? I'm having a hard time thinking about how to get the deduction rules to play along with the possible clues; any insight would be appreciated.

    Read the article

  • How can I create and animate 2D skeletons for HTML5 Javascript games? [on hold]

    - by user414209
    I'm trying to make a 2D fighting game in HTML5(somewhat like street fighter). So basically there are two players, one AI and one Human. The players need to have animations for the body movements. Also, there needs to be some collision detection system. I'm using createjs for coding but to design models/objects/animations, I need some other software. So I'm looking for a software that can: easily make custom animation of 2d objects. The objects structure(skeleton etc.) will be same once defined but need to be defined once. Can export the animations and models in a js readable format(preferably json) Collision detection can be done easily after the exported format is loaded in a game engine. For point 1, I'm looking for some generic skeleton based animation. Sprite-sheet based animations will be difficult for collision detection.

    Read the article

  • What are the pro/cons of Unity3D as a choice to make games ?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

    Read the article

  • What should a game have in order to keep humans playing it?

    - by Adam Davis
    In many entertainment professions there suggestions, loose rules, or general frameworks one follows that appeal to humans in one way or another. For instance, many movies and books follow the monomyth. In video games I find many types of games that attract people in different ways. Some are addicted to facebook gem matching games. Others can't get enough of FPS games. Once in awhile, though, you find a game that seems to transcend stereotypes and appeals almost immediately to everyone that plays it. For instance, Plants Versus Zombies seems to have a very, very large demographic of players. There are other games similar in reach. I'm curious what books, blogs, etc there are that explore these game types and styles, and tries to suss out one or more popular frameworks/styles that satisfy people, while keeping them coming back for more.

    Read the article

  • What functional language is most suited to create games with?

    - by Ricket
    I have had my eye on functional programming languages for a while, but am hesitating to actually get into them. But I think it's about time I at least starting glancing that direction to make sure I'm ready for anything. I've seen talk of Haskell, F#, Scala, and so on. But I have no clue the differences between the languages and their communities, nor do I particularly care; except in the context of game development. So, from a game development standpoint, which functional programming language has the most features suited for game programming? For example, are there any functional game development libraries/engines/frameworks or graphics engines for functional languages? Is there a language that handles certain data structures which are commonly used in game development better? Bottom line: what functional programming language is best for functional game programming, and why? I believe/hope this question will declare a clear best language therefore I haven't marked it CW despite its subjective tendency.

    Read the article

  • How should I account for the GC when building games with Unity?

    - by Eonil
    *As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC. This GC system can't avoid GC time which stops game system. Instance pooling can reduce this but not completely, because we can't control instantiation happens in the CLR's base class library. Those hidden small and frequent instances will raise un-deterministic GC time eventually. Forcing complete GC periodically will degrade performance greatly (can Mono force complete GC, actually?) So, how can I avoid this GC time when using Unity3D without huge performance degrade?

    Read the article

  • What are the pro/cons of Unity3D as a choice to make games?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

    Read the article

  • Is there a good book or articles to learn about 2D Game Design and Effects?

    - by user28015
    I am not looking for a read how to develop games and how to implement one. I am looking for a general about possible effects in 2D Games and about general design of modern 2D gaming. I have programmed several smaller games over the years and also read books like "Golden Rules of Game Programming" by Martin Bronwlo. So I know how to implement games. What I am looking for are 2 things: Finishing touches such as effects like explosions, particles etc. Not how to make them, but how to design them so it looks right and cool. How to make a 2D game feel "more right" so that users get a satisfying gaming experience. I played a lot of 2D games but I could use some more advice.

    Read the article

  • Can I develop games for mobile platforms in C++?

    - by James Bern
    I have a good grasp in C++ and C and have also experience developing AAA game using C++. Now, I'm shamelessly thinking to dive into mobile game development either in iOS or Android. Unfortunately, I don't know objective-C and java and neither have courage to learn it. So, As above mentioned reason, Is there any possibility to do mobile development in C++ without using any single statement of JAVA and Objective-C ?

    Read the article

  • Google doesn't index a subdomain. What can be the problem and what can be done?

    - by fudge
    Hi! I have a domain, let's call it example.com, which has a subdomain, games.example.com. I maintain a games forum using phpbbseo which is located at games.example.com/forum. The problem is that the forum is not being crawled. I used Google's webmaster tools and tested that the page is seen by google. P.S. There is a link from games.example.com to games.example.com/forum. What can I do? How can I make google crawl my forum?

    Read the article

  • What are atan and atan2 used for in games?

    - by kyrogue
    I am having some trouble understanding Math.tan() and Math.atan() and Math.atan2(). I have basic knowledge of trigonmetry but the usage of SIN, COS, and TAN etc for game development is very new to me. I am reading on some tutorials and I see that by using tangent we can get the angle in which one object needs to be rotated by how much to face another object for example my mouse. So why do we still need to use atan or atan2?

    Read the article

  • Will Beej's Guide to Network programming point me the right way to be able to make multiplayer games and a web broswer?

    - by Logan545
    I'm new to socket programming in C, and I've found the Beej's Guide to Networking programming. It looks fine and all, however, I just wanted to ask whether this tutorial will point me in the right direction in terms of network programming. I plan to build a game in opengl that will be multiplayer using c+ and possibly a web browser. I know this tutorial would by no means teach me how to do this, but would this be a good way to start off on my path?

    Read the article

  • What is the best way to exploit multicores when making multithread games?

    - by Keeper
    Many people suggest to write a program, and then start optimizing it. But I think that when it's coming to multithreading with multicore, a little think ahead is required. I've read about using threads, and experienced it myself during some courses at the university (still a student). The big question is simple, but a bit abstract: What thread related steps in game design do I need to take, before implementation? Now trying to be more specific. Let's say, as an example, that I'm making a small board game (like Monopoly) that I want to be multithreaded. My goal Is that this multithreaded game will exploit the best of the multicore system, lets say 4-6 cores (like in i7 processors). My answer to this question at the moment is, one thread for each of these four basic components: GUI User Input / Output AI (computer rival) Other game related calculations (like shortest path from A to B, or level up status change) I'm not an expert (yet!), and I'm sure there are better answers out there. Any suggestion, answer, different approach will be helpful. Some thoughts: Maybe splitting the main database is a good way.. (or total disaster.. )

    Read the article

  • To canvas, or not to canvas, when building browser-based games?

    - by Letharion
    Background: I have extensive development background, but the last time I coded a game was many years ago. My Javascript skills are quite limited, and I intend to improve them by building a simple game — Tetris, Pac-man, or something of that complexity level. Question: It seems to me that a fundamental choice I need to make is whether I should render on a <canvas> element or not. With a canvas, I have basic tools for rendering points, lines, and more complex things on top of that. Presumably there are, or will be, also various frameworks to help with this. Without a canvas, I could keep my objects in the DOM-tree, like a regular webpage, only quite complex, with many overlapping elements. Is one approach better than the other? Are they mutually exclusive? How do I know which to pick?

    Read the article

  • Is there any kind of established architecture for browser based MMO games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that?

    Read the article

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

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

    Read the article

< Previous Page | 66 67 68 69 70 71 72 73 74 75 76 77  | Next Page >