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  • Search Engine Optimisation For Online Businesses

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

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  • Advantages of Search Engine-Friendly Websites

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

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  • Easy Search Engine Optimisation Advice - DIY SEO

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

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  • The Importance of Search Engine Optimization and Its Benefits

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

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  • The Evolution of Internet Marketing and Search Engine Optimization

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

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  • MVC Can the model know ANYTHING about the view?

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

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  • How to Sabotage Your Search Engine Optimizing Efforts

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

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  • How to Sabotage Your Search Engine Optimizing Efforts

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

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  • What is Search Engine Optimization?

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

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

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

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  • The Basics of Search Engine Optimization

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

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  • Boosting Up Your Search Engine Ranking With SEO

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

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

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

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  • Implementing fog of war in opengl es 2.0 game

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

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  • Continuous Physics Engine's Collision Detection Techniques

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

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

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

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  • Level editor event system, how to translate event to game action

    - by Martino Wullems
    Hello, I've been busy trying to create a level editor for a tile based game i'm working on. It's all going pretty fine, the only thing i'm having trouble with is creating a simple event system. Let's say the player steps on a particulair tile that had the action "teleport" assigned to it in the editor. The teleport string is saved in the tile object as a variable. When creating the tilegrid an actionmanager class scans the action variable and assigns actions to the variable. public static class ActionManager { public static function ParseTileAction(tile:Tile) { switch(tile.action) { case "TELEPORT": //assign action here break; } } } Now this is an collision event, so I guess I should also provide an object to colide with the tile. But what if it would have to count for collision with all objects in the world? Also, checking for collisions in the actionmanager class doesn't seem very efficient. Am I even on the right track here? I'm new to game design so I could be completly off track. Any tips on how handeling and creating events using an editor is usually done would be great. The main problem i'm having is the Thanks in advance.

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  • Making an AI walk on a NavigationMesh (2D/Top-Down game)

    - by Lennard Fonteijn
    For some time I have been working on a framework which should make it possible to generate 2D levels based on a set of rules specified by level designers. You can read more about it here as I won't go into details: http://www.jorisdormans.nl/article.php?ref=engineering_emergence Anyway, I'm now at the point of putting the framework to use and have trouble coming up with a solution for AI. I decided to implement a NavigationMesh in the generated levels as I already have that information to start with. Consider the following image (borrowed from http://www.david-gouveia.com/pathfinding-on-a-2d-polygonal-map/): When I run A* on the NavigationMesh, the red path would be suggested when I want to go from point A to B (either direction). However, I don't want my AI to walk that path directly and clipping corners, I'd rather want them to follow the more logical black path. How would I go about going from the Red path to the Black path, are there any algorithms for this. Which steps do I take? Is A* the proper solution for this at all? For some additional information: The proof-of-concept game is a 2D top-down game written in C#, but examples/references in any language are welcome!

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  • Input handling between game loops

    - by user48023
    This may be obvious and trivial for you but as I am a newbie in programming I come with a specific question. I have three loops in my game engine which are input-loop, update-loop and render-loop. Update-loop is set to 10 ticks per second with a fixed timestep, render-loop is capped at around 60 fps and the input-loop runs as fast as possible. I am using one of the Javascript frameworks which provide such things but it doesn't really matter. Let's say I am rendering a tile map and the view of which elements are rendered depends on camera-like movement variables which are modified during key pressing. This is only about camera/viewport and rendering, no game physics involved here. And now, how can I handle input events among these loops to keep consistent engine reaction? Am I supposed to read the current variable modified with input and do some needed calculations in a update-loop and share the result so it could be interpolated in a render-loop? Or read the input effect directly inside the render-loop and put needed calculations inside? I thought interpreting user input inside an update-loop with a low tick rate would be inaccurate and kind of unresponsive while rendering with interpolation in the final view. How it is done properly in games overall?

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  • android game performance regarding timers

    - by iQue
    Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory. Im using a custom TimerTask that looks like this: public class Task extends TimerTask { private MainGamePanel panel; public Task(MainGamePanel panel) { this.panel=panel; } /** * When the timer executes, this code is run. */ public void run() { panel.createEnemies(); } } this task calls this method from my view: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if(enemyCounter < 24){ enemies.add(new Enemy(bmp, this)); } enemyCounter++; } Since I call this in the onCreate-method instead of in my views contructor (because My enemies need to get width and height of view). Im wondering if this will work when I have multiple levels in game (start a new intent). And if this kind of timer really is the best way to add a delay between the spawning-time of my enemies performance-wise. adding code for my timer if any1 came here cus they dont understand timers: private Timer timer1 = new Timer(); private long delay1 = 5*1000; // 5 sec delay public void surfaceCreated(SurfaceHolder holder) { timer1.schedule(new Task(this), 0, delay1); //I call my timer and add the delay thread.setRunning(true); thread.start(); }

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  • How does a segment based rendering engine work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • What is a currently a good game stack for simple Javascript 2D multiplatform game?

    - by JacobusR
    I'm looking for advice from someone can help me avoid common pitfalls in developing light weight, quick-to-market games. Yeah, I've heard of Google ;-), but a trip down Google lane does not beat solid experience from someone who has been down this path. I'm looking for advice from someone who works alone, or in a small team, and has developed some 2D games for mobile. My game ideas don't require intensive graphics, just simple arcade style glyphs and collision detection. My experience is mostly with Scala, Java and web technologies (Javascript, CSS, SVG, HTML, etc). My question is: Is there a nice stack that someone can suggest that will be a good fit for my skillset? I'm considering Javascript for simple 2D shooter games with simple multiplayer games being supported with a Scala server-side written on Spray. Is this silly? Should I rather look into things such as Unity 3D, and use it in 2D mode? For the actual game engine, something like the Sparrow Framework would be great, but it needs to be multiplatform.

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