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  • What's the best way to handle slopes for a platfomer game using Box2D

    - by songokuhd
    I would like to know if there is any known solution for handling the player's movement on slopes using Box2D engine. I tried to do it using a circle as the player. Everything was fine until I tried to walk on slopes, the main problem is that due to gravity, the circle does not stop on the slope. Please if somebody has tried this before I'll appreciate it. If you have a better solution without the physics engine would be fine for me too. Thank you.

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  • Low Level Software and Devices

    - by user271619
    I'm looking at a new chapter in my career. I'm a web developer, but now I'm starting to play around with C, compilers, and things I didn't have to work with before. It's all very intriguing! As I'm getting more and more into the "lower level" arena, I'm wondering how devices (mice, printers, webcams, microphones, etc...) are controlled, managed, detected, or used in general with software. I ask because I'm really having a hard time finding straightforward documentation online describing or giving examples of how hardware interacts with software. Does someone know of decent sites that can get me started learning this?

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  • How to learn programming from very basic level to advanced level? [closed]

    - by user1022209
    I know many programming languages ,skills and concepts in very basic, such as PHP, Java, Object-oriented technology. Using PHP, I can build a simple website with CRUD, login function. Using Java, I can make an basic swing csv/plain text editor in which user can switch between 2 different views. In term of object-oriented Technology, I clearly understand what encapsulation, inheritance and Polymorphism are I want to know more about programming. Sometimes I "google" some of the topics I am interested at , the more I see on the internet, the more I feel I am a small potato in the world ( indeed I am ). The codings/concepts are difficult to understand. I lacks confidence right now so I am asking this question :( What is the best way to learn programming to advanced level? Just buy a book and read it page to page? Thanks for any helps

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  • Deleting a game object

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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  • Capture an area of a game, display it in a small window

    - by steakbbq
    I am looking to make a program that accomplishes some simple goals. I need to be able to specify an area of my screen to have reproduced in a window. Similar to who the windows magnifier works. I also need it to stay on top. I also need it to be transparent. I also need it to be ghost like(mouse clicks go through it) so the application below can be interacted with still. Here is what I am trying to do. What would be the best way to go about it? http://i.imgur.com/0ahi7.jpg

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  • External device/USB support in android API level 10 [migrated]

    - by chandan
    I am an android UI developer and having problem with issue with USB and external storage device support on android. What I want to have is on plug-in USB/SD card, the storage items in the devices directly show up on screen. For example the modern Operating systems have this feature that we plug in our device and it just automatically shows the contents of the device on new window. I am implementing my UI on android API level 10 and my device is IMX reference kit which has android 2.3.4 installed. I would be grateful if anyone could give specif suggestion or guideline. I already tried with external_storage.java class. but it only says that the APK is installed successfully. But no action launches on plug-in external device.

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  • Strategy game programming in Java, how the map and unit classes should work/relate each other.

    - by Gabriel A. Zorrilla
    As a way of learning Java i'm doing a little strategy game. You have a game map and military units. The gamemap and the units are Jpanels which are binded together in another class called GameWindow, which has a JLayeredPane where the gamepap is below the units. Every time i click a unit (and therefore, the JPane) I can get the unit's information. The problem comes when i want to move a unit... each unit is self drawn inside it's Jpanel, how do i represent the change in position over the gamemap? I'm thinking about reloading the whole game window based on a position change of a unit (because the JPAnels that represent the units are created in the GameWindow, not drawn in the gamemap). Another more elegant option, should be repainting the whole map, with the units. But that way the units would lose it's status of objects (no more JPAnels, just being drawn in the gamemap paint() method), and how would i tell if one unit is clicked? I dont know how people with more experience in games handle the class structure in strategy games. I believe i have the right structure (map, game units, each one an object) but I'm having difficulties making it work together. Here is a snapshot of the map with a couple of units:

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  • Getting 2D Platformer entity collision Response Correct (side-to-side + jumping/landing on heads)

    - by jbrennan
    I've been working on a 2D (tile based) 2D platformer for iOS and I've got basic entity collision detection working, but there's just something not right about it and I can't quite figure out how to solve it. There are 2 forms of collision between player entities as I can tell, either the two players (human controlled) are hitting each other side-to-side (i. e. pushing against one another), or one player has jumped on the head of the other player (naturally, if I wanted to expand this to player vs enemy, the effects would be different, but the types of collisions would be identical, just the reaction should be a little different). In my code I believe I've got the side-to-side code working: If two entities press against one another, then they are both moved back on either side of the intersection rectangle so that they are just pushing on each other. I also have the "landed on the other player's head" part working. The real problem is, if the two players are currently pushing up against each other, and one player jumps, then at one point as they're jumping, the height-difference threshold that counts as a "land on head" is passed and then it registers as a jump. As a life-long player of 2D Mario Bros style games, this feels incorrect to me, but I can't quite figure out how to solve it. My code: (it's really Objective-C but I've put it in pseudo C-style code just to be simpler for non ObjC readers) void checkCollisions() { // For each entity in the scene, compare it with all other entities (but not with one it's already compared against) for (int i = 0; i < _allGameObjects.count(); i++) { // GameObject is an Entity GEGameObject *firstGameObject = _allGameObjects.objectAtIndex(i); // Don't check against yourself or any previous entity for (int j = i+1; j < _allGameObjects.count(); j++) { GEGameObject *secondGameObject = _allGameObjects.objectAtIndex(j); // Get the collision bounds for both entities, then see if they intersect // CGRect is a C-struct with an origin Point (x, y) and a Size (w, h) CGRect firstRect = firstGameObject.collisionBounds(); CGRect secondRect = secondGameObject.collisionBounds(); // Collision of any sort if (CGRectIntersectsRect(firstRect, secondRect)) { //////////////////////////////// // // // Check for jumping first (???) // // //////////////////////////////// if (firstRect.origin.y > (secondRect.origin.y + (secondRect.size.height * 0.7))) { // the top entity could be pretty far down/in to the bottom entity.... firstGameObject.didLandOnEntity(secondGameObject); } else if (secondRect.origin.y > (firstRect.origin.y + (firstRect.size.height * 0.7))) { // second entity was actually on top.... secondGameObject.didLandOnEntity.(firstGameObject); } else if (firstRect.origin.x > secondRect.origin.x && firstRect.origin.x < (secondRect.origin.x + secondRect.size.width)) { // Hit from the RIGHT CGRect intersection = CGRectIntersection(firstRect, secondRect); // The NUDGE just offsets either object back to the left or right // After the nudging, they are exactly pressing against each other with no intersection firstGameObject.nudgeToRightOfIntersection(intersection); secondGameObject.nudgeToLeftOfIntersection(intersection); } else if ((firstRect.origin.x + firstRect.size.width) > secondRect.origin.x) { // hit from the LEFT CGRect intersection = CGRectIntersection(firstRect, secondRect); secondGameObject.nudgeToRightOfIntersection(intersection); firstGameObject.nudgeToLeftOfIntersection(intersection); } } } } } I think my collision detection code is pretty close, but obviously I'm doing something a little wrong. I really think it's to do with the way my jumps are checked (I wanted to make sure that a jump could happen from an angle (instead of if the falling player had been at a right angle to the player below). Can someone please help me here? I haven't been able to find many resources on how to do this properly (and thinking like a game developer is new for me). Thanks in advance!

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  • SharePoint: You cannot grant limited access permission level

    - by chiccodoro
    In my team, we implemented some UI to set user access rights (assign/revoke permission levels) on a certain SharePoint list. The UI supplies a "undo" feature: If you change the rights over the UI, you can restore the rights the user had before by clicking "undo". Now there is a problem if the user had the "Limited Access" permission level: This permission level is removed when you do a change over the UI. When trying to Undo, the permission level should be added again, which leads to a You cannot grant a user the limited access permission level. I've read that SharePoint grants that right automatically when a user gets access to some entity beneath the site. Still I can revoke the right manually, but then I cannot re-grant it. Is there a proper way I could work around that? My thoughts: Did I get it right that this "limited access" is granted by SharePoint on the site level only? So, do all the lists beneath the site only contain that permission level "accidentally" because they inherit it? Does that permission level have any effect at all on a list, or does it only apply to the site itself? So, would it be save to just remove it from a list and do not add it anymore when the user clicks "undo", since it has no effect anyway? (My UI always works on list / list item level, never on the whole site/web).

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  • Is there a javascript library that contains a rich set of very high level commonly used functions?

    - by bobo
    I find that many high level functions are missing in most well-known javascript libraries such as jquery, YUI...etc. Taking string manipulation as an example, startsWith, endsWith, contains, lTrim, rTrim, trim, isNullOrEmpty...etc. These function are actually very common ones. I would like to know if there exists a javascript library/ plugin of a javascript library that fills these gaps (including but not limited to string manipulation)? It would be great if the library does not override the prototype.

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  • How would one use Cocos2d to create a game like this.

    - by John Stewart
    http://itunes.apple.com/us/app/angry-birds/id343200656?mt=8&ign-mpt=uo%3D6 So I am getting started with this all game dev thing on iphone and I decided that I will start playing with Cocos2d as my starting engine. Now just so i have a goal in mind, I picked angry birds as my initial target of what sort of game play would I like to learn to build. This is not going to be a market release game. This is totally going to be learning purposes only. So to start off my question is: Would something like this be achievable using Cocos2d? How would I go about building the physics for this? How can one do a screen scroll like the way they do in cocos2d? (any example code would be great) This is just to start off. If you have any particular questions please do add to this question.

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  • What's a good 2nd level cache for JEE applications?

    - by Hank
    Can anyone recommend a good 2nd level object caching solution for JEE 6 applications, and give background to your recommendation? I'm using JPA 2.0 as persistence provider. I am particularly worried about having to run the cache client as a single-thread / singleton bean. Is that the case? If so, is that an issue? I've good experience using memcached from a PHP webapp, but PHP is of course single-threaded, so that was never an issue...

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  • Problems with my slotgame

    - by Raiden2k
    I'm coding a slot game for learning. Here's the source code. My questions are below. unit Unit1; {$mode objfpc}{$H+} interface uses Classes, SysUtils, Windows, FileUtil, Forms, Controls, Graphics, Dialogs, StdCtrls, ExtCtrls, ComCtrls, Menus, ActnList, Spin, FileCtrl; type { TForm1 } TForm1 = class(TForm) FloatSpinEdit1: TFloatSpinEdit; Guthabenlb: TLabel; s4: TLabel; s5: TLabel; s6: TLabel; s7: TLabel; s8: TLabel; s9: TLabel; Timer3: TTimer; Winlb: TLabel; Loselb: TLabel; slotbn: TButton; s1: TLabel; s2: TLabel; s3: TLabel; Timer1: TTimer; Timer2: TTimer; procedure FormCreate(Sender: TObject); procedure slotbnClick(Sender: TObject); procedure Timer1Timer(Sender: TObject); procedure Timer2Timer(Sender: TObject); procedure Timer3Timer(Sender: TObject); private { private declarations } FRollen : array [0..2, 0..9] of String; public { public declarations } end; var Form1: TForm1; wins,loses : Integer; guthaben : Double = 10; implementation {$R *.lfm} { TForm1 } procedure TForm1.slotbnClick(Sender: TObject); begin Guthaben := Guthaben - 1.00; Guthabenlb.Caption := FloatToStr(guthaben) + (' €'); Timer1.Enabled := True; Timer2.Enabled := True; slotbn.Enabled := false; end; procedure TForm1.FormCreate(Sender: TObject); var i: integer; j: integer; n: integer; digits: TStringlist; begin Digits := TStringList.Create; try for i := low(FRollen) to high(FRollen) do begin for j := low(FRollen[i]) to high(FRollen[i]) do Digits.Add(IntToStr(j)); for j := low(FRollen[i]) to high(FRollen[i]) do begin n := Random(Digits.Count); FRollen[i, j] := Digits[n]; Digits.Delete(n); end; end finally Digits.Free; end; for i:=low(FRollen) to high(FRollen) do begin end; end; //==================================================================================================\\ // Drehen der Slots im Zufallsmodus //==================================================================================================// procedure TForm1.Timer1Timer(Sender: TObject); begin s1.Caption := IntToStr(Random(9)); s2.Caption := IntToStr(Random(9)); s3.Caption := IntToStr(Random(9)); s4.Caption := IntToStr(Random(9)); s5.Caption := IntToStr(Random(9)); s6.Caption := IntToStr(Random(9)); s7.Caption := IntToStr(Random(9)); s8.Caption := IntToStr(Random(9)); s9.Caption := IntToStr(Random(9)); end; //==================================================================================================// //===================================================================================================\\ // Gewonnen / Verloren abfrage //===================================================================================================// procedure TForm1.Timer2Timer(Sender: TObject); begin Timer1.Enabled := False; Timer2.Enabled := false; if (s1.Caption = s5.Caption) and (s1.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s1.Caption = s4.Caption) and (s1.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s2.Caption = s5.Caption) and (s2.Caption = s8.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s6.Caption) and (s3.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s5.Caption) and (s3.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else Inc(loses); slotbn.Enabled := True; Loselb.Caption := 'Loses: ' + IntToStr(loses); Winlb.Caption := 'Wins: ' + IntTostr(Wins); end; procedure TForm1.Timer3Timer(Sender: TObject); begin if (guthaben = 0) or (guthaben < 0) then begin Timer3.Enabled := False; MessageBox(handle,'Du hast verloren!','Verlierer!',MB_OK); close(); end; end; //======================================================================================================\\ end. How can I replace the labels through icons 16 x 16 pixels? How can I adjust the winning sum according to the icons? (for example 3 crowns give you 40 € and 3 apples only 10 €) How can I adjust the winning sum with a sum for every round?

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  • Can 3D OpenGL game written in Python look good and run fast?

    - by praavDa
    I am planning to write an simple 3d(isometric view) game in Java using jMonkeyEngine - nothing to fancy, I just want to learn something about OpenGL and writing efficient algorithms (random map generating ones). When I was planning what to do, I started wondering about switching to Python. I know that Python didn't come into existence to be a tool to write 3d games, but is it possible to write good looking games with this language? I have in mind 3d graphics, nice effects and free CPU time to power to rest of game engine? I had seen good looking java games - and too be honest, I was rather shocked when I saw level of detail achieved in Runescape HD. On the other hand, pygame.org has only 2d games, with some starting 3d projects. Are there any efficient 3d game engines for python? Is pyopengl the only alternative? Good looking games in python aren't popular or possible to achieve? I would be grateful for any information / feedback.

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  • How do I hook into a game and write a script to manipulate it?

    - by Ethan
    Hey SO, I know this is a pretty open question but I was wondering how people go about writing scripts that will "play" a game, or manipulate it in some way. I had been thinking that I'd try to get a working AI to play a game for fun, but don't even really know where to start. Are there any good resources to learn this? What are good languages to use? Once I have the language, how do I get my script hooked into the game? I was thinking of just trying simple flash games, if that helps. Thanks a bunch!

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  • C# 2D Vector Graphics Game using DirectX or OpenGL?

    - by Brian
    Hey Guys, So it has been a while since I have done any game programming in C#, but I have had a recent bug to get back into it, and I wanted some opinions on what configuration I should use. I wanted to use C# as that is what I use for work, and have become vary familiar with. I have worked with both DirectX and OpenGL in the past, but mostly in 3D, but now I am interested in writing a 2D game with all vector graphics, something that resembles the look of Geometry Wars or the old Star Wars arcade game. Key points I am interested in: • Ease of use/implementation. • Easy on memory. (I plan on having a lot going on at once) • Looks good, I don't want curve to look pixelated. • Maybe some nice effects like glow or particle. I am open to any and all suggestions, maybe even something I have not thought of... Thanks in advance!

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  • Realy urgent and big help in a little MATLAB game... Please help me!

    - by Sanyi
    Hi! I have to make the game „Planarity” in Matlab, for school project. (If you Google it, you can see and play the game in flash). The computer have to randomly put 5 circles in the coordinate system in different positions. After that it must draw lines between them. When the circles are randomly put in the coordinate system the coordinates must be whole numbers. Good example for number one circle: (3,4) ; bad example for number one circle (2.5 ,6.7). Please if Matlab is a childs game to you help me by sending me the source code for this. I really really need help... Please help me, this can be one hour to you, but a life saving thing to me...

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  • What's wrong with the architecture of a game object drawing and updating itself?

    - by Ricket
    What are the reasons for and against a game object drawing and updating itself? For example, if you have a game where the player has a position on screen, why not have an all-encompassing class: public class Player { private int x, y, xVelocity, yVelocity; private Sprite s; //... public Player() { // load the sprite here, somehow? } public void draw(CustomGraphicsClass g) { g.draw(s, x, y); } public void update(long timeElapsed) { x += (xVelocity * timeElapsed); y += (yVelocity * timeElapsed); } } What is wrong with this design? What are the downfalls or concerns? How would you better write something like this, or better architect this type of thing in a game? Also, somewhat connected, how would you implement loading that Sprite image? And furthermore, how would you then implement collision between two Players? (I should probably separate these extra two questions into new questions, huh?)

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  • What language should I write my 2D game in? [closed]

    - by jmgrosen
    I'm thinking of writing a game. It's inspired by Minecraft/Terraria (but don't worry it will be different). My main question is what language I should write it in -- it'll be relatively simple graphics, more like Terraria than Minecraft. I know Java relatively well and Minecraft is written in it, but C++ seems like the industry standard for game development. However, I know next to no C++. I'm willing to learn but am worried how it will turn out for my first real project in the language. In addition to that, I'd also like suggestions on a good game engine for the language that you suggest. I'd like it to run on: Windows for sure Linux for sure Mac for sure Android would be really nice iOS is optional Thank you in advance!

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  • Multi-level wildcard (catch-all) DNS setup *.*.domain.com => one IP/CNAME

    - by Jan Rovner
    It is well known that it is possible to configure a DNS server to do a "catch-all" resolving on a single subdomain level, such as *.example.com. IN A x.x.x.x, so that anything.example.com maps to a single IP/CNAME. However, I need to set up an at least "level-2" wildcard sub-subdomain catch-all wildcard system so that any.thing.example.com or better, item.of.any.level.under.example.com will be resolved to a single IP. Has anyone got this working?

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  • choosing the right RAID level

    - by student
    Recently, we bought a "HP-DL380 G6 Server" with 6 146GB (SCSI)HDD for our colleague course management application and website with 10000 daily visitors. we want to choose the best RAID level. how can we choose the right RAID level ? what is the best RAID level for our application ?

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  • choosing the right RAID level

    - by student
    Recently, we bought a "HP-DL380 G6 Server" with 6 146GB (SCSI)HDD for our colleague course management application and website with 10000 daily visitors. we want to choose the best RAID level. how can we choose the right RAID level ? what is the best RAID level for our application ?

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  • Prevent folder deletes at top level only on Server 2008

    - by DomoDomo
    I'm trying to prevent folders moves, really folder delete in NTFS parlance, for series of folders within a network share. So let's say I have: FolderA, FolderB, FolderC. Each folder has various files and subfolders. I want the Domain Users group to have modify access to all files and folders beneath FolderA, FolderB, and FolderC. However I don't want them to be able to delete these three top level folders. The issue we are having right now is people keep accidentally dragging one top level folder into another. I've tried used advanced NTFS permissions to deny domain users delete access to these top level folders, and set the permissions to apply to "This folder only", however it seems to only affect sub-folders, and not the top level. Platform is Server 2008 Standard. Thanks in advance.

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  • How to get average volume level of a mp3 file

    - by Stan
    I have to normalize volume level of some speech recording. But every recording seems to be at difference volume level. Is there any tool that can get some statistics of volume level? So I know how much dB I have to increase/decrease during normalization. Thanks.

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