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  • Is Play Framework good for doing some logic parallely?

    - by pmichna
    I'm going to build a web application that's going to host urban games. A user visits my website, clicks "Start game" and starts receiving some SMS messages when gets to some location and has to answer them to get points. My question: is Play suitable for this kind of application? From what I've read I know for sure it's ok for traditional web applications: user interface for same data storage and manipulation. But what if after clicking the "start button" some logic has to go on its own course? How would I handle parallely checking geolocation of the players (I have API for that)? I guess in some threads that would ping them every ~5 sec. and do some processing but is it possible to just "disconnect" them from the main user interface? So to sum up: I want an application written in Play that starts a separate thread for a game after clicking "start game" and other users are able to view their data (statisctics etc.), while the threads work their way with the game logic. I found something like jobs but they are documented for version 1.2 (current one is 2.2). Sorry for my somewhat fuzzy explenation, I tried to do my best.

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  • Career opportunities for mid-20 .Net developer

    - by Valera Kolupaev
    Recently, I have moved to Toronto and started exploring career opportunities here. My first impressions about .net developer/architect career are really controversial. Here options that comes to my mind right now: Grow as a developer, lead and solution architect in large and well-known company, like Logitech or IBM. Doing .net development medium size (10-30) software shops Joining some start-up guys First one, seems very bureaucratic with kills all programming fun, that is such valuable to me. And there is not a lot of start ups, that are based on MS technology stack. Good mid-size company seems like a best fit to me, since I can have a lot of fun, doing new projects. Previously I have been working at large (5000+) outsourcing provider as a .Net developer. I was kind of a 'vanilla' time, because our team were always doing massive scale projects from scratch, on latest .Net stack. I would really appreciate if you share pros and cons of path, that you have chosen and what you value most in your current project. I'll start: Pros for Mid-size You are really close to business and application consumers, without all bureaucratic papers Cons It seems, that career oportunities of vertical growth is rather limited, once I have to switch to my own company or join development team of some big players.

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  • Which Open Source Licenses can address concerns for an Open Source Game Engine?

    - by Chris
    I am on a team that is looking to open source an engine we are building. It's intended as an engine for Online RPG style games. We're writing it to work on both desktops and android platforms. I've been over to the OSI http://opensource.org/licenses/category to check out the most common licenses. However, this will be my first time going into an open source project and I wanted to know if the community had some insight into which licenses might be best suited. Key licensing concerns: Removing or limiting our liability (most already seem to cover this, but stating for completeness). We want other developers to be able to take part or all of our project and use it in their own projects with proper accreditation to our project. Licensing should not hinder someone's ability to quickly use the engine. They should be able to download a release and start using it without needing to wait on licensing issues. Game content (gfx, sound, etc.) that is not part of the engine should be allowed to be licensed separately. If someone is using our engine, they can retain full copy right of their content, including engine generated data. Our primary goal is exposure, which is why we're going open source to start with. Both for the project and for the individuals developing it. Are there any licenses that can require accreditation visible to players? While I'd put our primary goal as exposure, for licensing the accreditation is less of a concern. From what I've read through (and have been able to understand) it doesn't seem like any of the licenses cover anything that is produced by the licensed software. Are there any that state this specifically, or does simply not mentioning it leave it open for other licensing? Are there any other concerns that we should consider? Has anyone had any issues using any of these licenses?

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  • Complexity of defense AI

    - by Fredrik Johansson
    I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play by playing against an AI opponent. I mean it's not like Tennis, where the majority knows at least the fundamental rules. On the other hand, I'm a bit concerned that this AI implementation can be quite complex. I hope you can help me with an complexity estimation. I've tried to summarize the gameplay below. Is this defense AI very hard to do? Basic Defense Game Play Player Defender can move within his land, i.e. inside a random, non-convex, polygon. This land will also contain obstacles modeled as polygons, that Defender has to move around. Player Attacker has also a land, modeled as another such polygon. Assume that Defender shall defend against Attacker. Attacker will then throw a thingy towards Defender's land. To be rewarded, Attacker wants to hit Defender's land, and Defender will want to strike away the thingy from his land before it stops to prevent Attacker from scoring. To feint Defender, Attacker might run around within his land before the throw, and based on these attacker movements Defender shall then continuously move to the best defense position within his land.

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  • Oracle Java Embedded Client 1.1 Released

    - by Roger Brinkley
    Yesterday an update release of Oracle Java Embedded Client (OJEC) 1.1 quietly slipped out door for general availability. Until last year it was pretty difficult to get your hands on either a Connected Limited Device Configuration (CLDC) for small devices or a Connected Device Configuration (CDC) for medium devices java implementation without a substantial initial commitment. But with the the release of OJWC (CLDC) and OJEC (CDC) last year that has changed. OJEC 1.1 is a binary distribution designed for installation on medium configurations which is a mid range processor requiring a  slow startup time, seamless upgrades, in a cost sensitive hardware environment  anywhere from 3.5mb to 8 mb. There are headless as well as headed versions available. It is intended for devices, such as Blu-­-ray Disc players, set-­-top boxes, residential gateways,VOIP phones, and similar. From a software point of view, OJEC is the Java runtime platform implementation of Connected Device Configuration (CDC v1.1, JSR-­-218), Foundation Profile (FP v1.1, JSR-­-219), and Personal Basis Profile (PBP v1.1, JSR-­-217)  and includes optional packages RMI (JSR 66), JDBC (JSR 169) and XML API for Java ME (JSR 280), and Java TV (JSR-­-927). New to this release is support for the XML API (JSR 280) and a number of bug fixes and performance enhancements, including an improved Just-in-Time (JIT) compilation for the x86 chipset architecture. The platforms supported include ArmV5, ArmV6/ArmV7, MIPS 32 74K, and X86 in headless mode. For embedded developers there are number of advantages to using Java and if you have shied away from the JavaME edition in the past I would encourage you to look into the updated version of OJEC 1.1.

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  • Which language meets my needs? [closed]

    - by Gerald Goward
    I am a junior C# developer, working for half a year now. In my company I am working on some enterprise projects and after doing it for quite some time I understood that I dont like enterprise projects. I have my own browser-game written in PHP+MySql with some simple HTML+CSS and I have 300 active (those, who entered the game at least once per 5 days) players currently :) After thinking quite some time I understood that I am interested in: 1). Web-development AND 2). standalone programs (but not enterprise ones). 3). Development for mobile platforms is also nice, Android/iOs. 1st and 2nd categories are what I want the most. Android/iOs is good too. I am NOT interested in big systems which are hard to integrate, I am not interested in enterprise systems. In future I would like to start my own business/projects. I would like to create my own projects or/and create a small programmers company to create and release own products. Please tell me what programming language(s)/technologies would you advice me for it? Thanks alot! UPD: It's NOT a "which language is better" or any flame/holywar generating topic since I ask for language that suits my EXACT needs better. I believe C++ is better for low-level coding, while PHP is good for web-development and Object-C being made for iOs. I am still newbie at programming so dont hate me please.

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • USB device changes using udev and D-Bus

    - by kicsyromy
    I am trying to get a list of currently plugged in USB devices in Ubuntu 10.10 and monitor changes that happen, like devices being plugged in or out using udev and D-Bus. I'm fairly new to programming using D-Bus. I saw one example: "Linux: How to detect is usb keyboard is plugged and unplugged". Problem is that it uses HAL and I know that HAL is deprecated. I found some working code, but it's working only with storage devices such as USB sticks, media players or CD-ROM drives. I want the whole thing: mice, keyboards, USB cameras, chargers; anything that is plugged in to the USB. How can I listen D-Bus events for any USB device plug and unplug? This is basically what I have now (also): import dbus import gobject from dbus.mainloop.glib import DBusGMainLoop def device_added_callback(device): print 'Device %s was added' % (device) def device_changed_callback(device): print 'Device %s was changed' % (device) #must be done before connecting to DBus DBusGMainLoop(set_as_default=True) bus = dbus.SystemBus() proxy = bus.get_object("org.freedesktop.UDisks", "/org/freedesktop/UDisks") iface = dbus.Interface(proxy, "org.freedesktop.UDisks.Device") devices = iface.get_dbus_method('EnumerateDevices')() print '%s' % (devices) #addes two signal listeners iface.connect_to_signal('DeviceAdded', device_added_callback) iface.connect_to_signal('DeviceChanged', device_changed_callback) #start the main loop mainloop = gobject.MainLoop() mainloop.run()

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  • Recording slow web stream

    - by Budric
    I'm trying to record an mpeg2 video stream from a website that doesn't have the greatest bandwidth. The video often buffers. I want to download the stream and watch it offline. The extract stream format received is: Stream #0.0[0x44]: Audio: mp2, 48000 Hz, stereo, s16, 192 kb/s Stream #0.1[0x45]: Video: mpeg2video (Main), yuv420p, 704x576 [PAR 16:11 DAR 16:9], 15000 kb/s, 27.19 fps, 25 tbr, 90k tbn, 50 tbc I use the following tool to transocde the stream: ffmpeg -i "http://url" -y -vcodec libx264 -b 3000k -acodec copy /tmp/stream.mp4 Unfortunately after a few seconds ffmpeg stops recording with an error [mpegts @ 0x1f0b9c0] PES packet size mismatch [mp2 @ 0x1f14640] incomplete frame Error while decoding stream #0.0 [mpeg2video @ 0x1f16860] ac-tex damaged at 0 26 [mpeg2video @ 0x1f16860] Warning MVs not available I've tried encoding with vlc as well with similar issues. Although vlc doesn't stop encoding, the output video has regions where it hangs. vlc -I dummy "http://url" --network-caching="1000" --sout="#transcode{vcodec=h264,vb=3000,acodec=mp3,ab=192}:std{access=file,mux=mp4,dst=/tmp/stream.mp4}" [mpeg2video @ 0x7f2d4c001e20] ac-tex damaged at 9 33 [mpeg2video @ 0x7f2d4c001e20] Warning MVs not available [mpeg2video @ 0x7f2d4c001e20] concealing 132 DC, 132 AC, 132 MV errors [mpeg2video @ 0x7f2d4c001e20] ac-tex damaged at 16 17 [mpeg2video @ 0x7f2d4c001e20] Warning MVs not available [mpeg2video @ 0x7f2d4c001e20] concealing 836 DC, 836 AC, 836 MV errors libdvbpsi error (PSI decoder): TS discontinuity (received 4, expected 3) for PID 0 I also tried flv transcoding and it shows up with its own set of issues, like output flv file hangs in certain parts. Anyone know what's wrong or how to fix this?

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  • Oracle Financials In the News

    - by Di Seghposs
    Coming off of OpenWorld and all the excitement around Oracle’s “Cloud” strategy, we thought we’d share what others had to say recently about Oracle’s financial solutions in and out of the cloud: Information Management, the educated reader’s choice for the latest news, commentary and feature content serving the information technology and business community, had an interesting blog post from Bill McNee of Saugatuck Technology, entitled, “A Bull Market for Finance Cloud Apps”. In the post, he highlights Oracle as one of the ‘significant players’ in the space… Oracle: As recently announced, Oracle is now aggressively marketing its Oracle Fusion Financials Cloud Service to midsize and large enterprise customers. While we anticipate that this solution set will primarily appeal to a portion of the existing Oracle customer footprint, rather than taking share from competitors, it is embedding some strong mobile and social capabilities that should help it gain traction. Read the full article - “A Bull Market for Finance Cloud Apps” Ventana Research, a leading benchmark research and advisory services firm, made mention to Oracle Fusion Financials in a recent blog post. While we all know ‘boring is cool’, it was cool to see Robert Kugel, SVP Research, discussing Oracle’s Fusion Financials strategy. Here’s some excerpts: “For at least the next five years I believe Oracle has a good strategy, because the transition from the existing Oracle ERP offerings to Fusion Financials can be less painful than similar migrations…” “Deploying Fusion GL can facilitate a more consistent and faster way to execute finance department functions.” “Fusion Financials is the go-forward accounting and financial applications suite that will coexist…” “Whether or not it’s time to migrate, I think all users of Oracle’s E-Business Suite, Oracle Applications, PeopleSoft and JD Edwards software should consider Fusion GL as part of an ongoing program to extract more value from their core financial systems.” Read the full article - “Oracle Fusion Financials: Boring is Cool”

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  • Designing rules to fight smallpox in Civ-style TBS games

    - by Williham Totland
    TL;DR: How do you design a ruleset for a Civ-style TBS game that prevents city smallpox from being a profitable or viable strategy? Long version: Civ-style games are pretty great. Bringing a civilization from cradle to grave is a great endeavor, and practicing diplomacy with hard-line human players is fun and challenging. In theory. In practice, however, many of these games has, especially in multiplayer, exactly one viable strategy: City smallpox, a.k.a. infinite city spread, a.k.a. covering all available space with 1-citizen cities, packed as tight as they will go. I suppose this could count as emergent gameplay, but still; it could hardly be considered to be in the spirit of the class of game. The Civilization series, of course, is stuck in their more or less fixed rule sets, established with Civilization. Yes, there have been major changes in some respects, but the rules pertaining to city building and maintenance have stayed pretty similar. So the question, then: If you build a ruleset for a TBS from the ground up; what rules should be in place to prevent Infinite City Sprawl from being a viable strategy? Or should ICS be a viable strategy?

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  • Desktop Fun: Star Trek Wallpapers

    - by Asian Angel
    If you are a Star Trek fan then doubtless you have a favorite series and starship(s) that you love. Get ready to enjoy viewing the fleet of ships that we have gathered together for you in our Star Trek Wallpaper collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. Note: This particular wallpaper can be trimmed up height-wise to fit your monitor’s size very nicely. For more fun wallpapers be certain to visit our new Desktop Fun section. Looking for some great icons to go with your new Star Trek wallpaper? Then be certain to check out our Sci-Fi Icon Packs collection here. Similar Articles Productive Geek Tips Desktop Customization: Sci-Fi Icon PacksWindows 7 Welcome Screen Taking Forever? Here’s the Fix (Maybe)Desktop Fun: Starship Theme WallpapersDesktop Fun: Underwater Theme WallpapersDesktop Fun: Starscape Theme Wallpapers TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Microsoft’s “How Do I ?” Videos Home Networks – How do they look like & the problems they cause Check Your IMAP Mail Offline In Thunderbird Follow Finder Finds You Twitter Users To Follow Combine MP3 Files Easily QuicklyCode Provides Cheatsheets & Other Programming Stuff

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Flashback Database

    - by Sebastian Solbach (DBA Community)
    Flashback Database bezeichnet die Funktionalität der Oracle Datenbank, die Datenbank zeitlich auf einen bestimmten Punkt, respektive eine bestimmte System Change Number (SCN) zurücksetzen zu können - vergleichbar mit einem Rückspulknopf eines Kassettenrekorders oder der Rücksetztaste eines CD-Players. Mag dieses Vorgehen bei Produktivsystemen eher selten Einsatz finden, da beim Rücksetzten alle Daten nach dem zurückgesetzten Zeitpunkt verloren wären (es sei denn man würde dieser vorher exportieren), gibt es gerade für Test- oder Standby Systeme viele Einsatzmöglichkeiten: Rücksetzten des Systems bei fehlgeschlagenen Applikations-Upgrade Alternatives Point in Time Recovery (PITR) mit anschließendem Roll Forward (besonders geeignet bei Standby Systemen) Testdatenbank mit definiertem, reproduzierbaren Ausgangspunkt (z.B. für Real Application Testing) Datenbank Upgrade Test Einige bestehende Datenbank Funktionalitäten verwenden Flashback Database implizit: Snapshot Standby Reinstanziierung der Standby (z.B. bei Fast Start Failover) Obwohl diese Funktionalität gerade für Standby Systeme und Testsysteme bestens geeignet ist, gibt es eine gewisse Zurückhaltung Flashback Database einzusetzen. Eine Ursache ist oft die Angst vor zusätzlicher Last, die das Schreiben der Flashback Logs erzeugt, sowie der zusätzlich benötigte Plattenplatz. Dabei ist die Last im Normalfall relativ gering (ca. 5%) und auch der zusätzlich benötigte Platz für die Flashback Logs lässt sich relativ genau bestimmen. Ebenfalls wird häufig nicht beachtet, dass es auch ohne das explizite Einschalten der Flashback Logs möglich ist, einen garantieren Rücksetzpunkt (Guaranteed Restore Point kurz GRP) festzulegen, und die Datenbank dann auf diesen Restore Point zurückzusetzen. Das Setzen eines garantierten Rücksetzpunktes funktioniert in 11gR2 im laufenden Betrieb. Wie dies genau funktioniert, welche Unterschiede es zum generellen Einschalten von Flashback Logs gibt, wie man Flashback Database monitoren kann und was es sonst noch zu berücksichtigen gibt, damit beschäftigt sich dieser Tipp.

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  • Loadbalancing Questions

    - by Van Holtz
    I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into clusters to allow even more players to log in to avoid latency issues. Now I have protyped the Loadbalancing server and its running pretty good so far. This is my architecture, I have a master server which acts as a proxy, every sub servers(chat, login, game) connect to the master server as well as all the clients. when a client connects, Client Request: Send Request - MS(Master) - Decides which SS(SubServer) to forward to - Forwards Request to SS - SS - Analyze Message - Send Response to MS - Decides which Client to forward to - Forwards Response to Client Well, it looks like its going through lots of stages. it takes double the time to process the message than a single server approach. i feel like my model isnt the best or i may be wrong. is there any better model or the one they use in professional games? I still want a Master-SubServer approach. I just want to clarify that I'm going in the right direction before writing all my codes. Thanks for any answer :)

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  • Looking into the jQuery LazyLoad Plugin

    - by nikolaosk
    I have been using JQuery for a couple of years now and it has helped me to solve many problems on the client side of web development.  You can find all my posts about JQuery in this link. In this post I will be providing you with a hands-on example on the JQuery LazyLoad Plugin.If you want you can have a look at this post, where I describe the JQuery Cycle Plugin.You can find another post of mine talking about the JQuery Carousel Lite Plugin here. Another post of mine regarding the JQuery Image Zoom Plugin can be found here. You can have a look at the JQuery Overlays Plugin here . There are times when when I am asked to create a very long page with lots of images.My first thought is to enable paging on the proposed page. Imagine that we have 60 images on a page. There are performance concerns when we have so many images on a page. Paging can solve that problem if I am allowed to place only 5 images on a page.Sometimes the customer does not like the idea of the paging.Believe it or not some people find the idea of paging not attractive at all.In that case I need a way to only load the initial set of images and as the user scrolls down the page to load the rest.So as someone scrolls down new requests are made to the server and more images are fetched. I can accomplish that with the jQuery LazyLoad Plugin.This is just a plugin that delays loading of images in long web pages.The images that are outside of the viewport (visible part of web page) won't be loaded before the user scrolls to them. Using jQuery LazyLoad Plugin on long web pages containing many large images makes the page load faster. In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like. You can use Visual Studio 2012 Express edition. You can download it here.  You can download this plugin from this link. I launch Expression Web 4.0 and then I type the following HTML markup (I am using HTML 5)<!DOCTYPE html><html lang="en">  <head>    <title>Liverpool Legends</title>    <script type="text/javascript" src="jquery-1.8.3.min.js"></script>        <script type="text/javascript" src="jquery.lazyload.min.js" ></script></head>  <body>    <header>                <h1>Liverpool Legends</h1>    </header>        <div id="main">             <img src="barnes.JPG" width="800" height="1100" /><p />        <img src="dalglish.JPG" width="800" height="1100" /><p />                <img class="LiverpoolImage" src="loader.gif" data-original="fans.JPG" width="1200" height="900" /><p />        <img class="LiverpoolImage" src="loader.gif" data-original="lfc.JPG" width="1000" height="700" /><p />        <img class="LiverpoolImage" src="loader.gif" data-original="Liverpool-players.JPG" width="1100" height="900" /><p />        <img class="LiverpoolImage" src="loader.gif" data-original="steven_gerrard.JPG" width="1110" height="1000" /><p />        <img class="LiverpoolImage" src="loader.gif" data-original="robbie.JPG" width="1200" height="1000" /><p />          </div>            <footer>        <p>All Rights Reserved</p>      </footer>                    <script type="text/javascript">                $(function () {                    $("img.LiverpoolImage").lazyload();                });        </script>     </body>  </html> This is a very simple markup. I have  added references to the JQuery library (current version is 1.8.3) and the JQuery LazyLoad Plugin. Firstly, I add two images         <img src="barnes.JPG" width="800" height="1100" /><p />        <img src="dalglish.JPG" width="800" height="1100" /><p />  that will load immediately as soon as the page loads. Then I add the images that will not load unless they become active in the viewport. I have all my img tags pointing the src attribute towards a placeholder image. I’m using a blank 1×1 px grey image,loader.gif.The five images that will load as the user scrolls down the page follow.         <img class="LiverpoolImage" src="loader.gif" data-original="fans.JPG" width="1200" height="900" /><p />        <img class="LiverpoolImage" src="loader.gif" data-original="lfc.JPG" width="1000" height="700" /><p />        <img class="LiverpoolImage" src="loader.gif" data-original="Liverpool-players.JPG" width="1100" height="900" /><p />        <img class="LiverpoolImage" src="loader.gif" data-original="steven_gerrard.JPG" width="1110" height="1000" /><p />        <img class="LiverpoolImage" src="loader.gif" data-original="robbie.JPG" width="1200" height="1000" /><p /> Then we need to rename the image src to point towards the proper image placeholder. The full image URL goes into the data-original attribute.The Javascript code that makes it all happen follows. We need to make a call to the JQuery LazyLoad Plugin. We add the script just before we close the body element.         <script type="text/javascript">                $(function () {                    $("img.LiverpoolImage").lazyload();                });        </script>We can change the code above to incorporate some effects.          <script type="text/javascript">  $("img.LiverpoolImage").lazyload({    effect: "fadeIn"  });    </script> That is all I need to write to achieve lazy loading. It it true that you can do so much with less!!I view my simple page in Internet Explorer 10 and it works as expected. I have tested this simple solution in all major browsers and it works fine. You can test it yourself and see the results in your favorite browser. Hope it helps!!!

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Where to implement storable items

    - by James Hay
    I'm creating a multiplayer online trading game. The things that are traded range from raw items to complex products. For example Steel is a raw item. Mechanical Assembly is a more complex item that requires 2x Steel and maybe 1x Rubber. Then Hydraulics is an item that contains 2x Mechanical Assemblies and 1x Electronics (which is another complex item). So and so forth. These items will be created by me, players can't create their own items, so it doesn't need to be able to handle arbitrary layers of complexity for items. If my example isn't clear, think Minecraft. You have wooden planks, which can be made into sticks. From there the sticks - combined with metals - can be made into tools. My game is nothing to do with minecraft or any sandbox building game, but it uses a similar progressive complexity to creating items that I want to have in my game. My question is basically, how do you store something like this assuming that I will want to add more items in the future? Do you store it in a database or in a seperate library that the game uses? EDIT None of the items actually "do" anything, they are simply there to either sell, purchase, or combine with other items to make a more complex item, which can then be sold, purchased or combined... you get the idea. The items themselves would not have any properties, but the instances of the items would. For example an item that one player has would have a certain "quality" and if they were selling it a certain "price". An instance of that same item that a different player had would need to have a different "quality" and "price" if they were selling it. I think the price part will not be required on an individual item because instead I would have a "sale" object which was for a price and contained certain items.

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  • Discovering Your Project

    - by Tim Murphy
    The discovery phase of any project is both exciting and critical to the project’s success.  There are several key points that you need to keep in mind as you navigate this process. The first thing you need to understand is who the players in the project are and what their motivations are for the project.  Leaving out a key stakeholder in the resulting product is one of the easiest ways to doom your project to fail.  The better the quality of the input you have at this early phase the better chance you will have of creating a well accepted deliverable. The next task you should tackle is to gather the goals for the project.  Specifically, what does the company expect to get for the money they are about to layout.  This seems like a common sense task, but you would be surprised how many teams to straight to building the system.  Even if you are following an agile methodology I believe that this is critical. Inventorying the resources that already exists gives you an idea what you are going to have to build and what you can leverage at lower risk.  This list should include documentation, servers, code repositories, databases, languages, security systems and supporting teams.  All of these are “resources” that can effect the cost and delivery schedule of your project. Finally, you need to verify what you have found and documented with the stakeholders and subject matter experts.  Documentation that has not been reviewed is actually a list of assumptions and we all know that assumptions are the mother of all screw ups. If you give the discovery phase of your project the attention that it deserves your project has a much better chance of success. I would love to hear what other people find important for this phase.  Please leave comments on this post so we can share the knowledge. del.icio.us Tags: Project discovery,documentation,business analysis,architecture

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

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  • Implementing a switch statement based on user input

    - by Dave Voyles
    I'm trying to delay the time it takes for the main menu screen to pop up after a user has won / lost a match. As it stands, the game immediately displays a message stating "you won / lost" and waits for 6 seconds before loading the menu screen. I would also like players to have the ability to press a key to advance to the menu screen immediately but thus far my switch statement doesn't seem to do the trick. I've included the switch statement, along with my (theoretical) inputs. What could I be doing wrong here? if (gamestate == GameStates.End) switch (input.IsMenuDown(ControllingPlayer)) { case true: ScreenManager.AddScreen(new MainMenuScreen(), null); // Draws the MainMenuScreen break; case false: if (screenLoadDelay > 0) { screenLoadDelay -= gameTime.ElapsedGameTime.TotalSeconds; } ScreenManager.AddScreen(new MainMenuScreen(), null); // Draws the MainMenuScreen break; } /// <summary> /// Checks for a "menu down" input action. /// The controllingPlayer parameter specifies which player to read /// input for. If this is null, it will accept input from any player. /// </summary> public bool IsMenuDown(PlayerIndex? controllingPlayer) { PlayerIndex playerIndex; return IsNewKeyPress(Keys.Down, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.DPadDown, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.LeftThumbstickDown, controllingPlayer, out playerIndex); }

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  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

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  • How do I parse a header with two different version [ID3] avoiding code duplication?

    - by user66141
    I really hope you can give me some interesting viewpoints for my situation, because I am not satisfied with my current approach. I am writing an MP3 parser, starting with an ID3v2 parser. Right now I`m working on the extended header parsing, my issue is that the optional header is defined differently in version 2.3 and 2.4 of the tag. The 2.3 version optional header is defined as follows: struct ID3_3_EXTENDED_HEADER{ DWORD dwExtHeaderSize; //Extended header size (either 6 or 8 bytes , excluded) WORD wExtFlags; //Extended header flags DWORD dwSizeOfPadding; //Size of padding (size of the tag excluding the frames and headers) }; While the 2.4 version is defined : struct ID3_4_EXTENDED_HEADER{ DWORD dwExtHeaderSize; //Extended header size (synchsafe int) BYTE bNumberOfFlagBytes; //Number of flag bytes BYTE bFlags; //Flags }; How could I parse the header while minimizing code duplication? Using two different functions to parse each version sounds less great, using a single function with a different flow for each occasion is similar, any good practices for this kind of issues ? Any tips for avoiding code duplication? Any help would be appreciated.

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  • A simple example of movement prediction

    - by Daniel
    I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that share some of the code, or can share their knowledge to shed some light into my situation. I'm trying to run some tests to get a the movement going (smoothly) between multiple clients. I'm using mouse input to initiate movement. I'm using AS3 and C# on a local Player.IO server. Right now I'm trying to get the Client side working, as I'm only forwarding position info with the client. I have 2 timers, one is an onEnterFrame and the other is a 100ms Timer, and one on mouseClick listener. When I click anywhere with a mouse, I update my player class to give it a destination point On every enterFrame Event for the player, it moves towards the destination point At every 100ms it sends a message to the server with the position of where it should be in a 100ms. The distance traveled is calculated by taking the distance (in Pixels) that the player can travel in one second, and dividing it by the framerate for the onEnterFrame handler, and by the update frequency (1/0.100s) for the server update. For the other Players, the location is interpolated and animated on every frame based on the new location. Is this the right way of doing it?

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