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  • MMO Web game mouse vs wasd

    - by LazyProgrammer
    If considering to develop a web browser based game with multiple people and it's an RPG, click to move would probably be the only choice in movement right? Because if you were to use WASD and then ajax to the server every second that a player held on to the WASD key, that'd be pretty resource intensive if the server had to calculate the position and return the map image, assuming the next few screens are already buffered right? or is there a way to implement a WASD style and still have server side do all the calculations. (server side calculations to avoid cheating)

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  • What is the best way to learn C# programming? [closed]

    - by MSU
    My case I want to get the capability of doing anything in C# from building applications to solving problems. I searched for and tried to read books. Then one of the experts said that reading books will not make any good and that to learn, you have to solve real world problems in C#, and he gave me some problems which I previously solved in C++. The thing is that while I know the internal logic of solving the problem, I don't know how to implement it using C# efficiently. I know the message to pass but not the exact way to pass it. I did a program to solve a problem, then find out there are much easier ways of doing it wherever I was doing it in tougher way. What I need to get hold of the language and get the ability to code in C# proficiently?

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  • What are the differences between Special Edition and the Third Edition of Stroustrup's The C++ Programming Language?

    - by TheBlueCat
    I'm buying a few C++ books after moving from Java. I obviously want to read the reference manual from the man himself, though I cannot tell the difference between these two editions. The special edition is ten pages shorter than the third edition. However, the special edition is recommended over the third edition and it seems this version covers the ASCII standard when the other edition does not. Can anyone shed a bit of light on this?

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  • Is programming or computer science in general, all about algorithms?

    - by wakandan
    As a grad student, I find it more and more common for prestigious companies (like Google, Facebook, Microsoft,...) to put algorithm questions in their test and interviews. A few startups I applied to also asked about algorithms. I wonder if algorithms fluency is the most important thing for software developer in those companies? If the answer being yes, what are the best method or resources for one to learn & practice about algorithms effectively? I can't seem to get interested in solving seemingly too complicated problems found in most textbook or websites. Though easily understand basic algorithms (like quicksort, bubblesort,...), I find it immensely difficult to remember and reuse them later. Thanks. P/S: If you ask me what I like, it's building good softwares to solve users' problems innovatively. I suppose that does not necessarily mean the software has to be very complicated.

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  • Which game engine for HTML5 + Node.js

    - by Chrene
    I want to create a realtime multiplayer game using and HTML5. I want to use node.js as the server, and I only need to be able to render images in a canvas, play some sounds, and do some basic animations. The gameloop should be done in the server, and the client should do callback via sockets to render the canvas. I am not going to spend any money on the engine, and I don't want to use cocos2d-javascript.

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  • Breathing for game/movie characters

    - by dtldarek
    Breathing (the movement of chest and face features): I'd like to ask if it is hard to model and whether it is computationaly expensive. I recently noticed the great effect it has in Madagascar 3 movie, but (please, correct me if I am wrong) don't remember seeing it in any games (except maybe steam cloud in cold/winter setting) and very few animated movies does that to noticable degree (e.g. when it is necessary by the plot or situation). I'd greatly appreciate answers from both movie graphics and game graphics perspective.

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  • Does an inventory limit in an MMORPG make sense?

    - by Philipp
    I am currently developing a simple 2d MMORPG. My current focus is the inventory system. I am currently wondering if I should implement a limit on what a player character can carry. Either in form of a maximum weight, a limited number of inventory slots, or a combination of both. Almost every MMORPG I ever played limits inventory space. But plausibility aside, is this really necessary from a gameplay point of view? Maybe it would in fact improve the game experience when I just let the players carry as much stuff as they want. tl;dr: What is the game development rationale behind limiting carrying capacity of player characters?

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  • Unity3d and Windows 8 run game in frame

    - by floAr
    How do I set Unity3D to run my game on Windows 8 in a fixed size frame (with a border around it) and not in fullscreen? I tried setting this in the Unity script and in the final C# project, but nothings seems to work. I have set the players resolution to 1366x786 (the desired size) and while this works fine with the webplayer the windows 8 solution seems really unimpressed by it. I also tinkered with the 'Default Is Full Screen' option

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  • Base on User Drawing Create Polygon Body as well Image

    - by Siddharth
    In my game, I want to provide a user with drawing feature. By free hand drawing user create a polygon shape. So in my game implementation I have to create body for all found vertices and I have to generate image based on that polygon shape. So my problem is how to create image that match the user provided vertices. In cocos2d I listen that there is an implementation of something like Image Masking. But I don't understand how that thing I implement in andengnine. Please provide any guidance on how to create image same as user generated polygon shape.

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  • Letting the user draw a Polygon Body and Image

    - by Siddharth
    In my game, I want to provide the user with a drawing feature. By free hand drawing, the user creates a polygon shape. Then, in my game implementation, I have to create a body for the found vertices and generate an image based on that polygon shape. My problem is how to create an image that matches the user-provided vertices. I've heard that cocos2d has something called Image Masking. I don't understand how I could implement it in AndEngine. Could someone help?

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  • Moving multiple objects on a map

    - by Dave
    I have multiple objects on my isometric game, for example, NPC's doing path finding automatically to walk around the map. Now there could be any number of them from 0 to infinity (hypthetical as no PC could handle that). My question is: is simply looping each one individually the smartest way to animate them all? Surely as the number of units increases you will notice a lag occuring on units near the end of loop still "waiting" for their next animation movement. The alternative is a swarm algorithm to move all objects together. Is that a smarter idea or do both situations apply depending on the circumstances of the game?

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  • Open source Entity-Component game [on hold]

    - by Papavoikos
    I've been reading a lot about entity-component design but every article talks about the philosophy behind such design, leaving a lot of details and implementations outside. I'm looking for an open source game that uses the entity-component design so I can study the concrete implementations and see how they deal with things such as How (and if) they deal with inter-component communication How much logic each component has or doesn't have How a subsystem can change it's behavior depending on an entity's state (the screen darkens depending on the player's health)

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  • Triggering State Changes with Health Counter

    - by Hairgami_Master
    I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger animation1 once. But my game timer is checking every "frame", so it's triggering animation1 every cycle below 50. I only want it to trigger once, then not again until it's gone over 50 and then naturally decreased back to below 50. Are there any tried and true strategies for triggering state changes as a timer counts down (without the over-triggering problem)? I thought I could say: if (health == 50) animation1.play(); but sometimes, health never equals exactly 50, so it will skip right past that statement.

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  • Programming ... where to start?

    - by agnesb
    For the last 4 months, I've working tirelessly on a project with my partner, who is a super programmer. He did 100% of the whole mechanism that makes our site work. My job is to take care of the cosmetic aspects of the site ... thus I should say I am good enough at CSS and html. However, since we are using Drupal to build our site, from time to time, I need his help in order to figure out how to do the customization. Sometimes, I got frustrated. I know that as a partner, I should know a little bit on how to program. However, during the crunch time when you have to deliver lightning fast (we have our site built from scratch to finish in 4 weeks ... and you are all welcome to come join the fun! It's a site for programmers!) there is no time to learn from the basics. All I can do is to pick up whatever I need at the moment. Now the site is launched, I am thinking it should be time to do some learning. So, where should I start? My partner always said I need to start with Python. What's your take on this? Thanks.

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  • Schliemann's method of programming language learning

    - by DVK
    Background: 19th-century German archeologist Heinrich Schliemann was of course famous for his successful quest to find and excavate the city of Troy (an actual archeological site for the Troy of Homer's Iliad). However, he is just as famous for being an astonishing learner of languages - within the space of two years, he taught himself fluent Dutch, English, French, Spanish, Italian and Portuguese, and later went on to learn seven more, including both modern and ancient Greek. One of the methods he famously used was comparison of a known text, e.g. take a book in a language one is fluent in, take a good translation of a book in a language you wish to learn, and go over them in parallel. (various sources cited the book used by Schliemann to be the Bible, or, as the link above states, a novel). Now, for the actual question. Has anyone used (or heard of) an equivalent of Schliemann's method for learning a new programming language? E.g. instead of basing the leaning on references and tutorials, take a somewhat comprehensive set of programs known to have high-quality code in both languages implementing similar/identical algorithms and learn by comparing them? I'm curious about either personal experiences of applying such an approach, or references to something published, or existance of codebases which could be used for such an approach? What got me thinking about the idea was Project Euler and some code snippets I saw on SO, in C++, Perl and Lisp.

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  • Compile time Meta-programming, with string literals.

    - by Hassan Syed
    I'm writing some code which could really do with some simple compile time metaprogramming. It is common practise to use empty-struct tags as compile time symbols. I need to decorate the tags with some run-time config elements. static variables seem the only way to go (to enable meta-programming), however static variables require global declarations. to side step this Scott Myers suggestion (from the third edition of Effective C++), about sequencing the initialization of static variables by declaring them inside a function instead of as class variables, came to mind. So I came up with the following code, my hypothesis is that it will let me have a compile-time symbols with string literals use-able at runtime. I'm not missing anything I hope. template<class Instance> class TheBestThing { public: void set_name(const char * name_in) { get_name() = std::string(name_in); } void set_fs_location(const char * fs_location_in) { get_fs_location() = std::string(fs_location_in); } std::string & get_fs_location() { static std::string fs_location; return fs_location; } std::string & get_name() { static std::string name; return name; } }; struct tag {}; int main() { TheBestThing<tag> x; x.set_name("xyz"); x.set_fs_location("/etc/lala"); ImportantObject<x> SinceSlicedBread; }

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  • Dynamic Programming Recursion and a sprinkle of Memoization

    - by Auburnate
    I have this massive array of ints from 0-4 in this triangle. I am trying to learn dynamic programming with Ruby and would like some assistance in calculating the number of paths in the triangle that meet three criterion: You must start at one of the zero points in the row with 70 elements. Your path can be directly above you one row (if there is a number directly above) or one row up heading diagonal to the left. One of these options is always available The sum of the path you take to get to the zero on the first row must add up to 140. Example, start at the second zero in the bottom row. You can move directly up to the one or diagonal left to the 4. In either case, the number you arrive at must be added to the running count of all the numbers you have visited. From the 1 you can travel to a 2 (running sum = 3) directly above or to the 0 (running sum = 1) diagonal to the left. 0 41 302 2413 13024 024130 4130241 30241302 241302413 1302413024 02413024130 413024130241 3024130241302 24130241302413 130241302413024 0241302413024130 41302413024130241 302413024130241302 2413024130241302413 13024130241302413024 024130241302413024130 4130241302413024130241 30241302413024130241302 241302413024130241302413 1302413024130241302413024 02413024130241302413024130 413024130241302413024130241 3024130241302413024130241302 24130241302413024130241302413 130241302413024130241302413024 0241302413024130241302413024130 41302413024130241302413024130241 302413024130241302413024130241302 2413024130241302413024130241302413 13024130241302413024130241302413024 024130241302413024130241302413024130 4130241302413024130241302413024130241 30241302413024130241302413024130241302 241302413024130241302413024130241302413 1302413024130241302413024130241302413024 02413024130241302413024130241302413024130 413024130241302413024130241302413024130241 3024130241302413024130241302413024130241302 24130241302413024130241302413024130241302413 130241302413024130241302413024130241302413024 0241302413024130241302413024130241302413024130 41302413024130241302413024130241302413024130241 302413024130241302413024130241302413024130241302 2413024130241302413024130241302413024130241302413 13024130241302413024130241302413024130241302413024 024130241302413024130241302413024130241302413024130 4130241302413024130241302413024130241302413024130241 30241302413024130241302413024130241302413024130241302 241302413024130241302413024130241302413024130241302413 1302413024130241302413024130241302413024130241302413024 02413024130241302413024130241302413024130241302413024130 413024130241302413024130241302413024130241302413024130241 3024130241302413024130241302413024130241302413024130241302 24130241302413024130241302413024130241302413024130241302413 130241302413024130241302413024130241302413024130241302413024 0241302413024130241302413024130241302413024130241302413024130 41302413024130241302413024130241302413024130241302413024130241 302413024130241302413024130241302413024130241302413024130241302 2413024130241302413024130241302413024130241302413024130241302413 13024130241302413024130241302413024130241302413024130241302413024 024130241302413024130241302413024130241302413024130241302413024130 4130241302413024130241302413024130241302413024130241302413024130241 30241302413024130241302413024130241302413024130241302413024130241302 241302413024130241302413024130241302413024130241302413024130241302413 1302413024130241302413024130241302413024130241302413024130241302413024 02413024130241302413024130241302413024130241302413024130241302413024130

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  • How to create reactive tasks for programming competitions?

    - by directx
    A reactive task is sometimes seen in the IOI programming competition. Unlike batch tasks, reactive solutions take input from another program as well as outputting it. The program typically 'query' the judge program a certain number of times, then output a final answer. An example The client program accepts lines one by one, and simply echoes it back. When it encountered a line with "done", it exists immediately. The client program in Java looks like this: import java.util.*; class Main{ public static void main (String[] args){ Scanner in = new Scanner(System.in); String s; while (!(s=in.nextLine()).equals("done")) System.out.println(s); } } The judge program gives the input and processes output from the client program. In this example, it feeds it a predefined input and checks if the client program has echoed it back correctly. A session might go like this: Judge Client ------------------ Hello Hello World World done I'm having trouble writing the judge program and having it judge the client program. I'd appreciate if someone could write a judge program for my example.

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  • Advice on improving programming skills, learning capabilities?

    - by anonymous-coward1234
    Hi all, After 2,5 years of professional Java programing, I still have problems that make my job difficult and, more importantly - more times that I would like to admit - not enjoyable. I would like to ask for advice by more experienced people on ways that would help me overcome them. These are the problems I have: I do not absorb new knowledge easily. Even when I understand something, after a couple of days I easily forget even basic stuff. Other co-workers, even with the same working experience, when reading new technologies put things easily into "context", and are able to compare in "real time| similar technologies they already have used. I always try to address all the issues to whatever I am doing at one go, which results in me trying to resolve too many problems at the same time, losing completely control. I find it difficult to make my mind on a single problem that I should address first, and even when I do, and find myself throwing away code that I wrote because I started addressing the wrong issue first. As far as architecture and data modeling is concerned, I have difficulty making decisions on what objects must be created, with what hierarchy, interfaces, abstraction etc. I imagine that - to a certain degree - these things come with experience. But after 2,5 years of Java programming, I would expect myself to have come much farther that I have come, both in terms of absorption and experience. Is there a way to improve my learning speed? Any books, methods, advice is welcome.

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  • Handling incremental Data Modeling Changes in Functional Programming

    - by Adam Gent
    Most of the problems I have to solve in my job as a developer have to do with data modeling. For example in a OOP Web Application world I often have to change the data properties that are in a object to meet new requirements. If I'm lucky I don't even need to programmatically add new "behavior" code (functions,methods). Instead I can declarative add validation and even UI options by annotating the property (Java). In Functional Programming it seems that adding new data properties requires lots of code changes because of pattern matching and data constructors (Haskell, ML). How do I minimize this problem? This seems to be a recognized problem as Xavier Leroy states nicely on page 24 of "Objects and Classes vs. Modules" - To summarize for those that don't have a PostScript viewer it basically says FP languages are better than OOP languages for adding new behavior over data objects but OOP languages are better for adding new data objects/properties. Are there any design pattern used in FP languages to help mitigate this problem? I have read Phillip Wadler's recommendation of using Monads to help this modularity problem but I'm not sure I understand how?

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  • Which linear programming package should I use for high numbers of constraints and "warm starts"

    - by davidsd
    I have a "continuous" linear programming problem that involves maximizing a linear function over a curved convex space. In typical LP problems, the convex space is a polytope, but in this case the convex space is piecewise curved -- that is, it has faces, edges, and vertices, but the edges aren't straight and the faces aren't flat. Instead of being specified by a finite number of linear inequalities, I have a continuously infinite number. I'm currently dealing with this by approximating the surface by a polytope, which means discretizing the continuously infinite constraints into a very large finite number of constraints. I'm also in the situation where I'd like to know how the answer changes under small perturbations to the underlying problem. Thus, I'd like to be able to supply an initial condition to the solver based on a nearby solution. I believe this capability is called a "warm start." Can someone help me distinguish between the various LP packages out there? I'm not so concerned with user-friendliness as speed (for large numbers of constraints), high-precision arithmetic, and warm starts. Thanks!

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  • Database Functional Programming in Clojure

    - by Ralph
    "It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail." - Abraham Maslow I need to write a tool to dump a large hierarchical (SQL) database to XML. The hierarchy consists of a Person table with subsidiary Address, Phone, etc. tables. I have to dump thousands of rows, so I would like to do so incrementally and not keep the whole XML file in memory. I would like to isolate non-pure function code to a small portion of the application. I am thinking that this might be a good opportunity to explore FP and concurrency in Clojure. I can also show the benefits of immutable data and multi-core utilization to my skeptical co-workers. I'm not sure how the overall architecture of the application should be. I am thinking that I can use an impure function to retrieve the database rows and return a lazy sequence that can then be processed by a pure function that returns an XML fragment. For each Person row, I can create a Future and have several processed in parallel (the output order does not matter). As each Person is processed, the task will retrieve the appropriate rows from the Address, Phone, etc. tables and generate the nested XML. I can use a a generic function to process most of the tables, relying on database meta-data to get the column information, with special functions for the few tables that need custom processing. These functions could be listed in a map(table name -> function). Am I going about this in the right way? I can easily fall back to doing it in OO using Java, but that would be no fun. BTW, are there any good books on FP patterns or architecture? I have several good books on Clojure, Scala, and F#, but although each covers the language well, none look at the "big picture" of function programming design.

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  • Are functional programming languages good for practical tasks?

    - by Clueless
    It seems to me from my experimenting with Haskell, Erlang and Scheme that functional programming languages are a fantastic way to answer scientific questions. For example, taking a small set of data and performing some extensive analysis on it to return a significant answer. It's great for working through some tough Project Euler questions or trying out the Google Code Jam in an original way. At the same time it seems that by their very nature, they are more suited to finding analytical solutions than actually performing practical tasks. I noticed this most strongly in Haskell, where everything is evaluated lazily and your whole program boils down to one giant analytical solution for some given data that you either hard-code into the program or tack on messily through Haskell's limited IO capabilities. Basically, the tasks I would call 'practical' such as Aceept a request, find and process requested data, and return it formatted as needed seem to translate much more directly into procedural languages. The most luck I have had finding a functional language that works like this is Factor, which I would liken to a reverse-polish-notation version of Python. So I am just curious whether I have missed something in these languages or I am just way off the ball in how I ask this question. Does anyone have examples of functional languages that are great at performing practical tasks or practical tasks that are best performed by functional languages?

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  • Programming style question on how to code functions

    - by shawnjan
    Hey all! So, I was just coding a bit today, and I realized that I don't have much consistency when it comes to a coding style when programming functions. One of my main concerns is whether or not its proper to code it so that you check that the input of the user is valid OUTSIDE of the function, or just throw the values passed by the user into the function and check if the values are valid in there. Let me sketch an example: I have a function that lists hosts based on an environment, and I want to be able to split the environment into chunks of hosts. So an example of the usage is this: listhosts -e testenv -s 2 1 This will get all the hosts from the "testenv", split it up into two parts, and it is displaying part one. In my code, I have a function that you pass it in a list, and it returns a list of lists based on you parameters for splitting. BUT, before I pass it a list, I first verify the parameters in my MAIN during the getops process, so in the main I check to make sure there are no negatives passed by the user, I make sure the user didnt request to split into say, 4 parts, but asking to display part 5 (which would not be valid), etc. tl;dr: Would you check the validity of a users input the flow of you're MAIN class, or would you do a check in your function itself, and either return a valid response in the case of valid input, or return NULL in the case of invalid input? Obviously both methods work, I'm just interested to hear from experts as to which approach is better :) Thanks for any comments and suggestions you guys have!

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  • Flowcharting functional programming languages

    - by Sadface
    Flowcharting. This ancient old practice that's been in use for over 1000 years now, being forced upon us poor students, without any usefulness (or so do I think). It might work well with imperative, sequentially running languages, but what about my beloved functional programming? Sadly, I'm forced to create a flow chart for my programm (that is written in Haskell). I imagine it being easy for something like this: main :: IO () main = do someInput <- getLine let upped = map toUpper someInput putStrLn upped Which is just 3 sequenced steps, fetching data, uppercasing it, outputting it. Things look worse this time: main :: IO () main = do someInput <- fmap toUpper getLine putStrLn someInput Or like this: main :: IO () main = interact (map toUpper) Okay, that was IO, you can handle that like an imperative language. What about pure functions? An actual example: onlyMatching :: String -> [FilePath] -> [FilePath] onlyMatching ext = filter f where f name = lower ('.' : ext) == (lower . takeExtension $ name) lower = map toLower How would you flowchart that last one?

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