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  • Last Night's Phoenix Silverlight UserGroup Meeting -- thanks!

    - by Dave Campbell
    14 of us gathered last night for a great presentation. As advertised, Les Brown of Sogeti came out to talk to us about the 4.0 enhancements, and brought along a new graduate and fellow-worker Chris Ross (Congratulations on your degree, again). Good discussion about MEF and Les' approach to using it, all of which is available on CodePlex along with other fun things Les has done, for example: FileUpload Control, FlipPanel, Animation Extensions, etc., and also his CodeCamp material. As it turned out I only had one give-away with me, but that was worth probably close to everything I've given away so far: a Telerik Ultimate License graciously provided by Telerik: I also have a Sitefinity license to use on our site from Telerik, but I've been jammed up and haven't had the time to devote to getting it cooking. I included Les and Chris in my spreadsheet for randomly selecting swag awardees, and Chris ended up the winner... Being a presenter, a new graduate, and new job, I thought it was appropriate. Let's not forget our host, Interface Technical Training for taking the burden of providing a facility for us off my agenda. I've been to User Group meetings in many places, but the ITT facilities are the best, so thanks! Also thanks to everyone that came out... we had some new people and some regulars. I have a speaker for August but not July, so if you have something to present, send me an email. Thanks!

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  • Game physics presentation by Richard Lord, some questions

    - by Steve
    I been implementing (in XNA) the examples in this physics presentation by Richard Lord where he discusses various integration techniques. Bearing in mind that I am a newcomer to game physics (and physics in general) I have some questions. 15 slides in he shows ActionScript code for a gravity example and an animation showing a bouncing ball. The ball bounces higher and higher until it is out of control. I implemented the same in C# XNA but my ball appeared to be bouncing at a constant height. The same applies to the next example where the ball bounces lower and lower. After some experimentation I found that if I switched to a fixed timestep and then on the first iteration of Update() I set the time variable to be equal to elapsed milliseconds (16.6667) I would see the same behaviour. Doing this essentially set the framerate, velocity and acceleration to zero for the first update and introduced errors(?) into the algorithm causing the ball's velocity to increase (or decrease) over time. I think! My question is, does this make the integration method used poor? Or is it demonstrating that it is poor when used with variable timestep because you can't pass in a valid value for the first lot of calculations? (because you cannot know the framerate in advance). I will continue my research into physics but can anyone suggest a good method to get my feet wet? I would like to experiment with variable timestep, acceleration that changes over time and probably friction. Would the Time Corrected Verlet be OK for this?

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  • 3DS Max 2012 OBJ file import missing polygons

    - by Vit
    I started learning OpenGL. I got to a point I want to import some "real" objects. After "Googling" I decided I will go with OBJ file for start, since it is simple to understand, and there are plenty of tutorials on how to read them properly. I have from university access to 3DS Max 2012. So I tried to create very simple model (just deformated cube) and exporting it using OBJ file, just to vertices and triangles for the moment, without textures, so I can examine its structure by myself. But if I imported it right back to 3DS from OBJ file, now it renders somewhat strange, like its smoothen, and with lightsource, even I have none in scene. But the geometry, its wireframe is intact. So I thought maybe it is problem of exporting only vertices and triangles so I downloaded Enterprise-D model from internet, exported with everything on (normals, textures everything), and again imported it. Now, some polygons are missing. So, I want to ask, am I doing something terribly wrong, or is there some incompatibility issue between .max and .obj file ? Even it is only simple textured model without any lightsources, animation etc.? Thanks. Edit: I tried objects with MeshLab, the first, deformated cube was absolutelly OK. But still bothers me that 3DS Max doesen´t render it properly. In Enterprise-D model, there are polygons missing even in MeshLab. I uploaded rar archive with .max model of Enterprise, same .obj model exported from 3DS, and obj model of deformated cube. Download here (2.5 MB, filesonic).

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  • HTML5 point and click adventure game code structure with CreateJS

    - by user1612686
    I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap images, sprites and sounds objects. I create them and define their properties in a corresponding function (for example images(); spritesheets(), sounds()...). I then create functions for each animation sequence and "game level" functions, which handle user interactions and play the according animations and sounds for a certain event (when the level is complete, the current level function calls the next level function). And I end up with quite the mess. What would be the "standard (if something like that exists)" OOP approach to structure simple game data and interactions like that? I thought about making game.images, game.sprites, game.sounds objects, which contain all the game data with its properties using CreateJS constructors. game.spriteAnimations and game.tweenAnimations objects for sprite animations and tweens and a game.levelN object, which communicates with a game.interaction object, processing user interaction. Does this make any sense? How do you structure your simple game code? Thanks in advance!

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  • How to set TextureFilter to Point to make example Bloom filter work?

    - by Mr Bell
    I have simple app that renders some particles and now I am trying to apply the bloom shader from the xna samplers ( http://create.msdn.com/en-US/education/catalog/sample/bloom ) to it, but I am running into this exception: "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4." When the BloomComponent tries to end the sprite batch in the DrawFullscreenQuad method: spriteBatch.Begin(0, BlendState.Opaque, SamplerState.PointWrap, null, null, effect); spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); //<------- Exception thrown here It seems to be related to the pixel shaders that I am using to animate the particle. In a nutshell, I have a texture2d in vector4 format that holds particle positions, and another one for velocities. Here is a snippet from that area: GraphicsDevice.SetRenderTarget(tempRenderTarget); animationEffect.CurrentTechnique = animationEffect.Techniques[technique]; spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointWrap, DepthStencilState.DepthRead, RasterizerState.CullNone, animationEffect); spriteBatch.Draw(randomValues, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); What I comment out the code that calls the particle animation pixel shaders the bloom component runs fine. Is there some state that I need to reset to make the bloom work?

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  • Win a Free Copy of Windows Presentation Foundation 4.5 Cookbook

    - by Ricardo Peres
    Win A free copy of the 'Windows Presentation Foundation 4.5 Cookbook', just by commenting! For the contest, Packt Publishing has two eBook copies of Windows Presentation Foundation 4.5 Cookbookto be given away to two lucky winners. How you can win: To win your copy of this book, all you need to do is come up with a comment below highlighting the reason "why you would like to win this book”. Duration of the contest & selection of winners: The contest is valid for 7 days (until November 26), and is open to everyone. Winners will be selected on the basis of their comment posted. Windows Presentation Foundation 4.5 Cookbookis written by Pavel Yosifovich, the CTO of CodeValue (http://www.codevalue.net), a software development, consulting, and training company, based in Israel. This book is written in an easy-to-read style, with a strong emphasis on real-world, practical examples. Step-by-step explanations are provided for performing important tasks. This book is the best guide for C# developer who is looking forward to increase understanding and knowledge of WPF. Using this book, readers will learn to build complex and flexible user interfaces using XAML, perform lengthy operations asynchronously while keeping the UI responsive, get well-versed with WPF features such as data binding, layout, resources, templates, and styles and also customize a control’s template to alter appearance but preserve behavior. In the next days I will post my review on this book. In the meantime, here’s the table of contents: Preface Chapter 1: Foundations Chapter 2: Resources Chapter 3: Layout and Panels Chapter 4: Using Standard Controls Chapter 5: Application and Windows Chapter 6: Data Binding Chapter 7: Commands and MVVM Chapter 8: Styles, Triggers, and Control Templates Chapter 9: Graphics and Animation Chapter 10: Custom Elements Chapter 11: Threading Index I’m waiting for your comments!

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  • BlitzMax - generating 2D neon glowing line effect to png file

    - by zanlok
    Originally asked on StackOverflow, but it became tumbleweed. I'm looking to create a glowing line effect in BlitzMax, something like a Star Wars lightsaber or laserbeam. Doesn't have to be realtime, but just to TImage objects and then maybe saved to PNG for later use in animation. I'm happy to use 3D features, but it will be for use in a 2D game. Since it will be on black/space background, my strategy is to draw a series of white blurred lines with color and high transparency, then eventually central lines less blurred and more white. What I want to draw is actually bezier curved lines. Drawing curved lines is easy enough, but I can't use the technique above to create a good laser/neon effect because it comes out looking very segmented. So, I think it may be better to use a blur effect/shader on what does render well, which is a 1-pixel bezier curve. The problems I've been having are: Applying a shader to just a certain area of the screen where lines are drawn. If there's a way to do draw lines to a texture and then blur that texture and save the png, that would be great to hear about. There's got to be a way to do this, but I just haven't gotten the right elements working together yet. Any help from someone familiar with this stuff would be greatly appreciated. Using just 2D calls could be advantageous, simpler to understand and re-use. It would be very nice to know how to save a PNG that preserves the transparency/alpha stuff. p.s. I've reviewed this post (and many many others on the Blitz site), have samples working, and even developed my own 5x5 frag shaders. But, it's 3D and a scene-wide thing that doesn't seem to convert to 2D or just a certain area very well. I'd rather understand how to apply shading to a 2D scene, especially using the specifics of BlitzMax.

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  • Missing Print Option in Google Maps? Here Is How You Find it.

    - by Gopinath
    Summary: Wondering how to print driving directions on new version of Google Directions as there is no print icon on maps home page? Its buried under layers and you can access it by  searching for required directions first and then click on List all steps to see Print icon on top right section. The classic version of Google Maps had  Print option in a prominent location on home page and it was easy to access it to print driving directions. But in the new version of Google Maps, for good or bad Google decided to remove Print option from the home screen.This left many Google Maps users wondering how to print driving directions. In the new version of Google Maps, the Print option is displayed only when you view the full list of driving directions. Here are the simple steps to be followed for printing driving directions on new Google Maps Open Google Maps. Search for directions and click List all steps in the directions card. Click printer icon in the top right corner. Tada!! You found a way to print your directions. Here is an nice animation of instructions to print directions provided by Google    

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Load different levels in XML

    - by Anearion
    my question is more about a theoretical gener than a pratical way to make things happen. I'm about start developing a game for android, text based so i won't need sprites or animation, nor a game engine. Let's say is similar to a sudoku game, where each level is an harder version of sudoku and each level has some question to be asnwered over the sudoku itself. I was wondering if the better way is to have only one XML and then inside all the different levels, each one with his meta-tags, or if the different approach of making n xml files where each one is a level is preferred. At the moment a level should have those tags: <level> <question>Question_1</question> <hint1>what does it do?</hint1> <hint2>where...</hint2> .... <hintN>how...</hintN> </level> So each level could have some items to read and that's what made me think that maybe different files are better cuz if i have to load lvl 10 i can read only the 10.xml file. I hope my question isn't too stupind. Thanks in advance

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  • How to slow down a sprite that updates every frame?

    - by xiaohouzi79
    I am going through a Allegro 5 tutorial which has a game loop. There is also a variable "active" which determines if a key is being held down. Thus if the left key is being held down active is on and it begins looping through the row on the sprite sheet that corresponds to moving left. The problem is that this logic is checked everytime the loop is performed thus at approximately 60 fps the three images that are used to do the left walking animation cycle round super fast which means my character looks like it is in a rush. Total beginner question: so what is the correct way to slow down the transition between sprites so that the walking looks like it is done at a moderate pace. Here is the code used to transition across the sprite between the three different phases of the person walking: if (active) { sourceX += al_get_bitmap_width(player) / 3; } else { sourceX = 32; } if (sourceX >= al_get_bitmap_width(player)) { sourceX = 0; } I can kind of guess what it should be in plain English: update sourceX only every certain part of a second but I can't think of how to put this into code.

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  • XNA and C# vs the 360's in order processor

    - by Richard Fabian
    Having read this rant, I feel that they're probably right (seeing as the Xenon and the CELL BE are both highly sensitive to branchy and cache ignorant code), but I've heard that people are making games fine with C# too. So, is it true that it's impossible to do anything professional with XNA, or was the poster just missing what makes XNA the killer API for game development? By professional, I don't mean in the sense that you can make money from it, but more in the sense that the more professional games have phsyics models and animation systems that seem outside the reach of a language with such definite barriers to the intrinsics. If I wanted to write a collision system or fluid dynamics engine for my game, I don't feel like C# offers me the chance to do that as the runtime code generator and the lack of intrinsics gets in the way of performance. However, many people seem to be fine working within these constraints, making their successful games but seemingly avoiding any of the problems by omission. I've not noticed any XNA games do anything complex other than what's already provided by the libraries, or handled by shaders. Is this avoidance of the more complex game dynamics because of teh limitations of C#, or just people concentrating on getting it done? In all honesty, I can't believe that AI war can maintain that many units of AI without some data oriented approach, or some dirty C# hacks to make it run better than the standard approach, and I guess that's partly my question too, how have people hacked C# so it's able to do what games coders do naturally with C++?

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  • A Trip to the Moon (Le Voyage dans la Lune) [Super Retro Classic Sci-Fi Video]

    - by Asian Angel
    If you are into retro sci-fi movies, then you will definitely want to have a look at this French classic from 1902. This silent movie is only 10.5 minutes long, but is well worth watching and makes for a fun romp through the early days of sci-fi. From YouTube: A Trip to the Moon (French: Le Voyage dans la lune) is a 1902 French black and white silent science fiction film. It is loosely based on two popular novels of the time: From the Earth to the Moon by Jules Verne and The First Men in the Moon by H. G. Wells. The film was written and directed by Georges Melies, assisted by his brother Gaston. The film runs 14 minutes if projected at 16 frames per second, which was the standard frame rate at the time the film was produced. It was extremely popular at the time of its release and is the best-known of the hundreds of fantasy films made by Melies. A Trip to the Moon is the first science fiction film, and utilizes innovative animation and special effects, including the iconic shot of the rocketship landing in the Moon’s eye. A Trip to the Moon / Le Voyage dans la lune – 1902 [via 20 best designs in sci-fi movies - Page 3 (Creative Bloq)] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • How to optimise Andengine's PathModifer (with singleton or pool)?

    - by Casla
    I am trying to build a game where the character find and follows a new path when a new destination is issued by the player, kinda like how units in RTS games work. This is done on a TMX map and I am using the A Star path finder utilities in Andengine to do this.David helped me on that: How can I change the path a sprite is following in real time? At the moment, every-time a new path is issued, I have to abandon the existing PathModifer and Path instances, and create new ones, and from what I read so far, creating new objects when you could re-use existing ones are a big waste for mobile applications. This is how I coded it at the moment: private void loadPathFound() { if (mAStarPath != null) { modifierPath = new org.andengine.entity.modifier.PathModifier.Path(mAStarPath.getLength()); /* replace the first node in the path as the player's current position */ modifierPath.to(player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_X]-12, player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_Y]-31); for (int i=1; i<mAStarPath.getLength(); i++) { modifierPath.to(mAStarPath.getX(i)*TILE_WIDTH, mAStarPath.getY(i)*TILE_HEIGHT); /* passing in the duration depended on the length of the path, so that the animation has a constant duration for every step */ player.registerEntityModifier(new PathModifier(modifierPath.getLength()/100, modifierPath, null, mIPathModifierListener)); } } The ideal implementation will be to always have just one object of PathModifer and just reset the destination of the path. But I don't know how you can apply the singleton patther on Andengine's PathModifer, there is no method to reset attribute of the path nor the pathModifer. So without re-write the PathModifer and the Path class, or use reflection, is there any other way to implement singleton PathModifer? Thanks for your help.

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  • Developing a feature which sole purpose to be taken out?

    - by adib
    What is the name of the pattern in which individual contributors (programmers/designers) developed an artifact for the sole purpose is to serve as a diversion so that management can remove that feature in the final product? This is a folklore I heard from an ex-colleague who used to work at a large game development company. At that company, it is well known that middle management is pressurized to "give inputs" and "make changes" to the product otherwise they risk being seen as not contributing to the project. This situation have delayed many projects because of these superfluous "management inputs". In one project at the above company, the artists and developers created a supernumerary animated character that appears in every cutscene and sticks out like a sore thumb. They designed it in such a way that it can be easily removed before the game is shipped (this was when games were still sold in physical media and not a downloadable product). Obviously the management then voted to remove the animation. On the positive side, management didn't introduced any unnecessary changes that would have delayed the project because they have shown that they provided constructive inputs to the product. This process pattern has a name among game programmers that work in corporates, but I forgot what was the actual name. I believe it's duck-something. Anybody can help pointing out the name and perhaps some rather credible reference to how the pattern develops?.

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  • 2D graphics - why use spritesheets?

    - by Columbo
    I have seen many examples of how to render sprites from a spritesheet but I havent grasped why it is the most common way of dealing with sprites in 2d games. I have started out with 2d sprite rendering in the few demo applications I've made by dealing with each animation frame for any given sprite type as its own texture - and this collection of textures is stored in a dictionary. This seems to work for me, and suits my workflow pretty well, as I tend to make my animations as gif/mng files and then extract the frames to individual pngs. Is there a noticeable performance advantage to rendering from a single sheet rather than from individual textures? With modern hardware that is capable of drawing millions of polygons to the screen a hundred times a second, does it even matter for my 2d games which just deal with a few dozen 50x100px rectangles? The implementation details of loading a texture into graphics memory and displaying it in XNA seems pretty abstracted. All I know is that textures are bound to the graphics device when they are loaded, then during the game loop, the textures get rendered in batches. So it's not clear to me whether my choice affects performance. I suspect that there are some very good reasons most 2d game developers seem to be using them, I just don't understand why.

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  • Ubuntu not shutting down ( going to black screen ) 12.04

    - by Orrin Fox
    I am currently using a USB persistent install of ubuntu. its a simple 4GB drive with a 2.8GB partition ( casper-rw storage partition ). I setup an administrator account and set it to login automatically. I also removed ubiquity to simply use this as a go anywhere install. Heres my issue. Im logged in as my account, and I click the top right gear and select "shut down". Text pops up showing its quitting processes.. etc. and then goes to the plymouth animation. But... The screen goes black, and then it goes to the login screen. Now when im at the login screen i go into terminal ( alt+F2 ) and dont you know, im logged in as Ubuntu. so then I try the following: ubuntu@ubuntu:~$ sudo shutdown now It goes to the plymouth screen again as if its shutting down, AND the screen goes black once again but the computer has not turned off, as in the usb is still flashing the light, the fans are still on, the only thing off is the screen. Is this a bug? If not maybe i did something wrong? Perhaps its that I made an account but... if there is a work around for this please let me know. Thanks again, Fox

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  • SQL Developer: BLOBs and the External Editor

    - by thatjeffsmith
    We already know how easy it is to view images and plain text with the BLOB editor, yes? But what if I have in my column a bunch of PDFs stored? I want to see that stuff without having to save the file, finding it, and then opening it. Why can’t I just automatically open it directly from the database? Well, it seems you can. Here’s how. External Editors Step 1: Make sure you have the file types and associated editors defined in the preferences. External editors available from the BLOB viewer Based on what’s going on in your OS, you’ll have several of these already defined. If not, it’s pretty simple to add them manually. Now, assuming you’ve got some fun data loaded up, let’s try it out. A PDF As you can see in the screenshot above, PDF is mapped to Adobe Reader. I just happen to have a PDF loaded into a BLOB, let’s send it to the external editor. Click on the hyperlinked text to load the PDF straight to Adobe Here’s it working in action (click on the image to see the animation): If it’s a big file, you will see a dialog where we’re downloading the data. Now if I were to edit said document and save it back to the database via the ‘Load’ mechanism, then we’ve come full circle.

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  • Need help in determing what, if any, tools can be used to create a free Flash game

    - by ReaperOscuro
    Yes I proudly -and sadly- declare that I am a complete nincompoop when it comes to Flash, and I have been fishing around the big wide web for information. The reason for this is that I have been contracted to create a game(s) for a website -the usual flash-based games caveat. Please I do not mean things like by those gaming generator websites, I mean small yet professional games- but the caveat, as always, is that impossible dream: it needs to be done all for free. The budget...well imagine it as not there. Annoyingly is that I am a game designer yes, but with a ridiculously tight deadline I haven't got much time to re-learn (ah the heady days of programming at uni) everything by the end of March, so I'd like to ask some people who know their stuff rather than keep looking at a gazillion different things. This is my understanding: with the flash sdk you can create a game, albeit you need to be pretty programming savvy. FlashDevelop helps there -yet I am not entirely sure how. Yet even FD says to use Flash for the animation/graphics. Yes its undeniably powerful but as I said there is the unattainable demand of no money. The million dollar question: what, if any, tools can I use to create a free flash game?

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  • Image with FadeIn effect blinks when added to scene

    - by Ef Es
    I am trying to add an image to the scene, but it should just be added to the scene invisible, FadeIn and then be deleted when the effect finishes. My problem is that the images blink once when they are added to the scene, then they do the intended effect. My best guess is that when they are added they show on the scene for a split second before starting the animation. I though of making them invisible for a split second before activating them, but I am not sure how to code it. const bool Sunbeams::add() { const CCSize kSceenSize = CCDirector::sharedDirector()->getWinSize(); const int nRayType = random( m_kRays.size()); const CCPoint kPosition( random( static_cast < int >( kSceenSize.width)), 0.0f); const float fDuration = random( m_fDurationVariance) + m_fDurationMin; CCSprite* pkLightBeam = CCSprite::spriteWithTexture( m_kRays[nRayType]); if ( !pkLightBeam) { msg::debug( "Sunbeams::add", "Failed to create sprite from ray '%d'!\n", m_kRays[nRayType]); return false; } pkLightBeam->setAnchorPoint( CCPointZero); pkLightBeam->setPosition( kPosition); m_kActiveBeams.push_back( pkLightBeam); CCDirector::sharedDirector()->getRunningScene()->addChild( pkLightBeam); CCActionInterval* pkAction = CCFadeIn::actionWithDuration( fDuration); CCActionInterval* pkActionBack = pkAction->reverse(); pkLightBeam->runAction( CCSequence::actions( pkAction, pkActionBack, 0)); return true; }

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  • Feed the Beast Ultimate black screen after login 13.04?

    - by Drew S
    I get a black screen after login feed the beast ultimate splash animation. I have tried the manual LWJGL upgrading, using different versions of java (6 and 7 openJDK). no matter what I get this 2013-06-28 15:23:17 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError 2013-06-28 15:23:17 [INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:356) 2013-06-28 15:23:17 [INFO] [STDERR] at asq.a(SourceFile:56) 2013-06-28 15:23:17 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:746) 2013-06-28 15:23:17 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:722) 2013-06-28 15:23:17 [INFO] [STDERR] Caused by: java.lang.ArrayIndexOutOfBoundsException: 0 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$Screen.<init>(XRandR.java:234) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$Screen.<init>(XRandR.java:196) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.populate(XRandR.java:87) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.access$100(XRandR.java:52) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$1.run(XRandR.java:110) 2013-06-28 15:23:17 [INFO] [STDERR] at java.security.AccessController.doPrivileged(Native Method) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.getConfiguration(XRandR.java:108) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.LinuxDisplay.init(LinuxDisplay.java:618) 2013-06-28 15:23:17 [INFO] [STDERR] at org.lwjgl.opengl.Display.<clinit>(Display.java:135) 2013-06-28 15:23:17 [INFO] [STDERR] ... 4 more

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  • 5 Mac Applications For Web And Graphic Design

    - by Jyoti
    In this article free applications useful and effective for the development and creation of websites with your Mac computer. Without further ado, here are 5 Excellent Mac Application for Web and Graphic Design. Fotoflexer : Fotoflexer claims to be “The world’s most advanced online image editor”. It offers completely free access to numerous features such as photo effects, graphics, shapes, morphing, and the creation of collages. You can also integrate and share your art with social sites like MySpace, Flickr, Facebook, and more. This can be an important app if the site you are creating is going to use applications. Simple CSS : With Simple CSS you can create Cascading Style Sheets from scratch or edit them right from the comfort of your desktop. Update styles on multiple pages all at once and reduce the data transfer usage on your page for faster loads. Blender : Blender is an open source software that allows you to create 3D animation with interactive playback leaves you with the option to optimize the style of your site with a few graphics. You can create animations with shades of colors, glossy features, soft shadows and advanced rendering features. JAlbum : Jalbum is a very useful app that allows you to create stylish photo galleries to publish on the web. All you have to do is simply drag selected folders into a pane where any images contained within the folder will automatically be arranged into a photo gallery. You can add several different themes and templates to enhance the appearance of your gallery, later then gain the HTML code and publish the complete gallery onto the web. Colorate : With Colorate you can create harmonized color palettes along with color schemes. Generate these palettes for images, photographs and more.

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  • New features for Expression Blend 4 Release Candidate

    - by kaleidoscope
    With Microsoft Expression Blend 4, you can create websites and applications based on Microsoft Silverlight 3 and Microsoft Silverlight 4, and desktop applications based on Windows Presentation Foundation (WPF) 3.5 with Service Pack 1 (SP1) and WPF4. Expression Blend provides new support for prototyping, interactivity through behaviors, special Silverlight functionality, and on-the-fly sample data generation. Expression Blend includes new behaviors that are quickly and easily configured Expression Blend offers new sample data, behaviors, and features of project templates to support the Model-View-ViewModel (MVVM) pattern The MVVM pattern is a way to structure a Silverlight or WPF application so that user interface (UI) objects are as decoupled as possible from the application's data and behavior. This makes it easier for design tasks and development tasks to be performed independently and without breaking each other. Essentially, your UI is the View. You bind objects in the View to properties and commands of the ViewModel, and the View can also call methods on the ViewModel. Compatible with Silverlight 3 and WPF 3.5 with Service Pack 1 (SP1) Interoperate able with Visual Studio. Included New Shapes: The Assets panel in Expression Blend contains a new Shapes category, including presets for the easy creation of arcs, arrows, callouts, and polygons. New Controls: Expression Blend has tooling support for the RichTextBox control in Silverlight. XAML cleanliness :Expression Blend generates less XAML with respect to animations and animation-related properties. MVVM project template: Expression Blend includes a new project template that offers a basic starting point for Model-View-ViewModel pattern applications. Run project with CTRL+F5:To improve consistency with Visual Studio, you can now invoke the Run Project command by pressing either CTRL+F5 or F5 Technorati Tags: Rituraj,Features of Expression Blend4 RC

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  • Config import on network-manager-openvpn

    - by Toki Tahmid
    I'm trying to use a free service using the OpenVPN protocol using OpenVPN's GUI module in the network manager. The config worked perfectly well as .ovpn on Windows. The behavior in Windows is such that I ran OpenVPN GUI and chose to connect to this particular VPN. It would then show the activity in the attempt to connect and opens a dialog box for username/password authentication. I've successfully imported all the configurations by changing the file type to .conf and using the import feature in network manager. However, attempting to connect would simply display the network manager's attempting to connect animation, but ultimately end with a notification of connection timing out. No prompt asking for authentication would appear at all, nor can I find any feature to prefix the authentication details. client dev tun proto tcp remote miami.proxpn.com 443 resolv-retry infinite nobind persist-key persist-tun ca ca.crt cert client.crt key client.key cipher BF-CBC keysize 512 comp-lzo verb 4 mute 5 tun-mtu 1500 mssfix 1450 auth-user-pass reneg-sec 0 # If you are connecting through an # HTTP proxy to reach the actual OpenVPN # server, put the proxy server/IP and # port number here. See the man page # if your proxy server requires # authentication. ;http-proxy-retry # retry on connection failures ;http-proxy [proxy server] [proxy port #] Needless to say, but I've downloaded all the required packages for setting up OpenVPN connections. By the way, as you can see above, .key and .crt files location are specified to be in the same directory as the config file. After importing the config file, if were to remove them, would it cause any problem? Note, I haven't removed them, so the problem I'm facing is not due to the absence of these files.

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  • CodePlex Daily Summary for Tuesday, June 25, 2013

    CodePlex Daily Summary for Tuesday, June 25, 2013Popular ReleasesCrmRestKit.js: CrmRestKit-2.6.1.js: Improvments for "ByQueryAll": Instead of defering unit all records are loaded, the progress-handler is invoked for each 50 records Added "progress-handler" support for "ByQueryAll" See: http://api.jquery.com/deferred.notify/* See Unit-tests for details ('Retrieve all with progress notification')VG-Ripper & PG-Ripper: VG-Ripper 2.9.44: changes NEW: Added Support for "ImgChili.net" links FIXED: Auto UpdaterMinesweeper by S. Joshi: Minesweeper 1.0.0.1: Zipped!Alfa: Alfa.Common 1.0.4923: Removed useless property ErrorMessage from StringRegularExpressionValidationRule Repaired ErrorWindow and disabled report button after click action Implemented: DateTimeRangeValidationRule DateTimeValidationRule DateValidationRule NotEmptyValidationRule NotNullValidationRule RequiredValidationRule StringMaxLengthValidationRule StringMinLengthValidationRule TimeValidationRule DateTimeToStringConverter DecimalToStringConverter StringToDateTimeConverter StringToDecima...Document.Editor: 2013.25: What's new for Document.Editor 2013.25: Improved Spell Check support Improved User Interface Minor Bug Fix's, improvements and speed upsStyleMVVM: 3.0.2: This is a minor feature and bug fix release Features: ExportWhenDebuggerIsAttacedAttribute - new attribute that marks an attribute to only be exported when the debugger is attahced InjectedFilterAttributeFilterProvider - new Attribute Filter provider for MVC that injects the attributes Performance Improvements - minor speed improvements all over, and Import collections is now 50% faster Bug Fixes: Open Generic Constraints are now respected when finding exports Fix for fluent registrat...Base64 File Converter: First release: - One file can be converted at a time. - Bytes to Base64 and Base64 to Bytes conversions are availableADExtractor - work with Active-Directory: V1.3.0.2: 1.3.0.2- added optional value-index to properties - added new aggregation "Literal" to pass-through values - added new SQL commandline-switch --db to override the connection string - added new global commandline-switch --quiet to reduce output to minimum 1.3.0.1- sub-property resolution now working with aggregation (ie. All(member.objectGuid)) 1.3.0.0- added correct formatting for guids (GuidFormatter)EMICHAG: EMICHAG NETMF 4.2: Alpha release of the 4.2 version.WPF Composites: Version 4.3.0: In this Beta release, I broke my code out into two separate projects. There is a core FasterWPF.dll with the minimal required functionality. This can run with only the Aero.dll and the Rx .dll's. Then, I have a FasterWPFExtras .dll that requires and supports the Extended WPF Toolkit™ Community Edition V 1.9.0 (including Xceed DataGrid) and the Thriple .dll. This is for developers who want more . . . Finally, you may notice the other OPTIONAL .dll's available in the download such as the Dyn...Windows.Forms.Controls Revisited (SSTA.WinForms): SSTA.WinForms 1.0.0: Latest stable releaseAscend 3D: Ascend 2.0: Release notes: Implemented bone/armature animation Refactored class hierarchy and naming Addressed high CPU usage issue during animation Updated the Blender exporter and Ascend model format (now XML) Created AscendViewer, a tool for viewing Ascend modelsIndent Guides for Visual Studio: Indent Guides v13: ImportantThis release does not support Visual Studio 2010. The latest stable release for VS 2010 is v12.1. Version History Changed in v13 Added page width guide lines Added guide highlighting options Fixed guides appearing over collapsed blocks Fixed guides not appearing in newly opened files Fixed some potential crashes Fixed lines going through pragma statements Various updates for VS 2012 and VS 2013 Removed VS 2010 support Changed in v12.1: Fixed crash when unable to start...Fluent Ribbon Control Suite: Fluent Ribbon Control Suite 2.1.0 - Prerelease d: Fluent Ribbon Control Suite 2.1.0 - Prerelease d(supports .NET 3.5, 4.0 and 4.5) Includes: Fluent.dll (with .pdb and .xml) Showcase Application Samples (not for .NET 3.5) Foundation (Tabs, Groups, Contextual Tabs, Quick Access Toolbar, Backstage) Resizing (ribbon reducing & enlarging principles) Galleries (Gallery in ContextMenu, InRibbonGallery) MVVM (shows how to use this library with Model-View-ViewModel pattern) KeyTips ScreenTips Toolbars ColorGallery *Walkthrough (do...Magick.NET: Magick.NET 6.8.5.1001: Magick.NET compiled against ImageMagick 6.8.5.10. Breaking changes: - MagickNET.Initialize has been made obsolete because the ImageMagick files in the directory are no longer necessary. - MagickGeometry is no longer IDisposable. - Renamed dll's so they include the platform name. - Image profiles can now only be accessed and modified with ImageProfile classes. - Renamed DrawableBase to Drawable. - Removed Args part of PathArc/PathCurvetoArgs/PathQuadraticCurvetoArgs classes. The...Three-Dimensional Maneuver Gear for Minecraft: TDMG 1.1.0.0 for 1.5.2: CodePlex???(????????) ?????????(???1/4) ??????????? ?????????? ???????????(??????????) ??????????????????????? ↑????、?????????????????????(???????) ???、??????????、?????????????????????、????????1.5?????????? Shift+W(????)??????????????????10°、?10°(?????????)???Hyper-V Management Pack Extensions 2012: HyperVMPE2012 (v1.0.1.126): Hyper-V Management Pack Extensions 2012 Beta ReleaseOutlook 2013 Add-In: Email appointments: This new version includes the following changes: - Ability to drag emails to the calendar to create appointments. Will gather all the recipients from all the emails and create an appointment on the day you drop the emails, with the text and subject of the last selected email (if more than one selected). - Increased maximum of numbers to display appointments to 30. You will have to uninstall the previous version (add/remove programs) if you had installed it before. Before unzipping the file...Caliburn Micro: WPF, Silverlight, WP7 and WinRT/Metro made easy.: Caliburn.Micro v1.5.2: v1.5.2 - This is a service release. We've fixed a number of issues with Tasks and IoC. We've made some consistency improvements across platforms and fixed a number of minor bugs. See changes.txt for details. Packages Available on Nuget Caliburn.Micro – The full framework compiled into an assembly. Caliburn.Micro.Start - Includes Caliburn.Micro plus a starting bootstrapper, view model and view. Caliburn.Micro.Container – The Caliburn.Micro inversion of control container (IoC); source code...SQL Compact Query Analyzer: 1.0.1.1511: Beta build of SQL Compact Query Analyzer Bug fixes: - Resolved issue where the application crashes when loading a database that contains tables without a primary key Features: - Displays database information (database version, filename, size, creation date) - Displays schema summary (number of tables, columns, primary keys, identity fields, nullable fields) - Displays the information schema views - Displays column information (database type, clr type, max length, allows null, etc) - Support...New Projectsalgorithm interview: Write some code for programming interview questionsAmbiTrack: AmbiTrack provides marker-free localization and tracking using an array of cameras, e.g. the PlayStation Eye.DSeX DragonSpeak eXtended Editor: Furcadia DragonSpeak EditorEasyProject: easy project is finel engineering project this sys made for easy way to manage emploees of a small business or organization .EDIVisualizer SDK: EDIVisualizer SDK is a software developpement kit (SDK) for creating plugin used by EDIVisualizer program.Flame: Interactive shell for scripting in IronRuby IronPython Powershell C#, with syntax highlighting, autocomplete,and for easily work within a .NET framework consoleFusion-io MS SQL Server scripts: Fusion-io's Sumeet Bansal shows how Microsoft SQL Server users can quickly determine whether their database will benefit from Fusion-io ioMemory products.hotelprimero: Proyecto de hotelImage filters: It's a simple image filter :)JSLint.NET: JSLint.NET is a wrapper for Douglas Crockford's JSLint, the JavaScript code quality tool. It can validate JavaScript anywhere .NET runs.KZ.Express.H: KZ.Express.Hmoleshop: moleshop???asp.net ???????B2C????,????????.net???????????。moleshop??asp.net mvc 4.0???,???.net 4.0??。 moleshop???????,??AL2.0 ????,????????????????,????????。PDF Generator Net Free Xml Parser: PDF Generator Net Free Xml Parser?XML?????????????????????。?????????????????????CSV?????????PDF???????????????????????。ScreenCatcher: ScreenCatcher is a program for creating screenshots.SharePoint Configuration Guidance for 21 CFR Part 11 Compliance – SP 2013: This CodePlex project provides the Paragon Solutions configurations and code to support 21 CFR Part 11 compliance with SharePoint 2013.Sky Editor: Save file editor for Pokémon Mystery Dungeon: Explorers of Sky with limited support for Explorers of Time and DarknessTRANCIS: For foundation and runnning online operations for Trancis.UGSF GRAND OUEST: UGSF GRAND OUESTWP.JS: WP.JS (Windows Phone (dot) Javascript) aims to be a compelling library for developing HTML5-based applications for Windows Phone 8.X-Aurora: X-Aurora ?? MVC3

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