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  • Sharing banner on 3rd party websites, concerned about limited resources

    - by Omne
    I've made a banner for my website and I'm planning to ask my followers to share it on their website to help improve my rank. my website is hosted on GAE, the banners are less than 5kb/each and I must say that I don't want to pay for extra bandwidth I've read the Google App Engine Quotas but honestly I don't understand anything of it. Would you please tell me which table/data in this page should be of my concern? Also, do you think it's wise to host such banners, that are going to end up on 3rd party websites, on the GAE? or am I more secure if I use free online services like Google Picasa?

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  • What tools should I consider if my strategy is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Sharing banners on 3rd party websites, concerned about limited resources on on server side

    - by Omne
    I've made a banner for my website and I'm planning to ask my followers to share it on their website to help improve my rank. my website is hosted on GAE, the banners are less than 5kb/each and I must say that I don't want to pay for extra bandwidth I've read the Google App Engine Quotas but honestly I don't understand anything of it. Would you please tell me which table/data in this page should be of my concern? Also, do you think it's wise to host such banners, that are going to end up on 3rd party websites, on the GAE? or am I more secure if I use free online services like Google Picasa?

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  • Good library for search text tokenization

    - by Chris Dutrow
    Looking to tokenize some text in the same or similar way in which a search engine would do it. The reason we are doing this is so that we can run some statistical analysis on the tokens. The language we are using is python, so would prefer a library in that language, but could probably set something up to use another language if necessary. Example Original token: We have some great burritos! More simplified: (remove plurals and punctuation) We have some great burrito Even more simplified: (remove superfluous words) great burrito Best: (recognize positive and negative meaning): burrito -positive-

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    Hi guys, I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Is AGS outdated for Point & Click Adventures?

    - by Aidan Moore
    Is Adventure Game Studio (AGS) outdated? I am working on a Point and Click Adventure game being coded on the AGS engine, and just recently, the question of 'is this outdated?' has come up. I'll admit, AGS is a rather old, and kind of went out of style with the P&C genre itself, but I have not found anything quite like it that specializes in this specific format of games. So my big question is not only 'is this outdated?' but also 'Is there a better alternative?'

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  • Why am I seeing unexpected requests for "crossdomain.xml" in my logs?

    - by Bogdacutu
    I've getting lots of 404 errors from crossdomain.xml. Here are the request details, as provided by Google App Engine: 404 22ms 19cpu_ms 0kb Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/534.30 (KHTML, like Gecko) Chrome/12.0.742.122 Safari/534.30 69.130.*.* - - [24/Jul/2011:07:43:42 -0700] "GET /crossdomain.xml HTTP/1.1" 404 124 "http://s.nsdsvc.com/App/DddWrapper.swf?c=3" "Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/534.30 (KHTML, like Gecko) Chrome/12.0.742.122 Safari/534.30" "app.*.*.*" ms=22 cpu_ms=19 api_cpu_ms=0 cpm_usd=0.000633 instance=00c61b117c557326bef77d341a345431e66b I'm not sure what is going on. Can anyone help me solve this issue?

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  • Where can I find affordable legal advice for game software related inquiries?

    - by Steven Lu
    I am working on simulation middleware which is applicable for game engine implementations. What I would like to do is to make it freely available for use for all non-commercial purposes, while at the same time imposing some percentage of royalty on revenue (above a certain threshold) that is derived from my work. Something very similar to Epic's UDK licensing model. To facilitate the use of my software, I plan to offer binaries (static libs) for several platforms, as well as obfuscated source code which I will freely distribute, in addition to documentation of the API. I simply want to impose the restriction that if you try to make money from it, I get a cut eventually. I'm wondering if there are online forums and such where I am likely to find people who are willing to assist me in terms of learning what sort of things I have to do to get things down on the right kinds of documents. So far a site like this seems to be the most promising.

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  • How do I pass an object location into a vertex shader?

    - by Greg Kassapidis
    I am using Blender Game Engine. I want to create a large flat plane, and deform it locally near a moving object. So far (despite being a beginner at shaders) I've written a vertex shader for the plane which moves the vertices to their correct positions (constant positions, for now). I cannot find a way to swap that constant location with an object's location updated every frame, while the shader is running. I am not even sure if it's possible. I only want to access a specific object's center from the shader.

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  • What cars on roads game engines are there?

    - by David Thielen
    What game engines are there that support laying out a map of roads and handle vehicle movement on the roads. Something similar to the basic functionality in Transport Tycoon/Locomotion. I don't care about looks (although prettier is better) and top down or isometric is fine. I just need a simple way to create maps and move cars on it. And preferably the cars do take time to speed up and slow down as they go from stopped to full speed. Prefer in Windows (any API in Windows). I also prefer a free engine as this is just for internal use. I have found CarDriving 2D - does anyone know if it works well?

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  • What tools should I consider if my aim is to make a game available to as many platforms as possible?

    - by Kensai
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Using allocators for different systems

    - by chadb
    I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how. How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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  • In a 2D tile-based game, how should NPCs and tiles reference each other?

    - by lezebulon
    I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles. Now I want to put for instance NPCs that can move on the map. What do you think is best: 1) each tile has a pointer to the NPC that is on its tile, or a NULL pointer 2) having a list of NPCs, and they have the coordinates of the tile they are on. 3) something else? 1) is faster for collision detection but it would use much more memory space and it is slower to find all NPCs in a map. 2) is the opposite. thanks

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  • Audio programming resources

    - by rashleighp
    I've been very interested in the last few months about getting in to audio programming (I'm from a musical background). I've been a .NET developer for two years and have also done some objective c for an iPhone app recently. I realise I would probably need to work on my C++ chops and have been having a play around with FMOD EX and doing a lot of research into the industry. I was just wondering if anyone could suggest some good resources for audio programming (be they websites, podcasts, books, videos, online courses etc). Anything from Fourier analysis, low level coding, audio engine creation to audio APIs. I just want to learn as much as possible! Thanks in advance.

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  • Maya and Game Engines (i.e. Environment Testing)

    - by DiscreteGenius
    What does it mean if I'm designing an environment and I want to test it in the game engine, to see what its like to "run" [or fly] around my environment? I heard an instructor say that exact thing in a Maya training video and I'd like to know more about "How Game Engines and Maya are related to each other." He stated this would be done to see how things look in "size" (e.g. I assume he meant: 'How big is the cathedral, bridge, wall, building, etc.'). I've tried to research such information but it's too complicated, and detailed. I just want a simplistic response to my query. Thanks to everyone willing to help and not criticize my question.

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  • Will C++ remain viable for game engines in somewhat distant future?

    - by samual
    C++11 has opened ways, which were only dreamt by the C++ programmers. It has been three years since I have been learning C++, and I am going well. Now I want to get into vedio games. Every core of the game code I saw, was monstourously writtern in C++. My question is - If I get into serious game engine dev, and perfecting it would take, maybe say 10 years, would we still be writing game engines in C++ ?(newer standard) Or, will John Carmack, write id tech 7 in c++? note - I am strictly talking about game engines.

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  • Easiest Way to Get Started With 3D?

    - by ryebread761
    I'm looking at getting into 3D game development and am wondering what would be the best, quickest engine to get started with. I need to be able to develop on a Macintosh with it. I know Java, and PHP mainly but have worked in many others. At this point, I feel I can adapt to most languages quite easy. So the programming language doesn't really matter to me. I've sorta kinda tried unity in the past and wasn't all too fond of it, so it's kind of a "I can't find anything better" resort. I'm hoping with how open I am I will find something I like more. Thanks in advance.

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  • What is an achievable way of setting content budgets (e.g. polygon count) for level content in a 3D title?

    - by MrCranky
    In answering this question for swquinn, the answer raised a more pertinent question that I'd like to hear answers to. I'll post our own strategy (promise I won't accept it as the answer), but I'd like to hear others. Specifically: how do you go about setting a sensible budget for your content team. Usually one of the very first questions asked in a development is: what's our polygon budget? Of course, these days it's rare that vertex/poly count alone is the limiting factor, instead shader complexity, fill-rate, lighting complexity, all come into play. What the content team want are some hard numbers / limits to work to such that they have a reasonable expectation that their content, once it actually gets into the engine, will not be too heavy. Given that 'it depends' isn't a particularly useful answer, I'd like to hear a strategy that allows me to give them workable limits without being a) misleading, or b) wrong.

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  • Why does this exported cube have too many vertices?

    - by Joewsh
    I'm trying to export md5mesh models. Just as a test I decided to export a simple cube (i.e. with 8 vertices). When I opened the .md5mesh file it lists the following: numverts 24 numtris 12 numweights 24 Obviously the number of triangles makes sense: 6 faces * 2 to triangulate = 12. The model only has one bone so again it even makes sense that there is one weight for each vertex. The question is though, why is the file listing 24 vertices? Is the problem the exporter or is this normal for md5mesh's? Is it something that you have to rectify when you come to parsing the file in engine? I don't want to be parsing or drawing duplicated vertices without reason. I'm guessing it's something to do with shading and normals. Is it a case of listing each vert 3 times, one for each facing normal?

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  • Developing a search algorithm

    - by Richart Bremer
    I want to create a basic search engine, and I want you to give me some ideas how to filter out the best results for my visitors. I have three fields regarding a product the user can search in: Title Category Description I came up with these ideas and I ask you to either competently criticize them or add to them. If the search term occurs in all three fields it should be among the first results. If it is in two of the fields it is below the results of 1. Combine the amount of occurences and output a value in per cent. For instance if in all fields together the term clock appeared 50 times and in all fields together there are 200 words, then the per cent value is 50/200*100 = 25%. Another product entry amounts to say 20% so product one having 25% is listed before product two having 20%.

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  • Android Game Development in Java [on hold]

    - by Nusrat
    I have been searching for some good tutorials/frameworks for developing an Android Game . I want to develop a 3D Car Racing game . I have already looked into http://stackoverflow.com/questions/4227759/android-game-engine-for-2d-and-3d-games. Now , i know that Android Games can be developed using Java/Action Scripts/JS etc . Many of the users are suggesting me to use http://unity3d.com , but i found that it uses JavaScript, C#, Boo . I don't know JS too much , Is it possible to develop a very professional level Game for Android using my Java knowledge ? Any Software like Unity which allow me to code in Java ?

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  • How to start cross-platform desktop game development? [closed]

    - by Wamer
    I am interested in developing some 2d game since I have graduated and got some time to spare. I am looking for some advices where to start and with what. My main target platforms are Mac and Windows (later porting/rewriting/modifying for iOS, Android or WP7 is considerable). I need some advices about language I should choose, frameworks, engines and this kind of stuff. I gotta start somehow, but first of all I need to know how. Choosing good language with great framework/engine is key to ongoing successful game development I think.

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  • Engine finish() causes segmentation fault

    - by Becky
    Hello All - I am using M2Crypto revision 723 from the repository. I am trying to clean up my engine. If I have the pkcs11.finish() line in my script, the script finishes but gets a segmentation fault at the end. Without the finish() line, no segmentation fault occurs. Is there something wrong with the way I'm using finish()? dynamic=Engine.load_dynamic_engine("pkcs11","/usr/local/ssl/lib/engines/engine_pkcs11.so") pkcs11 = Engine.Engine("pkcs11") pkcs11.ctrl_cmd_string("MODULE_PATH", "/usr/lib/libeTPkcs11.so") pkcs11.init() # next few steps which I deleted pass password and grab key & cert off token pkcs11.finish() Engine.cleanup() Thanks!

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  • Parallel prologue and epilogue in Grid Engine

    - by ajdecon
    We have a cluster being used to run MPI jobs for a customer. Previously this cluster used Torque as the scheduler, but we are transitioning to Grid Engine 6.2u5 (for some other features). Unfortunately, we are having trouble duplicating some of our maintenance scripts in the Grid Engine environment. In Torque, we have a prologue.parallel script which is used to carry out an automated health-check on the node. If this script returns a fail condition, Torque will helpfully offline the node and re-queue the job to use a different group of nodes. In Grid Engine, however, the queue "prolog" only runs on the head node of the job. We can manually run our prologue script from the startmpi.sh initialization script, for the mpi parallel environment; but I can't figure out how to detect a fail condition and carry out the same "mark offline and requeue" procedure. Any suggestions?

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