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  • Logo Design in Brand Identity

    Yes, it is entirely possible that your business can do without hiring someone to create a logo design for you or your company. However, what if someone promises that using a logo design would bring i... [Author: Claudia Winifred - Web Design and Development - March 20, 2010]

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  • Event Driven Communication in Game Engine - Yes or No?

    - by Bunkai.Satori
    As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven communication among the all game objects and modules. Basicaly, all the living game actors and object should communicate with the key modules (Physics, AI, Game Logic, Game View, etc..) via internal event messaging system. This would mean designing efficient event manager as well. My question is, whether this is proven and recommended approach. If it is not properly designed, it might mean consuming a lot of CPU cycles, which can be used elsewhere. This is especially true, if the game is targetted for mobile platform. What is your opinion and recommendation, please?

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  • Website Design Services in India

    Website design services in India are available in plenty. Every credible website design company India promises good designs and also delivers them in sync with the requirements of the client. The des... [Author: John Anthony - Web Design and Development - April 05, 2010]

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  • Force full-screen game to one monitor?

    - by Joachim Pileborg
    I have two monitors, one 1920x1200 and the other 1920x1080, and in 10.10 they were "separate". As in when I opened the display preferences they were shown as separate screens. Since installing (from scratch) 11.04 I instead have one giant 3840x1200 screen spread over the two monitors. Not a problem per se, except when I want to play full-screen games! When playing games I want them to be on the primary (1920x1200) monitor, but since the game only detects one screen I cant do that, even if I lower the resolution in-game. I have a nVidia GTS 250 card, using nvidia-current driver (version 270.41.06), even though "Additional Drivers" reports the driver is "activated but not currently in use". Is there a way to force the game to use only one of the monitors? Or make the game detect both monitors?

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  • Oracle Fusion Applications Design Patterns Now Available For Developers

    - by ultan o'broin
    The Oracle Fusion Applications user experience design patterns are published! These new, reusable usability solutions and best-practices, which will join the Oracle dashboard patterns and guidelines that are already available online, are used by Oracle to artfully bring to life a new standard in the user experience, or UX, of enterprise applications. Now, the Oracle applications development community can benefit from the science behind the Oracle Fusion Applications user experience, too. The design patterns are based on Oracle ADF components and easily implemented in Oracle JDeveloper. These Oracle Fusion Applications UX Design Patterns, or blueprints, enable Oracle applications developers and system implementers everywhere to leverage professional usability insight when: tailoring an Oracle Fusion application, creating coexistence solutions that existing users will be delighted with, thus enabling graceful user transitions to Oracle Fusion Applications down the road, or designing exciting, new, highly usable applications in the cloud or on-premise. Based on the Oracle Application Development Framework (ADF) components, the Oracle Fusion Applications patterns and guidelines are proven with real users and in the Applications UX usability labs, so you can get right to work coding productivity-enhancing designs that provide an advantage for your entire business. What’s the best way to get started? We’ve made that easy, too. The Design Filter Tool (DeFT) selects the best pattern for your user type and task. Simply adapt your selection for your own task flow and content, and you’re on your way to a really great applications user experience. More Oracle applications design patterns and training are coming your way in the future. To provide feedback on the sets that are currently available, let me know in the comments!.

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  • Starting a Web Design Surrey Business

    So you';re looking to get started in website design, huh? Perhaps you';re a stay-at-home mom with an arsenal of design programs at your disposal, looking for additional income to support your family; y... [Author: Tom Morley - Web Design and Development - June 12, 2010]

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  • Changing Your Design for Testability

    Sometimes I come across a way of putting something that it is pithy good, not Hallmark trite, but an impactful and concise way of clarifying a previously obscure concept. A recent one of these happy occurrences was when I was reading the excellent Art of Unit Testing by Roy Osherove. After going through the basics of why youd want to test code and how to do it, Roy confronts a frequent objection to having unit tests, that it ends up changing how you design your components: When we write unit tests for our code, we are adding another end user (the test) to the object model. That end user is just as important as the original one, but it has different goals when using the model.  The test has specific requirements from the object model that seem to defy the basic logic behind a couple of object-oriented principles, mainly encapsulation. [emphasis added by me] When I read this, something clicked for me. I used to find it persuasive that because unit tests caused you to change your design they were more disruptive than they were worth. The counter argument I heard is that the disruption was OK, because testable design was just obviously better. That argument was not convincing as it seemed like delusional arrogance to suggest that any one of type of design was just inherently better for the particular applications I was building. What was missing was that I was not thinking of unit tests as an additional and equal end user to my design. If I accepted that proposition, than it was indeed obvious that a testable design was better because now all users of my component would be satisfied. Have I accepted that proposition? Id phrase it slightly different. I find more and more that having unit tests helps me write better, less buggy code before it gets to production or QA. As I write more unit tests, it gets easier to see how to create testable components, so I dont feel like its taking me as much extra time up front. I pick and choose components that seem most likely to benefit from automated tests and it is working out nicely. If you already implement Test Driven Development, this whole post was probably a waste of your time <g> If you hate the idea of unit tests, well, probably not a great value prop for you either. However, if you are somewhere in between, at least take a minute and check out a sample chapter from Roys book at: http://www.manning.com/osherove/.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • SEO Web Design - What Is It?

    SEO Web design as the title suggests is an amalgamation of website design and SEO. There are some strong reasons why you should use a company that is expert in SEO and website design.

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  • Game Changing Features in the Silverlight 5 Beta (Part 3)

    - by mbcrump
    Introduction In the second part of my “Game-changing Features” series, I investigated how to create multiple windows in a trusted Silverlight 5 application. Now, it is time to explore another set of features: SoundEffect Class for Low-Latency, Supporting Double- and Triple-Mouse Clicks and Linked Text Containers.  If you followed my previous tutorial, then you should be ready to get started. The full source code for all three of the projects will be available as a separate download with this article. The full article is hosted on SSWUG and you can access it by clicking here. Don’t forget to rate it and leave comments if you have any problems. Other Resources by Me: My webinar on “Getting started with the Silverlight 5 Beta”. Getting Started with the Silverlight 5 Beta! Game Changing Features in the Silverlight 5 Beta (Part 1) Game Changing Features in the Silverlight 5 Beta (Part 2) Game Changing Features in the Silverlight 5 Beta (Part 3)  Subscribe to my feed

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  • Right Ways Of Making A Web Design

    In web development, the design of the website is considered a very important element for its success. One reason why it became important is because the design of the website is what build';s a website... [Author: Margarette Mcbride - Web Design and Development - May 03, 2010]

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  • What are the Starting Games I need to make?[Best steps for a beginner Game Developer?] [closed]

    - by Man With Steel Nerves...
    Possible Duplicate: What are good games to “earn your wings” with? Hai, I'm new to the genre "Creating Games".Previously i had done only porting.I need some suggestion's for making a game. What are the basic game logics i need to start with? - Should i write Tic-Tac-Toe game? - Actually this seem very basic to me. I'm totally confused on where to start with.I like to create big games but after starting i feel the game is too heavy to handle. Can any one list out the basic needs of a Game Play programmer? I don't mind using any platform (Flash,c++,objective-c) but i need to know what are the game logic's i need to know before i start a big game.

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  • Azure Design Patterms

    - by kaleidoscope
    Design patterns are represented as relationships between classes and objects with defined responsibilities that act in concert to carry out the solution. Azure Design Pattern : Design Pattern on the Azure platform. · Cloud Hosting Patterns · Cloud Data Patterns · Cloud Communication & Sync Patterns · Cloud Security Patterns · Application Patterns More Information: http://azuredesignpatterns.com/   Ram, P

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  • The Start Of Website Design And CSS

    In the long history of web design practices, the use of style sheet languages such as Cascading Style Sheet, or CSS, have greatly revolutionized the way professionals create and design websites. It d... [Author: Margarette Mcbride - Web Design and Development - April 27, 2010]

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  • CSS As Tableless Web Design

    CSS is one of the most widely used style sheet language since the end of the table website design regime. According to several experts, such as those from Web design Philippines companies, the use of... [Author: Margarette Mcbride - Web Design and Development - April 27, 2010]

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  • 16 of the Best Free Linux Game Engines (Part 2 of 2)

    <b>LinuxLinks:</b> "Now, let's explore the 8 game engines at hand. For each engine we have compiled its own portal page, providing screenshots of it in action, a full description of the game engine, with an in-depth analysis of the features of the game engine, together with links to relevant resources and reviews."

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  • MVC Can the model know ANYTHING about the view?

    - by AwDogsGo2Heaven
    I'm working on a game, and without getting into any details I am using MVC "patterns", "rules" or whatever you want to call it to make the game. The view includes everything needed to draw things on the screen, the controller passes input to the model. And the Model contains game logic. Here's my problem, the game is being made for mobile devices that vary in screen sizes. I feel my model needs to know the view size so it can appropriately adjust for it. I've thought about it for a while I could put all the adjustments in the view, but it just seems inefficient to translate the model positioning to the view's needed positioning every time. If the model knows the size it only needed to adjust itself once. So my question is can I pass the view size to the model without 'breaking' MVC? I feel personally they are still decoupled this way because a size is just a number, I could still change the view any time as long as it has a size. But I wanted to get a community response on this because I haven't seen many discussions of MVC being used in a game. (And to be clear I don't want an answer of why I shouldn't use it in a game, but do I break MVC by letting it know the view's size) EDIT - More details on the game's needs and why I wanted to pass the view. Some objects positions need to be set relative to the edge of the screen (such as UI elements) so that they appear relatively in the same place. Sprite sizes are not stretched if the window size is wider such as an IPhone 5 screen. They will just be placed relatively to the screen edge. .If I gave it to the view to handle this, I will need a flag saying that this element is positioned say x number of pixels from TOP BOTTOM RIGHT LEFT. Then allow the view to draw it with that information. Its acceptable, I just wanted to know if there was a better way while still being MVC because it seems this way will be repeating a logic over and over, where as if I knew the view size in the model, I could convert all the relative positions into absolute positions in one run, but with this I have to convert on every update to the screen.

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  • Is there a project setting that controls getting to Game Center's Sandbox?

    - by CBGraham
    This is different from the others; it's cool. I know that your Bundle Identifier needs to match your iTunes Connect's version. I know you need to make a new AppleID through your dev app and not through Game Center. Most people get this fixed when they force quit their app and game center and launch theirs first. I am not one of those people. If I take the GKTapper tutorial and use my game's Bundle Identifier as the only change, things are good. On launch, it asks me if I want to use an existing or make a new account. But more importantly, it says * Sandbox *. (Before I log in, mind you; this is not an account problem at all.) Once inside I can see my achievements. If I load my game, I has a sad. On launch I get the same dialog, but it does not say Sandbox. My game is two weeks away from being done after many long months. Moving everything in to a new project is possible, but a pain. So the question is: What magic setting does GKTapper or a new project have that my game that I started in June does not that lets you get to Game Center's Sandbox?

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  • Implementing fog of war in opengl es 2.0 game

    - by joxnas
    Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an efficient and somewhat nice looking fog of war to incorporate in it. My experience with OpenGL or Android is not vast by any means, but I think it is sufficient for what I'm asking here. So far I have thought in some solutions: Draw white circles to a dark background, corresponding to the units visibility, then render to a texture, and then drawing a quad with that texture with blend mode set to multiply. Will this approach be efficient? Will it take too much memory? (I don't know how to render to texture and then use the texture. Is it too messy?) Have a grid object with a vertex shader which has an array of uniforms having the coordinates of all units, and another array which has their visibility range. The number of units will very probably never be bigger then 100. The vertex shader needs to test for each considered vertex, if there is some unit which can see it. In order to do this it, will have to loop the array with the coordinates and do some calculations based on distance. The efficiency of this is inversely proportional to the looks of it. A more dense grid will result in a more beautiful fog of war... but will require a greater amount of vertexes to be checked. Is it possible to find a nice compromise or is this a bad solution from the start? Which solution is the best? Are there better alternatives? Which ones? Thank you for your time.

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