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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Why would Remote Assistance work but not Remote Desktop?

    - by Craig Johnston
    I have managed to get Remote Assistance working between two XP-Pro machines, but as soon as I try Remote Desktop I can't even get to the login screen without an error which gives a list of possibilities and concludes with "See your network administrator", which isn't very helpful. I have ramped up the security level on Remote Desktop including turning on encryption etc. Could this be the problem? I will only get a few hours on the machine at a time so I need to be well-prepared before I attack this problem again. Any ideas?

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  • How to properly multi thread an RPG

    - by Nagrom_17
    I am working on an RPG type game in Java and I would like to know a few things relating to threading, What is the best way to implement a "wait for this then do this" without hanging the whole thread? Like waiting for a player to move to a location then pick up an item? or to wait one second then attack? Currently I am spawning new threads every time I need to wait for something, but that doesn't feel like the best solution. Any help is appreciated. EDIT: Clarification and an example of how I currently do things. User clicks on an item The function walkToAndPickUp(item) is called which is basically this: Make a new thread so we don't freeze the thread handling input while the player moves. Tell player to move to the item While the player is not at the item(The player moves through an update() function called in a different thread, I don't know how else to do it without freezing threads) Repeat until the player is at the item If the player is at the item then call delete item from map and add to inventory.

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  • Optimizing hierarchical transform

    - by Geotarget
    I'm transforming objects in 3D space by transforming each vector with the object's 4x4 transform matrix. In order to achieve hierarchical transform, I transform the child by its own matrix, and then the child by the parent matrix. This becomes costly because objects deeper in the display tree have to be transformed by all the parent objects. This is what's happening, in summary: Root -- transform its verts by Root matrix Parent -- transform its verts by Parent, Root matrix Child -- transform its verts by Child, Parent, Root matrix Is there a faster way to transform vertices to achieve hierarchical transform? What If I first concatenated each transform matrix with the parent matrices, and then transform verts by that final resulting matrix, would that work and wouldn't that be faster? Root -- transform its verts by Root matrix Parent -- concat Parent, Root matrices, transform its verts by Concated matrix Child -- concat Child, Parent, Root matrices, transform its verts by Concated matrix

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  • TCP 3 way handshake

    - by Tom
    Hi, i'm just observing what NMAP is doing for the 3 ports it reports are open. I understand what a half-scan attack is, but what's happening doesnt make sense. NMAP is reporting ports 139 are 445 are open..... all fine. But when i look at the control bits, NMAP never sends RST once it has found out the port is open, It does this for port 135- but not 139 and 445. This is what happens: (I HAVE OMITTED THE victim's replies) Sends a 2 (SYN) Sends a 16 (ACK) Sends a 24 (ACK + PST) Sends a 16 (ACK) Sends a 17 (ACK + FIN) I dont get why NMAP doesnt 'RST' ports 139 and 445??

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • How to Effectively Create Bullet Patterns

    - by SoulBeaver
    I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see this video: http://www.youtube.com/watch?v=4Nb5Ohbt1Sg#start=0:60;end=9:53; At the moment, I'm using a class "Pattern" which has a series of steps on moving and shooting. However, I feel this method is quite laborous as I have to create a new Pattern for each attack and perhaps new Bullet classes that will implement a certain behavior. This question received a comment suggesting I should look into BulletML for easy creation and storage of bullets with a specific pattern. It looks decent, but it led me to wonder, what other solutions do you have that I should take into consideration? Update My current design is as follows: An example of an implemented pattern: My GigasPattern first executes a teleport which moves Alice to a certain point (X, Y) on the screen. After this is completed, the pattern starts using the Mover to move the sprite around (whereas teleporting has separate effects and animation). These are of no concern, really, as they are quite simple. The Shooter also creates various Attacks, which are classes again that the Shooter can use to create various patterns of bullets, much like the one in the question I posted. Once the Mover has reached it's destination, both it and the shooter stop and return to an inactive state. The pattern completes, is removed by the AI and a new one gets chosen.

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  • How can I get accurate collision resolution on the corners of rectangles?

    - by ssb
    I have a working collision system implemented, and it's based on minimum translation vectors. This works fine in most cases except when the minimum translation vector is not actually in the direction of the collision. For example: When a rectangle is on the far edge on any side of another rectangle, a force can be applied, in this example down, the pushes one rectangle into the other, particularly a static object like a wall or a floor. As in the picture, the collision is coming from above, but because it's on the very edge, it translates to the left instead of back up. I've searched for a while to find an approach but everything I can find deals with general corner collisions where my problem is only in this one limited case. Any suggestions?

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  • Linux web server shared hosting file errors

    - by dfilkovi
    I'm using a shared hosting to host my website and have some problems with files from time to time. First, one of my file (php) was missing a part of code (nothing to do with hackers just a random piece of code was missing), then after some time a value inside a mysql table was also missing a part, then a whole table column disappeared, after that a whole file on my site disappeared and lastly again some code from a file disappeared, my hosting service says it has nothing to do with them, but this is stupid, how can this happen, no hacker attack could do such a thing, I believe it's some kind of a disk corruption or bad backup. Anyone have any ideas?

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  • Static pages for large photo album

    - by Phil P
    I'm looking for advice on software for managing a largish photo album for a website. 2000+ pictures, one-time drop (probably). I normally use MarginalHack's album, which does what I want: pre-generate thumbnails and HTML for the pictures, so I can serve without needing a dynamic run-time, so there's less attack surface to worry about. However, it doesn't handle pagination or the like, so it's unwieldy for this case. This is a one-time drop for pictures from a wedding, with a shared usercode/password for distribution to the guests; I don't wish to put the pictures in a third-party hosting environment. I don't wish to use PHP, simply because that's another run-time to worry about, I might relent and use something dynamic if it's Python or Perl based (as I can maintain things written in those). I currently have: Apache serving static files, Album-generated, some sub-directories to divide up the content to be a little more manageable. Something like Album but with pagination already handled would be great, but I'm willing to have something a little more dynamic, if it lets people comment or caption and store the extra data in something like an sqlite DB. I'd want something light-weight, not a full-blown CMS with security updates every three months. I don't want to upload pictures of other peoples' children into a third-party free service where I don't know what the revenue model is. (For my site: revenue is none, costs out of pocket). Existing server hosting is *nix, Apache, some WSGI. Client-side I have MacOS. Any advice?

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  • OpenVPN (HideMyAss) client on Ubuntu: Route only HTTP traffic

    - by Andersmith
    I want to use HideMyAss VPN (hidemyass.com) on Ubuntu Linux to route only HTTP (ports 80 & 443) traffic to the HideMyAss VPN server, and leave all the other traffic (MySQL, SSH, etc.) alone. I'm running Ubuntu on AWS EC2 instances. The problem is that when I try and run the default HMA script, I suddenly can't SSH into the Ubuntu instance anymore and have to reboot it from the AWS console. I suspect the Ubuntu instance will also have trouble connecting to the RDS MySQL database, but haven't confirmed it. HMA uses OpenVPN like this: sudo openvpn client.cfg The client configuration file (client.cfg) looks like this: ############################################## # Sample client-side OpenVPN 2.0 config file # # for connecting to multi-client server. # # # # This configuration can be used by multiple # # clients, however each client should have # # its own cert and key files. # # # # On Windows, you might want to rename this # # file so it has a .ovpn extension # ############################################## # Specify that we are a client and that we # will be pulling certain config file directives # from the server. client auth-user-pass #management-query-passwords #management-hold # Disable management port for debugging port issues #management 127.0.0.1 13010 ping 5 ping-exit 30 # Use the same setting as you are using on # the server. # On most systems, the VPN will not function # unless you partially or fully disable # the firewall for the TUN/TAP interface. #;dev tap dev tun # Windows needs the TAP-Win32 adapter name # from the Network Connections panel # if you have more than one. On XP SP2, # you may need to disable the firewall # for the TAP adapter. ;dev-node MyTap # Are we connecting to a TCP or # UDP server? Use the same setting as # on the server. proto tcp ;proto udp # The hostname/IP and port of the server. # You can have multiple remote entries # to load balance between the servers. # All VPN Servers are added at the very end ;remote my-server-2 1194 # Choose a random host from the remote # list for load-balancing. Otherwise # try hosts in the order specified. # We order the hosts according to number of connections. # So no need to randomize the list # remote-random # Keep trying indefinitely to resolve the # host name of the OpenVPN server. Very useful # on machines which are not permanently connected # to the internet such as laptops. resolv-retry infinite # Most clients don't need to bind to # a specific local port number. nobind # Downgrade privileges after initialization (non-Windows only) ;user nobody ;group nobody # Try to preserve some state across restarts. persist-key persist-tun # 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 #] # Wireless networks often produce a lot # of duplicate packets. Set this flag # to silence duplicate packet warnings. ;mute-replay-warnings # SSL/TLS parms. # See the server config file for more # description. It's best to use # a separate .crt/.key file pair # for each client. A single ca # file can be used for all clients. ca ./keys/ca.crt cert ./keys/hmauser.crt key ./keys/hmauser.key # Verify server certificate by checking # that the certicate has the nsCertType # field set to "server". This is an # important precaution to protect against # a potential attack discussed here: # http://openvpn.net/howto.html#mitm # # To use this feature, you will need to generate # your server certificates with the nsCertType # field set to "server". The build-key-server # script in the easy-rsa folder will do this. ;ns-cert-type server # If a tls-auth key is used on the server # then every client must also have the key. ;tls-auth ta.key 1 # Select a cryptographic cipher. # If the cipher option is used on the server # then you must also specify it here. ;cipher x # Enable compression on the VPN link. # Don't enable this unless it is also # enabled in the server config file. #comp-lzo # Set log file verbosity. verb 3 # Silence repeating messages ;mute 20 # Detect proxy auto matically #auto-proxy # Need this for Vista connection issue route-metric 1 # Get rid of the cached password warning #auth-nocache #show-net-up #dhcp-renew #dhcp-release #route-delay 0 120 # added to prevent MITM attack ns-cert-type server # # Remote servers added dynamically by the master server # DO NOT CHANGE below this line # remote-random remote 173.242.116.200 443 # 0 remote 38.121.77.74 443 # 0 # etc... remote 67.23.177.5 443 # 0 remote 46.19.136.130 443 # 0 remote 173.254.207.2 443 # 0 # END

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  • Is it a bad practice to include all the enums in one file and use it in multiple classes?

    - by Bugster
    I'm an aspiring game developer, I work on occasional indie games, and for a while I've been doing something which seemed like a bad practice at first, but I really want to get an answer from some experienced programmers here. Let's say I have a file called enumList.h where I declare all the enums I want to use in my game: // enumList.h enum materials_t { WOOD, STONE, ETC }; enum entity_t { PLAYER, MONSTER }; enum map_t { 2D, 3D }; // and so on. // Tile.h #include "enumList.h" #include <vector> class tile { // stuff }; The main idea is that I declare all enums in the game in 1 file, and then import that file when I need to use a certain enum from it, rather than declaring it in the file where I need to use it. I do this because it makes things clean, I can access every enum in 1 place rather than having pages openned solely for accessing one enum. Is this a bad practice and can it affect performance in any way?

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  • Firefox cannot recognize certificates for well knows sites

    - by RCola
    When trying to connect to well known sites, for instance hotmail.com Firefox shows that This Connection in Untrusted. In the OptionsAdvancedCertificates it's configured to select one matching certificate automatically. Why Firefox does not trust current connection? Can it be Man-in-the-middle attack or it's something like broken certificate storage on my computer? UPDATE UPDATE2 Solved: the problem is Antivirus Web Access protection. It interferes with HTTPS connection. Similar to Man-in-the-middle? Why ESET cannot do it correctly?

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  • What classes are useful for an aspiring software developer? [closed]

    - by Anonymouse
    I'm a freshman in college trying to graduate in 3 years with a Math/CS dual major, and I don't have a lot of time to be fooling around with useless classes. I've tested out of most of my gen eds and science-y courses, but I need to know: what math and cs courses are most important for someone interested in algorithm development? Math courses already taken: Calc I-III,Linear Algebra, Discrete Math. CS courses taken: Java. Math courses I'm planning to take: ODE, Linear Algebra II, Vector calc, Logic, (Analysis or Algebra), Stats, probability CS courses I'm planning to take: C(required), Data Structures, Numerical Methods, Intro to Analysis of Algorithms. Which is better, analysis or algebra? Did I take enough CS courses? Am I missing out on anything? Thanks.

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  • Which linux x86 hardware keystore?

    - by byeo
    I'm terminating SSL/TLS in my DMZ and I have to assume that machine will be hacked. At which point my certificates are compromised. Previously I've used nCipher hardware keystore/accelerator to solve this issue. These cards won't reveal the private key even to root. The card performs the encryption and decryption onboard and is hardened against physical attack. The only way to get at the keys is by attaching a smart card reader to the card itself. I'm having trouble finding information about something to recreate this approach. Is this the domain of specialist switches and firewalls these days? This old page references some of the old hardware: http://www.kegel.com/ssl/hw.html#cards

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  • Bomb timer adventure game win32 c++ [on hold]

    - by user3491746
    I'm working on an adventure game in win32 and opengl for my 2nd year university project for class. I am pretty much finished my game but I'm stuck on the concept of how to program a timer which outputs hh : mm : ss -- but which countdown, not up. I've made a clock which counts up using vector matrices and the segxseg matrix algorithm but I cannot figure out how to make a clock (it can be simple even text using wsprintf) that counts down in that format. Can anyone possible give me an example or some literature that I can read on how to do this? Please dont suggest for me to use another environment, I've already been working here for 2 months on this game, and I'm pretty much done so i'm at no point to switch over. Can anyone show me how I can take a shot at this component of my project? Thanks a bunch! Anything that I can get is appreciated.

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  • Level Representation in a 2D Game

    - by meszar.imola
    I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements should represent an element of the way where the character can step, but if the element is missing, the character should fall. My problem is, how to represent this programmatically? My first thought was to represent the stage with a vector, which should contain boolean elements, depending on the state of the element on the stage - if it's missing or not. But this means, I have to verify at my character's x or y position change if it has a stage element under or not (if not, to simulate the falling of the character) - I think it is not the best practice, it's not the beautiful solution. Can you help me with some advice, how to represent the stage?

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  • Working with vectors and transformations

    - by user29163
    I am going to write an graphical 2D application that allows user to create polygons and transform them through transformation such as rotation an so on. I was hoping someone can give pro and cons arguments for the different choices I got in my mind. (Its all in Java btw!) a). Represent vectors by filling matrices with 'real' numbers. This means making a matrix datas tructure that supports multiplication, transposing etc b). Make a own vector class, such that I can make a matrix class that support those vectors.

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  • Phishing site uses subdomain that I never registered

    - by gotgenes
    I recently received the following message from Google Webmaster Tools: Dear site owner or webmaster of http://gotgenes.com/, [...] Below are one or more example URLs on your site which may be part of a phishing attack: http://repair.gotgenes.com/~elmsa/.your-account.php [...] What I don't understand is that I never had a subdomain repair.gotgenes.com, but visiting it in the web browser gives an actual My DNS is FreeDNS, which does not list a repair subdomain. My domain name is registered with GoDaddy, and the nameservers are correctly set to NS1.AFRAID.ORG, NS2.AFRAID.ORG, NS3.AFRAID.ORG, and NS4.AFRAID.ORG. I have the following questions: Where is repair.gotgenes.com actually registered? How was it registered? What action can I take to have it removed from DNSs? How can I prevent this from happening in the future? This is pretty disconcerting; I feel like my domain has been hijacked. Any help would be much appreciated.

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  • china and gmail attachs -

    - by doug
    "We have evidence to suggest that a primary goal of the attackers was accessing the Gmail accounts of Chinese human rights activists. Based on our investigation to date we believe their attack did not achieve that objective. Only two Gmail accounts appear to have been accessed, and that activity was limited to account information (such as the date the account was created) and subject line, rather than the content of emails themselves.” [source] I don't know much about how internet works, but as long the chines gov has access to the chines internet providers servers, why do they need to hack gmail accounts? I assume that i don't understand how submitting/writing a message(from user to gmail servers) works, in order to be sent later to the other email address. Who can tell me how submitting a message to a web form works?

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  • How should I start refactoring my mostly-procedural C++ application?

    - by oob
    We have a program written in C++ that is mostly procedural, but we do use some C++ containers from the standard library (vector, map, list, etc). We are constantly making changes to this code, so I wouldn't call it a stagnant piece of legacy code that we can just wrap up. There are a lot of issues with this code making it harder and harder for us to make changes, but I see the three biggest issues being: Many of the functions do more (way more) than one thing We violate the DRY principle left and right We have global variables and global state up the wazoo. I was thinking we should attack areas 1 and 2 first. Along the way, we can "de-globalize" our smaller functions from the bottom up by passing in information that is currently global as parameters to the lower level functions from the higher level functions and then concentrate on figuring out how to removing the need for global variables as much as possible. I just finished reading Code Complete 2 and The Pragmatic Programmer, and I learned a lot, but I am feeling overwhelmed. I would like to implement unit testing, change from a procedural to OO approach, automate testing, use a better logging system, fully validate all input, implement better error handling and many other things, but I know if we start all this at once, we would screw ourselves. I am thinking the three I listed are the most important to start with. Any suggestions are welcome. We are a team of two programmers mostly with experience with in-house scripting. It is going to be hard to justify taking the time to refactor, especially if we can't bill the time to a client. Believe it or not, this project has been successful enough to keep us busy full time and also keep several consultants busy using it for client work.

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • Sortie de Safari 4.0.5 la mise à jour corrige quelques bugs et améliore le stabilité du navigateur

    Apple propose ce soir une mise à jour pour son navigateur web Safari, pour Mac (Snow Leopard, Leopard et Tiger) et Windows. Elle apporte quelques changements : amélioration de la performance pour Top Sites ; amélioration de la stabilité pour les modules additionnels de tierce partie ; amélioration de la stabilité pour les sites web contenant des formulaires en ligne et des graphiques Scalable Vector ; une réponse au problème empêchant Safari de modifier les réglages sur certains routeurs Linksys ; une réponse au problème empêchant certains utilisateurs d'iWork.com de publier des commentaires sur les documents. Mise à jour disponible via le menu Pomme ou sur le site d'

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  • How to synchronise the acceleration, velocity and position of the monsters on the server with the players?

    - by Nick
    I'm building an MMO using Node.js, and there are monsters roaming around. I can make them move around on the server using vector variables acceleration, velocity and position. acceleration = steeringForce / mass; velocity += acceleration * dTime; position += velocity * dTime; Right now I just send the positions over, and tell the players these are the "target positions" of the monsters, and let the monsters move towards the target positions on the client with a speed dependant on the distance of the target position. It works but looks rather strange. How do I synchronise these properly with the players without looking funny to them, taking into account the server lag? The problem is that I don't know how to make use of the correct acceleration/velocity values here; right now they just move directly in a straight line to the target position instead of accelerating/braking there properly. How can I implement such behaviour?

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