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  • Implementing a wrapping wire (like the Worms Ninja Rope) in a 2D physics engine

    - by Andrew Russell
    I've been trying out some rope-physics recently, and I've found that the "standard" solution - making a rope from a series of objects strung together with springs or joints - is unsatisfying. Especially when rope swinging is relevant to gameplay. I don't really care about a rope's ability to wrap up or sag (this can be faked for visuals anyway). For gameplay, what is important is the ability for the rope to wrap around the environment and then subsequently unwrap. It doesn't even have to behave like rope - a "wire" made up of straight line segments would do. Here's an illustration: This is very similar to the "Ninja Rope" from the game Worms. Because I'm using a 2D physics engine - my environment is made up of 2D convex polygons. (Specifically I am using SAT in Farseer.) So my question is this: How would you implement the "wrapping" effect? It seems pretty obvious that the wire will be made up of a series of line segments that "split" and "join". And the final (active) segment of that line, where the moving object attaches, will be a fixed-length joint. But what is the maths / algorithm involved for determining when and where the active line segment needs to be split? And when it needs to be joined with the previous segment? (Previously this question also asked about doing this for a dynamic environment - I've decided to split that off into other questions.)

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  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Best practices for App Idea ownership and shares

    - by JOG
    I am developing apps on my sparetime. I am the sole developer, and two non-programmer friends of mine provide vision, content, algorithms and ideas. We always agree happily on all the features, todos and prioritizations. But naturally, coding it is the biggest part. When selling, we agree on splitting profit equally, that is 33% each. But version 1.0 naturally does not sell much. And I go on to try to make the app more viral. This includes tons of stuff where the others are of little help. Examples: Adding support for sharing, facebook connect, gameifying, letting users add content, home page, support, maintenance, server services to make it easier for to update content. The list is long. Suddenly I will be doing 100% of a lot of work but only "own" a third of the income. My friends may either "fade out" of the project after 1.0, or they continue to contribute, but with less value and I would rather exchange them for more programmers or graphic designers. The effort they made to version 1.0 is worth a lot to the app and I realize I would have never done it without them. But I am doing all the work in the end. It is hard to negotiate about splitting 90, 5, 5 instead of 33% each, because the idea is still theirs. How to solve this? What are the best practices to regard the ownership of the app? What kind of agreements could I make that make it beneficial and motivational for me to continue developing the app?

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  • Authenticate native mobile app using a REST API

    - by Supercell
    I'm starting a new project soon, which is targeting mobile application for all major mobile platforms (iOS, Android, Windows). It will be a client-server architecture. The app is both informational and transactional. For the transactional part, they're required to have an account and log in before a transaction can be made. I'm new to mobile development, so I don't know how the authentication part is done on these platforms. The clients will communicate with the server through a REST API. Will be using HTTPS ofcourse. I haven't yet decided if I want the user to log in when they open the app, or only when they perform a transaction. I got the following questions: 1) Like the Facebook application, you only enter your credentials when you open the application for the first time. After that, you're automatically signed in every time you open the app. How does one accomplish this? Just simply by encrypting and storing the credentials on the device and sending them every time the app starts? 2) Do I need to authenticate the user for each (transactional) request made to the REST API or use a token based approach? Please feel free to suggest other ways for authentication. Thanks!

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • webgame engine how does it works

    - by TWCrap
    Hy all, first off all, don't yell that i shouldn't start with it, i just want to know how that works... The thing is, how does the engine of an webgame works. A game like tribalwars, grepolis and forge of empires. How does that keeping alive work. I mean, a user is building an building, and quit the browser... The building is build even when the session of the user is expired. but the points of the user is updated when the building is finished... So how does that works. What do you guys think? do they have some kind of cronjob that is fired every second, and that walks throug the database, and search for finished buildings, and update's the stuff? or do you guys think that they do it difrent?!? I hope that i was clear. -NOTE- i don't need anny code, i'm just intrested in the progress behind the game... Greetingz Marc

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  • A new Bursting patch for EBS Customers.

    - by ashish.shrivastava
    Patch 8594771 for Bursting functionality was released last week. The patch is for EBS R12 and 11i Customers. Following bugs have been fixed against this patch. 9550733 - DELIVERYREQUEST DOES NOT ACCEPT THE COMM IN EMAIL ADDRESS ALIAS. 9483876 : XML PUBLISHER REPORT BURSTING PROGRAM NOT DEBUGGING AFTER PATCH 7352374 9433950 : JAVA.UTIL.ZIP.ZIPEXCEPTION: ZIP FILE MUST HAVE AT LEAST ONE ENTRY 9285648 : XML PUBLISHER REPORT BURSTING PROGRAM IGNORES PORT NUMBER FOR WEBDAV DELIVERY 9269498 : NOT ABLE TO GENERATE ALL TYPES OF OUTPUTS WHILE BURSTING WITH JDE INTEGRATION. 9110360 : BURSTING USING BACKGROUND AND TITLE TAGS IN BURSTING CONTROL FILE FAILS 8937963 : BURSTING - UNABLE TO USE SPECIFIC FILENAME MORE THAN ONCE CAUSING ZIPEXCEPTION 8871779 : THE CONCURRENT LOG DOES NOT CONTAIN INFO AFTER PATCH 7352374 8594771 - BURSTING DOES NOT SUPPORT ESCAPE CHARACTERS LIKE "FIRST LAST "

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  • Critical Patch Update For Oracle Fusion Middleware – CPU October 2012 by Daniel Mortimer

    - by JuergenKress
    The latest Critical Patch Update (CPU) has been released for Oracle products. Start your reading here. Patch Set Update and Critical Patch Update October 2012 Availability Document [ID 1477727.1] Oracle Fusion Middleware 11g Release 2 11.1.2.0 Oracle Fusion Middleware 11g Release 1 11.1.1.4 (Portal,Forms,Reports and Discoverer) 11.1.1.5 11.1.1.6 Oracle Application Server 10g Release 3 10.1.3.5 Read the full article here. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. BlogTwitterLinkedInMixForumWiki Technorati Tags: patch ofm,critical patch,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • Search Engine Optimization - The Importance of Page Optimization in Search Engine Optimization

    In order for your website to rank well, your internal linking structure is critical to your success. This is covered some of the theory for this in various articles and blogs about Page Structure of a website, which said how you should map out the physical linking structure, but in this guide I will explain more about the importance of interlinking your pages, while using your targeted keyword in your anchor text.

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  • VS 2010 SP1 BETA – App.config XML Transformation Fix

    - by João Angelo
    The current version for App.config XML tranformations as described in a previous post does not support the SP1 BETA version of Visual Studio. I did some quick tests and decided to provide a different version with a compatibility fix for those already experimenting with the beta release of the service pack. This is a quick workaround to the build errors I found when using the transformations in SP1 beta and is pretty much untested since I’ll wait for the final release of the service pack to take a closer look to any possible problems. But for now, those that already installed SP1 beta can use the following transformations: VS 2010 SP1 BETA – App.config XML Transformation And those with the RTM release of Visual Studio can continue to use the original version of the transformations available from: VS 2010 RTM – App.config XML Transformation

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  • Critical Patch Update for April 2010 Now Available

    - by Steven Chan
    The Critical Patch Update (CPU) for April 2010 was released on April 13, 2010. Oracle strongly recommends applying the patches as soon as possible.The Critical Patch Update Advisory is the starting point for relevant information. It includes a list of products affected, pointers to obtain the patches, a summary of the security vulnerabilities, and links to other important documents.Supported Products that are not listed in the "Supported Products and Components Affected" Section of the advisory do not require new patches to be applied.Also, it is essential to review the Critical Patch Update supporting documentation referenced in the Advisory before applying patches, as this is where you can find important pertinent information.The Critical Patch Update Advisory is available at the following location:Oracle Technology NetworkThe next four Critical Patch Update release dates are:July 13, 2010October 12, 2010January 18, 2011April 19, 2011

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  • Pro Google App Engine developer interview questions (with answers)

    - by WooYek
    What are good questions to determine if applicant is pro Google App Egine developer? Questions that can distinguish that someone is not an ad-hoc GAE programmer, but is really doing professional GAE development, with all areas concerned (eg. performance, transactions, async/batch data processing). Please provide answers, so an intermediate developer (such as myself :) can interview someone more experienced. Please avoid open questions. If possible please provide a link to a documentation part that's covering a topic in question. Please keep one interview question/answer per response for better reading experience and easier interview preparation.

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  • Which Game Engine to Use for an Angry Bird style game? [JAVA] [on hold]

    - by Arch1tect
    Our team is building an Angry Bird Style game, and we have only about ten days. The game is a little more complex than Angry Bird because there are two players, they each have a castle with pigs to protect(not destroy:)). And the goal is to destroy the other player's pigs. I wonder what Game Engine would help us finish this game most efficiently. We at least need a physics engine but I guess game engine is more helpful since it usually includes physics engine. Correct me if I'm wrong. (So I'm wondering which game engine I should use, if it's just physics engine, I'll use box2d) Networking may or may not be added later depend on time we have. Thanks in advance for any advice! EDIT: image looks small, I'll add one:

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  • Nautilus build fail

    - by ts01
    I am trying to patch Nautilus 3.2.1 on 11.10 with this patch (dual screen fix). So I've executed whole sequence: sudo apt-get install devscripts sudo apt-get build-dep nautilus apt-get source nautilus cd nautilus-3.2.1/ cp ~/nautilus.patch . patch --dry-run -p1 < nautilus.patch patch -p1 < nautilus.patch debuild And I've got finally fatal error (whole output here): dpkg-buildpackage: error: dpkg-source -b nautilus-3.2.1 gave error exit status 13 debuild: fatal error at line 1348: dpkg-buildpackage -rfakeroot -D -us -uc failed Any ideas?

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • Ethics of soliciting App store app reviews?

    - by hotpaw2
    I see more than a few developers soliciting 5-star ratings and good reviews for their App store apps, in their blogs, websites, app store descriptions, even dialogs that pop-up in the app after you've used them for awhile. What do people consider to be the ethical guidelines regarding such review and ratings solicitations? What's over the line? (Besides obviously evil stuff, such as paying to have someone forge multiple negative reviews about your competitor's apps, etc.)

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  • Google Search Engine Optimization - The 3 Step Process to Search Engine Domination

    Would you like more targeted traffic to your website? Would you like to know how to get a stream of profitable customers visiting your site for keywords people are actually searching for? Are you overwhelmed by the complexity of SEO? If you answered yes to any of these questions then the easy 3 step Strategy to Google domination is exactly what you are looking for. In this article I reveal the 3 simple tactics for consistent top ten rankings.

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  • New and Improved Patch for FRM-40654 Errors in Purchase Orders and Requisitions

    - by user793044
    Development has modified the code in purchase orders and requisition forms to prevent error FRM-40654 when there are trailing spaces in the tables for most of the fields.  After applying the patch, the form will still display the error but a requery will allow you to save the transaction. For the scenarios not covered in the fix, the FND log will now display the specific field that causes the error.  This an example of the FND log for one document where the note_to_vendor has trailing spaces: Form note_to_vendor oldvalue Database  note_to_vendor newvalue Failed first if statement when comparing fields FRM-40654: Record has been updated. Requery block to see change. This new patch includes the fix in Patch 14204845:"In Oracle Purchasing, leading or trailing spaces in po lines data was resulting in errors".  For more information on FRM-40654 errors see the patching section of Note 1203796.1. Be proactive and apply Patch 14479586:R12.PO.B for 12.1.3 or Patch 14569747 for 11.5.10 now!

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  • Windows Service stops on Server Patch

    - by Carel
    I'm a developer that has a Windows Service that runs on a production server that sends emails that are entered into a database on a database server. Although the service is set to start automatically, whenever the web server gets patched (which happens every other week), for some reason the service fails to start and various emails don't get sent. I don't actually have access to the server, so I have to request a build administrator to start the service. What I want to know is whether there is any reason for the service to fail to start when the server is patched?

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