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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • What do I need to get a job with a major game company?

    - by MahanGM
    I've been recently working with DirectX and getting familiar with game engines, sub-systems and have done game development for the last 5 years. I have a real question for those whom have worked in larger game making companies before. How is it possible to get to into these big game creators such as Ubisoft, Infinity Ward or EA. I'm not a beginner in my field and I'm going to produce a real nice 2D platform with my team this year, which is the result of 5 years 2D game creation experience. I'm working with prepared engines such as Unity3D or Game Maker software and using .Net with C# to write many tools for our production and proceeding in my way but never had a real engine programming experience 'till now. I'm now reading good books around this topic but I wanted to know: Is it possible to become an employee in big game company by just reading books? I mean beside having an active mind and new ideas and being a solution solver.

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  • Partner Blog: aurionPro SENA - Mobile Application Convenience, Flexibility & Innovation Delivered

    - by Darin Pendergraft
    About the Writer: Des Powley is Director of Product Management for aurionPro SENA inc. the leading global Oracle Identity and Access Management specialist delivery and product development partner. In October 2012 aurionPro SENA announced the release of the Mobile IDM application that delivers key Identity Management functions from any mobile device. The move towards an always on, globally interconnected world is shifting Business and Consumers alike away from traditional PC based Enterprise application access and more and more towards an ‘any device, same experience’ world. It is estimated that within five years in many developing regions of the world the PC will be obsolete, replaced entirely by cheaper mobile and tablet devices. This will give a vast amount of new entrants to the Internet their first experience of the online world, and it will only be via these newer, mobile access channels. Designed to address this shift in working and social environments and released in October of 2012 the aurionPro SENA Mobile IDM application directly addresses this emerging market and requirement by enhancing administrators, consumers and managers Identity Management (IDM) experience by delivering a mobile application that provides rapid access to frequently used IDM services from any Mobile device. Built on the aurionPro SENA Identity Service platform the mobile application uses Oracle’s Cloud, Mobile and Social capabilities and Oracle’s Identity Governance Suite for it’s core functions. The application has been developed using standards based API’s to ensure seamless integration with a client’s on premise IDM implementation or equally seamlessly with the aurionPro SENA Hosted Identity Service. The solution delivers multi platform support including iOS, Android and Blackberry and provides many key features including: • Providing easy to access view all of a users own access privileges • The ability for Managers to approve and track requests • Simply raising requests for new applications, roles and entitlements through the service catalogue This application has been designed and built with convenience and security in mind. We protect access to critical applications by enforcing PIN based authentication whilst also providing the user with mobile single sign on capability. This is just one of the many highly innovative products and services that aurionPro SENA is developing for our clients as we continually strive to enhance the value of their investment in Oracle’s class leading 11G R2 Identity and Access Management suite. The Mobile IDM application is a key component of our Identity Services Suite that also includes Managed, Hosted and Cloud Identity Services. The Identity Services Suite has been designed and built specifically to break the barriers to delivering Enterprise, Mobile and Social Identity Management services from the Cloud. aurionPro SENA - Building next generation Identity Services for modern enterprises. To view the app please visit http://youtu.be/btNgGtKxovc For more information please contact [email protected]

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

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  • SQL Server Training in the UK–SSIS, MDX, Admin, MDS, Internals

    - by simonsabin
    If you are looking for SQL Server training they there is no better place to start than a new company Technitrain Its been setup by a fellow MVP and SQLBits Organiser Chris Webb. Why this company rather than any others? Training based on real world experience by the best in the business. The key to Technitrain’s model is not to cram the shelves high with courses and get some average Joe trainers to deliver them. Technitrain bring in world renowned experts in their fields to deliver courses written...(read more)

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  • What's the future of online gamedev. FLASH or UNITY?

    - by Cpucpu
    Currently, i develop for flash, not much ago i discovered unity, not yet played with it, but i have seen so far was cool. Here are my thoughts: Flash is more casual, start with cost less, in time and money. In unity you'd likely have to go more bussines-serious (real money). There are proven bussines models in flash, like adver-gaming, ads, micro-transactions. Have not seen much movement in this in Unity, too soon maybe. Flash is too heavy. By its nature(making games) Unity is way faster. Flash is 2d, doing something 3d with it turns weird and slow. Unity is natively 3d, not optimized for 2d though, it is likely feasible as well. I am overlooking the plug-in widespread, that gap will get closed over the time.

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  • 3D texture coordinates for a cube

    - by Roshan
    I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target. I tried with u v coordinates same as 2d texture coordinates with z component 0-depth for each face. But that goes wrong. How to apply each layer to each face of the cube with target= GL_TEXTURE_3D? Lets assume i have 8 layers of 2D images in my 3D texture. I want all 8 layers to apply on each of the cube and not 1 layer on 1 face of the cube.

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  • How to integrate game logic in game engines

    - by MahanGM
    Recently I'm working on a 2d game engine example in .Net with C#. My main problem is that I can't figure out how I should include the game logic within the game. Currently I have a base engine which is a set of classes that they are running sub-systems like Render, Sound, Input and Core functionality. There is an editor which helps the user to add resources, build levels, write scripts and other stuffs. I came up with an idea to use Reflection and CSharpCodeProvider from my editor to compile the written code. This way I can get an executable of my product too. This way is quite well but I would like to know what's really the solution and architecture to do this. My engine's role is 2d platform. The scripting language is C# right now because I can't consist any other embeddable language for now. The game needs compilation and CSharpCodeProvider is the only way for me to do it meantime.

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  • How to optimize collision detection

    - by Niklas
    I am developing a 2D Java Game with LibGDX. This is what it kinda looks like (simplified): The big black circle is the player, which you can move by tilting the smartphone. The red circles and blue rectangles are enemies, which will move from the right of the screen to the left. The player has to avoid crashing into them. Right now I am checking in the Game Loop every enemy against the player, whether they collide or not. This seems kinda inefficient to me, but I don't know how to improve it. I have tried the Quadtree approach, but it did not really work. The player could easily glitch through enemies and the collision was not detected. Unfortunately, I have destroyed the Quadtree implementation. I used this [tutorial/blog] as my Quadtree implementation(http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374).

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  • How can I pass an array of floats to the fragment shader using textures?

    - by James
    I want to map out a 2D array of depth elements for the fragment shader to use to check depth against to create shadows. I want to be able to copy a float array into the GPU, but using large uniform arrays causes segfaults in openGL so that is not an option. I tried texturing but the best i got was to use GL_DEPTH_COMPONENT glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_FLOAT, smap); Which doesn't work because that stores depth components (0.0 - 1.0) which I don't want because I have no idea how to calculate them using the depth value produced by the light sources MVP matrix multiplied by the coordinate of each vertex. Is there any way to store and access large 2D arrays of floats in openGL?

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  • Unable to change the launcher icon size

    - by takeshin
    After upgrading to 11.10 I can't change the launcher icon size to smaller. I've tried to change it using ccsm, like described in How can I configure Unity, but the changes take no effects (restarted, tried sudo - still big icons). In the previous version of Ubuntu this solution worked. How can I change the icon size? (BTW, how can I know which Unity (2D vd 3D) I'm running and switch between?). Edit: Looks like I'm using Unity 2D and have some problems with graphics: me@my-laptop ~ $ /usr/lib/nux/unity_support_test -p Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Error: unable to create the OpenGL context Edit 2 me@my-laptop ~ $ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 01:00.0 VGA compatible controller: nVidia Corporation GT218 [GeForce 310M] (rev a2)

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  • Python or HTML5/JS for game development on 2014 [on hold]

    - by AlexKvazos
    So I've decided to give game development a go. I have experience on php/html/css/sql/js(jquery) so learning a new language shouldn't be as hard. I was reading that python and javascript are both nice for simple 2d non-intensive games. I found that python has this library/engine called PyGame but I realized that it was last updated 4 years ago. People still use this? And for javascript, I found libraries like 'pixi.js', 'melon.js' and 'cocos2d'. My goal is to make 2D games that would require the same performance as terraria, realm of the mad god, castle crashers.. and all those types of games. Taking into consideration, that I do want an updated library, what language of this two would be best to choose and what library to grab for it? Thanks in advance, sorry if question is broad. Let me know and I can edit to add more.

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  • OpenGL and gluUnProject, 3d object following mouse

    - by Robert
    i have a 3d object and i want him to "follow" my mouse position, so i use gluUnProject function to convert screen coordinates to 3d world coordinates and i translate this object with the new coordinates. Its working but i have a problem, my object can follow my mouse but he is moving extremely fast, when i move my mouse a little bit(something like 2 pixels), its moving extremly fast in the 3d world. I want something like that : http://www.youtube.com/watch?v=90zS8SVUAIY (red circle following mouse). Thanks for your help.

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  • 3d environments and managing them on iOS

    - by alJaree
    I would like to start learning 3d game development and currently only develop 2d games. A few basic questions I am interested in are: What is used to create the 3d environments? Are they all done in e.g. Maya, Lightwave, 3d modeling software? What is the output format for these models and how are they manipulated in iOS? Is it all done using openGL(GL ES on iOS)? e.g a monster needs to be spawned in the game world. What coordinates are used? Are the concepts the same as 2d in terms of collision on the coordinates and movement on the coordinates of the game world? How are 3d games managed in iOS on the low available memory. (e.g. FPS games) Lastly, Can someone please recommend a good book that is up to date and can be applied to todays techniques. Thanks

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  • Last chance to vote in Optimizer Bumper Sticker Competition

    - by Maria Colgan
    There is still time to vote in our competition to find the best Optimizer bumper sticker, which we will give away at the Optimizer demo booth at this years Oracle Open World. Click here to vote for your favorite. Then stop by the Optimizer demo booth at Oracle Open World to claim your bumper sticker! Remember voting will close on June 30th and the winning slogan will be announced in early July. +Maria Colgan

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  • GLSL Shader Effects: How to do motion blur, etc?

    - by DevilWithin
    I am not sure how right it is to ask this question, but still here it goes. I have a full 2D environment, with sprites going around as landscape, characters, etc And to make it more state-of-art looking, i want to implement a motion blur effect, similar to modern FPS's (i.e. crysis) blur when moving fast the camera. In a sidescroller, the desired effect is having this slight blur appearing to give the idea of fast movement, when the camera is moving. If anyone could give me some tips on doing this, im assuming in a pixel shader, i'd be grate. Also, if anyone has other good tips on cool pixel shader effects for 2D games it would be awesome, like some stylizing post fx, such as previous Prince of Persia illustrative style. Thanks

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  • How Can A Website Benefit Your Business

    1. Why should you have a website? In order to succeed in today';s world, you must have an Internet presence. More and more people log on to the internet everyday; there are billions of users world-wi... [Author: Vignesh Rajendran - Computers and Internet - September 03, 2009]

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  • Everything turning black when pitching down

    - by Gordon
    Just a quick questions about something that's occurring in my world. Every time I pitch my camera downward, everything starts turning black, and if I pitch upward, everything sort of intensifies. I'm multiplying my normals by the normal matrix in the shader, and I'm multiplying my lights direction by the model view matrix. If I leave the normal and light dir in world space everything ends up fine. I thought putting them both in view space would not cause those weird things to happen?

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  • How can I chose the depth of a quadtree?

    - by Evpok
    In a 2d world, using a quadtree to prune pairs in collision detection, how can I chose the depth of said quadtree? The world I am dealing with is mostly made of moving objects¹, so the cost of dispatching the objects between the quadtree cells matter. So what I am interested in is the balance between the gain from less collision checking and the loss from more dispatching. 1. To be completely explicit, autonomous self-replicating cells competing for food sources, in an attempt to show my pupils predator-prey dynamics and genetic evolution at work

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  • Retail in New York - a walk down 5th Avenue

    - by sarah.taylor(at)oracle.com
    It's the week of the NRF Big Show and all eyes in the retail industry are on New York. The Big Apple is famous for Big Retail -with a proliferation of incredibly iconic stores. The environment is exciting and familiar even to people visiting this small island for the first time. Most of us have travelled down Fifth Avenue watching movies and TV even if we have never set foot on American soil. I find it one of the most exciting retail cities in the world and I am thrilled this year to be here with so many of Oracle's International retail customers who are joining us for the Retail Exchange. The Oracle program brings retailers from all over the planet together to share ideas and be inspired by New York retail and the NRF event. The show celebrates its 100th year in 2011 and New York itself has been recognized globally as the capital of innovative retail for just as long.  Fifth Avenue is where many global brands have placed their flagship stores, and businesses are in constant competition to set themselves apart from their competitors - both in the store and from the street.  These flag ship retail destinations present what today's customers are finding most exciting and delightful about retail. For the tourist market, they may only visit these stores once, but the impression that a trip to a flagship store leaves with a customer can last a lifetime.  One of the stores that is currently turning heads on Fifth Avenue is Hollister, sister brand to Abercrombie and Fitch, which has filled its shop front with a massive live video (and audio) feed of surfers on the beach in California.  To complete the effect, they also have troughs of water in front of the video screens to bring the sea to the street.  And this isn't the only kind of surfing that retailers are considering today and multi-channel retail is a hot topic that all of the retailers joining the Retail Exchange are considering.   The rest of the world looks to the brands along Fifth Avenue for inspiration - how they take advantage of new opportunities, how they set themselves apart from their competitors and how they keep their products fresh and desirable. With these inspiring pioneers in New York, it's little wonder that NRF's Big Show is so popular, and that New York is viewed as one of the retail capitals of the world. It is a pleasure to be here with so many of the world's greatest international retailers.

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  • On Teaching Open Source Development

    <b>IT World:</b> "One of the constants in my interactions with the Linux and open source communities is that they--all of them--are out there, in the big wide world, while I remain ensconced in my fortress of solitude here in Northern Indiana."

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  • How can I solve the same problems a CB-architecture is trying to solve without using hacks? [on hold]

    - by Jefffrey
    A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place).

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  • SEO Hosting Companies

    There have been a great number of Hosting SEO Companies being set up across the world and their contribution to the internet marketing society has been well accredited. As a result, the number of SEO Hosting Companies being set up on the internet itself has been on the rise given that the web world is the best outsourced IT hub.

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  • How to add a sound that an enemy AI can hear?

    - by Chris
    Given: a 2D top down game Tiles are stored just in a 2D array Every tile has a property - dampen (so bricks might be -50db, air might be -1) From this I want to add it so a sound is generated at point x1, y1 and it "ripples out". The image below kind of outlines it better. Obviously the end goal is that the AI enemy can "hear" the sound - but if a wall is blocking it, the sound doesn't travel as far. Red is the wall, which has a dampen of 50db. I think in the 3rd game tick I am confusing my maths. What would be the best way of implementing this?

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