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  • Change sysout logging level for Weblogic

    - by Justin Voss
    When I run a local copy of Weblogic, I like to see the output in the console so that I can observe my app's logging messages. But, Weblogic spits out a lot of log messages I don't care about, like these: [ACTIVE] ExecuteThread: '0' for queue: 'weblogic.kernel.Default (self-tuning)' 08-29-2010 01:02:21 INFO Getting a JNDI connection [ACTIVE] ExecuteThread: '0' for queue: 'weblogic.kernel.Default (self-tuning)' 08-29-2010 01:02:21 INFO Connection Returned. Elapsed time to acquire=0ms. [ACTIVE] ExecuteThread: '0' for queue: 'weblogic.kernel.Default (self-tuning)' 08-29-2010 01:02:21 INFO Getting a JNDI connection [ACTIVE] ExecuteThread: '0' for queue: 'weblogic.kernel.Default (self-tuning)' 08-29-2010 01:02:21 INFO Connection Returned. Elapsed time to acquire=0ms. Can I configure Weblogic to not output those? I assume that I can change the logging level to something higher than INFO and that should fix it?

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  • Reduce munin logging level

    - by petrus
    Munin is quite verbose, and logs a bunch of things into munin-graph.log, munin-html.log, munin-limits.log and munin-update.log at each run of munin-cron. I already reduced munin-node logging level by setting log_level 0 in munin-node.conf, and that works well. munin-node.log only gets updated when an error message is generated. However I also tried to add the same option in munin.conf, but it makes munin crash. How one can reduce the amount of logs written by munin?

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  • htaccess - Redirects with more than 1 level deep not working

    - by barfoon
    Hey everyone, Just moved to shared hosting on GoDaddy and Im trying to get my .htaccess rules working. Heres what I have: ErrorDocument 404 /error.php Options FollowSymLinks RewriteEngine On RewriteBase / RewriteCond %{HTTP_HOST} ^www\.mydomain\.org$ RewriteRule ^(.*)$ http://mydomain.org/$1 [R=301,L] RewriteRule ^view/(\w+)$ viewitem.php?itemid=$1 [R=301,L] RewriteRule ^category/(\w+)$ viewcategory.php?tag=$1 [R=301,L] RewriteRule ^faq$ faq.php RewriteRule ^about$ about.php RewriteRule ^contact$ contact.php RewriteRule ^submit$ submit.php RewriteRule ^contactmsg$ handler-contact.php All the pages @ the root of the domain seem to be working i.e mydomain.org/faq, mydomain.org/about are working. But whenever I try mydomain.org/category/somecategory, I get a 404. How can I fix my .htaccess to obey these rules that are more than 1 level deep? Thanks,

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  • General High-Level Assessment

    - by tcarper
    Guys and Gals, I've been tasked with a doozy of an assignment. The objective is something akin to "laying of hands" on several database servers which work in concert to provide data to various Web, Client-Server and Tablet-Sync'd distributed Client-Server programs. More specifically, I've been asked to come up with a "Maintenance Plan" which includes recommendations for future work to improve these machines' performance/reliability/security/etc. Might there be some good articles on teh interwebs ya'll could point me towards which would give me some good basis to start? Articles describing "These are the top 4 overarching categories and this is how you should proceed when drilling down on each of them" sort-of-thing would be fabulous. The Databases are all SQL 2005, however the compatibility level is 80 and they were originally created with ERwin based on SQL 6.5. The OSs are all Windows Server 2003. Thanks all! Tim

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  • Feedback on available mid-to-enterprise level desktop backup solutions [closed]

    - by user85610
    I am involved in the creation of a new backup solution to replace our current Retrospect setup, which has become a significant time sink to administer. We have almost 200 desktop and some laptop clients, both Windows and OS X. We're only interested in products oriented around disk-to-disk, and would be integrate well with our current set of nine NAS devices as target storage. I'd just like some feedback from anyone out there, as it's sometimes difficult otherwise to find objective reviews of software at this level. Both data and time are important enough that we need a reliable solution which won't be prone to self-destruction as often as Retrospect. Bonus points for de-duplication, which might help squeeze more service time out of our NAS setup in terms of capacity. Currently considering Commvault and Netbackup. Many other products I've seen don't have an OSX client. Any thoughts?

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  • The cache is getting at full level so fast

    - by CompilingCyborg
    Please, the memory and the cache are getting to the full level quite quickly under my linux mint 9 - isadora system. I used Ubuntu and Debian before, and it was not causing this issue at all. At the current time i typing the following command frequently to empty the cache "echo 3 /proc/sys/vm/drop_caches". Please any way around this? or do you know what's going wrong? | I am only programming on this machine; no graphics, no games nothing. Thanks in advance for your help!

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  • How computers display raw, low-level text and graphics

    - by panic
    My ever-growing interest in computers is making me ask deeper questions, that we don't seem to have to ask anymore. Our computers, at boot, as far as I understand it, are in text mode, in which a character can be displayed using the software interrupt 0x10 when AH=0x0e. We've all seen the famous booting font that always looks the same, regardless of what computer is booting. So, how on earth do computers output graphics at the lowest level, say, below the OS? And also, surely graphics aren't outputted a pixel at a time using software interrupts, as that sounds very slow? Is there a standard that defines basic outputting of vertices, polygons, fonts, etc. (below OpenGL for example, which OpenGL might use)? What makes me ask is why OS' can often be fine without official drivers installed; how do they do that? Apologies if my assumptions are incorrect. I would be very grateful for elaboration on these topics!

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  • Setting up a DNS server for a 3rd level domain

    - by user45339
    If I would like a client to use HIS DNS for a 3rd level domain name (ie test.domain.com), how would I be able to do that? So I have domain servers ns1.domain.com + ns2.domain.com for domain.com but now I want ns1.rabbit.com and ns2.rabbit.com for test.domain.com. How can this be done? I know it's possible because I saw it at some providers. Then, as a second part (and related) part; how to set up a WHOIS for that test.domain.com? So that, if you query my server for the information about test.domain.com, it'll be different than the info on domain.com? Thanks

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  • How do I know if I need a level 3 switch?

    - by eekmeter
    We currently have a flat network with a bunch of unmanaged switches. I would like to use VLANs to segregate certain users like guests and I would like to use 802.1x. However, I'm not sure if what I need is a level 3 or a level 2 switch. From what I understand a level 3 switch does routing between VLANs. I don't think I need this at the moment but as I said I'm not sure since this is all new to me. What else would a level 3 switch do for me? Our network is relatively small, less than a 100 users. What exactly does a level 3 switch do that I can't get with a level 2 switch? When would I need a level 3?

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  • Why can't I connect to a Cisco wireless access point?

    - by spinlock
    I'm running a Lucid Netbook Remix on my Dell Inspiron 600m and I was not able to connect to the wireless network at the Hacker Dojo in Mountain View yesterday. There were plenty of other people on the network - MS, Mac, and Linux boxes - but my laptop would never get an ip address. I can connect to my home network, which is open, and I've never had a problem connecting at the coffee shop, which uses WPA. The Hacker Dojo is running WPA and we checked the password a number of times but got no love. Any ideas would be greatly appreciated. Additional Info: $iwlist eth1 scan eth1 Scan completed : Cell 01 - Address: EC:C8:82:FA:63:92 ESSID:"HackerDojo-gwifi" Protocol:IEEE 802.11g Mode:Master Frequency:2.412 GHz (Channel 1) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:62 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 280ms ago Cell 02 - Address: 00:18:4D:24:08:61 ESSID:"Green Zone" Protocol:IEEE 802.11bg Mode:Master Frequency:2.417 GHz (Channel 2) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 6 Mb/s 9 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:23 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 11516ms ago Cell 03 - Address: 08:17:35:32:6E:13 ESSID:"\x00" Protocol:IEEE 802.11g Mode:Master Frequency:2.437 GHz (Channel 6) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:71 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 2760ms ago Cell 04 - Address: EC:C8:82:FA:63:90 ESSID:"HackerDojo" Protocol:IEEE 802.11g Mode:Master Frequency:2.412 GHz (Channel 1) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:61 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 772ms ago Cell 05 - Address: 08:17:35:32:6E:11 ESSID:"HackerDojo-Presenter" Protocol:IEEE 802.11g Mode:Master Frequency:2.437 GHz (Channel 6) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:65 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 3308ms ago Cell 06 - Address: 08:17:35:32:7E:31 ESSID:"HackerDojo-Presenter" Protocol:IEEE 802.11g Mode:Master Frequency:2.462 GHz (Channel 11) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:88 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 1668ms ago Cell 07 - Address: 38:E7:D8:01:46:1E ESSID:"JWS_Incredible" Protocol:IEEE 802.11bg Mode:Master Frequency:2.412 GHz (Channel 1) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 500 kb/s; 54 Mb/s Quality:31 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK Extra: Last beacon: 2848ms ago Cell 08 - Address: 08:17:35:32:6E:10 ESSID:"HackerDojo" Protocol:IEEE 802.11g Mode:Master Frequency:2.437 GHz (Channel 6) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:67 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 7848ms ago Cell 09 - Address: 08:17:35:32:7E:30 ESSID:"HackerDojo" Protocol:IEEE 802.11g Mode:Master Frequency:2.462 GHz (Channel 11) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:85 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 8300ms ago Cell 10 - Address: 08:17:35:32:6E:12 ESSID:"HackerDojo-gwifi" Protocol:IEEE 802.11g Mode:Master Frequency:2.437 GHz (Channel 6) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:68 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 232ms ago Cell 11 - Address: 08:17:35:32:7E:32 ESSID:"HackerDojo-gwifi" Protocol:IEEE 802.11g Mode:Master Frequency:2.462 GHz (Channel 11) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:86 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 168ms ago Cell 12 - Address: EC:C8:82:FA:63:91 ESSID:"HackerDojo-Presenter" Protocol:IEEE 802.11g Mode:Master Frequency:2.412 GHz (Channel 1) Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 6 Mb/s; 9 Mb/s 11 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Quality:62 Signal level:0 Noise level:0 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Extra: Last beacon: 7408ms ago $iwconfig eth1 eth1 unassociated ESSID:"HackerDojo-gwifi" Nickname:"ipw2100" Mode:Managed Channel=0 Access Point: Not-Associated Bit Rate:0 kb/s Tx-Power:16 dBm Retry short limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off Link Quality:0 Signal level:0 Noise level:0 Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:0 Missed beacon:0

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  • How should I manage/declare dependencies between open source C# projects?

    - by munificent
    I've got a game (a roguelike to be specific) in C# that I'm in the process of cleaning up to open source. One step I'd like to take is splitting it into three distinct pieces: A simple package of utility classes, things like 2D arrays, vectors, etc. A terminal UI package that gives you a curses-like display. It depends on 1. The actual game, which uses 1 and 2. Right now, these are all separate projects in the same solution, but I'd kind of like to make them completely separate projects (in the "open source project" sense, not the "visual studio project" use of the term) with their own names and repos. I think, at the very least, #1 is generally useful even if you aren't building game, and I don't want someone to have to build an entire game just to get some handy functions. What I'm not sure about is how to handle the dependencies if I split up the solution. If someone decides they want to sync the game, how should I ensure they also get 1 and 2? Include the built dependent .dlls in the games repo? Just document, "you need these other projects and they must be in a path relative to the game like this". Just leave it all one giant solution and a single repo. Something I'm not thinking of?

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  • Cocos2d-x v3 invalid conversion from 'cocos2d::Layer* [on hold]

    - by Hammerh5
    Hello guys I'm learning cocos2d-x v3 right but most of the code that I can find is to the version 2. My specific error is this one, when I try to compile my cocos2s-x 3 project this error shows. invalid conversion from 'cocos2d::Layer to Game* [-fpermisive]* What I want to do is create a new game scene in the following code: //Game.cpp #include "Game.h" Scene* Game::scene() { scene *sc = CCScene::create(); sc->setTag(TAG_GAME_SCENE); const Game *g = Game::create(); //Here is where the conversions fails. sc->addChild(g, 0, TAG_GAME_LAYER); return sc; } Of course this is my header file //Game.h #include "cocos2d.h" #include "Mole.h" #include "AppDelegate.h" using namespace cocos2d; class Game: public cocos2d::Layer { cocos2d::CCArray *moles; float timeBetweenMoles, timeElapsed, increaseMolesAtTime, increaseElapsed, lastMoleHiTime; int molesAtOnce; cocos2d::CCSize s; bool isPaused; public: CCString *missSound, *hitSound; static cocos2d::Scene* scene(); virtual bool init(); void showMole(); void initializeGame(); void onEnterTransitionDidFinish(); void onExit(); void onTouchesBegan(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); void tick(float dt); cocos2d::CCArray* getMoles(bool isUp); //LAYER_CREATE_FUNC(Game); }; #endif /* GAME_H_ */ I don't know what's wrong I suppose this code works fine in Cocos2d-x v2. It's maybe some changes in the C++ version ?

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  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

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  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

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  • When would I use "scripts" or "scripting" in a game, as opposed to the core language?

    - by Brian Reindel
    The terms scripts and scripting appear to be used interchangeably on the Game Development Stack Exchange, but other than reading questions about a scripting language choice, I don't understand the relationship between scripts and scripting, and the core language. What does a script typically do, when would it be used, and are scripts in some contexts (as defined by game programmers) different than a scripting language?

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  • How do you pack resources in a game when you have too many of them?

    - by ThePlan
    I've recently made a basic space invaders clone in C++ using the Allegro 5 framework. It took me a long time, but after I finished, I realized I had about 10 sprites, and 13MB worth of DLLs (Some of the people didn't even have the mingW dlls) which were making people who played the game very confused. How can I "pack" all my resources in a way that I can easily add-remove data to my game, and to reduce the size taken by the resource, basically placing them in 1 spot? I'm using codeblocks.

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  • Where i must put .xnb files in mono game project using VS2010?

    - by user23899
    Hello there my problem was describe below In the "The Content Pipeline" paragraph http://blogs.msdn.com/b/bobfamiliar/archive/2012/08/07/windows-8-xna-and-monogame-part-3-code-migration-and-windows-8-feature-support.aspx#comments Author describe how fix it using VS2012 put xnb files to \AppX\Content folder but i use VS2010 and mono game templates for it and there is no folders like this so where i must put this asstes to run game correctly

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  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

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  • Is it unprofessional to leave game resources to the open eye?

    - by ThePlan
    I'm still having problems packing my resources, after going through complicated APIs and basically just zip files which are exhausting my brain, I thought I could also pack the game with the resources visible to the human eye, in a simple folder. Would that be unprofessional? Personally, I've never even seen games do that, it would basically mean that the player could just edit whatever he wants in the game, like go in map1.txt and add an X somewhere to create a wall, or change the player sprite to a pony in MS PAINT.

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  • Is there any online programmer's community, focusing on core game development?

    - by kasperov
    I am looking for a stricktly/mostly programming oriented game community, focusing on core graphics, middleware, and research. Any suggestions? Edit: I am specifically looking for people/community/group, having expertise in core game engine design/programming, directx/opengl reservoir.(And specifically targetting the programming part only).(The platforms can be anything from PC to xbox360/ps3/wii and even 3ds.)

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  • Will there be any more books in the Game Programming Gems series?

    - by Laurent Couvidou
    It's been more than three years now that the last Game Programming Gems book was published. The official website isn't updated anymore, and this page of Mark DeLoura's website seems to imply that the series is over. Was there ever an official statement about this? Was number 8 the last book? The Game Programming Gems were one of the most (if not the most) important resource for me and probably thousands of developers around the globe, did the Internet kill them?

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  • Is it a good plan to use 2D physics for a 3D racing game?

    - by user3195897
    I am working on a 3D racing game using SDL and OpenGL. I thought it would be easier to use a 2D physics engine, since I really don't need the 3rd dimension. There will be no flying cars or jumps, they will just be stuck to the floor, so I would use 2D colliders and that things to simulate collisions in a plane but render the actual game from a 3D perspective. So the real question is: is it possible, is it a dumb idea, what else can I do?

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  • Facebook Game Development - .NET - Which architecture?

    - by Ben
    I am starting to develop a facebook game using ASP.NET + Silverlight Which architecture would you use? ASP.NET MVC or MVVM or RIA Services? ALso what do you think about using XNA with Silversprite? The game won't be a arcade game. It will be more strategy/RPG. Thanks a lot in advance.

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  • iphone basic game loop

    - by Mrigank Gupta
    I am little confused with my Opengl game loop. as I am skipping touch events some times. My game loop is some thing like this.. I have ScreenManager which draw and update all game screens who so ever has control.In update I am checking input of all screen also. if input state changes, then whichever screen has control, consume touches. EaglView draw update | | ScreenManager.draw ScreenManager.update -> handle input stack ___________ ___________ of ___________ ___________ screen ___________ ___________ Problem comes.. I am changing input state as touch begun and end methods called. but sometimes In my game loop both touchbegun/end methods get called between two updates and I am missing events. I guess approach is not good. can you guys share your approach to this problem.

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