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ETeeskiTutorials

ETeeskiTutorials

Free Sound Clips | SoundBible.com TooTallNate/node-weak The guide to implementing 2D platformers | Higher-Order Fun Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers. I can think of four major ways in which a platform game can be implemented. Type #1: Tile-based (pure) Character movement is limited to tiles, so you can never stand halfway between two tiles. Flashback, shown with tile boundaries Examples: Prince of Persia, Toki Tori, Lode Runner, Flashback How it works Advantages of this system include simplicity and precision. Type #2: Tile Based (Smooth) Slopes

How can I show split screen or multiple camera views at the same time? Yes it is possible. Just use the "Normalized View Port Rect" setting of each camera, to set each camera to fill the portion of the screen that you want. Simply create both cameras, and then - for example - a side-by-side view (split screen vertical) could be achieved by setting: Left Camera - Normalized View Port Rect: X : 0Y : 0Width : 0.5Height : 1 Right Camera - Normalized View Port Rect: X : 0.5Y : 0Width 0.5Height 1 And a split screen horizontal view (one view on top of another) could be achieved with these settings: Top Camera - Normalized View Port Rect: X : 0Y : 0.5Width : 1Height : 0.5 Bottom Camera - Normalized View Port Rect: X : 0Y : 0Width 1Height 0.5

FasterCGI with HHVM « HipHop Virtual Machine FasterCGI with HHVM Posted on December 17, 2013 by Juliusz Kopczewski Today, we are happy to announce FastCGI support for HHVM. FastCGI is a popular protocol for communication between an application server (e.g. running your PHP code) and a webserver. If you can’t wait to get your hands on the new feature, just jump to the Installation section. FastCGI was designed to solve one crucial problem that plagued its predecessor CGI, namely: performance. HHVM FastCGI server uses asynchronous I/O. A separate set of worker threads is used to execute PHP code. We conducted benchmarks using Nginx. WordPress The first test was performed using the WordPress example page. ab -c 50 -n 1000 Sadly the results were pretty bad for PHP. Requests per second: 23.17 [#/sec] (mean) Time per request: 2157.579 [ms] (mean) Time per request: 43.152 [ms] (mean, across all concurrent requests) Transfer rate: 275.42 [Kbytes/sec] received HHVM FastCGI Fibonacci Ubuntu 12.04 Ubuntu 13.10

Better Programmer Art I've worked building tools and engines for artists making games and visual effects for more than ten years, and I've always been baffled by the distinction that people make between "programmer art" and "real game art". Also, I've noticed that the only people who will give you a free pass for bad programmer art are other programmers. Regardless of how fun your game is, or how technically awesome your tech demo is, the non-programmers you show it to are going to think: Is that a jetpack or a tumor? Often, you can find a way to generate good art without having to create it from scratch. Mason McCuskey offers some excellent suggestions for sources of game art in his article " Good Game Art When You're Not An Artist". But sometimes, you just have to create your art from scratch. But I can't draw...really.. If that's what your programmer art looks like, this article is for you. But where do I find a palette? Resources:

UNITY 3D MULTIPLAYER GAMES Dmu.com may be available for purchase. Inquire today! Inquiry Form Inquire with your Facebook or LinkedIn profile, or complete this form to receive a free quote. Every big dream that became a reality had one thing in common: A solid foundation. First impressions matter.Get an email address as big as your dreams. Dmu.com Owner and CEO name@Dmu.com Don't be limited by a free webmail address. Visibility is the cornerstone of every business.Your dreams deserve to be seen. The leading Dmu site on the net"We're the best at what we do"Your NameFounder, CEO If they don't see you, you don't exist.

Announcing Elasticsearch.js For Node.js And The Browser A few months ago we released client libraries for PHP, Ruby, Python, and Perl and today we add another to the family, JavaScript! This new client runs in Node.js and modern browsers, and aims to solve the same problems that the others do: provide access to the entire Elasticsearch REST APIplay nice with clustersautomatically discover nodes when desiredintelligently handle node failurebe easily extendable, so that you can really have it behave just the way you want If you didn’t know that we are developing our own clients you should check out this post from the first round of releases. In that post Clint explains why we decided to go down this road, as well as some of the goals of the project. Just like our other clients, Elasticsearch.js is licensed under Apache 2.0 and hosted on Github. Getting the Node.js module To install the module into an existing Node.js project use npm: npm install elasticsearch Getting the browser client Setting up the client Now you are ready to get busy!

DMU UNITY 3D GAMES Pub-sub with RabbitMQ and WebSocket - Blog - Vanbosse Aren't realtime updates great? Here's another way of implementing realtime into apps. Using RabbitMQ, PHP, Node.js and Socket.io. In this blog post I'll be using an example. Image you are at a train station, waiting for the next train heading towards Berserkistan. RabbitMQ First of all, we need RabbitMQ. Publish/subscribe The publish/subcribe pattern basically says that subscribers receive all updates a publisher sends out. The publisher needs to create a connection with the RabbitMQ server. The Node.js server is a subscriber. So, for our story this means, if a train sends out location updates to the RabbitMQ server on a regular basis, the Node.js server will receive these updates since it's a subscriber. WebSocket When the Node.js server notices a message has been added, it can send out that message to all of its connected websockets. Again, for our story this means that, when an update is received, an update can be sent out to all of the waiting passengers. Demo

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