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  • Problems running XNA game on 64-bit Windows 7

    - by Tesserex
    I'm having problems getting my game engine to run on my brother's machine, which is running 64-bit Windows 7. I'm developing on 32-bit XP SP2. My app uses XNA, FMOD.NET, and another dll I wrote entirely in C#. Everything is targeted to x86, not AnyCPU. I've read that this is required for XNA to work because there is no 64-bit xna framework. I recompiled FMOD.NET as x86 as well and made sure to be using the 32-bit version of the native dll. So I don't see any problems there. However when he tries to run my app, it gives an error which is mysterious, but not unheard of. A FileNotFoundException with an empty file name, and the top of the stack trace is in my main form constructor. The message is The specified module could not be found. (Exception from HRESULT: 0x8007007E) I found some threads online about this error, all with very vague, mixed, and fuzzy responses that don't really help me. Most remind people to target x86. Some say check that they have all the dlls necessary. I gave my brother Microsoft.Xna.Framework.dll, but does he need to install the entire XNA redistributable package? When I take everything I sent him and stick it in a random directory, it still runs fine for me. I developed the game in VS2008, not in game studio, using XNA 3.0 and a Windows Forms control that uses XNA drawing which I found in an msdn tutorial. I would also like to avoid requiring a full installer if possible. Any insight? Please?

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  • HTML5 card game [closed]

    - by ChrisCa
    I created a card game in silverlight a year or so ago in order to learn a bit about Silverlight. I am now wanting to make a HTML5 version of the game in an effort to learn a little bit more about that. I am thinking I'd like to take advantage of stuff like Knockout.js and WebSockets and the canvas element. Now what I'm confused about is how to lay out the cards on the screen. With Silverlight I was able to make a "Hand" control, which was made up of two sub controls - the cards the player has in their hand and the ones they have on the table. And they in turn were made up of Card controls. Now I don't believe there is the concept on a User Control in javascript. So I am possibly thinking about this in entirely the wrong way. So my question is - how could I lay out some cards on the table and perhaps make reuse of something for each player? I have a client side JSON object called game, which contains an array of players. Each player has a hand which is made up of an array of in-hand cards and on-table cards. Ideally I would like to bind these to something using Knockout.js - but I don't know what I could bind to. Would I simply position images (of cards) on a canvas? Is there a way to make some kind of Hand object that each player could have and that I could bind to? Any advice? Or sample code you've seen elsewhere?

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  • iPhone OS: implementing your own achievements, how do I do it?

    - by nickthedude
    I'm working on a game where really the only game part is (at least right now) that the user can unlock achievements as she does various things throughout the game. I have a database that can keep track of certain user actions and record how many times a user does something but I'm having trouble figuring out the best way to architect the app so that I have to do the least amount of work. Kind of suck with the timing because gamecenter is not ready and it seems like openfeint is changing gears, but maybe I'm wrong. I'd prefer to do everything "in house" if it is not too ridiculous. looking for suggestions. Thanks, Nick

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  • Best Java 'framework' for LOW-END 3D Graphics?

    - by CodeJustin.com
    I've made my share of 2D games on various platforms but I have never developed a 3D game. I want to make a small "mmorpg". I already made my server in python and it works just fine with my flash 2D game but I decided I want to step it up and try out 3D. I want to make a 3D game for the web browser and I think Java might be a good choice for this. So basically I'm just looking for a straight forward and well documents 'framework' to make LOW-END 3D games. Keep in mind that I will be targeting peoples with very low-end PC's (plus my 3d modeling skills aren't great so I wouldn't mind hiding it somewhat, haha)

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  • How do sprites work?

    - by Alan
    How do sprites work? I've seen sprites from old school games like Super Mario Brothers, and wondered how they're animated to make a game. They're always presented as one big image map, so how are they used? For Mario (as an example) are there precalculated image co-ordinates that outline mario, and are swapped between various mario sprites to produce animation? Or are sprites pre "cut" during game initialization using precalculated images co-ordinates and stored in memory somewhere? Obviously I know nothing about game development.

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  • How RPG characters are made

    - by user365314
    If RPG with the ability to change armors and clothes are made, how is it done? I mean the 3d side mostly If i make normal character, that has flat clothes, it would be easy, just change textures, but question is about armors, which have totally different models. So are only armor models recreated or character model with armor? How is it imported into game engine, only armor or character model with new armor? If person changes armor in game, will game swap the hole model or only the armor part? if only the armor part, then how the movement animations are done, are armor models animated on characters in 3d programs or what... :D

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  • How would MVVM be for games?

    - by Benny Jobigan
    Particularly for 2d games, and particularly silverlight/wpf games. If you think about it, you can divide a game object into its view (the graphic on the screen) and a view-model/model (the state, ai, and other data for the object). In silverlight, it seems common to make each object a user control, putting the model and view into a single object. I suppose the advantage of this is simplicity. But, perhaps it's less clean or has some disadvantages in terms of the underlying "game engine". What are your thoughts on this matter? What are some advantages and disadvantages of using the MVVM pattern for game development? How about performance? All thoughts are welcome.

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  • How to set background image in Java?

    - by Dew
    I am developing a simple platform game using Java using BlueJ as the IDE. Right now I have player/enemy sprites, platforms and other items in the game drawn using polygons and simple shapes. Eventually I hope to replace them with actual images. For now I would like to know what is the simplest solution to setting an image (either URL or from local source) as the 'background' of my game window/canvas? I would appreciate it if it isn't something long or complex as my programming skills aren't very good and I want to keep my program as simple as possible. Kindly provide example codes with comments to elaborate on their function, and also if it's in its own class, how to call on relevant methods used by it on other classes. Thank you very much.

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  • Level editor for 3D games with open format or API?

    - by furtelwart
    I would like to experiment with machine generated levels for a 3D game. I'm very open which game this will be. I just like the idea to run through a generated map. For this approach, it would be great if I can use an API or an open format for level designs. Is there an open source level system that can be used in several game engines (ego shooter or whatever)? I don't know if I explained my point clearly, so please add a comment with your question. I will try to clearify my point.

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  • Refactor C++ code to use a scripting language?

    - by Justin Ardini
    Background: I have been working on a platformer game written in C++ for a few months. The game is currently written entirely in C++, though I am intrigued by the possibility of using Lua for enemy AI and possibly some other logic. However, the project was designed without Lua in mind, and I have already written working C++ code for much of the AI. I am hoping Lua can improve the extensibility of the game, but don't know if it would make sense to convert existing C++ code into Lua. The question: When, if ever, is it appropriate to take fully functional C++ code and refactor it into a scripting language like Lua? The question is intentionally a bit vague, so feel free give answers that are not relevant to the given background.

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  • How to check if aspect ratio auto adjustment is enabled in monitor

    - by kFk
    Game application is written in C++ and uses DirectX 8. I am getting a maximum monitor resolution to calculate it's aspect ratio. Then I use this value to fix game rendering (scale and set clipping to receive normal 4:3 image with black borders on wide screen monitors). How can I check if monitor is using aspect ratio auto adjustment now? Because my scaling plus monitor scaling makes resulting image overscaled. Thanks EDIT: I saw correct different monitor resolution handling with or without aspect ratio auto adjustment in "Royal Envoy" casual game. But don't know how do they do this.

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  • using arrays to get best memory alignment and cache use, is it necessary?

    - by Alberto Toglia
    I'm all about performance these days cause I'm developing my first game engine. I'm no c++ expert but after some research I discovered the importance of the cache and the memory alignment. Basically what I found is that it is recommended to have memory well aligned specially if you need to access them together, for example in a loop. Now, In my project I'm doing my Game Object Manager, and I was thinking to have an array of GameObjects references. meaning I would have the actual memory of my objects one after the other. static const size_t MaxNumberGameObjects = 20; GameObject mGameObjects[MaxNumberGameObjects]; But, as I will be having a list of components per object -Component based design- (Mesh, RigidBody, Transformation, etc), will I be gaining something with the array at all? Anyway, I have seen some people just using a simple std::map for storing game objects. So what do you guys think? Am I better off using a pure component model?

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  • Is it acceptable to design my GLSurfaceView as a main control class?

    - by Omega
    I'm trying to structure a game I'm making in Android so that I have a sound, flexible design. Right now I'm looking at where I can tie my games rules engine and graphics engine together and what should be in between them. At a glance, I've been eying my implementation of GLSurfaceView, where various screen events are captured. My rationale would be to create an instance of my game engine and graphics engine here and receive events and state changes to trigger updates of either where applicable. Further to this, in the future, the GLSurfaceView implementation could also store stubs for players during a network game and implementations of computer opponents and dispatch them appropriately. Does this seem like a sensible design? Are there any kinds of improvements I can make? Thanks for any input!

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  • How to implement Pentago AI algorithm

    - by itsho
    Hi, i'm trying to develop Pentago-game in c#. right now i'm having 2 players mode which working just fine. the problem is, that i want One player mode (against computer), but unfortunately, all implements of minimax / negamax are for one step calculated. butin Pentago, every player need to do two things (place marble, and rotate one of the inner-boards) I didn't figure out how to implement both rotate part & placing the marble, and i would love someone to guide me with this. if you're not familiar with the game, here's a link to the game. if anyone want's, i can upload my code somewhere if that's relevant. thank you very much in advance

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  • Need help replicating directory structure with ColdFusion and jsTree

    - by Derek
    I am using this new jQuery plugin called jsTree www.jstree.com and using the HTML datasource. I am also using ColdFusion 7 with cfdirectory and filtering out files, so just dirs. I need to recreate the directory structure in the image, well any dir structure I give it actually. I am having a heck of a time with the logic. variables.imageDirectoriesLen = 8 in this scenario cause I am outputting from the middle of the actual file path, not from begining. Thanks for the help. Derek this is what I have so far <cfoutput query="clientImageDirsFilter"> <cfset nextLen = 0 /> <cfset nextDir = "" /> <cfset nextRowCnt = currentRow+1 /> <cfset nextDir = clientImageDirsFilter.directory[nextRowCnt] & "\" & clientImageDirsFilter.name[nextRowCnt] /> <cfset nextLen = listLen(nextDir, "\") /> <cfset currLen = listLen(clientImageDirsFilter.directory & "\" & clientImageDirsFilter.name,"\") /> <cfif currLen eq nextLen> <li rel="folder" id="node_#randRange(1,99999)#"><a href="##"><ins>&nbsp;</ins>#clientImageDirsFilter.name#</a></li> <cfelseif nextLen lt currLen> <cfif nextLen eq 0> #repeatString("</li></ul>",(currLen-nextLen-variables.imageDirectoriesLen))# </cfif> <cfelse> <ul> <li rel="folder" id="node_#randRange(1,99999)#"><a href="##"><ins>&nbsp;</ins>#clientImageDirsFilter.name#</a> <ul> </cfif>

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  • Game loop and time tracking

    - by David Brown
    Maybe I'm just an idiot, but I've been trying to implement a game loop all day and it's just not clicking. I've read literally every article I could find on Google, but the problem is that they all use different timing mechanisms, which makes them difficult to apply to my particular situation (some use milliseconds, other use ticks, etc). Basically, I have a Clock object that updates each time the game loop executes. internal class Clock { public static long Timestamp { get { return Stopwatch.GetTimestamp(); } } public static long Frequency { get { return Stopwatch.Frequency; } } private long _startTime; private long _lastTime; private TimeSpan _totalTime; private TimeSpan _elapsedTime; /// <summary> /// The amount of time that has passed since the first step. /// </summary> public TimeSpan TotalTime { get { return _totalTime; } } /// <summary> /// The amount of time that has passed since the last step. /// </summary> public TimeSpan ElapsedTime { get { return _elapsedTime; } } public Clock() { Reset(); } public void Reset() { _startTime = Timestamp; _lastTime = 0; _totalTime = TimeSpan.Zero; _elapsedTime = TimeSpan.Zero; } public void Tick() { long currentTime = Timestamp; if (_lastTime == 0) _lastTime = currentTime; _totalTime = TimestampToTimeSpan(currentTime - _startTime); _elapsedTime = TimestampToTimeSpan(currentTime - _lastTime); _lastTime = currentTime; } public static TimeSpan TimestampToTimeSpan(long timestamp) { return TimeSpan.FromTicks( (timestamp * TimeSpan.TicksPerSecond) / Frequency); } } I based most of that on the XNA GameClock, but it's greatly simplified. Then, I have a Time class which holds various times that the Update and Draw methods need to know. public class Time { public TimeSpan ElapsedVirtualTime { get; internal set; } public TimeSpan ElapsedRealTime { get; internal set; } public TimeSpan TotalVirtualTime { get; internal set; } public TimeSpan TotalRealTime { get; internal set; } internal Time() { } internal Time(TimeSpan elapsedVirtualTime, TimeSpan elapsedRealTime, TimeSpan totalVirutalTime, TimeSpan totalRealTime) { ElapsedVirtualTime = elapsedVirtualTime; ElapsedRealTime = elapsedRealTime; TotalVirtualTime = totalVirutalTime; TotalRealTime = totalRealTime; } } My main class keeps a single instance of Time, which it should constantly update during the game loop. So far, I have this: private static void Loop() { do { Clock.Tick(); Time.TotalRealTime = Clock.TotalTime; Time.ElapsedRealTime = Clock.ElapsedTime; InternalUpdate(Time); InternalDraw(Time); } while (!_exitRequested); } The real time properties of the time class turn out great. Now I'd like to get a proper update/draw loop working so that the state is updated a variable number of times per frame, but at a fixed timestep. At the same time, the Time.TotalVirtualTime and Time.ElapsedVirtualTime should be updated accordingly. In addition, I intend for this to support multiplayer in the future, in case that makes any difference to the design of the game loop. Any tips or examples on how I could go about implementing this (aside from links to articles)?

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  • Project ideas for automated deduction/automated theorem proving?

    - by wsh
    Dear Stack Overflow brethren, I'm a second-semester junior who will embark upon my thesis soon, and I have an interest in automated deduction and automated theorem provers. As in, I'd like to advance the art in some way (I don't mean that pretentiously, but I do want to do something productive). I've Googled pretty far and wide and so far few promising ideas have emerged. There are a few student project idea pages, but most seem either horribly outdated or too advanced (I was originally going to attempt to synthesize postmodernist thought (hahaha) and abstract its logical content, build a complete and consistent model (if possible, of course), and attempt to automate it, grounding said model as possible in a nonstandard logic a la these. My advisor thought that gave postmodernist thought too much credit (a while ago I reimplemented the Postmodernism Generator in Haskell with Parsec, so that is in part where the idea came from); I am tempted to concur.) So, yeah. Does anyone have ideas? I apologize if there is some obvious gap in my approach here/if I haven't appropriately done my homework (and if there is one, please tell me!), but in large part I don't even know where to start, and thank you for reading all that.

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  • Blackjack game reshuffling problem

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): for hand in hands: if len(self.cards)>=7*(len(hands)): top_card=self.cards[0] self.give(top_card, hand) else: print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def init(self, name): super(BJ_Hand, self).init() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def init(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.")

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  • CLR Stored Procedures

    - by Paul Hatcherian
    In an ASP.NET application, I have a small number of fairly complex, frequently used operations to execute against a database. In these operations, one or more of several tables needs updates or inserts based a logical evaluation of both input parameters and values of certain tables. I've maintained a separation of logic and data access, so the operation currently looks like this: Request received from client Business layer invokes data layer to retrieve data from database Business layer processes result and determines which operation to execute Business layer invokes appropriate data operation Response sent to client As you can see, the client is kept waiting while two separate requests are made to the database. In searching for a solution to this, I've found CLR Stored Procedures, but I'm not sure if I have the right idea about what they are useful for. I have written a replacement for the code above which especially places steps 2-4 in a CLR SP. My understanding is that the SP will be executed locally by SQL Server and result in only one call being made to the server. My initial benchmark tests show this is actually orders of magnitude slower than my original code, but I attribute that recompilation of the code I have not worked out yet and/or some flaw in my environment. My question is basically, is this the intended use of CLR SPs or am I missing something? I realize this is a bit of a compromise structurally, so if there's a better way to do it I'd love to hear it.

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  • Linear feedback shift register?

    - by Mattia Gobbi
    Lately I bumped repeatedly into the concept of LFSR, that I find quite interesting because of its links with different fields and also fascinating in itself. It took me some effort to understand, the final help was this really good page, much better than the (at first) cryptic wikipedia entry. So I wanted to write some small code for a program that worked like a LFSR. To be more precise, that somehow showed how a LFSR works. Here's the cleanest thing I could come up with after some lenghtier attempts (Python): def lfsr(seed, taps): sr, xor = seed, 0 while 1: for t in taps: xor += int(sr[t-1]) if xor%2 == 0.0: xor = 0 else: xor = 1 print xor sr, xor = str(xor) + sr[:-1], 0 print sr if sr == seed: break lfsr('11001001', (8,7,6,1)) #example I named "xor" the output of the XOR function, not very correct. However, this is just meant to show how it circles through its possible states, in fact you noticed the register is represented by a string. Not much logical coherence. This can be easily turned into a nice toy you can watch for hours (at least I could :-) def lfsr(seed, taps): import time sr, xor = seed, 0 while 1: for t in taps: xor += int(sr[t-1]) if xor%2 == 0.0: xor = 0 else: xor = 1 print xor print time.sleep(0.75) sr, xor = str(xor) + sr[:-1], 0 print sr print time.sleep(0.75) Then it struck me, what use is this in writing software? I heard it can generate random numbers; is it true? how? So, it would be nice if someone could: explain how to use such a device in software development come up with some code, to support the point above or just like mine to show different ways to do it, in any language Also, as theres not much didactic stuff around about this piece of logic and digital circuitry, it would be nice if this could be a place for noobies (like me) to get a better understanding of this thing, or better, to understand what it is and how it can be useful when writing software. Should have made it a community wiki? That said, if someone feels like golfing... you're welcome.

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  • Events and references pattern

    - by serhio
    In a project I have the following relation between BO and GUI By e.g. G could represent a graphic with time lines, C a TimeLine curve, P - points of that curve and T the time that represents each point. Each GUI object is associated with the BO corresponding object. When T changes GUI P captures the Changed event and changes its location. So, when G should be modified, it modifies internally its objects and as result T changes, P moves and the GuiG visually changes, everything is OK. But there is an inconvenient of this architecture... BO should not be recreated, because this will breack the link between BO and GUIO. In particular, GUI P should always have the same reference of T. If in a business logic I do by e.g. P1.T = new T(this.T + 10) GUI_P1 will not move anymore, because it wait an event from the reference of former P1.T object, that does not belongs to P1 anymore. So the solution was to always modify the existing objects, not to recreate it. But here is an other inconvenient: performance. Say I have a ready newC object that should replace the older one. Instead of doing G1.C = newC I should do foreach T in foreach P in C replace with T from P from newC. Is there an other more optimal way to do it?

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  • Patterns / Solutions to complicated Feature Management

    - by yclian
    Hi all, My company develops CDN / Web-Hosting solution. We have a middleware that's served as a business logic layer and exposes web service for the front-end. I would like to seek for a clean solution to feature management - there're uncertainties and ugly workarounds/solutions in the software that the dev would say "when it happens or is broken, we will fix it". For example, here're the following features that a web publisher can have: Sites limit Bandwidth limit SSL feature + SSL configuration per site If we downgrade a web publisher, when he's having 10 sites, down to 5 sites, we can choose not to suspend the rest of the 5 sites, or we shall prompt for suspension before the downgrade. For the case of bandwidth limit, the downgrade is easy, when the bandwidth check happens, if the publisher has it exceeded, then we will suspend his account. For the case of SSL feature. Every SSL configuration is tied to a site, what shall happen to these configuration object when the SSL feature is downgraded from enabled to disabled? So as you can see, there're many different situations and there are different ways of handling it. I can make a system that examines the impacts and prompts the user to make changes before the downgrade/upgrade. Or a system that ignores the impacts and just upgrade/downgrade. Bad. Or a system designed in a way that the client code need to be aware of the complex feature matrix (or I can expose a helper to the client code to check if a feature is not DEFUNCT) There can be many ways that I am still thinking but puzzled. I am wondering, how would you tackle this issue and is there any recommended patterns or books or software that you think I can refer to? Appreciate your help.

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  • Handling Complex Rules in in GUI applciations (C++ or C#)

    - by Canacourse
    Im working on a dialog box in which several rules must be satisfied before the OK button is enabled. Currently any action on the page such as entering data or selecting an item from a drop down list (amongst other things) calls a single function called ProcessEvent() - this function handles all logic and either enables or disables the OK button. My problem is I finding it difficult making the rules concise and understandable. Some of the rules can be negated by another action on the dialog and I have now ended up with if else statements all over the place or which are difficult to read and follow & extend. The code below is a simplification of the problem but demonstrates it well. How do I handle this problem better (If its Possible) bool CWorkstation::ProcessEvent(void) { UpdateData(); CharCount = GetDlgItemInt(IDC_CharCount, NULL, FALSE); //get latest if ( IsDlgButtonChecked(IDC_USEDBNAME)) { if (!IsDlgButtonChecked(IDC_MAXDBNAME)) { EnableNext(TRUE); } } if (IsDlgButtonChecked(IDC_MAXDBNAME) && CharCount) { if (IsDlgButtonChecked(IDC_USEXMLNAME)) { if ( PrefixName.IsEmpty() ) { EnableNext(FALSE); } else { EnableNext(TRUE); } } } if (IsDlgButtonChecked(IDC_USEXMLNAME) && PrefixName.GetLength() > 1) { EnableNext(TRUE); } if ( IsDlgButtonChecked(IDC_WSAUTONAME) || IsDlgButtonChecked(IDC_RENAMEIFDUP)) { // TRACE("IDC_WSAUTONAME is Checked\n"); if ( IsDlgButtonChecked(IDC_USEXMLNAME) && PrefixName.GetLength() > 1 ) { if ( IsDlgButtonChecked(IDC_IDC_USESHORTNAME) ) { EnableNext(TRUE); } else if ( IsDlgButtonChecked(IDC_USELONGNAME) ) { EnableNext(TRUE); } else { EnableNext(FALSE); } } if ( !IsDlgButtonChecked(IDC_USEPREFIX) ) { if ( IsDlgButtonChecked(IDC_IDC_USESHORTNAME) || IsDlgButtonChecked(IDC_USELONGNAME) ) { EnableNext(TRUE); } } return false; } }

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  • Turning logical expression around

    - by BluePrint
    I have the following code: bool s = true; for (...; ...; ...) { // code that defines A, B, C, D // and w, x, y, z if (!(A < w) && s == true) { s = false; } if (!(B < x) && s == true) { s = false; } if (!(C < y) && s == true) { s = false; } if (!(D < z) && s == true) { s = false; } } This code is working well. However, I want to, for several (unimportant) reasons, change the code so that I can initiate s = false; and set it to true inside the if-statement. It tried the following: bool s = false; for (...; ...; ...) { // code that defines A, B, C, D // and w, x, y, z if (A >= w && s == false) { s = true; } if (B >= x && s == false) { s = true; } if (C >= y && s == false) { s = true; } if (D >= z && s == false) { s = true; } } However, this is not working properly as the code above is working. I know thought wrong somewhere in the logic, but I can't figure out where. Does anbyone see my probably obvious error? EDIT: Added three more if-statemets. Missed them since they were commented away.

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  • Resources such as libraries, engines and frameworks to make Javacript-based MMORTS? [closed]

    - by hhh
    I am looking for resources outlined to make a MMORTS with Javascript as the client-side, probably just a simple canvas for the frontend. The guy in the video here mentions that JavaScript is one of the most misunderstood language -- and I do believe that. I think one can make quite cool games with it in the future. So I am now proactively looking for resources and perhaps some ideas. My first idea contained Node.js, C and NetBSD/bozohttpd (or the-4-7-chars' *ix-thing with green-logo -thing, move the q here) but I acknowledge my beginner -style approach -- this issue is broad and not only for one person to make it all-the-time-improved project! So I think perfect for community to tinker. Some games and examples possibly easy to make into MMORTS BrowserQuest here under MPL 2.0 and its content licensed under CC-BY-SA 3.0 (source here) [proprietary] LoU here and built with JS/Qooxdoo/c#/Windows-Server/ISS/etc, source. MY ANSWER BEGINS HERE TO BE MOVED BELOW, REQUIRING RE-OPENING. PLEASE, VOTE TO OPEN IT -- HELP US TO TINKER! My answer Generic Is there an MMO-related research body? Although about Android, certain things also appropriate with JS -game: Are there any 2D gaming libraries/frameworks/engines for Android? Why is it so hard to develop a MMO? Browser based MMO Architecture MMO architecture - Highly Scalable with Reporting capabilities What are the Elements of an MMO Game? Is this the right architecture for our MMORPG mobile game? Looking for architectures to develop massive multiplayer game server Information on seamless MMO server architecture Game-mechanics (search) Question sounding like about LoU: What are the different ways to balance an online multiplayer game where user spend different amounts of time online? Building an instance system What are the different ways to balance an online multiplayer game where user spend different amounts of time online? Hosting is it possible to make a MMO starting with scalable hosting? Should I keep login server apart from game server? MMO techniques, algorithms and resources for keeping bandwidth low? MMO Proxy Server Javascript and Client-based things What do I need to do a MMORTS in JavaScript with small amount of Developers? How to update the monsters in my MMO server using Node.js and Socket.IO Are there any good html 5 mmo design tutorials? Networking Loadbalancing Questions Something about TCP, routers, NAT, etc: How do I start writing an MMO game server? Who does the AI calculations in an MMO? They need someone more knowledgable to work with, a lot of cases where the same words mean different things. Data Structures What data structure should I use for a Diablo/WoW-style talent tree? Game Engine Need an engine for MMO mockup Helper sites http://www.gamedev.net/page/index.html

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