Search Results

Search found 14551 results on 583 pages for 'game history'.

Page 101/583 | < Previous Page | 97 98 99 100 101 102 103 104 105 106 107 108  | Next Page >

  • flash game lags every 20 seg

    - by ZoserLock
    My game has delta time for frame independent movement, at 250 fps run perfectly smooth, but if i limit the fps to 60, the game slow down for a 2-4 seg every 20 seg aprox, even in small programs i have this same problem. no memory is created or released i comment everything i can and the problem persist thanks and sorry for my english

    Read the article

  • multi player client server game - polling - wamp

    - by stonebold
    Let's say I make a client-server application. A simple game for example. Where each client polls the server every half a minute. How many clients is it possible to have before it overlaods a wamp server? Basically how robust is Apache for this kind of stuff? Getting a request, aggregating data from mysql server, and then returning the data in an xml format. What solution should I use for my case? Thank you in advance.

    Read the article

  • Android/Java AI agent framework/middleware

    - by corneliu
    I am looking for an AI agent framework to use as a starting point in an Android game I have to create for a university research project. It has been suggested to me to use JADE, but, as far as I can tell, it's not a suitable framework for games (at least for my game idea) because it runs in a split-execution mode, and it needs an always-active network connection to a main host. What I want is just a little something to give me a headstart. I am willing to adjust the game's features to the framework because it's more of a mockup game, and the purpose is to compare the performance of a couple of agents in the game world. The game will be very simplistic, with a minimal UI that displays various stats about the characters in the game (so no graphics, no pathfinding). Thank you.

    Read the article

  • What are the programming religious wars of the generations before our current generation?

    - by Christopher Altman
    Being 32 years old, I did not follow debates in programming, language design, and platforms in the 1960s, 1970s, 1980s, and most of the 1990s. I sometimes hear glimpse of what the major debates were and how they turned the course of history. It makes me wonder what I take for granted. I am curious, what were the debates. The ones I know are: Procedural vs. Object Orientated Programming Lisp vs. C Software vs. Chips with Embedded Code

    Read the article

  • How to search cvs comment history

    - by Chris Noe
    I am aware of this command: cvs log -N -w<userid> -d"1 day ago" Unfortunately this generates a formatted report with lots of newlines in it, such that the file-path, the file-version, and the comment-text are all on separate lines. Therefore it is difficult to scan it for all occurrences of comment text, (eg, grep), and correlate the matches to file/version. (Note that the log output would be perfectly acceptable, if only cvs could perform the filtering natively.) EDIT: Sample output. A block of text like this is reported for each repository file: RCS file: /data/cvs/dps/build.xml,v Working file: build.xml head: 1.49 branch: locks: strict access list: keyword substitution: kv total revisions: 57; selected revisions: 1 description: ---------------------------- revision 1.48 date: 2008/07/09 17:17:32; author: noec; state: Exp; lines: +2 -2 Fixed src.jar references ---------------------------- revision 1.47 date: 2008/07/03 13:13:14; author: noec; state: Exp; lines: +1 -1 Fixed common-src.jar reference. =============================================================================

    Read the article

  • Mercurial Remove History

    - by Jake Pearson
    Is there a way in mercurial to remove old changesets from a database? I have a repository that is 60GB and that makes it pretty painful to do a clone. I would like to trim off everything before a certain date and put the huge database away to collect dust.

    Read the article

  • Balancing agressive invites

    - by Nils Munch
    I am designing a trading card game for mobiles, with the possibility to add cards to your collection using Gems, aquired through victories and inapp purchases. I am thinking to increase the spread of the game with a tracking system on game invites, enabling the user to invite a friend to play the game. If the friend doesn't own the game client (which is free) he will be offered to download it. If he joins the game, the original player earns X amount of gems as an reward. There can only be one player per mobile device, which should rule out some harvesting. My question is, how do you think the structure of this would be recieved ? All invites are mail based, unless the player already exists in the game world (then he gets a ingame invitation.) I have set a flood filter, so a player can only invite a friend (without the client installed) once a month.

    Read the article

  • Redoing Commit History in GIT Without Rebase

    - by yar
    Since asking my last question which turned out to be about rebasing with GIT, I have decided that I don't want to rebase at all. Instead I want to: Branch Work work work, checking in and pushing at all times Throw out all of those commits and pretend they never happened (so one clean commit at the end of work) I do this currently by copying the files to a new directory and then copying them back in to a new branch (branched at the same point as my working branch), and then merging that into master or wherever. Is this just plain bad and why? More important: Is there a better/GIT way to do this? git rebase -i forces me to merge (and pick, and squash).

    Read the article

  • Creating a broswed history menu

    - by pundit
    Hi guys, I'm sure many of you have visited amazon.com. When you do, amazon create a list of browsed menu items at the very bottom of the home page. I am currently doing a project that applies personalisation and customisation and wanted to implement something similar. my prototype is based on an institution, so i want to display a list of probably the last 5 viewed programmes or courses on the home page. I am using php and so far i have thought of using $_SERVER["HTTP_REFERER"], but basically returns the last url..Which is not what i want. Does any one have any suggestions that could probably help with this. thanks.

    Read the article

  • Creating a browsed history menu

    - by pundit
    Hi guys, I'm sure many of you have visited amazon.com. When you do, amazon creates a list of browsed menu items at the very bottom of the home page. I am currently doing a project that applies personalisation and customisation and wanted to implement something similar. My prototype is based on an institution, so I want to display a list of, say, the last 5 viewed programmes or courses on the home page. I am using PHP and so far i have thought of using $_SERVER["HTTP_REFERER"], but this returns only the last URL, which is not what I want. Does anyone have any suggestions to help me with this? Thanks.

    Read the article

  • AS3 car race game?

    - by ashok patidar
    I am trying to make a racing game with an overhead view looking down. There will be a separate mc for the ground and another separate mc for the players car. How can I do this? O ya and just in case i am thinking the way I did: I tried to "rotate" the ground but when the car moves down the ground it moves away from the registration point, so therefore it rotates non relative to the car i want to make this game in as3.

    Read the article

  • Why is it so hard to find a C++ 3d game tutorial

    - by Dave
    I'm planning on learning 3d game development for the iphone using a 3d engine, but because of lack of tutorials for the iphone I was planning on using C++ game tutorials and making the necessary changes. The problem is that I've had limited success when searching for things such as 'c++ 3d fps tutorial ' I dont really get anything useful. Are there any 3d c++ tutorials you can recommend?

    Read the article

  • Is this an effective monetization method for an Android game? [on hold]

    - by Matthew Page
    The short version: I plan to make an Android puzzle game where the user tries to get 3-6 numbers to their predetermined goal numbers. The free version of the app will have three predetermined levels (easy, medium, hard). The full version ($0.99, probably) will have a level generator where there will be unlimited easy, medium, or hard levels, as well as a custom difficulty option where users can set specific vales to the number of numbers to equate to their goal, the number of buttons to use, etc. Users will also have the option to get a one-time "hint" for a fee of $0.49, or unlimited hints for a one-time fee of $2.99. The long version: Mechanics of Game and Victory The application is a number puzzle. When the user begins a new game, depending on the input by the user, between 3 and 6 numbers show up on the top of the screen, and between 3 and 6 buttons show up on the bottom of the screen. The buttons all have two options: to increase every number the same way, or decrease every number the same way. The buttons either use addition / subtraction, multiplication / division, or exponents / roots, all depending on the number displayed on the button. Addition buttons are green, multiplication buttons are blue, and exponential buttons are red. The user wins when all of the numbers displayed on the screen equate to their goal number, displayed below each number. Monetization If the user is playing the full (priced) version of the app, upon the start of the game, the user will be confronted with a dialogue asking for the number of buttons and the number of numbers to equate in the game. Then, based on the user input, a random puzzle will be generated. If the user is playing the free version of the app, the user will be asked to either play an “easy”, “hard”, or “expert” puzzle. A pre-determined puzzle from each category will be used in the game. If the user has played that puzzle before, a dialogue will show saying this to the user and advertising the full version of the app. The full version of the app will also be advertised upon the successful or in successful completion of a puzzle. Upon exiting this advertisement, another full screen advertisement will appear from a third party. Also, the solution to the puzzle should be stored by the program, and if the user pays a small fee, he/she can see a hint to the solution to the program. In the free version of the app, the user may use their first hint for free. Also, the user can use unlimited hints for a slightly larger fee. Is this an effective monetization method?

    Read the article

  • nicely display file rename history in git log

    - by Jian
    The git command git log --format='%H' --follow -- foo.txt will give you the series of commits that touch foo.txt, following it across renames. I'm wondering if there's a git log command that will also print the corresponding historical file name beside each commit. It would be something like this, where we can interpret '%F' to be the (actually non-existent) placeholder for filename. git log --format='%H %F' --follow -- foo.txt I know this could be accomplished with git log --format='%H' --follow --numstat -- foo.txt but the output is not ideal since it requires some non-trivial parsing; each commit is strewn across multiple lines, and you'll still need to parse the file rename syntax ("bar.txt => foo.txt") to find what you're looking for.

    Read the article

  • Of what significance is the solution to the game of checkers in AI research?

    - by cobie
    I have been doing some research into artificial intelligence and I came across a 2007 paper titled "Checkers is Solved" on the game of checkers being solved by AI techniques after more than 16 years of trial. A solution to the game is defined by the team as "determining the final result in a game with no mistakes made by either player". The search for a solution started back in 1989 and it was finally found in 2007. Of what importance is this to the field of AI?

    Read the article

  • How to do pre-loading

    - by Dave
    I have a question that is confusing me with making a game. For my game launch i pre load everything for the main menu then i loop the game to display it. But lets argue player wants to launch a new game or a specific level, then you preload the relevant sounds/graphics for that level right? How ever, the player must already be running the game loop if they are at the main menu, so you can't load in the game loop or you will load every frame...but im pretty sure most big games don't preload every level when you first run the game from desktop because it would take a long time on some of these games.... How is it done :S

    Read the article

  • overview/history of resident memory usage

    - by kapet
    I have a fairly complicated program (Python with SWIG'ed C++ code, long running server) that shows a constantly growing resident memory usage. I've been digging with the usual tools for the leak (valgrind, Pythons gc module, etc.) but to no avail so far. I'm a bit afraid that the actual problem is memory fragmentation within Python and/or libc managed memory. Anyway, my question is more specific right now: Is there a tool to visualize resident memory usage and ideally show how it develops over time? I think the raw data is in /proc/$PID/smaps but I was hoping there's some tool that shows me a nice graph of the amounts used by mmap'ed files vs. anonymous mmap'ed memory vs. heap over time so that it's easier to see (literally) what's changing. I couldn't find anything though. Does anybody know of a ready to use tool that graphs memory usage over space and time in an intuitive way?

    Read the article

  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

    Read the article

  • Trimming GIT Checkins/Squashing GIT History

    - by yar
    I check my code into a GIT branch every few minutes or so, and the comments end up being things like "Everything broken starting again" and other absurdities. Then every few minutes/hours/days I do a serious checkin with a real comment like, "Fixed bug #22.55, 3rd time." How can I separate these two concepts? I would like to be able to remove all my frequent-checkins and just leave the serious ones.

    Read the article

  • Do 3d assets cost a lot more than 2d?

    - by Balls
    I'm planning to create a game on my own and will most likely hire an artist in the future. I just want to know if making a game in 2d will a lot cheaper than making it on 3d? Here's my plan: If it will be a 2d game.. I'll probably make a platform game. More like a Braid level of graphics. If it will be a 3d game.. Closest of graphics I'll ask for will be far cry 1 or if possible oblivion. So any thoughts? I'm funding all of it on my own. It will be my first game but will use maybe an engine around if it will be a 3d game. If 2d, I have my own engine lying around here. Thank you, Balls

    Read the article

  • What was the thinking behind the development of Object Oriented Programming?

    - by leeand00
    I've got some real nay-sayers on my hands here, and I'm trying to give them the reason why OOP was developed in the first place. I realize that OOP is not perfect for all problems and situations, but it was developed for a reason... My guess would be, that a few of those reasons would be: Maintainability Re-usability Document-ability Abstraction of Complex Technologies Dynamic Extension at Runtime... Probably some things that I'm not even aware of yet... But I really don't have much to back this up, and I was wondering why OOP was developed in the first place, and it's history. What were the people who developed OOP trying to accomplish? What led them to develop OOP?

    Read the article

< Previous Page | 97 98 99 100 101 102 103 104 105 106 107 108  | Next Page >