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  • Which flash server i should use for flash chat with a lot of instant users?

    - by Almas Adilbek
    I'm currently developing flash chat for social networking websites like facebook. Actually i want to develope flash chat in this game. Chat would have a lot of instant active users. So that, i need to know which flash servers i should use, is there any free ones that are pretty good for such high performance needs? I've found ElectroServer4 Professional. Is it enough for my task? Thank you

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  • Changing Image In an ImageButton After Being Clicked?

    - by BuZzZzJaY
    Creating a game in Android using multiple ImageButtons to display an image from the drawable folder and I want to change the button to a different image after the button has been clicked on. Here is the code for my image button: <ImageButton android:id="@+id/b56" android:layout_width="45px" android:layout_height="45px" android:layout_gravity="center_vertical" android:src="@drawable/black" /> I can't find anything about how to change the actual image of the button. You can change the color of the button by using the following code in the java file: b32.setBackgroundColor(0xAA00AA00);

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  • Moving and resizing JPanels object inside JFrame.

    - by Gabriel A. Zorrilla
    Continuing my quest of learning Java by doing a simple game, i stumbled upon a little issue. My gameboard extends JPanel as well as each piece of the board. Now, this presents some problems: Cant set size of each piece, therefore, each piece JPanel ocupy the whole JFrame, concealing the rest of the pieces and the background (gameboard). Cant set the position of the pieces. I have the default flow manager. Tried setbounds and no luck. Perhaps i should make the piece to extend other JComponent?

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  • Powder Physics Games

    - by frinkz
    Does anyone have any experience with this sort of thing? I'm talking about applets like this http://dan-ball.jp/en/javagame/dust/ I'm really interested in how they work, it seems more like fluid-dynamics than regular game physics. Does anyone know any open source variations, or any hints on how they might work? I think it would be really fun and challenging to work on something like this, but I'm not sure where to start researching... Thanks :)

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  • How do games move around objects (in general)

    - by user146780
    I'm sure there's not just 1 answer to this but, do game engines actually change the vectors in memory, or use gltransformations? Because pushing and popping the matrix all the time seems inefficient, but if you keep modifying the verticies you cant make use of display lists. So I'm wondering how it's done in general. Thanks

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  • What is an efficient way to find a non-colliding rectangle nearest to a location

    - by hyn
    For a 2D game I am working on, I am using y axis sorting in a simple rectangle-based collision detection. This is working fine, and now I want to find the nearest empty rectangle at a given location with a given size, efficiently. How can I do this? Is there an algorithm? I could think of a simple brute force grid test (with each grid the size of the empty space we're looking for) but obviously this is slow and not even a complete test.

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  • MATLAB: How do I get 3D coordiantes from a user-click?

    - by John
    I'm using Matlab to create a small chess game for one of my courses this semester. The thing I'm having trouble with is having the user be able to select one of the chess pieces. To simplify things, I'm making it so that the user selects a piece by clicking on the square that the chess piece resides on rather than clicking the piece itself (which I assume would be much more difficult). I know how to get the x and y coordinates of the view-port, but how do I transform these coordinates into 3-space coordinates? I know that there are multiple x,y,z coordinates associated with each view-port coordinate, but I'm only interested in the x,y,z coordinate where z = 0 (since the board itself is in the x,y plane that intersects the z axis where z = 0). Thanks!

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  • What is the current state of the art in HTML canvas JavaScript libraries and frameworks?

    - by Toby Hede
    I am currently investigating options for working with the canvas in a new HTML 5 application, and was wondering what is the current state of the art in HTML canvas JavaScript libraries and frameworks? In particular, are there frameworks that support the kind of things needed for game development - complex animation, managing scene graphs, handling events and user interactions? Also willing to consider both commercial and open source products.

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  • How do I change the color of a Cocos2d MenuItem?

    - by Rob Sawyer
    [MenuItemFont setFontSize:20]; [MenuItemFont setFontName:@"Helvetica"]; //I'm trying to change the color of start (below item) MenuItem *start = [MenuItemFont itemFromString:@"Start Game" target:self selector:@selector(startGame:)]; MenuItem *help = [MenuItemFont itemFromString:@"Help" target:self selector:@selector(help:)]; Menu *startMenu = [Menu menuWithItems:start, help, nil]; [startMenu alignItemsVertically]; [self add:startMenu];

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  • Best programming based games

    - by Matt Sheppard
    Back when I was at school, I remember tinkering with a Mac game where you programmed little robots in a sort of pseudo-assembler language which could then battle each other. They could move themselves around the arena, look for opponents in different directions, and fire some sort of weapon. Pretty basic stuff, but I remember it quite fondly, even if I can't remember the name. Are there any good modern day equivalents?

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  • How could I generate instances of an object randomly at the top of the screen and make them "fall"?

    - by Custard
    I am making a game in Flash CS4 (actionscript 3) and I would like to be able to make "copies" of an instance that would randomly appear at the top of the screen and fall. For example, multiple objects(that are the same one) are falling from the top of the screen continuously, starting at random X positions. (i think this would be considered Real-Time effect). P.S., please tell me if the information is insufficient for an answer, I couldn't think of much more to add to it. Thanks for your time and answers, -Custard

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  • Programming language for opengl screenshot software

    - by mandril
    I need to develop a multiplatform software that takes screenshots from opengl games without affecting the game in performance, it will run in the background and will add a watermark to my screenshots. What language should i use? I thought of Perl / Python. Anyone can point me out something to start? Thanks!

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  • How to merge two test into one RSpec

    - by thefonso
    Both the last two test work individually...but when both are set to run (non pending) I get problems. question: can I create a test that merges the two into one? How would this look?(yes, I am new to rspec) require_relative '../spec_helper' # the universe is vast and infinite....and...it is empty describe "tic tac toe game" do context "the game class" do before (:each) do player_h = Player.new("X") player_c = Player.new("O") @game = Game.new(player_h, player_c) end it "method drawgrid must return a 3x3 game grid" do @game.drawgrid.should eq("\na #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n----------\nb #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n----------\nc #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n----------\n 1 2 3 \n") @game.drawgrid end #FIXME - last two test here - how to merge into one? it "play method must display 3x3 game grid" do STDOUT.should_receive(:puts).and_return("\na #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n----------\nb #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n----------\nc #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n----------\n 1 2 3 \n").with("computer move") @game.play end it "play method must display 3x3 game grid" do STDOUT.should_receive(:puts).with("computer move") @game.play end end end just for info here is the code containing the play method require_relative "player" # #Just a Tic Tac Toe game class class Game #create players def initialize(player_h, player_c) #bring into existence the board and the players @player_h = player_h @player_c = player_c #value hash for the grid lives here $thegrid = { :a1=>" ", :a2=>" ", :a3=>" ", :b1=>" ", :b2=>" ", :b3=>" ", :c1=>" ", :c2=>" ", :c3=>" " } #make a global var for drawgrid which is used by external player class $gamegrid = drawgrid end #display grid on console def drawgrid board = "\n" board << "a #{$thegrid[:a1]}|#{$thegrid[:a2]}|#{$thegrid[:a3]} \n" board << "----------\n" board << "b #{$thegrid[:b1]}|#{$thegrid[:b2]}|#{$thegrid[:b3]} \n" board << "----------\n" board << "c #{$thegrid[:c1]}|#{$thegrid[:c2]}|#{$thegrid[:c3]} \n" board << "----------\n" board << " 1 2 3 \n" return board end #start the game def play #draw the board puts drawgrid #external call to player class @player = @player_c.move_computer("O") end end player_h = Player.new("X") player_c = Player.new("O") game = Game.new(player_h, player_c) game.play

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  • XNA: What is the point of Unload()?

    - by Rosarch
    XNA games have an Unload() method, where content is supposed to be unloaded. But what is the point of this? If all the content is being unloaded, then the game must be exiting, in which case everything would be garbage collected anyway, right?

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  • Methods in Customized View did not get invoke in AppDelegate, Why?

    - by NorthKyut
    I want the methods pauseGame in customized UIView - MyGameView get invoked when the phone is locked or interrupted. So I have a pauseGame method but it can't stop the timer when user lock screen (command+L). The lock screen did appear but the game still running at the background. So I added the testPause method to MyGameView and MyGameAppDelegate and and put a breakpoint to debug it. When screen locked it, the screen lock appeared and the code did stop at the breakpoint. But when I tried to step into the testPause method, it didn't take me to the method in MyGameView (it just passed it, not skipped) and no message was printed on terminal by NSLog. Why? What did I miss? // // MyGameAppDelegate.h // MyGame // #import <UIKit/UIKit.h> @class MyGameViewController; @class MyGameView; @interface MyGameAppDelegate : NSObject { UIWindow *window; MyGameViewController *viewController; MyGameView *view; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MyGameViewController *viewController; @property (nonatomic, retain) IBOutlet MyGameView *view; @end // // MyGameAppDelegate.m // MyGame // #import "MyGameAppDelegate.h" #import "MyGameViewController.h" #import "MyGameView.h" @implementation MyGameAppDelegate @synthesize window; @synthesize viewController; @synthesize view; - (void)applicationWillResignActive:(UIApplication *)application { /* Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game. */ [view pauseGame]; [view testPause]; } @end // // MyGameView.h // MyGame @interface MyGameView : UIView { - (void)pauseGame; - (void)testPause; @end // // MyGameView.m // MyGame // #import "MyGameView.h" #import "AtlasSprite.h" #import "MyGameViewController.h" #import "SecondViewController.h" @implementation MyGameView - (void)pauseGame { [theTimer invalidate]; theTimer = nil; } - (void)testPause{ NSLog(@"TestPause"); } @end

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  • JButtons don't imediatly change on mouse event

    - by out_sider
    I'm using the java swing library to develop a board game called DAO. The problem is that after the human player makes its move, by clicking on the JButton with the piece image that he wants to play, I call the computer AI routine but inside the mouse event function. By doing this only when the function returns, the computer ends its turn, do the JButtons refresh their Images (setIcon comes in). I'd like to know how can I force the JButtons to change their image at the moment they are clicked and not only when the mouse event function ends (as I need to handle data inside it). I've tried all of this myButtons[i][j].setIcon(xIcon); myButtons[i][j].revalidate(); myButtons[i][j].repaint(); myButtons[i][j].validate(); None worked. Thx in advance

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  • Drag and Drop and identify locations with java

    - by out_sider
    I'm trying to do something quite simple, but I'm having a hard time finding good examples on the net to what I want specifically. I'd like to somehing very similer to what it's here: Dao It's a simple game called DAO and I just need to have a background image with 16 squares (4x4) and drag and drop the images (pieces) on each square to the others. I'm developing the interface using swing and I simply want to know a good place to find tutorials for such implementations or a simple suggestion on how to do it. Thanks in advance

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