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  • Creating a simple 2d game with C++: Where to go first? [on hold]

    - by Lucas Vieira
    I'm starting to build a little school project. (I have a prior experience with php, python and java, and i'm learning c++ now). My part is simple, create a game, like this pong http://www.ponggame.org/ The problem is that I've never programmed a game before. I was looking the possibilities, maybe use QT? Or is there other library better for my case? Since i don't want to reinvent the wheel, where to start with? Thank you, guys!

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  • Do you need expensive servers and fancy hosting in order to make a multiplayer game?

    - by ThePlan
    I've finished working on an RPG and it would seem so much more fun to make it multiplayer. SFML has a networking feature, I figured it's possible but then again, never in my life have I even tried something basic about networking, in fact my knowledge of it is very limited. What would it take to make a multiplayer game resource-wise? I'm not talking about an MMO, more like a co-op type of game. Do I need mountains of cash to pay for hosting and servers and many many things to make one?

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  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

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  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

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  • What technology(s)would be suitable for the front end part of a Java web game?

    - by James.Elsey
    As asked in a previous question, I'm looking to create a small MMO that will be deployed onto GAE. I'm confused about what technologies I could use for the user interface, I've considered the following JSP Pages - I've got experience with JSP/JSTL and I would find this easy to work with, it would require the user having to "submit" the page each time they perform an action so may become a little clumsey for players. Applet - I could create an applet that sits on the front end and communicates to the back end game engine, however I'm not sure how good this method would be and have not used applets since university.. What other options do I have? I don't have any experience in Flash/Flex so there would be a big learning curve there. Are there any other Java based options I may be able to use? My game will be text based, I may use some images, but I'm not intending to have any animations/graphics etc Thanks

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  • What are milestones for a game developer to gauge their progress?

    - by user16710
    I know actually completing a game is a massive milestone, a complete polished, holistic experience. Something that I've not yet been able to commit to. There are of course classes and degrees to earn in several fields that will help gain experience, but how would one judge their own progress and strive to progress further? The yellow brick road to "Rock Star Game Programmer" is very cloudy. At this point I think it may be closer to an ocean, drifting along until you wake up one day at your destination.

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  • How do I do a game loop in c99?

    - by linitbuff
    I'm having trouble with how to structure a game using c99. I've seen a few tutorials on making a game loop, but they are all done with c++ and classes. My main problem seems to be moving data around between the functions without creating a mess, and what stuff to put in what header files etc. Do I just do something similar to the c++ loops, and create a class-like header with a structure containing all items needed by more than one of the functions, along with the prototypes of said functions, and include the header in each function's header file? Then, in the main function, instantiate the structure and pass a pointer to it to every function in the loop? Is this ok, or is there a better way to do it, and are there any good 'c' specific tutorials available? Cheers

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  • Should the networking of my game be a component or a service?

    - by aalcutt
    I am working on a windows game and I am trying to understand the XNA GameComponents and GameServices classes and use. From what I understand about a component is that it has an Update method that gets call in every frame, and a service can be referenced from other components if needed. So the way I think a network component would work is that in its Update method it would receive and send data. It probably makes sense to receive the network data once per frame, but it doesn't for sending it. Shouldn't the game send its own updates to others the moment it has it to cut down on lag?

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • How to start cross-platform desktop game development? [closed]

    - by Wamer
    I am interested in developing some 2d game since I have graduated and got some time to spare. I am looking for some advices where to start and with what. My main target platforms are Mac and Windows (later porting/rewriting/modifying for iOS, Android or WP7 is considerable). I need some advices about language I should choose, frameworks, engines and this kind of stuff. I gotta start somehow, but first of all I need to know how. Choosing good language with great framework/engine is key to ongoing successful game development I think.

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  • Implementing an async "read all currently available data from stream" operation

    - by Jon
    I recently provided an answer to this question: C# - Realtime console output redirection. As often happens, explaining stuff (here "stuff" was how I tackled a similar problem) leads you to greater understanding and/or, as is the case here, "oops" moments. I realized that my solution, as implemented, has a bug. The bug has little practical importance, but it has an extremely large importance to me as a developer: I can't rest easy knowing that my code has the potential to blow up. Squashing the bug is the purpose of this question. I apologize for the long intro, so let's get dirty. I wanted to build a class that allows me to receive input from a console's standard output Stream. Console output streams are of type FileStream; the implementation can cast to that, if needed. There is also an associated StreamReader already present to leverage. There is only one thing I need to implement in this class to achieve my desired functionality: an async "read all the data available this moment" operation. Reading to the end of the stream is not viable because the stream will not end unless the process closes the console output handle, and it will not do that because it is interactive and expecting input before continuing. I will be using that hypothetical async operation to implement event-based notification, which will be more convenient for my callers. The public interface of the class is this: public class ConsoleAutomator { public event EventHandler<ConsoleOutputReadEventArgs> StandardOutputRead; public void StartSendingEvents(); public void StopSendingEvents(); } StartSendingEvents and StopSendingEvents do what they advertise; for the purposes of this discussion, we can assume that events are always being sent without loss of generality. The class uses these two fields internally: protected readonly StringBuilder inputAccumulator = new StringBuilder(); protected readonly byte[] buffer = new byte[256]; The functionality of the class is implemented in the methods below. To get the ball rolling: public void StartSendingEvents(); { this.stopAutomation = false; this.BeginReadAsync(); } To read data out of the Stream without blocking, and also without requiring a carriage return char, BeginRead is called: protected void BeginReadAsync() { if (!this.stopAutomation) { this.StandardOutput.BaseStream.BeginRead( this.buffer, 0, this.buffer.Length, this.ReadHappened, null); } } The challenging part: BeginRead requires using a buffer. This means that when reading from the stream, it is possible that the bytes available to read ("incoming chunk") are larger than the buffer. Remember that the goal here is to read all of the chunk and call event subscribers exactly once for each chunk. To this end, if the buffer is full after EndRead, we don't send its contents to subscribers immediately but instead append them to a StringBuilder. The contents of the StringBuilder are only sent back whenever there is no more to read from the stream. private void ReadHappened(IAsyncResult asyncResult) { var bytesRead = this.StandardOutput.BaseStream.EndRead(asyncResult); if (bytesRead == 0) { this.OnAutomationStopped(); return; } var input = this.StandardOutput.CurrentEncoding.GetString( this.buffer, 0, bytesRead); this.inputAccumulator.Append(input); if (bytesRead < this.buffer.Length) { this.OnInputRead(); // only send back if we 're sure we got it all } this.BeginReadAsync(); // continue "looping" with BeginRead } After any read which is not enough to fill the buffer (in which case we know that there was no more data to be read during the last read operation), all accumulated data is sent to the subscribers: private void OnInputRead() { var handler = this.StandardOutputRead; if (handler == null) { return; } handler(this, new ConsoleOutputReadEventArgs(this.inputAccumulator.ToString())); this.inputAccumulator.Clear(); } (I know that as long as there are no subscribers the data gets accumulated forever. This is a deliberate decision). The good This scheme works almost perfectly: Async functionality without spawning any threads Very convenient to the calling code (just subscribe to an event) Never more than one event for each time data is available to be read Is almost agnostic to the buffer size The bad That last almost is a very big one. Consider what happens when there is an incoming chunk with length exactly equal to the size of the buffer. The chunk will be read and buffered, but the event will not be triggered. This will be followed up by a BeginRead that expects to find more data belonging to the current chunk in order to send it back all in one piece, but... there will be no more data in the stream. In fact, as long as data is put into the stream in chunks with length exactly equal to the buffer size, the data will be buffered and the event will never be triggered. This scenario may be highly unlikely to occur in practice, especially since we can pick any number for the buffer size, but the problem is there. Solution? Unfortunately, after checking the available methods on FileStream and StreamReader, I can't find anything which lets me peek into the stream while also allowing async methods to be used on it. One "solution" would be to have a thread wait on a ManualResetEvent after the "buffer filled" condition is detected. If the event is not signaled (by the async callback) in a small amount of time, then more data from the stream will not be forthcoming and the data accumulated so far should be sent to subscribers. However, this introduces the need for another thread, requires thread synchronization, and is plain inelegant. Specifying a timeout for BeginRead would also suffice (call back into my code every now and then so I can check if there's data to be sent back; most of the time there will not be anything to do, so I expect the performance hit to be negligible). But it looks like timeouts are not supported in FileStream. Since I imagine that async calls with timeouts are an option in bare Win32, another approach might be to PInvoke the hell out of the problem. But this is also undesirable as it will introduce complexity and simply be a pain to code. Is there an elegant way to get around the problem? Thanks for being patient enough to read all of this. Update: I definitely did not communicate the scenario well in my initial writeup. I have since revised the writeup quite a bit, but to be extra sure: The question is about how to implement an async "read all the data available this moment" operation. My apologies to the people who took the time to read and answer without me making my intent clear enough.

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  • Serial connection over a single USB cable (Windows to linux, or linux to linux)

    - by andyortlieb
    I'm helping out with a project for an embedded device that only has USB and no serial. This device is running Linux. These days, when we need to connect to a serial port on a device we typically use a USB to serial adapter (on something like a phone system or a load balancing device, etc). I would like to know if it is possible to have the host device behave as though it were a serial adapter, thus removing the need for one. Given the nature of USB, is this approach even necessary? To recap, I would like to be able to connect a single A-to-A USB cable from my workstation (be it windows or linux) to this device, for the purpose of administration (especially initial setup), using minicom, putty or hyperterminal. Thanks

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  • Tool for Network game party

    - by nXqd
    I'm looking for tools for a network game party ( LAN ) .This is my first time I join as a tech-support for this party. I already know some tools like Desktop Sharing, Desktop lock . Anyone suggest more tools ? And links are appreciated :)

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  • Any game kills my sound

    - by LoopyWolf
    Every time I quit a game such as Braid, Fallout3, AVP all sound on the PC dies (Control Panel No Audio Devices) I installed a new sound card (SB Audigy) and updated to the latest drivers, and it still happens. It happens with steam games and without. Anybody know what's wrong and how I can fix it? I'm on Win XP SP 2

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  • Which are the non-x text editors in Powershell?

    - by Andrei T. Ursan
    Are there some editors like emacs, vi/vim, specifically for power shell, if so which are the best? I will have to do some work on windows and I need some unix productivity - which means for me shell + text editor with syntax highlighting (for python, java, c, c++), so which are my options? Edit: I'm looking for an alternative at vim or other unix editors, and cygwin is not an option. I just want from the command line to say texteditor_name file1, modify it, save it etc, and all of these to happen inside the terminal, not in another interface etc.

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  • How can I login to Ubuntu using a USB serial port?

    - by marc
    How can enable remote terminal login into Ubuntu 9.10 using a USB serial port? I created device /dev/ttyUSB0 and i want to allow logins using Hyper-Terminal. I found some resources but they are related to real hardware rs232 ports. I can't find any information about USB converter. So far I have established connection between that USB-serial port and my laptop. I can send text to the port (cp sometext.txt /dev/ttyUSB0) and read it using hyperterminal. What do I need to do to enable logins on this port?

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  • Installing a very old game on Windows 7 64-bit

    - by Josh
    I'm trying to install Theme Hospital (awesome game, eh?) on my Windows 7 machine and I'm getting this error: I've tried setting it to run in XP compatability mode but didn't hold out much hope, and as expected I still got this error. Is there a way I can force this application to run in 32-bit or something? Thank you.

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  • Powershell not displyaing Unix colors

    - by Paul Nathan
    I use various Linux programs on my machine; some of them have colorized output. However, Windows Powershell does not support Linux colors; it get a message like so ?[0m31m(which is the color control code), and renders that instead of the color. Is there a way around this?

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  • Capturing XEN Dom0 logs on Debian lenny ?

    - by Xavier
    I have a Dell server with Xen 3.2 (from Debian Lenny) running a Debian Lenny dom0. Since I am facing unexpected reboot without any clue in the debian logs, I would like to capture the Xen dom0 logs. Did anybody achieve this and how ? I tried to use the Dell serial port redirection without success.

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  • mysql command line not working

    - by Sandeepan Nath
    I have mysql running in my fedora system. I have xampp setup on the system and php projects present in the webspace are working fine. PhpMyAdmin is working fine. echoing phpinfo() in a PHP script also shows mysql enabled. But running mysql connect command mysql -u[username] -p[password] Gives this - bash: mysql: command not found How do I fix that? Any pointers? I guess I need to do some pointing (define some path in some file) so that my system knows that mysql is installed. What exactly do I have to do? Additional Details This system was someone else's and he is not available here. May be PHP/Mysql was setup already in the system. I just freshly extracted xampp for linux into /opt/lampp/ and have put all the above mentioned things (PHP projects and PhpMyAdmin) there. After doing that I had a socket problem (PhpMyAdmin was not working and showing this)- #2002 - The server is not responding (or the local MySQL server's socket is not correctly configured) I restarted lampp using ./lampp restart but problem remained. Then after turning on system today, I started lampp and everything worked just fine. No project issues anymore only command line Mysql not working

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  • GNU Screen: Combining split-regions and full-screen sessions

    - by scrrr
    Let's say I have three sessions: 0, 1 and 2 I'm on session 0 and I press CTRL-A S to split the screen. Then I select session 1 for the bottom split region, while 0 is in the upper. Can I switch to session 2 and have it display in full-screen while 0 and 1 remain split? If I CTRL-A n to other sessions in a split screen it only changes the split-region. I want some sessions to be full-screen though. Is that possible?

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  • Zip only public directory

    - by Nino55
    Hi guys, I've a lot of websites (100+ directories) I want to create a unique zip with only public subdirectory. My structure now is like: - Site 1 --- app --- tmp --- log --- public - Site 2 --- app --- tmp --- log --- public - ... 100+ dirs ... Now I need a unique zip and then after unzip it I want to see this structure: - Site 1 --- public - Site 2 --- public - others Any suggestion how I can do that with linux commands zip/tar ? Thanks so much!

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  • What does the @ symbol mean in a file's permission settings?

    - by Shiki
    I'm on MacOSX, I did ln -s on a directory and these are the results: -rwxrwxr-x@ 1 shiki admin 970332 Mar 6 16:38 apc.so -rwxrwxr-x@ 1 shiki admin 653884 Mar 6 16:38 eaccelerator.so -rw-rw-r--@ 1 shiki admin 60064 Mar 6 16:38 gettext.a -rwxrwxr-x@ 1 shiki admin 80320 Mar 6 16:38 gettext.so -rw-rw-r--@ 1 shiki admin 514784 Mar 6 16:38 imap.a -rwxrwxr-x@ 1 shiki admin 3886132 Mar 6 16:38 imap.so What do those @ symbols mean?

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