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  • Slow wifi on Ubuntu 12.04 wifi driver ath9k

    - by lunar
    For the last couple of days my wifi connection is extremely slow. I am pretty sure that it is caused by the driver. Can this be improved? lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"MyWiFi" Mode:Managed Frequency:2.437 GHz Access Point: 00:18:68:FE:7B:C7 Bit Rate=58.5 Mb/s Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=48/70 Signal level=-62 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:6960 Missed beacon:0 eth0 no wireless extensions. sudo lshw -class network *-network description: Wireless interface product: AR9285 Wireless Network Adapter (PCI-Express) vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:03:00.0 logical name: wlan0 version: 01 serial: 74:f0:6d:34:c2:4e width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.2.0-31-generic-pae firmware=N/A ip=192.168.1.2 latency=0 link=yes multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:d7400000-d740ffff *-network description: Ethernet interface product: AR8131 Gigabit Ethernet vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:06:00.0 logical name: eth0 version: c0 serial: 48:4b:38:78:f6:ae capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vpd bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.0-NAPI firmware=N/A latency=0 link=no multicast=yes port=twisted pair resources: irq:51 memory:d3800000-d383ffff ioport:8000(size=128) lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 003: ID 04f2:b1bb Chicony Electronics Co., Ltd Bus 001 Device 004: ID 0b05:1788 ASUSTek Computer, Inc. lspci 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 18) 00:01.0 PCI bridge: Intel Corporation Core Processor PCI Express x16 Root Port (rev 18) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 06) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 06) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 06) 00:1c.3 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 4 (rev 06) 00:1c.4 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 5 (rev 06) 00:1c.5 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 6 (rev 06) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a6) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 06) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 06) 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 06) 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 425M] (rev a1) 03:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 04:00.0 USB controller: Fresco Logic Device 1400 (rev 01) 06:00.0 Ethernet controller: Atheros Communications Inc. AR8131 Gigabit Ethernet (rev c0) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 05) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 05) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 05) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 05) ff:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 05) ff:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 05) rfkill list all 0: hci0: Bluetooth Soft blocked: yes Hard blocked: no 1: phy0: Wireless LAN Soft blocked: no Hard blocked: no

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  • Errors when trying to compile the driver for the rtl8192su wireless adapter

    - by Tom Brito
    I have a wireless to usb adapter, and I'm having some trouble to install the drivers on Ubuntu. First of all, the readme says to use the make command, and I already got errors: $ make make[1]: Entering directory `/usr/src/linux-headers-2.6.35-22-generic' CC [M] /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.o /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c: In function ‘rtl8192_usb_probe’: /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12325: error: ‘struct net_device’ has no member named ‘open’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12326: error: ‘struct net_device’ has no member named ‘stop’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12327: error: ‘struct net_device’ has no member named ‘tx_timeout’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12328: error: ‘struct net_device’ has no member named ‘do_ioctl’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12329: error: ‘struct net_device’ has no member named ‘set_multicast_list’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12330: error: ‘struct net_device’ has no member named ‘set_mac_address’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12331: error: ‘struct net_device’ has no member named ‘get_stats’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12332: error: ‘struct net_device’ has no member named ‘hard_start_xmit’ make[2]: *** [/home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.o] Error 1 make[1]: *** [_module_/home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u] Error 2 make[1]: Leaving directory `/usr/src/linux-headers-2.6.35-22-generic' make: *** [all] Error 2 /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/ is the path where I copied the drivers on my computer. Any idea how to solve this? (I don't even know what the error is...) update: sudo lshw -class network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:01:00.0 logical name: eth0 version: 03 serial: 78:e3:b5:e7:5f:6e size: 10MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half latency=0 link=no multicast=yes port=MII speed=10MB/s resources: irq:42 ioport:d800(size=256) memory:fbeff000-fbefffff memory:faffc000-faffffff memory:fbec0000-fbedffff *-network DISABLED description: Wireless interface physical id: 2 logical name: wlan0 serial: 00:26:18:a1:ae:64 capabilities: ethernet physical wireless configuration: broadcast=yes multicast=yes wireless=802.11b/g sudo lspci 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 18) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 06) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 06) 00:1c.2 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 3 (rev 06) 00:1d.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev a6) 00:1f.0 ISA bridge: Intel Corporation 5 Series Chipset LPC Interface Controller (rev 06) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 6 port SATA AHCI Controller (rev 06) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 06) 01:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 03) 02:00.0 FireWire (IEEE 1394): VIA Technologies, Inc. VT6315 Series Firewire Controller (rev 01) sudo lsusb Bus 002 Device 003: ID 0bda:0158 Realtek Semiconductor Corp. USB 2.0 multicard reader Bus 002 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 004: ID 045e:00f9 Microsoft Corp. Wireless Desktop Receiver 3.1 Bus 001 Device 003: ID 0b05:1786 ASUSTek Computer, Inc. Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub

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  • glitchy stuttery iphone game loop

    - by Adam
    This is a problem I've been trying to solve for a few days now, and I've looked at the various solutions on stackoverflow and nothing has really seemed to work for me. I'm making an iPhone game with OpenGLES graphics and accelerometer input, at this point it's very simple, but the rendering is already pretty bad... it stutters and seems to jump back or forward in time. It doesn't happen a lot, but it happens enough to be a problem. I mean, who wants to play a game where a bullet gets magically transported into the player, and then it's game over? No one. I've tried using NSTimer for the game loop, I've tried using a separate thread (with a frame rate and continuously) I've tried using different frame rates, from 30FPS to 60FPS (It seems to have a max frame rate around 45FPS, but no problems at 30FPS) I've tried using timeIntervalSince1970 and CFGetAbsoluteTime to measure loop time, with no noticeable diffence Anyone have any ideas on what is the best way to get this looking better? One of the posts I've read suggested running the simulation at a fixed frame rate and then just render as fast as possible, does that seem like a good idea?

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  • Displaying recntangles in game window with XNA

    - by blerh
    I want to divide my game grid into an array of rectangles. Each rectangle is 40x40 and there are 14 rectangles in every column, with a total of 25 columns. This covers a game area of 560x1000. This is the code I have set up to make the first column of rectangles on the game grid: Rectangle[] gameTiles = new Rectangle[15]; for (int i = 0; i <= 15; i++) { gameTiles[i] = new Rectangle(0, i * 40, 40, 40); } I'm pretty sure this works, but of course I cannot confirm it because rectangles do not render on the screen for me to physically see them. What I would like to do for debugging purposes is to render a border, or fill the rectangle with color so I can see it on the game itself, just to make sure this works. Is there a way to make this happen? Or any relatively simple way I can just make sure that this works? Thank you very much.

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  • Java the little console game won't repeat?

    - by Jony Kale
    Okay, what I have so far is: You enter the game, and write "spin" to the console. Program will enter the while loop. In the while loop, if entered int is -1, return to the back (Set console input back to "", and let the user select what game he would like to play). Problem: Instead of going back, and selecting "spin" again, the program exits? Why is it happening? How can I fix this? private static Scanner console = new Scanner(System.in); private static Spin spin = new Spin(); private static String inputS = ""; private static int inputI = 0; private static String[] gamesArray = new String[] {"spin", "tof"}; private static boolean spinWheel = false; private static boolean tof = false; public static void main (String[] args) { if (inputS.equals("")) { System.out.println("Welcome to the system!"); System.out.print("Please select a game: "); inputS = console.nextLine(); } while (inputS.equals("spin")) { System.out.println("Welcome to the spin game! Please write 1 to spin. and -1 to exit back"); inputI = console.nextInt(); switch (inputI) { case 1: break; case -1: inputI = 0; inputS = ""; break; } } }

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  • Porting WebGL game to iPhone's native OpenGL?

    - by ArtPulse
    We are developing a web game that uses WebGL for the two biggest parts of it. Working with HTML / CSS was too slow and too limited, so it's off the table. Thing is, iOS does not support WebGL publicly just yet, only on iAd. It is my guess Apple will eventually support it once the security issues they and Microsoft claim it has are fixed, and looks stable enough. Problem is, if Apple does not do this by the release of the next mayor iOS version, then we will have in our hands a mobile WebGL game that does not run. 6 months of development and testing to waste. So, questions: If that was the case, how viable (regarding amount of time) is it porting the WebGL part of the game to native iPhone OpenGL? I'm afraid that porting will take longer than the development of the game itself. I saw posts on Stack Overflow (like this) that suggested, on Android, adding the OpenGL interface manually to a WebKit element. It'd be slower than native. But either way... Is this something that could be accepted in the AppStore? Apple is very restrictive with these kind of stuff... Thank you all for your time!

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  • erlang design of a card game [closed]

    - by user601836
    I would like to discuss with you a possible implementation for a card game in erlang. The only full example I found online is OpenPoker. I would like to create one myself, so here is the implementation I have in mind: A gen_server to represent a deck: when started creates a deck of cards (shuffled). And stores it in its state. provides an handle_call (draw_card) A gen_server to represent the chat room. Stores in its state the registered name of a player process (e.g. player1, player2, luke etc etc). Exports handle_cast to join the chat (executed by default when somebody joins successfully the game) and one to broadcast a chat message to all users by calling an handle_cast on the gen_server representing a player. a gen_fsm to represent a game instance. Has two states (wait_join, and turn). Exports join/1 to join the game, play_card/2 and send_msg/2. One parameter is the pid of the player process. a gen_server to represent the player. Exports only start_link/1 where the parameter is the name to use to register the process (inside the init I call join method of gen_fsm). Has different handle_calls (e.g. get_hand, draw_card) and handle_casts (e.g. play_card, deliver_msg, and send_msg) A gen_server to represent the main process. Exports (join_game/1 which calls player:start_link/1, send_msg/2 to call player's send_msg, play_card/3 to call player's play_card). What do you think of this architecture? Thanks in advance

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  • Displaying rectangles in game window with XNA

    - by blerh
    I want to divide my game grid into an array of rectangles. Each rectangle is 40x40 and there are 14 rectangles in every column, with a total of 25 columns. This covers a game area of 560x1000. This is the code I have set up to make the first column of rectangles on the game grid: Rectangle[] gameTiles = new Rectangle[15]; for (int i = 0; i <= 15; i++) { gameTiles[i] = new Rectangle(0, i * 40, 40, 40); } I'm pretty sure this works, but of course I cannot confirm it because rectangles do not render on the screen for me to physically see them. What I would like to do for debugging purposes is to render a border, or fill the rectangle with color so I can see it on the game itself, just to make sure this works. Is there a way to make this happen? Or any relatively simple way I can just make sure that this works? Thank you very much.

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  • Developing a 2D Game for Windows Phone 8

    - by Vaccano
    I would like to develop a 2D game for Windows Phone 8. I am a professional Application Developer by day and this seems like a fun hobby. But I have been disapointed trying to get going. It seems that 2D games (far and away the majority of games) do not have any real support. It seems the Windows Phone makers did not include support for Direct2D. So unless you are planning to make a fully 3D app, you are out of luck. So, if you just wanted to make a nice 2D app, these are your choices: Write your game using Xaml and C# (Performance Issues?) Write your game using Direct3D and but only draw on one plane. Use the DirectX Took Kit found on codeplex. It allows you to use the dying XNA framework's API for development. Number 3 seems the best for my game. But I hate to waste my time learning the XNA api when Microsoft has clearly stated that it is not going to be supported going forward. Number 2 would work, but 3D development is really hard. I would rather not have to do all that to get the 2D effect. (Assuming Direct2D is easier. I have yet to look into that.) Number 1 seems the easiest, but I worry that my app will not run well if it is based off of xaml rendering rather than DirectX. What is the suggested method from Microsoft? And who decided that 2D games were going to get shortchanged?

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  • Android lifecycle of thread-based game

    - by ehehhh
    I ran into a bit of trouble while trying to get my game to work correctly after being put to the background by the user or a phone call for example. My app has a SurfaceView class called GameView, which has the onDraw() method to do all the necessary drawing for my game and two threads - one for calling the onDraw() and one for doing the necessary calculations for the game's logic. I succesfully implemented onPause() and onResume(). (I paused both threads when back button was pressed and resumed them after user cancelled in the AlertDialog.) Now I would like to have the game paused the same way when onStop() gets called. I put both threads on pause and saved my characters location in the savedInstanceState, but when I start my app again, no method gets called (I checked with Logcat). I believe onRestart() should be called first, then onStart() and then onResume(), but none of that happens. What am I doing wrong? (Didn't include any code, because it seems to be a problem of me not understanding the lifecycle, not a problem in code. If it seems necessary, I'll post the parts you request.)

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  • Quick question regarding MVC framework for a java game

    - by Jason
    I have a question regarding the use of the MVC framework for a blackjack game im writing in java. As I understand, my model would be a class that stores the state of the game, and more specifically, each players hand. Within the model class, I would have an array of listeners, which would be notified each time the game state changes (ie a player has drawn a new card). These listeners would be my viewer, which is the class that handles the display of the game. This class would implement the ActionListener interface, and each time the model changes, it would call/"notify" my viewer's actionPerformed method. My question is as follows: I intend to have two JPanels, each devoted to displaying the respective player's hand. As a player draws a new card, a new ImageIcon would be added to the panel. My question is how would the viewer class know what card has been added to the player's hand? I suppose I could store the player's hand before a notify event, and then upon the notification event, compare the new state with the old, to find out what has changed. I'm a complete novice here, so I could be completely wrong, but it seems a bit tedious to do this. Is there a more efficient/common way of detecting what has changed in the model between the before and after state? Another solution would be to redraw the entire panel each time the notification occurs? Would this be a better idea?

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  • How can I post scores to Facebook from a LibGDX android game?

    - by Vishal Kumar
    I am using LibGDX to create an android game. I am not making the HTML backend of the game. I just want it to be on the Android Google Play store. Is it possible to post the scores to Facebook? And if so, how can I do it. I searched and found the solutions only for web-based games. For LibGDX, there is a tutorial for Scoreloop. So, I am worried whether there is a way to do so. Any Suggestion will be welcome.

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  • How to produce assets effectively on large Flash game projects?

    - by Antoine Lassauzay
    I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to have them following any kind of structure and/or standards, nor taking into consideration performance. I would say also the most of our issues concerns UI and related animations. Our current workflow is (on a Facebook hidden object game) : Artists produce PSD and animate prototypes in Flash Artists re-organize their FLA files to be a bit more "programmer friendly" Programmers retouches assets until they have the right structure and export classes inside a SWC, from Flash Programmers try to improve performances, sometimes degrading the quality of game graphics Our main idea is to hire somebody dedicated to prepare assets for programmers but I am really looking forward to improving the pipeline. I was wondering if you guys have tips of any kind to improve this workflow, whether it be team organization, training, tools or tips with Flash. Any explanation on your asset pipeline is well appreciated too.

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  • How do i start Game programming in windows phone xna?

    - by Ankit Rathod
    Hello, I am very much interested in Game programming in Xna. However during my college days i did not take Physics or Maths. Does that mean i can't create games in xna? I just know basics of trignometry. Can you all point me to few links where i can learn xna as well as the basic stuff of Maths that is bound to be required in most of the games? Are all game programmers excellent in Maths and Physics ? Thanks in advance :)

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  • Best way to distribute graphics, audio and levels with an SDL game?

    - by Kristopher
    I'm working on finishing up a game written in C++ with SDL I've been working on for awhile, and I'm starting to ponder how I'm going to distribute it. It has hundreds of images that are loaded and used throughout the game, as well as a couple dozen .wav files for audio effects. What is the best way to distribute these? Should I just include the folders with all the files? Or is there a way I can package them into a single file, then open and extract them in my application? What's the best way to go about this?

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  • Getting Started with 2d Game Dev (C++): DirectX or OpenGL?

    - by Dfowj
    So, i'm a student looking to get my foot in the door of game development and im looking to do something 2D, maybe a tetris/space invaders/something-with-a-little-mouse-interaction clone. I pointed my searches in the direction of C++ and 2d and was eventually lead to DirectX/OpenGL Now as i understand it, all these packages will do for me is draw stuff on a screen. And thats all i really care about at this point. Sound isn't necessary. Input can be handled with stdlib probably. So, for a beginner trying to create a basic game in C++, would you recommend DirectX or OpenGL? Why? What are some key feature differences between the two? Which is more usable?

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  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

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  • Should I get my masters in Game Design and Development or Computer Science?

    - by Christopher Stephenson
    I am a recent grad with a B.S. in IT while I didn't minor in Game Desgin and development, I took few classes in it. During my job search I have seen that most gaming companies seems to want someone that majored in C.S, mathematics, or physics. During my undergrad I never had to take physics nor did I learn much about data structures and algorithms. These seem to be really important when searching for a job in game development. So I am thinking about going back to school to get my masters in either CS, or GDD. The problem though is which one? I am really not looking to create my own games, I just want to work on games.

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    Hi guys, I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Where is a good spot to start when writing a LWJGL game engine?

    - by Alcionic
    I'm starting work on a huge game and somewhere along my train of thought I decided it would be a good idea to write my own engine for the game. I was originally going to use JMonkeyEngine but there were some things about it that just didn't work well with me. I wanted full control over every aspect of the entire process. Where would a good place to start be when writing your own engine? I have no experience with LWJGL but I learn quick. Either advice or some place where there is good advice would be nice. Thanks!

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  • Is there any advantage in using DX10/11 for a 2D game?

    - by David Gouveia
    I'm not entirely familiar with the feature set introduced by DX10/11 class hardware. I'm vaguely familiar with the new stages added to the programmable graphics pipeline, such as the geometry shader, the compute shader, and the new tesselation stages. I don't see how any of these make much of a difference for a 2D game though. Is there any compelling reason to make the switch to DX10/11 (or the OpenGL equivalents) for a 2D game, or would it be wiser to stick with DX9 considering that that a significant share of the market still runs on older technologies (e.g. the February 2012 Steam surveys lists around 17% of users as still using Windows XP)?

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  • How to link subprograms to a main program's game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is roughly : how does it work ? It seems that each robot's code is compiled by the main program and then used in a way I cannot understand. I thought it could yields a thread for each robot, but I have not any proof of this and it seems a bit complicated to achieve it. Any idea how it could work, someone ?

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  • Tips for communication between JS browser game and node.js server?

    - by Petteri Hietavirta
    I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side. The data sent over would consists of position of each player, direction, velocity and such. The player movements are simple force physics, so I should be able to extrapolate movements before next update from server. Any tips or best practices on the communications side? I guess web sockets are the way to go. Should I send information in every pass of the game loop or with specified intervals? Also, I don't mind if it doesn't work with older browsers.

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  • Easiest Way To Implement "Slow Motion" and variable game speed in XNA?

    - by TerryB
    I have an XNA 4.0 game that I want to be able to switch into slow motion and back again to full speed every now and then. So if you kill an enemy the game switches into slow motion as they explode and then goes back to normal. What is the easiest way to do this in XNA 4.0 without having to alter all my existing code that relies on GameTime? I have some code that relies on the TotalGameTime, which will be wrong unless I get XNA to slow down. Is there anyway to avoid refactoring that code? Thanks!

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