Search Results

Search found 3223 results on 129 pages for 'retro games'.

Page 118/129 | < Previous Page | 114 115 116 117 118 119 120 121 122 123 124 125  | Next Page >

  • How to learn how to program?

    - by twinbornJoint
    I would like to know the best methods for learning to program. I've been directed towards the Python language because I was told it is good for beginners. I ultimately want to make games for OS X/iPhone. My problem is that I understand what I read but I can't apply my knowledge to anything. I am a programming noob. Should I stick with Python? (is there a better language I should be learning?) Where can I learn programming theory? I get very hyper when reading my book sometimes, any tips on staying calm and focusing? What are effective ways to learn how to program? Are there standard exercises for programming? (I feel solving problems helps my understanding immensely) Ultimately I feel like I am in a never ending tunnel that leads me no where. It feels like I am just completely unable to pursue anything in the world of programming, yet it is something I want to do very much. Thanks.

    Read the article

  • Programming methods design phase assignment

    - by Shakir
    Hey, i have an assignment (NCC) which deals with the design phase. The Scenario is that you have four soccer divisions (divisions 1,2,3 and 4) which consist of 22 teams each and hence each team plays 42 games (home and away). The concept is similar to the barclays premier league whereby ranking is based on points or else goal difference or else goals scored by team. The difference is that the top 2 teams are promoted and the bottom 2 are relegated and this includes Div 1 and Div 4 as the top 2 of Div1 are promoted to the national league which is above division 1 regional league and bottom 2 of Div4 are relegated to the local league below Division 4 regional league. Hence there are 3 total leagues and 4 divisions in the regional league (which has 22 teams each). Now the referee has to add the result of the match and thus automatic tables have to be generated now, There are two reports League Tables for 4 divisions List of all results for any chosen team during the season by date it was played on There are a couple of things to be done... i know its gonna be terrible to make everything but atleast explain to me how i should go about drawing these and what things i should include (generally) Logical Data Structure Diagram (DSD) for each report Preliminary Program Structure (PSD) for each report Detailed Program Specification for each report Flowchart for each report There are other things but i think our teacher will give us clear "clues" for it Thanks a lot Update - Project so far: Data Structure Diagram Preliminary Program Structure

    Read the article

  • Which Stroustrup book should I use?

    - by Chris Simmons
    I'm a C# programmer that is looking to branch out. I'm bored of writing business software and want to start getting into graphics programming and games/simulators. So I figured, although writing that stuff isn't impossible in managed code, the "right" way to do that would be to look to C++, of course focussing on the language first, then getting into OpenGL or DirectX (or whatever). Way way back ('98? '99?) I had tried and failed to really grasp Stroustrup's The C++ Programming Language. I know that this book is often not recommended for the beginner. Anyway, I picked it back up (in a much more recent printing) and I'm actually getting it and enjoying it. I also have a copy of his textbook, Programming: Principles and Practice Using C++, which, as I understand it, is really geared toward teaching programming, not necessarily C++. I'm certainly not arrogant enough to claim I don't have anything more to learn about programming, data structures, algoriths, etc., however I'm not a novice there either. So my question is, with the goal of gaining the broader and more real-world-useful understanding of C++ and given my background, on which should I focus? The denser (as I perceive it) TCPPPL or the gentler Programming? EDIT: I thank everyone for the responses. However, I've got a personal choice here to make between these two books. Granted there are other very good books out there, but I'm already a good length into both of the books I mention and I'd like to finish one. So, can anyone respond on which would be the better and why? Time is not an issue; I'm not looking (at this point) at an "accelerated" read.

    Read the article

  • How do I link one listview to another to create a football league table?

    - by Richard Nixon
    Hi I am creating a football system in windows forms c#. I have one listview where data is entered. I have 4 columns, 2 with team names linked to combo boxes and 2 with the scores linked to numericupdown controls. There are 3 buttons to add the results, Remove and clear. the code is below: private void addButton_Click(object sender, EventArgs e) { { ListViewItem item = new ListViewItem(comboBox1.SelectedItem.ToString()); item.SubItems.Add(numericUpDown1.Value.ToString()); item.SubItems.Add(numericUpDown2.Value.ToString()); item.SubItems.Add(comboBox2.SelectedItem.ToString()); listView1.Items.Add(item); } } private void clearButton_Click(object sender, EventArgs e) { listView1.Items.Clear(); } private void removeButton_Click(object sender, EventArgs e) { foreach (ListViewItem itemSelected in listView1.SelectedItems) { listView1.Items.Remove(itemSelected); } } I have another listview that i want to link the first one to. The second one is a usual english football league table and i want to use maths to add up the games played and the points etc. please help. cheers

    Read the article

  • Game architecture: modeling different steps/types of UI

    - by Sander
    I have not done any large game development projects, only messed around with little toy projects. However, I never found an intuitive answer to a specific design question. Namely, how are different types/states of UI modeled in games? E.g. how is a menu represented? How is it different from a "game world" state (let's use an FPS as an example). How is an overlaid menu on top of a "game world" modeled? Let's imagine the main loop of a game. Where do the game states come into play? It it a simple case-by-case approach? if (menu.IsEnabled) menu.Process(elapsedTime); if (world.IsEnabled) world.Process(elapsedTime); if (menu.IsVisible) menu.Draw(); if (world.IsVisible) world.Draw(); Or are menu and world represented somewhere in a different logic layer and not represented at this level? (E.g. a menu is just another high-level entity like e.g. player input or enemy manager, equal to all others) foreach (var entity in game.HighLevelEntities) entity.Process(elapsedTime); foreach (var entity in game.HighLevelEntities) entity.Draw(elapsedTime); Are there well-known design patterns for this? Come to think of it, I don't know any game-specific design patterns - I assume there are others, as well? Please tell me about them.

    Read the article

  • Modelling deterministic and nondeterministic data separately

    - by Superstringcheese
    I'm working with the Microsoft ADO.NET Entity Framework for a game project. Following the advice of other posters on SO, I'm considering modelling deterministic and nondeterministic data separately. The idea for this came from a discussion on multiplayer games, but it seemed to make sense in a single-player scenario as well. Deterministic (things that aren't going to change during gameplay) Attributes (Strength, Agility, etc.) and their descriptions Skills and their descriptions and requirements Races, Factions, Equipment, etc. Base Attribute/Skill/Equipment loadouts for monsters Nondeterministic (things that will change a lot during gameplay) Beings' current AttributeModifers (Potion of Might = +10 Strength), current health and mana, etc. Player inventory, cash, experience, level Player quests states Player FactionRelationships ...and so on. My deterministic model would serve as a set of constants. My nondeterministic model would provide my on-the-fly operable data and would be serialized to a savegame file to maintain game state between play sessions. The data store will be an embedded SQL Compact database. So I might want to create relations between my Attributes table (deterministic model) and my BeingAttributeModifiers table (nondeterministic model), but how do I set that up across models? Det model/db Nondet model/db ____________ ________________________ |Attributes | |PlayerAttributeModifiers| |------------| |------------------------| |Id | |Id | |Name | |AttributeId | |Description | |SourceId | ------------ |Value | ------------------------ Should I use two separate models (edmx) that transact with a single database containing both deterministic-type and nondeterministic-type tables? Or should/can I use two separate databases in one model? Or two models each with their own database? With distinct models/dbs it seems like this will get really complicated and I'll end up fighting EF a lot, rolling my own transaction code, and generally losing out on a lot of the advantages of the framework. I know these are vague questions, I'm just looking for a sanity check before I forge ahead any further.

    Read the article

  • GROUP BY ID range?

    - by d0ugal
    Given a data set like this; +-----+---------------------+--------+ | id | date | result | +-----+---------------------+--------+ | 121 | 2009-07-11 13:23:24 | -1 | | 122 | 2009-07-11 13:23:24 | -1 | | 123 | 2009-07-11 13:23:24 | -1 | | 124 | 2009-07-11 13:23:24 | -1 | | 125 | 2009-07-11 13:23:24 | -1 | | 126 | 2009-07-11 13:23:24 | -1 | | 127 | 2009-07-11 13:23:24 | -1 | | 128 | 2009-07-11 13:23:24 | -1 | | 129 | 2009-07-11 13:23:24 | -1 | | 130 | 2009-07-11 13:23:24 | -1 | | 131 | 2009-07-11 13:23:24 | -1 | | 132 | 2009-07-11 13:23:24 | -1 | | 133 | 2009-07-11 13:23:24 | -1 | | 134 | 2009-07-11 13:23:24 | -1 | | 135 | 2009-07-11 13:23:24 | -1 | | 136 | 2009-07-11 13:23:24 | -1 | | 137 | 2009-07-11 13:23:24 | -1 | | 138 | 2009-07-11 13:23:24 | 1 | | 139 | 2009-07-11 13:23:24 | 0 | | 140 | 2009-07-11 13:23:24 | -1 | +-----+---------------------+--------+ How would I go about grouping the results by day 5 records at a time. The above results is part of the live data, there is over 100,000 results rows in the table and its growing. Basically I want to measure the change over time, so want to take a SUM of the result every X records. In the real data I'll be doing it ever 100 or 1000 but for the data above perhaps every 5. If i could sort it by date I would do something like this; SELECT DATE_FORMAT(date, '%h%i') ym, COUNT(result) 'Total Games', SUM(result) as 'Score' FROM nn_log GROUP BY ym; I can't figure out a way of doing something similar with numbers. The order is sorted by the date but I hope to split the data up every x results. It's safe to assume there are no blank rows. Doing it above with the data you could do multiple selects like; SELECT SUM(result) FROM table LIMIT 0,5; SELECT SUM(result) FROM table LIMIT 5,5; SELECT SUM(result) FROM table LIMIT 10,5; Thats obviously not a very good way to scale up to a bigger problem. I could just write a loop but I'd like to reduce the number of queries.

    Read the article

  • TicTacToe strategic reduction

    - by NickLarsen
    I decided to write a small program that solves TicTacToe in order to try out the effect of some pruning techniques on a trivial game. The full game tree using minimax to solve it only ends up with 549,946 possible games. With alpha-beta pruning, the number of states required to evaluate was reduced to 18,297. Then I applied a transposition table that brings the number down to 2,592. Now I want to see how low that number can go. The next enhancement I want to apply is a strategic reduction. The basic idea is to combine states that have equivalent strategic value. For instance, on the first move, if X plays first, there is nothing strategically different (assuming your opponent plays optimally) about choosing one corner instead of another. In the same situation, the same is true of the center of the walls of the board, and the center is also significant. By reducing to significant states only, you end up with only 3 states for evaluation on the first move instead of 9. This technique should be very useful since it prunes states near the top of the game tree. This idea came from the GameShrink method created by a group at CMU, only I am trying to avoid writing the general form, and just doing what is needed to apply the technique to TicTacToe. In order to achieve this, I modified my hash function (for the transposition table) to enumerate all strategically equivalent positions (using rotation and flipping functions), and to only return the lowest of the values for each board. Unfortunately now my program thinks X can force a win in 5 moves from an empty board when going first. After a long debugging session, it became apparent to me the program was always returning the move for the lowest strategically significant move (I store the last move in the transposition table as part of my state). Is there a better way I can go about adding this feature, or a simple method for determining the correct move applicable to the current situation with what I have already done?

    Read the article

  • How to best launch C++ application from web page

    - by JB
    I guess there are two parts to this question, one technical and one best practice for security and doing things "right". I'm working on a little game using C++ / directx but I would like to be able to launch it from a web page by someone clicking on a link on that page. Ideally I would like the first time they clicked for it to launch an installer downloads and installs the game on their machine, and then the next time to launch an application which updates the game from a web site if it's old and then launches it. I have no problems with the expected security popups and questions the first time it runs. I want people to be certain what they are installing and understand what they are doing. But it would be nice if once it is installed they could run it with the minimum of fuss. My question then is what technologies I could use to do this? I'm thinking that it would need a browser plugin and an activex control so that first time you'd install that, and subsequently the control/plugin would be able to launch the game. I'm not sure that under newer browser secuity models that a plugin would have the permissions to be able to run an installer though or silently invoke applications on the client machine even if they are already installed. Is there a more sensible way to achive what I want to achieve? And I'm worried about the security aspects too. I want this to be convenient for users but I of course want to do it "right". I know this can be done as I've seen several mmorpg type games that launch in this way from the browser now but it's not entirely clear to me how they've done it.

    Read the article

  • Rails runner command not saving to cache

    - by mark
    Hi I'm having a bit of a problem with a cron task generated by rails whenever plugin that should store remote data in the rails cache for display. What I have is this: schedule.rb set :path, '/var/www/apps/tuexplore/current' every 1.hour do runner "Weather.cache_remote", :environment => :production end calls this model class Weather def self.cache_remote Rails.cache.write('weather_data', Net::HTTP.get_response(URI.parse(WEATHER_URL)).body) end end Calling whenever returns this PATH=/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/home/deploy/.gem/ruby/1.8/bin 0 * * * * /var/www/apps/tuexplore/current/script/runner -e production "Weather.cache_remote" This doesn't work. Calling the weather model method from a controller works fine, but I need to schedule it hourly. The cron task causes a "Cache write: weather_data" entry to appear in the production log but data isn't stored nor output into the page. Additional information, I can log into production console and run Weather.cache_remote, then read the data from the rails cache. I'd be really appreciative if someone could point out the error of my ways. If further explanation is needed please ask. Thanks in advance for any pointers.

    Read the article

  • Are game engines developed in the USA?

    - by numerical25
    I just finished talking to a Flashpoint Academy recruiter about their curriculum. I told him that after I graduate, I would like to go more in-depth with learning game engines and how to make games. So I asked him did their school teach anything in regards to learning any graphics API such as DirectX. He asked me to elaborate a little more as if he was not sure what I was talking about. So I asked did their school teach on how to build game engines. He said "no we only teach with the tools at hand, such as XNA, or the Unreal engine". He further said "most jobs that deal with building game engines go overseas and most of creative work is done in the United States." To be honest, I really had no intentions of going to this school. I just wanted to learn more about the school in case I had second thoughts somewhere down the line. To me I thought it was a bunch of BS, but my question is to you guys, "is it" ??

    Read the article

  • What technology should I use to write my game?

    - by Alon
    I have a great idea for a 3D network game, and I've concluded that it is possible to write it in Java as an applet which will live under the web browser, just like a full software in C++. And it will look and feel the same. The main advantage of Java on C++ is that with Java you can play without downloading any software. I have already thought about the download of the graphics, sound, etc but I found a solution for it. RuneScape just proves that it is possible. So my first question is, should my game live on a web browser or on the operating system? I think that in a web browser it is much more portable, although you need install Java and stuff. But the fact is, that most MMO games are currently not in the web. If you suggest in a software so please suggest a language either - C++ or something more productive like Python or C#? So after choosing a language, I need a graphics solution. Should I write directly with OpenGL/DirectX or use a game engine? What game engine should I use? Ogre? jMonkeyEngine? What's your opinion? Thank you! P.S: Please don't use answers like "Use what you know".

    Read the article

  • How to output multicolumn html without "widows"?

    - by user314850
    I need to output to HTML a list of categorized links in exactly three columns of text. They must be displayed similar to columns in a newspaper or magazine. So, for example, if there are 20 lines total the first and second columns would contain 7 lines and the last column would contain 6. The list must be dynamic; it will be regularly changed. The tricky part is that the links are categorized with a title and this title cannot be a "widow". If you have a page layout background you'll know that this means the titles cannot be displayed at the bottom of the column -- they must have at least one link underneath them, otherwise they should bump to the next column (I know, technically it should be two lines if I were actually doing page layout, but in this case one is acceptable). I'm having a difficult time figuring out how to get this done. Here's an example of what I mean: Shopping Link 3 Link1 Link 1 Link 4 Link2 Link 2 Link 3 Link 3 Cars Link 1 Music Games Link 2 Link 1 Link 1 Link 2 News As you can see, the "News" title is at the bottom of the middle column, and so is a "widow". This is unacceptable. I could bump it to the next column, but that would create an unnecessarily large amount of white space at the bottom of the second column. What needs to happen instead is that the entire list needs to be re-balanced. I'm wondering if anyone has any tips for how to accomplish this, or perhaps source code or a plug in. Python is preferable, but any language is fine. I'm just trying to get the general concept down.

    Read the article

  • about option buttons in User form

    - by Mars
    I have a question: I need to create a user form that contain that usual OK and Cancel Buttons. It also should contain two sets of Options buttons, each set placed inside a frame. The captions on the first set should be basketball, baseball, football, the captions on the second set should be watch on TV and Go to games. I need to write the event handlers and code in a module so that when the program runs, the user sees the form. If the user makes a couple of choices and clicks OK, he should see a message like "Your favorite sport is basketball, and you usually watch on TV." If the user clicks Cancel, the message "Sorry you don't want to play" should appear. I think I almost have it working, but I don't know why I cannot successfully execute the Macro. My Code is : Option Explicit Private Sub CommandButton2_Click() MsgBox ("sorry if you don't want to play") End Sub Private Sub commandbuttons_Click() Dim optbasket As String, optbaseball As String, optfootball As String Dim optwog As String, optgtg As String Select Case True Case optbasket optbasket = True Case optbaseball optbaseball = True Case optfootball optfootball = True End Select If optwog Then optwog = True Else optgtg = True End If btnok = MsgBox("you favorite sport is " & Frame1.Value & "you usually " & Frame2.Value & ",") End Sub Private Sub OptionButton1_Click() End Sub Private Sub btmcancel_Click() End Sub Private Sub btnok_Click() End Sub Private Sub Frame1_Click() End Sub Private Sub Frame2_Click() End Sub Private Sub optbaseball_Click() End Sub Private Sub optbasketball_Click() End Sub Private Sub optfootball_Click() End Sub Thank you very much!!!

    Read the article

  • Drawing an image in Java, slow as hell on a netbook.

    - by Norswap
    In follow-up to my previous questions (especially this one : http://stackoverflow.com/questions/2684123/java-volatileimage-slower-than-bufferedimage), i have noticed that simply drawing an Image (it doesn't matter if it's buffered or volatile, since the computer has no accelerated memory*, and tests shows it's doesn't change anything), tends to be very long. (*) System.out.println(GraphicsEnvironment.getLocalGraphicsEnvironment() .getDefaultScreenDevice().getAvailableAcceleratedMemory()); --> 0 How long ? For a 500x400 image, about 0.04 seconds. This is only drawing the image on the backbuffer (obtained via buffer strategy). Now considering that world of warcraft runs on that netbook (tough it is quite laggy) and that online java games seems to have no problem whatsoever, this is quite thought provoking. I'm quite certain I didn't miss something obvious, I've searched extensively the web, but nothing will do. So do any of you java whiz have an idea of what obscure problem might be causing this (or maybe it is normal, tough I doubt it) ? PS : As I'm writing this I realized this might be cause by my Linux installation (archlinux) tough I have the correct Intel driver. But my computer normally has "Integrated Intel Graphics Media Accelerator 950", which would mean it should have accelerated video memory somehow. Any ideas about this side of things ?

    Read the article

  • Processing velocity-vectors during collision as neatly as possible

    - by DevEight
    Hello. I'm trying to create a good way to handle all possible collisions between two objects. Typically one will be moving and hitting the other, and should then "bounce" away. What I've done so far (I'm creating a typical game where you have a board and bounce a ball at bricks) is to check if the rectangles intersect and if they do, invert the Y-velocity. This is a really ugly and temporary solution that won't work in the long haul and since this is kind of processing is very common in games I'd really like to find a great way of doing this for future projects aswell. Any links or helpful info is appreciated. Below is what my collision-handling function looks like right now. protected void collision() { #region Boundaries if (bal.position.X + bal.velocity.X >= viewportRect.Width || bal.position.X + bal.velocity.X <= 0) { bal.velocity.X *= -1; } if (bal.position.Y + bal.velocity.Y <= 0) { bal.velocity.Y *= -1; } #endregion bal.rect = new Rectangle((int)bal.position.X+(int)bal.velocity.X-bal.sprite.Width/2, (int)bal.position.Y-bal.sprite.Height/2+(int)bal.velocity.Y, bal.sprite.Width, bal.sprite.Height); player.rect = new Rectangle((int)player.position.X-player.sprite.Width/2, (int)player.position.Y-player.sprite.Height/2, player.sprite.Width, player.sprite.Height); if (bal.rect.Intersects(player.rect)) { bal.position.Y = player.position.Y - player.sprite.Height / 2 - bal.sprite.Height / 2; if (player.position.X != player.prevPos.X) { bal.velocity.X -= (player.prevPos.X - player.position.X) / 2; } bal.velocity.Y *= -1; } foreach (Brick b in brickArray.list) { b.rect.X = Convert.ToInt32(b.position.X-b.sprite.Width/2); b.rect.Y = Convert.ToInt32(b.position.Y-b.sprite.Height/2); if (bal.rect.Intersects(b.rect)) { b.recieveHit(); bal.velocity.Y *= -1; } } brickArray.removeDead(); }

    Read the article

  • What are possible/good ways to prototype iPhone applications?

    - by Ted Johnson
    This is intentionally left broad. If you wanted to show users what iPhone/mobile applications could to for them. The more interactive the better, but it must be quick to build as you can't code up every idea. Let us assume real-time games are out of scope. Throw out ideas or state which approach would be best. Here are some of my ideas, what are yours? Hack a app that loads mostly web or image content, but has hyperlinks to get around in. This would mean static data. Build screens which look great but can only be navigated in a story board type fashion. Load the web version or equivalent on the iPhone and say: now image the buttons and navigation is better. A paper based prototype. Flash or video walk through running on the phone. String existing iPhone apps and web pages together with minimal glue just to convey the idea. Can anyone share prototyping methods for other mobile devices? Ex: The palm prototype was just a block of wood and note pad that was carried around.

    Read the article

  • How do I get require_login()-like functionality using the new PHP Client Library for Facebook?

    - by cc
    Howdy. I've been tasked with making a Facebook game, but I'm new to Facebook development, so I'm just getting started. Apologies in advance if this is a no-brainer to people. I'm having trouble following all the examples I see on sites, and I keep running into missing pages in the Facebook documentation when I am trying to read up. I think it's because there's a new version of the PHP Client Library for Facebook, and everything I'm finding is referring to the old client. For instance, I see this code in a lot of examples: require 'facebook.php'; $facebook = new Facebook( array( 'appId' => '(id)', 'secret' => '(secret)' ) ); $facebook_account = $facebook->require_login(); ...but there's no "require_login()" in the client library provided in the facebook.php file. From what I can tell, it looks like Facebook has very recently rolled out some new system for development, but I don't see any sample code anywhere to deal with it. The new library comes with an "example.php" file, but it appears to be only for adding "Log in with Facebook" functionality to other sites (what I'm assuming is what they mean by "Facebook Connect" sites), not for just running apps in a Canvas page on Facebook itself. Specifically, what I need to do is let users visit an application page within Facebook, have it bring up the dialog box allowing them to authorize the app, have it show up in their "games" page, and then have it pass me the relevant info about the user so I can start creating the game. But I can't seem to find any tutorials or examples that show how to do this using the new library. Seems like this should be pretty straightforward, but I'm running into roadblocks. Or am I missing something about the PHP client library? Should require_login() be working for me, and there's something broken with my implementation, such as having the wrong client library or something? I downloaded from GitHub yesterday, so I'm pretty sure I have the most recent version of the code I have, but perhaps I'm downloading the wrong "facebook.php" file...?

    Read the article

  • Using fonts that aren't on iPhone

    - by 4thSpace
    I'd like to use some fonts that aren't part of the iPhone OS. I've seen games that use non standard fonts. I can install the fonts, create images for each one in Photoshop and then use those images in the iPhone app. However, I don't think that is a practical way to go. If the color or tint needs to be adjusted (because of background) or size, I'll have to redesign every font I'm using. Is there a better way to do this? I read this http://stackoverflow.com/questions/360751/can-i-embed-a-custom-font-in-an-iphone-application and downloaded the open source font label app. However, it crashes most of the time when I try using particular fonts. In regards to the last comment about using UIFont with the fontWithName:size, that certainly doesn't work. Your font variable will be nil. Listing all available fonts reveals why - none of the custom fonts are in the list. I've also read http://stackoverflow.com/questions/566054/how-do-i-include-a-font-with-my-iphone-application, which definitely does not work. Same as last comment in above link.

    Read the article

  • How should I manage/declare dependencies between open source C# projects?

    - by munificent
    I've got a game (a roguelike to be specific) in C# that I'm in the process of cleaning up to open source. One step I'd like to take is splitting it into three distinct pieces: A simple package of utility classes, things like 2D arrays, vectors, etc. A terminal UI package that gives you a curses-like display. It depends on 1. The actual game, which uses 1 and 2. Right now, these are all separate projects in the same solution, but I'd kind of like to make them completely separate projects (in the "open source project" sense, not the "visual studio project" use of the term) with their own names and repos. I think, at the very least, #1 is generally useful even if you aren't building game, and I don't want someone to have to build an entire game just to get some handy functions. What I'm not sure about is how to handle the dependencies if I split up the solution. If someone decides they want to sync the game, how should I ensure they also get 1 and 2? Include the built dependent .dlls in the games repo? Just document, "you need these other projects and they must be in a path relative to the game like this". Just leave it all one giant solution and a single repo. Something I'm not thinking of?

    Read the article

  • problem in creating a php tree menu

    - by Mac Taylor
    hi mates im writing a tree menu for my categories in php and i wonder how can i code it correctly ! this is my table in database " |----topicid------topicname--------parent | |---- 1 ------ News -------- 0 | |---- 2 ------ sport -------- 1 | |---- 3 ------ games -------- 1 | |---- 4 ------ PES -------- 3 | so now for showing it like a tree i did try but not worked : $result = mysql_query("SELECT * FROM Topics ORDER BY topicid"); while ($row = mysql_fetchrow($result)) { $id = intval($row['topicid']); $title = filter($row['topicname'], "nohtml"); $parent = $row['parent'] ; if ($parent==0) { $menu_item .= "<li><span class='folder'><a title = \"$alt\" href=\"modules.php?name=News&amp;new_topic=$id\">$title</a></span></li>"; }else { $result = mysql_query("SELECT * FROM ".$prefix."_Topics where parent='$id' ORDER BY topicid"); while ($row = mysql_fetchrow($result)) { $id = intval($row['topicid']); $title = filter($row['topicname'], "nohtml"); $parent = $row['parent'] ; $menu_item .= " <ul><li><span class='file'><a title = \"$alt\" href=\"modules.php?name=News&amp;new_topic=$id\">$title</a></span></li></ul>"; } } i dont know how to solve this

    Read the article

  • OpenGL ES and real world development

    - by Mark
    Hi Guys, I'm trying to learn OpenGL ES quickly (I know, I know, but these are the pressures that have been thrusted upon me) and I have been read around a fair bit, which lots of success at rendering basic models, some basic lighting and 'some' texturing success too. But this is CONSTANTLY the point at which all OpenGL ES tutorials end, they never say more of what a real life app may need. So I have a few questions that Im hoping arent too difficult. How do people get 3d models from their favorite 3d modeling tool into the iPhone/iPad application? I have seen a couple of blog posts where people have written some python scripts for tools like Blender which create .h files that you can use, is this what people seem to do everytime? Or do the "big" tooling suites (3DS, Maya, etc...) have exporting features? Say I have my model in a nice .h file, all the vertexes, texture points, etc.. are lined up, how to I make my model (say of a basic person) walk? Or to be more general, how do you animate "part" of a model (legs only, turn head, etc...)? Do they need to be a massive mash-up of many different tiny models, or can you pre-bake animations these days "into" models (somehow) Truely great 3D games for the iPhone are (im sure) unbelievably complex, but how do people (game dev firms) seem to manage that designer/developer workflow? Surely not all the animations, textures, etc... are done programatically. I hope these are not stupid questions, and in actual fact, my app that Im trying to investigate how to make is really quite simple, just a basic 3D model that I want to be able to pan/tilt around using touch. Has anyone ever done/seen anything like this that I might be able to read up on? Thanks for any help you can give, I appreciate all types of response big or small :) Cheers, Mark

    Read the article

  • C++ AI Design Question

    - by disney
    Hi, I am currently writing a bot for a MMORPG. Though, currently I am stuck at trying to figure out how to nicely implement this. The design problem is related to casting the character spells in the correct order. Here is a simple example to what I need to archieve. It's not related to casting them, but doing it in the correct order. I would know how simply cast them randomly, by checking which skill has not yet been casted, but in right order as being shown in the GUI, not really. note: the skill amount may differ, it's not always 3, maximum 10 though. Charactername < foobar has 3 skills. Skill 1: Name ( random1 ) cooldown ( 1000 ms ) cast duration ( 500 ms ) Skill 2: Name ( random2 ) cooldown ( 1500 ms ) cast duration ( 700 ms ) Skill 3: Name ( random3 ) cooldown ( 2000 ms ) cast duration ( 900 ms ) I don't really know how I could implement this, if anyone has some thoughts, feel free to share. I do know that most of the people don't like the idea of cheating in games, I don't like it either, nor I am actually playing the game, but its an interesting field for me. Thank you.

    Read the article

  • facebook Hacker cup: studious Student problem.

    - by smartmuki
    During the qualification round, the following question was asked: You've been given a list of words to study and memorize. Being a diligent student of language and the arts, you've decided to not study them at all and instead make up pointless games based on them. One game you've come up with is to see how you can concatenate the words to generate the lexicographically lowest possible string. Input As input for playing this game you will receive a text file containing an integer N, the number of word sets you need to play your game against. This will be followed by N word sets, each starting with an integer M, the number of words in the set, followed by M words. All tokens in the input will be separated by some whitespace and, aside from N and M, will consist entirely of lowercase letters. Output Your submission should contain the lexicographically shortest strings for each corresponding word set, one per line and in order. Constraints 1 <= N <= 100 1 <= M <= 9 1 <= all word lengths <= 10 Example input 5 6 facebook hacker cup for studious students 5 k duz q rc lvraw 5 mybea zdr yubx xe dyroiy 5 jibw ji jp bw jibw 5 uiuy hopji li j dcyi Example output cupfacebookforhackerstudentsstudious duzklvrawqrc dyroiymybeaxeyubxzdr bwjibwjibwjijp dcyihopjijliuiuy The program I wrote goes as: chomp($numberElements=<STDIN>); for(my $i=0; $i < $numberElements; $i++) { my $string; chomp ($string = <STDIN>); my @array=split(/\s+/,$string); my $number=shift @array; @sorted=sort @array; $sortedStr=join("",@sorted); push(@data,$sortedStr); } foreach (@data) { print "$_\n"; } The program gives the correct output for the given test cases but still facebook shows it to be incorrect. Is there something wrong with the program??

    Read the article

  • How to do "map chunks", like terraria or minecraft maps?

    - by O'poil
    Due to performance issues, I have to cut my maps into chunks. I manage the maps in this way: listMap[x][y] = new Tile (x,y); I tried in vain to cut this list for several "chunk" to avoid loading all the map because the fps are not very high with large map. And yet, when I update or Draw I do it with a little tile range. Here is how I proceed: foreach (List<Tile> list in listMap) { foreach (Tile leTile in list) { if ((leTile.Position.X < screenWidth + hero.Pos.X) && (leTile.Position.X > hero.Pos.X - tileSize) && (leTile.Position.Y < screenHeight + hero.Pos.Y) && (leTile.Position.Y > hero.Pos.Y - tileSize) ) { leTile.Draw(spriteBatch, gameTime); } } } (and the same thing, for the update method). So I try to learn with games like minecraft or terraria, and any two manages maps much larger than mine, without the slightest drop of fps. And apparently, they load "chunks". What I would like to understand is how to cut my list in Chunk, and how to display depending on the position of my character. I try many things without success. Thank you in advance for putting me on the right track! Ps : Again, sorry for my English :'( Pps : I'm not an experimented developer ;)

    Read the article

< Previous Page | 114 115 116 117 118 119 120 121 122 123 124 125  | Next Page >