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  • mix audio with h264 mp4 video with ffmpeg

    - by user2362912
    I have 2 files : Input #0, wav, from '105426_1.wav': Duration: 00:00:09.98, bitrate: 1312 kb/s Stream #0:0: Audio: pcm_s16le ([1][0][0][0] / 0x0001), 41000 Hz, stereo, s16, 1312 kb/s and: Duration: 00:00:41.29, start: 0.000000, bitrate: 1313 kb/s Stream #0:0(und): Video: h264 (Constrained Baseline) (avc1 / 0x31637661), yuv420p, 640x360 [SAR 1:1 DAR 16:9], 1211 kb/s, 24.42 fps, 25 tbr, 90k tbn, 48 tbc Metadata: handler_name : VideoHandler Stream #0:1(eng): Audio: aac (mp4a / 0x6134706D), 44100 Hz, stereo, fltp, 99 kb/s Metadata: handler_name : SoundHandler I want to insert first audio file into video in special place (for example in 10 secunde of video) and mix it with audio stream of video file. I try to /usr/local/bin/ffmpeg -i 105426_1.wav -i 105426.mp4 -map 0:0 -map 1:1 -map 1:0 video_finale.mp4 but result is : Duration: 00:00:41.31, start: 0.046440, bitrate: 755 kb/s Stream #0:0(und): Audio: aac (mp4a / 0x6134706D), 44100 Hz, stereo, fltp, 128 kb/s Metadata: handler_name : SoundHandler Stream #0:1(eng): Audio: aac (mp4a / 0x6134706D), 44100 Hz, stereo, fltp, 128 kb/s Metadata: handler_name : SoundHandler Stream #0:2(und): Video: h264 (High) (avc1 / 0x31637661), yuv420p, 640x360 [SAR 1:1 DAR 16:9], 588 kb/s, 25 fps, 25 tbr, 12800 tbn, 50 tbc Metadata: handler_name : VideoHandler I need only one audio stream and first stream play not from beginig but from 10 sec

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  • Bitrate Switching in xml playlist not loading video

    - by James Williams
    Using JW Player ver 5.4 and JW Embedder. Plugins are grid by Dabbler and fbit (Facebook). The Bitrate switching is not working. Does work fine for one video with HTML5 Video tag. When more than one video, it only shows the first video pic. Works fine with no bitrate switching. Code - HTML5 <script type="text/javascript" src="jwplayer/jwplayer.js"></script> <video id="container"></div> <script type="text/javascript"> jwplayer("container").setup({ flashplayer: "jwplayer/player.swf", streamer: "rtmp://server/location/", playlistfile: "playlists/playlist.xml", plugins: { grid: { rows: 4, distance: 60, horizontalmargin: 75, verticalmargin: 75 }, fbit: { link: "http://www.domain.com" } }, height: 375, width: 850, dock: true }); </script> XML - ATOM/MEDIA xmlns:jwplayer='http://developer.longtailvideo.com/trac/wiki/FlashFormats' Demostration Playlist Video 1 rtmp rtmp://server/location/ Video 2 rtmp rtmp://server/location/ have tried it with both video and div tags for the container. Div tag just shows a blank video area and a Null exception on Line 1 char 1863, this is probably the jwplayer.js file. XML is larger than this, this is to give you a brief syntax of my code and xml. I have searched for over 6 hrs on both longtail and search engine searches. Thank you in advance.

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  • What needs to be done to port a Windows Flash game to Android?

    - by Russell Yan
    My team has developed a game using Flash (with Lua embeded) that targets Windows. And we want to port that game to Android (also iOS in the future). It's acceptable to rewrite the Flash part of client. And some other team in our company recommended Unity3D to replace the Flash part. Since we have no experience in Android/iOS development, we would need to learn some new tool/language anyway. So we would like that learning still be useful after the porting and when we starting a new game. Any thoughts? Edits: I think it is worth noticing the background of the game : the project is started by a tester and developer, both without knowing much about flex and actionscript. They built the game while learning, so most of the code is hard to maintain. I and other two developers joined the project after a year or so when one has leave (and the other be our manager). The other two developers are just graduates with little experience and little knowledge of flex. I am good at the server part and the c# language. Based on the fact that the code is hard to maintain (and we do need to change a lot of code to make the game easier to playe in a mobile device), and I am good at c# (and learning). I still tend to do the porting with Unity, which could get better performance and possibly save time.

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  • Which toolkit to use for 3D MMO game development?

    - by Ahmet Yildirim
    Lately i've been thinking about which path to follow for developing an 3D Online game. I have googled a lot but i couldnt find a good article that covers both game development and online server & client development in same context. This question has been in mind for about 2 weeks now. So.. yesterday i started developing a game from scratch by using Irrlicht.Net Wrapper to use Socket library of .NET which im already familiar. But i found out .Net wrapper of Irrlicht is not totally finished yet and still have lacks from the original. So i lost all my motives :/. So i thought why not to ask the experts before i run into another dead end... What Game Engine and Networking Library is best way to go for 3D MMO Development? Here is some of my early conclusions: Please let me know the ones im wrong. C++: Best Performance for 3D Graphics. Most Game Engines has native C++ Libraries. Lacks a Solid Socket Library .NETC++ Lacks Intellisense Support. C#: Intellisense Support NET Socket Library Lacks 3D Graphics Performance Lacks a native solid 3D Game Engine

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  • I know fundamental programming. But how do I get started in game development now?

    - by Rohan Menon
    I'm a 20 year old programming student. I know fundamental programming in BASIC, C, C++ and JAVA. What I wanted to ask is, where do I go from here? Are there any books that the community can mention that will help me develop a game or at least learn game development? I've had a lot of ideas and really want to make some sort of prototype to see if I'm suited for the industry. I really don't mind learning any new languages but I need to know what I should begin with. A good book that will help with a little more understanding as I go up will be very helpful. Maybe a tutorial to develop some basic 2D games like a side-scroller, snake or pocket tanks in an easy to understand SDK? I know that to get some credit under your belt, you need to be able to make a few games on your own. Also, what platform should I start on? The PC, iOS or Android (as an introduction) for now. I don't want to get into high level game design just yet. Just something a bit basic to help out in future development. Anything pointing me in the right direction will be really really helpful. Edit: Also, I want to say that I'm looking towards this from a game designer's point of view more than a game programmer. I want suggestions on any SDKs or easy to use programs I can use to understand game design. Then delve deeper into the programming after that. Not as employment but as developing your own games (for now).

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • How can I improve the "smoothness" of a 2D side-scrolling iPhone game?

    - by MrDatabase
    I'm working on a relatively simple 2D side-scrolling iPhone game. The controls are tilt-based. I use OpenGL ES 1.1 for the graphics. The game state is updated at a rate of 30 Hz... And the drawing is updated at a rate of 30 fps (via NSTimer). The smoothness of the drawing is ok... But not quite as smooth as a game like iFighter. What can I do to improve the smoothness of the game? Here are the potential issues I've briefly considered: I'm varying the opacity of up to 15 "small" (20x20 pixels) textures at a time... Apparently varying the opacity in this manner can degrade drawing performance I'm rendering at only 30 fps (via NSTimer)... Perhaps 2D games like iFighter are rendered at a higher frame rate? Perhaps the game state could be updated at a faster rate? Note the acceleration vales are updated at 100 Hz... So I could potentially update part of the game state at 100 hz All of my textures are PNG24... Perhaps PNG8 would help (due to smaller size etc)

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  • Should I use OpenGL or DX11 for my game?

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... Physics Engine AI Engine Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • HTML5 - Does it have the power to handle a large 2D game with a huge world?

    - by user15858
    I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have very high 2D graphic demands for my game. The game itself will have a HDD size of anywhere between 6GB (min) to 12GB (max) which would be a full game deployed offline. The size of the images aren't significantly large, so streaming would be entirely possible if only those assets required were streamed as needed. The game has a massive file size because of the sheer amount of content. For some images or spritesheets, they would be quite massive. (ex. a very large Dragon, which if animated in a spritesheet would be split into two 4096x4096 sheets or one 8192x8192 sheet). Most assets would be very small, and about 7MB for a full character with 15 animations in every direction (all animations not required immediately) so in the size of a few hundred KB to download before the game loads. My question, however, is if the graphical power of HTML5 is enough to animate several characters on screen at once, when it flips through frames quite rapidly. All my sprites have about 25 frames per animation, 5 directions (a spritesheet for each direction & animation), and run at 30fps. Upon changing direction, animation, or a new character entering, spritesheets would change and be constantly loading/unloading. If I pack all directions in a single sheet, it would be about 2048x2048 per sheet. Most frameworks have no problem with this, but I am afraid from what I read that HTML5's graphical capabilities will limit me. Since it takes significant time simply to animate characters in any language, I'd like a quick answer.

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  • When writing a game, should you make objects/enemies/etc. have unique ID numbers?

    - by SLC
    I have recently encountered some issues with merely passing references to objects/enemies in a game I am making, and am wondering if I am using the wrong approach. The main issue I have is disposing of enemies and objects, when other enemies or players may still have links to them. For example, if you have a Rabbit, and a Wolf, the Wolf may have selected the Rabbit to be its target. What I am doing, is the wolf has a GameObject Target = null; and when it decides it is hungry, the Target becomes the Rabbit. If the Rabbit then dies, such as another wolf killing it, it cannot be removed from the game properly because this wolf still has a reference to it. In addition, if you are using a decoupled approach, the rabbit could hit by lightning, reducing its health to below zero. When it next updates itself, it realises it has died, and is removed from the game... but there is no way to update everything that is interested in it. If you gave every enemy a unique ID, you could simply use references to that instead, and use a central lookup class that handled it. If the monster died, the lookup class could remove it from its own index, and subsequently anything trying to access it would be informed that it's dead, and then they could act accordingly. Any thoughts on this?

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  • Using game of life or other virtual environment for artificial (intelligence) life simulation? [clos

    - by Berlin Brown
    One of my interests in AI focuses not so much on data but more on biologic computing. This includes neural networks, mapping the brain, cellular-automata, virtual life and environments. Described below is an exciting project that includes develop a virtual environment for bots to evolve in. "Polyworld is a cross-platform (Linux, Mac OS X) program written by Larry Yaeger to evolve Artificial Intelligence through natural selection and evolutionary algorithms." http://en.wikipedia.org/wiki/Polyworld " Polyworld is a promising project for studying virtual life but it still is far from creating an "intelligent autonomous" agent. Here is my question, in theory, what parameters would you use create an AI environment? Possibly a brain environment? Possibly multiple self contained life organisms that have their own "brain" or life structures. I would like a create a spin on the game of life simulation. What if you have a 64x64 game of life grid. But instead of one grid, you might have N number of grids. The N number of grids are your "life force" If all of the game of life entities die in a particular grid then that entire grid dies. A group of "grids" makes up a life form. I don't have an immediate goal. First, I want to simulate an environment and visualize what is going on in the environment with OpenGL and see if there are any interesting properties to the environment. I then want to add "scarce resources" and see if the AI environment can manage resources adequately.

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  • How to read time from recorded surveillance camera video?

    - by stressed_geek
    I have a problem where I have to read the time of recording from the video recorded by a surveillance camera. The time shows up on the top-left area of the video. Below is a link to screen grab of the area which shows the time. Also, the digit color(white/black) keeps changing during the duration of the video. http://i55.tinypic.com/2j5gca8.png Please guide me in the direction to approach this problem. I am a Java programmer so would prefer an approach through Java. EDIT: Thanks unhillbilly for the comment. I had looked at the Ron Cemer OCR library and its performance is much below our requirement. Since the ocr performance is less than desired, I was planning to build a character set using the screen grabs for all the digits, and using some image/pixel comparison library to compare the frame time with the character-set which will show a probabilistic result after comparison. So I was looking for a good image comparison library(I would be OK with a non-java library which I can run using the command-line). Also any advice on the above approach would be really helpful.

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  • Making a Javascript game, Having a little problem with scrolling.

    - by RobertWHurst
    I have a #wrapper div and a #grid div nested inside. currently I can scroll around with this function below. getCursorPos : function(){ // set the empty cursor object var cursor = {}; //get the offset from the left of the grid container var grid //offset loop $(function getCursorPos(){ grid = $('#grid').offset(); setTimeout(getCursorPos, game.loopSpeed); }); //continuosly get the position var that = this; $(document).mousemove(function(e){ //if game mode is menu exit if(game.mode === 'menu'){ return; } // NOTE: this looks a litle over done but don't remove anything // its like this because javascript uses floating points // and so in order to line up to the nearest hunderedth I // had to make the cursor and div position intergers by // muliplying by ten. one the two are added I reduced them // and rounded them. that.x = Math.round(((e.pageX * 10) - (grid.left * 10)) / 10); that.y = Math.round(((e.pageY * 10) - (grid.top * 10)) / 10); }); }, the problem is that the mouse coordinates only update when the mouse moves. is there any way to get the coordinates with out moving the mouse?

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  • DirectX: Game loop order, draw first and then handle input?

    - by Ricket
    I was just reading through the DirectX documentation and encountered something interesting in the page for IDirect3DDevice9::BeginScene : To enable maximal parallelism between the CPU and the graphics accelerator, it is advantageous to call IDirect3DDevice9::EndScene as far ahead of calling present as possible. I've been accustomed to writing my game loop to handle input and such, then draw. Do I have it backwards? Maybe the game loop should be more like this: (semi-pseudocode, obviously) while(running) { d3ddev->Clear(...); d3ddev->BeginScene(); // draw things d3ddev->EndScene(); // handle input // do any other processing // play sounds, etc. d3ddev->Present(NULL, NULL, NULL, NULL); } According to that sentence of the documentation, this loop would "enable maximal parallelism". Is this commonly done? Are there any downsides to ordering the game loop like this? I see no real problem with it after the first iteration... And I know the best way to know the actual speed increase of something like this is to actually benchmark it, but has anyone else already tried this and can you attest to any actual speed increase?

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  • Flash video plays well, but time and time-remaining are out of sync.

    - by sparkyfied
    Hey guys, Could be a known issue, an issue with my code or an oversight on my part. I have created a video player in flash. I have got it playing progressive and streaming over rtmp/rtmpt so that is all fine. My only issue is that when the video's are playing, the time-codes for time played and time remaining are not synced. So, if my video is 20 secs long and 5 have been played, time played will be 5secs, time remaining will be 16secs until it updates about half a second later. So even though they are both being set with the same line of code, there are not changing at the same time. The time played changes, then a split second later the time remaining changes. Anyone got any idea what this could be. Maybe a miscalculation on my part. Maybe I need to round up or down the remaining time. How can I sync the two times. I understand this is probably an tough question to answer, I have done my best to explain it. Thanks in advance.

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  • SQL SERVER – Attach or Detach Database – SQL in Sixty Seconds #068

    - by Pinal Dave
    When we have to move a database from one server to another server or when we have to move a database from one file to another file, we commonly use Database Attach or Detach process. I have been doing this for quite a while as well. Recently, when I was visiting an organization I found that in this organization lots of developers are still using an older version of the code to attach the database. I quickly pointed that out to them the new method to attach the database, however it was really interesting to find out that they really did not know that sp_attach_db is now a deprecated method to attach the database. This really made me to do today’s SQL in Sixty Seconds. I demonstrate in this SQL in Sixty Seconds how to attach or detach the database using a new method of attaching database. The code which I have used in this code is over here: -- Detach Database USE [master] GO EXEC MASTER.dbo.sp_detach_db @dbname = N'AdventureWorks2014_new' GO -- Deprecated Way to Attach Database USE [master] GO EXEC MASTER.dbo.sp_attach_db 'AdventureWorks2014_new', 'E:\AdventureWorks2012_Data_new.mdf', 'E:\AdventureWorks2012_log_new.ldf' GO -- Correct Way to Attach Database USE [master] GO CREATE DATABASE [AdventureWorks2014_new] ON ( FILENAME = 'E:\AdventureWorks2012_Data_new.mdf'), ( FILENAME = 'E:\AdventureWorks2012_log_new.ldf') FOR ATTACH GO Here is the question back to you – Do you still use old methods to attach database? If yes, I suggest that you start using the new method onwards. SQL in Sixty Seconds Video I have attempted to explain the same subject in simple words over in following video. Action Item Here are the blog posts I have previously written on the subject of SA password. You can read it over here: SQL SERVER – 2005 – T-SQL Script to Attach and Detach Database SQL SERVER – Move Database Files MDF and LDF to Another Location SQL SERVER – 2005 Take Off Line or Detach Database SQL SERVER – Attach mdf file without ldf file in Database SQL SERVER – Copy Database from Instance to Another Instance – Copy Paste in SQL Server You can subscribe to my YouTube Channel for frequent updates. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority Book Review, SQLAuthority News, T SQL, Video

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  • Remastered King’s Quest Games Offer Classic Gaming on Modern Machines

    - by ETC
    If you were a fan of the King’s Quest series of adventure games from the 1980s and 1990s, you’ll be thrilled to see them remastered with enhanced graphics, polished voice acting, and more. Gaming studio AGD Interactive has been engaged in a multi-year project to remaster and freely release the classic King’s Quest games. They started with King’s Quest I in 2001, moved on to King’s Quest II, and just recently released King’s Quest III (see in the screenshot above). The gameplay for all three games is excellent and really captures the feel of the original games (with better graphics, quality voice acting, and adjustments made for modern computers). When you run the game you first get a small pre-launch console. There you can make adjusts to the game before launching it. We’d recommend you enable the pixel doubling filter. It make the game a little blockier (hey you are playing a 1980s remake!) but it fills up high resolution monitors more effectively. Hit up the link below to download King’s Quest Redux I-III free of charge for both Windows and Mac computers. King’s Quest Redux [AGD Interactive via @cbeust] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic E.T. II – Extinction [Fake Movie Sequel Video] Remastered King’s Quest Games Offer Classic Gaming on Modern Machines Compare Your Internet Cost and Speed to Global Averages [Infographic] Orbital Battle for Terra Wallpaper WizMouse Enables Mouse Over Scrolling on Any Window

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  • Hack Apart a Highlighter to Create UV-Reactive Flowers [Science]

    - by ETC
    College students have long been hacking apart highlighters to create glowing bottles of booze to line their dorm room walls. Far more interesting, however, is the application of the hack to flowers. Many of you may remember a science class experiment from years gone by where in you put food coloring in a beaker and then some freshly cut white flowers; returning to the experiment a day later yielded flowers colored to match the dye you added. This little experiment relies on the same technique, only instead of blue food coloring the flowers suck up UV-reactive highlighter dye. Check out the video below to see the experiment in action: Have a fun science experiment to share? Let’s hear about it in the comments. Make Flowers Glow in the Dark (with Highlighter Fluid and UV Light) [YouTube via Make] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron Is the Forcefield Really On or Not? [Star Wars Parody Video] Google Updates Picasa Web Albums; Emphasis on Sharing and Showcasing Uwall.tv Turns YouTube into a Video Jukebox Early Morning Sunrise at the Beach Wallpaper

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  • Developing a feature which sole purpose to be taken out?

    - by adib
    What is the name of the pattern in which individual contributors (programmers/designers) developed an artifact for the sole purpose is to serve as a diversion so that management can remove that feature in the final product? This is a folklore I heard from an ex-colleague who used to work at a large game development company. At that company, it is well known that middle management is pressurized to "give inputs" and "make changes" to the product otherwise they risk being seen as not contributing to the project. This situation have delayed many projects because of these superfluous "management inputs". In one project at the above company, the artists and developers created a supernumerary animated character that appears in every cutscene and sticks out like a sore thumb. They designed it in such a way that it can be easily removed before the game is shipped (this was when games were still sold in physical media and not a downloadable product). Obviously the management then voted to remove the animation. On the positive side, management didn't introduced any unnecessary changes that would have delayed the project because they have shown that they provided constructive inputs to the product. This process pattern has a name among game programmers that work in corporates, but I forgot what was the actual name. I believe it's duck-something. Anybody can help pointing out the name and perhaps some rather credible reference to how the pattern develops?.

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  • Day 5 - Tada! My Game Menu Screen Graphics

    - by dapostolov
    So, tonight I took some time to mash up some graphics for my game menu screen. My artistic talent sucks...but here goes nothing...voila, my menu screen!! The Menu Screen The screen above is displaying 4 sprites, even though it looks like maybe 7... I guess one of the first things for me to test in the future is ... is it more memory efficient (and better frame rate) to draw one big background image OR tp paint the screen black, and place each sprite in set locations? To display the 4 sprites above, I borrowed my code from yesterday ... I know, tacky, but...I wanted to see it, feel it. Do you feel it? FEEL IT! (homer voice & shakes fist) Note: the menu items won't scale properly as it stands with this code, well pretty much they do nothing except look pretty... Paint.Net & Google Fun So how did I create that image above? Well, to create the background and 3 menu items I used Paint.Net. Basically, I scoured Google images for: a stone doorway, a stone pillar, an old book, a wizards hat, and...that's it pretty much it! I'll let you type in those searches and see if you can locate the images I used. I know, bad developer...but I figured since I modified the images considerably it doesn't count...well for a personal project it shouldn't count...*shrug* Anyhow, I extracted each key assest I wanted from each image and applied lots of matting, blurring, color changes, glow effects and such. Then, using my vivid imagination I placed / composed each of the layered assets into the mashed up the "scene" above. Pretty cool, eh? Hey, did you know, the cool mist effect is actually a fire rendition in Paint.net? I set it to black & white with opacity set next to nothing. I'm also very proud of the yellow "light" in the stone doorway. I drew that in and then applied gausian blur to it to give it the effect of light creeping out around the door and into the room...heheh. So did I achieve the dark, mysterious ritual as I stated in my design doc? I think I had a great stab at it! Maybe down the road I can get a real artist to crank out some quality graphics for the game... =) So, What's Next? Well, I don't have that animated brazier yet...however, I thought it would be even cooler if I can get that door pulsing that yellow light and it would be extremely cool to have the smoke / mist moving across the screen! Make the creative ideas stop!! (clutches head) haha! I'm having great fun working on this project =) I recommend others giving something like this a try, it's really fulfilling. OK. Tomorrow... I think I'm going to start creating some game / menu objects as per the design doc, maybe even get a custom mouse cursor up on the screen and handle a couple of mouse events, and lastly, maybe a feature to toggle a framerate display... D.

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  • Reproducible freezes with on an AMD fusion (e350) sony vaio

    - by doycho
    So a week ago I bought it and I've been struggling to make the Ubuntu which I installed stable. There's one thing that makes my life miserable, though. There's this easily reproducible freeze when I start some kind of video. So here is what happens: Everything works fine for some time I start vlc/mplayer/flashplayer/totem with something to watch In few minutes time I lose the sound (nothing in the logs at this point) At that time the video app instantly allocates all the memory and its CPU usage skyrockets. Total freeze. I can move the cursor around for few seconds and sometimes even switch to another app. But ultimately there comes the time I can't do anything - can't kill X with ctrl+alt+backspace (I have it enabled), can't switch to any other console (ctrl+alt+f1-6), can't connect to the machine via ssh. The only way to restart it is the ctrl+alt+SysRq+UABI magic :) What discourages me most is the fact I can't see anything in the logs. The only error I've noticed is Jun 19 17:00:37 serenity kernel: [ 1506.350676] software-center[17581]: segfault at 30 ip 00007fd3631b814c sp 00007fff18a6fa10 error 4 in libgtk-x11-2.0.so.0.2400.4[7fd362f7d000+436000]. I've been searching through the Xorg log, kernel logs, syslog. If you have any idea how I can get more debug info I'll be glad to try them. Things I've tried: Changing drivers - the open source one, the proprietary driver xorg-edgers' ppa - https://launchpad.net/~xorg-edgers/+archive/ppa changing to the last stable kernel (2.6.39) Some notes: It my be irrelevant but the sound is constantly stuttering. This probably is a separate issue though I've found that if I start more video/sound apps the freeze happens faster.

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  • Not getting paid for hours you've worked?

    - by Sauron
    So I was reading from a previous thread about App vs Game Development: If it was for you to chose Game Development vs Application Development, which will you chose? Which brought me to this site: EA: The Human Story A lot of it talked about developers working something like 85 hours a week, and not getting paid overtime, or anything. Just getting paid for the 40 hours. Is this normal for most software companies? I mean where I work I'm only an entry level guy but I get overtime, and anything over 40 hours is considered this. But it got me thinking "Holy crap" I could never do that. My FREE time is important to me. But is this commonplace in most software companies? Or is more a rarity to certain types (game development, etc)? Because it got me scared! Like I understand having to put some extra hours in for a project... but like 80! that's ridiculous.

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  • VLC Ati Radeon 6870 Ubuntu 12.04 image skewed flicker

    - by Aaron
    I'm running Ubuntu 12.04 with ATI Radeon 6870 connected to my 40' Sharp TV. The video image is slightly jigged, like breaking a bit and slightly delayed. It just isn't smooth. The computer is very fast, like i7 with 12gb ram. I tried to run the same video with my mac laptop and on the tv with the same connection cable and it was running smoothly. i tried changing the video output in VLC to x11, increase caching, h264 skip loop filter to all, increase monitor refresh rate although it's already at 60 and it's an LCD tv. this is my xorg.conf : Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[3]-0" 0 0 EndSection Section "Module" Load "glx" EndSection Section "Monitor" Identifier "0-DFP9" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1920x1080" EndSection Section "Monitor" Identifier "0-DFP10" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x1024" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Device" Identifier "amdcccle-Device[3]-0" Driver "fglrx" Option "Monitor-DFP9" "0-DFP9" BusID "PCI:3:0:0" EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Screen" Identifier "amdcccle-Screen[3]-0" Device "amdcccle-Device[3]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • Game login server

    - by Tar
    I have a setup like this: A website, with a database. This database houses accounts and all details. Password hashes/salts/join dates/etc. What I want to do is to be able to use this same database for our game database. The game will be on servers in the United States while the web server and web server database is in the Netherlands. I know there is a big problem with using remote SQL and we really don't want to do that as operation of the website is just as vital as operation of the game server. We had one solution that involved sending account details to another database hosted on the same server that the gameserver is hosted on, but that was incredibly unreliable because if the website was down, no new people could register to play the game. The solution that we want is to have a log in server that is used to check credentials for everything. Is this possible/viable and could anyone point in the right direction? So, in summation: 2 game servers 1 web servers 1 central database used for authorization. The game accounts and website accounts need to be one in the same.

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