Search Results

Search found 19182 results on 768 pages for 'game engine'.

Page 129/768 | < Previous Page | 125 126 127 128 129 130 131 132 133 134 135 136  | Next Page >

  • What are the advantages and limitations of using Qt for game development? [on hold]

    - by Gagege
    I know there is already a thread asking for example 3d games written using Qt. What I'd like to have a discussion about is whether or not Qt is a good framework for game development. In my experience Qt is a joy to work with and thanks to QML and QML/3d it's looking like it could be a viable framework for game development. The thought of using signals and slots for gamedev is exciting. I'd like to hear some opinions on Qt in general as a game development platform. What are it's limitations? What are it's advantages? Edit: I found an official Qt game development forum.

    Read the article

  • Cross-platform & 3D mobile game development [on hold]

    - by Sylvia MBemba
    I am not a developer or programmer and, I am planning an educative project that will involve having students to develop a cross-platform, 3D mobile game, similar to the SimCity concept. I need to write a project requirement and I'd like to pick someone's brain to understand what's involved in developing such a project: Is it realistic to have one or two students to do it? and along their other modules at uni? How much time can it take to develop from scratch? what are the different skills required?

    Read the article

  • How to stop going to redirected URL in Google App Engine with Python?

    - by user1762586
    I'm using urlfetch from google app engine, but it keeps going to the redirected final page even though I use: result = urlfetch.fetch(classUrl, payload=None, method=urlfetch.GET, headers={}, allow_truncated=False, follow_redirects=False) E.g. if classUrl was a searched term in Google (https://www.google.com/search?q=setInstanceFollowRedirects()+python&oq=setInstanceFollowRedirects()+python&sugexp=chrome,mod=0&sourceid=chrome&ie=UTF-8) it would redirect me to www.google.com How do I stop this redirection? Thanks!

    Read the article

  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

    Read the article

  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

    Read the article

  • How many people should be involved in a game startup? [on hold]

    - by Elemecca
    I want to start an indie game company, and I understand that you need a designer, an engineer, and an artist at the very least. I also know that professional game companies like Bethesda http://bgs.bethsoft.com/ have around 40 people. I want to have a good start, and many of you have been in the industry for a good while. What is a good number of employees to start with for an independent game company? Reasons?

    Read the article

  • My 2012 Professional Development Goals

    - by kerry
    Once again I am going to declare some professional goals for my upcoming year. Convert my blog to Jekyll hosted on github – I am tired of wordpress, tired of spam, and would like to try something new.  I have already started on this.  Just need to finish it up. Launch my GWT / Google App Engine application – I am currently developing a GWT application to be deployed to Google App Engine. Do another presentation at the user group – At least a few lightning talks.  I have a few ideas. Attend a tech conference – Dev Nexus is the likely target Post more often – I did 10 posts last year, would like to maybe double that next year (including this one) Attend a user group meeting outside of Nashville JUG – A rollover from last year, I will probably be regularly attend the Interactive Developers meeting Study another language – I have been thinking about looking in to Dart or perhaps Go Launch an Android app – Another holdover from last year I am thinking of doing a small app having to do with managing the silent state of the phone

    Read the article

  • What are some techniques I can use to refactor Object Oriented code into Functional code?

    - by tieTYT
    I've spent about 20-40 hours developing part of a game using JavaScript and HTML5 canvas. When I started I had no idea what I was doing. So it started as a proof of concept and is coming along nicely now, but it has no automated tests. The game is starting to become complex enough that it could benefit from some automated testing, but it seems tough to do because the code depends on mutating global state. I'd like to refactor the whole thing using Underscore.js, a functional programming library for JavaScript. Part of me thinks I should just start from scratch using a Functional Programming style and testing. But, I think refactoring the imperative code into declarative code might be a better learning experience and a safer way to get to my current state of functionality. Problem is, I know what I want my code to look like in the end, but I don't know how to turn my current code into it. I'm hoping some people here could give me some tips a la the Refactoring book and Working Effectively With Legacy Code. For example, as a first step I'm thinking about "banning" global state. Take every function that uses a global variable and pass it in as a parameter instead. Next step may be to "ban" mutation, and to always return a new object. Any advice would be appreciated. I've never taken OO code and refactored it into Functional code before.

    Read the article

  • iPhone game reading plist file and looping through multi dimensional array.

    - by Fulvio
    I have a question regarding an iPhone game I'm developing. At the moment, below is the code I'm using to currently I loop through my multidimensional array and position bricks accordingly on my scene. Instead of having multiple two dimensional arrays within my code as per the following (gameLevel1). Ideally, I'd like to read from a .plist file within my project and loop through the values in that instead. Please take into account that I'd like to have more than one level within my game (possibly 20) so my .plist file would have to have some sort of separator line item to determine what level I want to render. I was then thinking of having some sort of method that I call and that method would take the level number I'm interested in rendering. e.g. Method? +(void)renderLevel:(NSString levelNumber); e.g. .plist file? #LEVEL_ONE# 0,0,0,0,0,0,0,0,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,0,0,0,0,0,0,0,0 #LEVEL_TWO# 1,0,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,0,1 Code that I'm currently using: int gameLevel[17][9] = { { 0,0,0,0,0,0,0,0,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,0,0,0,0,0,0,0,0 } }; for (int row=0; row < 17; row++) { for (int col=0; col < 9; col++) { thisBrickValue = gameLevel[row][col]; xOffset = 35 * floor(col); yOffset = 22 * floor(row); switch (thisBrickValue) { case 0: brick = [[CCSprite spriteWithFile:@"block0.png"] autorelease]; break; case 1: brick = [[CCSprite spriteWithFile:@"block1.png"] autorelease]; break; } brick.position = ccp(xOffset, yOffset); [self addChild:brick]; } }

    Read the article

  • iPhone game and reading plist file and looping through multidimensional array.

    - by Fulvio
    I have a question regarding an iPhone game I'm developing. At the moment, below is the code I'm using to currently I loop through my multidimensional array and position bricks accordingly on my scene. Instead of having multiple two dimensional arrays within my code as per the following (gameLevel1). Ideally, I'd like to read from a .plist file within my project and loop through the values in that instead. Please take into account that I'd like to have more than one level within my game (possibly 20) so my .plist file would have to have some sort of separator line item to determine what level I want to render. I was then thinking of having some sort of method that I call and that method would take the level number I'm interested in rendering. e.g. Method? +(void)renderLevel:(NSString levelNumber); e.g. .plist file? #LEVEL_ONE# 0,0,0,0,0,0,0,0,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,0,0,0,0,0,0,0,0 #LEVEL_TWO# 1,0,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,0,1 Code that I'm currently using: int gameLevel[17][9] = { { 0,0,0,0,0,0,0,0,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,0,0,0,0,0,0,0,0 } }; for (int row=0; row < 17; row++) { for (int col=0; col < 17; col++) { thisBrickValue = gameLevel[row][col]; xOffset = 35 * floor(col); yOffset = 22 * floor(row); switch (thisBrickValue) { case 0: brick = [[CCSprite spriteWithFile:@"block1.png"] autorelease]; break; case 1: brick = [[CCSprite spriteWithFile:@"block0.png"] autorelease]; break; } brick.position = ccp(xOffset, yOffset); [self addChild:brick]; } }

    Read the article

  • How to stop input in Perl?

    - by user1472747
    First time poster and part time perl noobie. I'm making a reflex game. Here's the output - __________________________________________________________________________ Reflex game initiated. Press ENTER to begin the game, and then press ENTER after the asterisks are printed to measure your reflexes!. ************************* Your result: 0.285606 seconds. logout [Process completed] __________________________________________________________________________ There's one small problem though - There's 0-10 seconds (based on a random variable) after you press enter to start the game and before the stars are printed. During that time, if the player presses ENTER, it's logged as their reflex time. So I need a way to stop my code from reading their ENTER button before the stars are printed. The code - #!/usr/bin/perl use Time::HiRes qw(sleep); use Time::HiRes qw(gettimeofday); #random delay variable $random_number = rand(); print "Reflex game initiated. Press ENTER to begin the game, and then press ENTER after the asterisks are printed to measure your reflexes!.\n"; #begin button $begin = <>; #waits x milliseconds sleep(10*$random_number); #pre-game $start = [ Time::HiRes::gettimeofday() ]; print "\n****************************\n"; #user presses enter $stop = <>; #post game $elapsed = Time::HiRes::tv_interval($start); #delay time print print "Your result: ".$elapsed." seconds.\n";

    Read the article

  • Smithsonian Showcases Video Game History with The Art of Video Games [Video]

    - by Jason Fitzpatrick
    The Art of Video Games is the Smithsonian’s look at the history of video games; check out this video trailer to see what the exhibition is all about and hear from some notable folks. From the Smithsonian listing for the exhibition: The Art of Video Games is one of the first exhibitions to explore the forty-year evolution of video games as an artistic medium, with a focus on striking visual effects and the creative use of new technologies. It features some of the most influential artists and designers during five eras of game technology, from early pioneers to contemporary designers. The exhibition focuses on the interplay of graphics, technology and storytelling through some of the best games for twenty gaming systems ranging from the Atari VCS to the PlayStation 3. The exhibit will be at the Smithsonian until the end of September and will then begin touring the country. Hit up the link below for more information. The Art of Video Games Tour [via Neatorama] How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage

    Read the article

  • Retro Video Game Collection

    - by Matt Christian
    Recently I've decided, in true nerd fashion, to collect either comic books or video games.  Considering I'm much more versed in the technological arts and not in ACTUAL art, I thought collecting old video games would be an interesting venture.  After all, I am a self-described compulsive shopper (my bank statement at the end of the month has a purchase every few days).  (Don't worry, I'm not in debt and still pay my bills on time!) I went to a local video game store in Stevens Point called Gaming Generations which is a neat little shop with loads of old games for great prices.  For example, any NES cartridge on the shelf (not behind glass) is, at most, $4.99 with the cheaper ones around $1.99.  During my first round at GG, I picked up the following: NES: - Fester's Quest - Adventures of Link (Zelda 2, grey cart) - Little Nemo - Total Recall - The Goonies 2 PSX: - Galerians N64: - Mission: Impossible - Hybrid Heaven I was a little cautious, would I even like collecting old games?  As soon as I popped a few of those games in I knew right away the answer was an astounding YES!  Not only is it fun to bring back memories of all these old games, but searching for them in stores is also a blast and saying 'I have that one, I need the second one.' After finding such joy in buying these games, I decided to go search through 4-5 stores in Wausau for old games as well.  While the prices were a bit higher and selection smaller, the search was still fun.  I found the following: NES: - Maniac Mansion - T&C Surf - Chip N Dale: Rescue Rangers - TMNT (the first one) - Mission: Impossible N64: - Turok - Turok 2 Genesis: - Sonic the Hedgehog Dreamcast: - Shenmue And I found a Gamegear for $5!  Now I just need to find games for it... Tonight I will go on one more small expedition into the used, once again stopping at GG and another second hand store to see if I can find any items for my collection.

    Read the article

  • Game Changer Appliance for SMBs Powered by Oracle Linux

    - by Zeynep Koch
    In the November 28th CRN article  Review: Thumbs-Up On Oracle Database Appliance  , Edward F. Moltzen mentions that "The Test Center likes this appliance (Oracle Database Appliance) , for the performance and for the strong security offered by the underlying Oracle Linux in the box. It’s more than a solid offering for the SMB space; it’s potentially a game-changer as data and security needs race to keep up with the oncoming generations of technology." The Oracle Database Appliance is a new way to take advantage of the world's most popular database—Oracle Database 11g—in a single, easy-to-deploy and manage system. It's a complete package of software, server, storage, and network that's engineered for simplicity; saving time and money by simplifying deployment, maintenance, and support of database workloads. All hardware and software components are supported by a single vendor—Oracle—and offer customers unique pay-as-you-grow software licensing to quickly scale from 2 processor cores to 24 processor cores without incurring the costs and downtime usually associated with hardware upgrades. It is: Simple—Complete plug-and-go hardware and software Reliable—Advanced management features and single-vendor support Affordable—Pay-as-you-grow platform for small database consolidation The Oracle Database Appliance is a 4U rack-mountable system pre-installed with Oracle Linux and Oracle appliance manager software. Redundancy is built into all components and the Oracle appliance manager software reduces the risk and complexity of deploying highly available databases. It's perfect for consolidating OLTP and data warehousing databases up to 4 terabytes in size, making it ideal for midsize companies or departmental systems. Read more about Oracle's Database Appliance  Read more about Oracle Linux

    Read the article

  • HYUNDAI @ Oracle Open World 2012 General Session (GEN9449): Engineered Systems - From Vision to Game-Changing Results

    - by Sanjeev Sharma
     Why do data centers still demand an “assembly required” approach? This necessity  proves costly and complex, forces customers to deal with a wide range of vendors  for each  application, and fails to deliver performance optimization for application and data  workloads.  Oracle believes that systems (just like automobiles) should be designed and engineered “at the  factory” with the goal of reducing customers’ costs and complexity and delivering extreme performance, reliability, availability, and simplicity with a higher degree of automation. Hyundai Motor Company was founded in 1967 and since then has become a global brand in the automotive industry. Hyundai Motor Company’s was looking for a solution to manage its intellectual capital by capturing and facilitating re-use of knowledge of its thousands of employees. To achieve this Hyundai Motor Company set out to build a centralized document management platform that will allow its 30,000 knowledge workers to collaborate by sharing documents in a secure manner, anytime, anywhere. Furthermore this new knowledge management platform would bring about significant improvements in employee productivity.  Hear senior business leaders from Hyundai speak about the role and benefits of running their knowledge management platform on the Oracle family of engineered systems at the following general session at Oracle Open World 2012: Session: GEN9499 - General Session: Engineered Systems—From Vision to Game-Changing Results Date: Monday, 1 Oct, 2012Time: 1:45 pm - 2:45 pm (PST)Venue: Moscone West (2002 / 2004)

    Read the article

  • SQLBeat Podcast – Episode 4 – Mark Rasmussen on Machine Guns,Jelly Fish and SQL Storage Engine

    - by SQLBeat
    In this this 4th SQLBeat Podcast I talk with fellow Dane Mark Rasmussen on SQL, machine guns and jelly fish fights; apparently they are common in our homeland. Who am I kidding, I am not Danish, but I try to be in this podcast. Also, we exchange knowledge on SQL Server storage engine particulars as well as some other “internals” like password hashes and contained databases. And then it just gets weird and awesome. There is lots of background noise from people who did not realize we were recording. And I call them out and make fun of them as they deserve; well just one person who is well known in these parts. I also learn the correct (almost) pronunciation of “fjord”. Seriously, a word with an “F” followed by a “J”. And there are always the hippies and hipsters to discuss. Should be fun.

    Read the article

  • What are functional-programming ways of implementing Conway's Game of Life

    - by George Mauer
    I recently implemented for fun Conway's Game of Life in Javascript (actually coffeescript but same thing). Since javascript can be used as a functional language I was trying to stay to that end of the spectrum. I was not happy with my results. I am a fairly good OO programmer and my solution smacked of same-old-same-old. So long question short: what is the (pseudocode) functional style of doing it? Here is Pseudocode for my attempt: class Node update: (board) -> get number_of_alive_neighbors from board get this_is_alive from board if this_is_alive and number_of_alive_neighbors < 2 then die if this_is_alive and number_of_alive_neighbors > 3 then die if not this_is_alive and number_of_alive_neighbors == 3 then alive class NodeLocations at: (x, y) -> return node value at x,y of: (node) -> return x,y of node class Board getNeighbors: (node) -> use node_locations to check 8 neighbors around node and return count nodes = for 1..100 new Node state = new NodeState(nodes) locations = new NodeLocations(nodes) board = new Board(locations, state) executeRound: state = clone state accumulated_changes = for n in nodes n.update(board) apply accumulated_changes to state board = new Board(locations, state)

    Read the article

  • Forum engine with full LDAP integration [closed]

    - by Andrian Nord
    We are looking for forum engine which may actually maintain user data into LDAP, maybe via mods. Core point is about ability to maintain the data, i.e. all user profile settings, like nickname, password, email, avatar, birthday and others (preferably configurable). One example of good ldap integration, level of which I'm expecting, is drupal's ldap integration, which allows to map any user's attribute into ldap and keeps it in sync with database. Year ago I've done a small research over existing Free&FOSS engines and find out few forum engines with LDAP integration, namely SFM, phpBB and something else. The most maintained solution were provided by phpBB3, which supports LDAP integration out-of-box, but it is unable to sync data with changes in LDAP server made by other software. Actually it wasn't even propagating changes back, I'm not saying about ability to map additional attributes (other than name/password/email). Also, I haven't found any forum with architecture which have proper abstraction over user settings, thus I doubt that this engines (including phpBB) are possible to mod such functionality without introducing dramatic changes into core codebase. More recent research showed that even some commercial software, like IPB is unable to keep it's database synced with LDAP directory and map additional attributes. In other words, all support I've seen so far is simple user creation upon first user's login, which is not good for us, as forum is not primary site and should not maintain it's own users base (to reduce risk of possible collisions). LDAP import is required due to many other services (ftp, email, jabber, drupal site) using same users base. Currently we have forum embedded into Drupal site, but we are unsatisfied with it's features. BTW, we are using Linux and this is not duplicate of this question, as it's author seems to be satisfied with behaviour described above. So, my question is: Are there any (preferably FOSS&free) forum engines that may import, export, keep in sync, or otherwise integrade with LDAP user database (preferably with ability to map additional fields to ldap attributes)?

    Read the article

< Previous Page | 125 126 127 128 129 130 131 132 133 134 135 136  | Next Page >