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  • How should I organize my matrices in a 3D game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points. The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

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  • Which game - or Gamekit - makes it easy for me to see my own creations in a ready-made world appear?

    - by Karl Heinz
    I saw Slender and "Dream of the Blood Moon". I like to create things with Sculptris and animate them with Kinect. Which game - or Gamekit - makes it easy for me to see my own creations in a ready-made world appear? I would like to start with replacing the characters first for several actions then maybe change the virtual world. Finally I would like to offer the game for free as the others do. Is it a good idea to use c#'s XNA for that?

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  • Soccer Game only with National Team names (country names) what about player names? [duplicate]

    - by nightkarnation
    This question already has an answer here: Legal issues around using real players names and team emblems in an open source game 2 answers Ok...this question hasn't been asked before, its very similar to some, but here's the difference: I am making a soccer/football simulator game, that only has national teams (with no official logos) just the country names and flags. Now, my doubt is the following...can I use real player names (that play or played on that national team?) From what I understand if I use a player name linked to a club like Barcelona FC (not a national team) I need the right from the club and the association that club is linked to, right? But If I am only linking the name just to a country...I might just need the permission of the actual player (that I am using his name) and not any other associations, correct? Thanks a lot in advance! Cheers, Diego.

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  • How can I spawn a sprite based on a condition after the game starts?

    - by teddyweedy
    How do I spawn a sprite anytime later in the game when the game starts? I'm using FlashDevelop with Flixel. I did try it in override public function create(): void. It works only in the beginning. I try it using if (FlxG.score == 1) but it doesn't work. I also tried it in override public function update(): void. It works and it is moving but it leaves a sprite making it a multi-sprite. I also did try FlxGroup but to no avail.

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  • How long till HTML5 canvas becomes a viable game development platform?

    - by Shouvik
    So I have been working on web application. So invariably what it boils down to is making simple games which were previously based on flash or openGL. Now I know apple was moving away from flash because its proprietary unlike their stance that its got "pathetic performance"! Not true, try playing a canvas game, I can assure you at any point of time (including when its idle) it will use up a fair bit of processing power just to redraw the UI. Now I do understand that this is my fault because when the game is not active I should not be redrawing the canvas, but honestly its a lot of work and I suppose there should be libraries which should be able to assist me with that! So, how much will it be before I see a decent canvas library which handles these "tiny" issues for me? I can't honestly expect Steve Jobs to be doing anything more for HTML5! I someone knows of a good library, I am all ears...! :) PS: I use mootools and am presently using Mootools Canvas Library.

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  • What file formats and conventions should I support to make my game engine artist-friendly?

    - by Avi
    I'm writing a game engine, and I want to know what I should do to make it more artist-friendly. I don't want to be too limiting in terms of what file formats I support, etc. Some specific questions: Are there specific formats artists like to model in? Does it not matter because the 3D modeler abstracts the data storage away? Is it okay if I don't support per-vertex coloration in my game engine? If I have to store a diffuse, specular, ambient, and emissive color value for each vertex, it doubles the size of vertices in the buffer. Is it reasonable to ask artists to do all these things in textures / maps? Any other tips you have about making it so that artists have to adapt their style to my specific engine as little as possible would be nice.

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

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

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

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

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

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

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

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

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

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

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

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

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  • How do I do a game loop in c99?

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

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

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

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

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

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

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

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  • Testing IPP Printing with ipptool

    - by senloe
    I'm trying to send an IPP print job using the ipptool. Using the sample .test files, I can send commands to the printer, but I am unable to successfully use the print-job.test file. Here's an example using ipptool. c:\...>ipptool -v ipp://name.local.:631/ipp/printer print-job.test ipptool: Filename "$filename" on line 21 cannot be read. ipptool: Filename mapped to "". It looks like it's failing resolving the variable $filename within the test file so I attempted to hardcode this value in the test file. In this case I get no error, but still no print. Does anybody have any experience using ipptool to test ipp printing?

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  • Testing radius server from Mac OS X client

    - by Calvin Froedge
    I have a radius server set up on a server running Ubuntu 11.04. I have configured my switch to use the authentication server's IP (192.168.1.2) for RADIUS / 802.1x authentication, and I created a connection to test connecting from my Mac OSX client. Here is my radius configuration for the client: client 192.168.1.0/16 { secret = testing123 } I can successfully authenticate using both 127.0.0.1 (localhost) and 192.168.1.2 (ip of eth1), so I know radius is getting those requests. I set up a connection to test from my macbook, and my requests are timing out. http://screencast.com/t/tMhRLS3H7 Is there a better way to test the radius connection from my macbook? Thanks! UPDATE: I was able to successfully test on Mac OSX client using RadPerf. This is available as a cross-platform command line tool.

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  • Stress test speed on a gateway?

    - by TheLQ
    I'm interested in stress testing my gateway server but am lost on how. Most of the stress testing applications I've seen only see how much load an app like Apache can handle, but not this. Essentially I want to send as many packets I can into this box with one computer on one card and see how many come out the other in another computer just to get an idea of what kind of load this can handle. I'm also interested how Snort will perform. I'm not really sure how to do this though. What tools could you recommend that could do this?

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  • Ubuntu Hardy : Testing for environment variables in udev rules doesn't seem to work

    - by Fred
    I have a Ubuntu 8.04 LTS (server edition), and I need to write a udev rule for it to act upon plugging a USB thumb drive. However, I need a different action depending on the filesystem of the drive. I know I can use the ID_FS_TYPE environment variable to check for the filesystem on the drive. Following instructions found here, I try a dummy udev rule as such : KERNEL!="sd[a-z][0-9]", GOTO="my_udev_rule_end" ACTION=="add", RUN+="/usr/bin/touch /tmp/test_udev_%E{ID_FS_TYPE}" ACTION=="add", ENV{ID_FS_TYPE}=="vfat", RUN+="/usr/bin/touch /tmp/test_udev_it_works" LABEL="my_udev_rule_end" However, when I plug in a thumb drive with a vfat filesystem (which should trigger both rules), I end up with a file called /tmp/test_udev_vfat, meaning the first rule was triggered successfully, and that the ID_FS_TYPE environment variable is "vfat", but I don't have the other file, meaning that although I know the ID_FS_TYPE env variable is "vfat", I can't seem to check against it for a match. I tried googling the thing, but pretty much every result seems to assume ENV{ID_FS_TYPE}=="vfat" works. I also tested the exact same udev rule on Ubuntu 10.04 LTS server, and I have the same result. I'm probably missing something very simple, but I just don't get it. Does anyone see what is wrong with my udev rule that would prevent it from matching on ENV{ID_FS_TYPE}? Thanks.

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  • Suggest methods for testing changes to "pam.d/common-*" files

    - by Jamie
    How do I test the changes to the pam.d configuration files: Do I need to restart the PAM service to test the changes? Should I go through every service listed in the /etc/pam.d/ directory? I'm about to make changes to the pam.d/common-* files in an effort to put an Ubuntu box into an active directory controlled network. I'm just learning what to do, so I'm preparing the configuration in a VM, which I plan to deploy in metal in the coming week. It is a clean install of Ubuntu 10.04 Beta 2 server, so other than SSH daemon, all other services are stock.

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  • Disable Memory Modules In BIOS for Testing Purposes (Optimize Nehalem/Gulftown Memory Performance)

    - by Bob
    I recently acquired an HP Z800 with two Intel Xeon X5650 (Gulftown) 6 core processors. The person that configured the system chose 16GB (8 x 2GB DDR3-1333). I'm assuming this person was unaware these processors have 3 memory channels and to optimize memory performance one should choose memory in multiples of three. Based on this information, I have a question: By entering the BIOS, can I disable the bank on each processor that has the single memory module? If so, will this have any adverse effects or behave differently than physically removing the modules? I ask due to the fact that I prefer to store the extra memory in the system if it truly behaves as if the memory is not even there. Also, I see this as an opportunity to test 12GB vs. 16GB to see if there is a noticeable difference. Note: According to http://www.delltechcenter.com/page/04-08-2009+-+Nehalem+and+Memory+Configurations?t=anon, the current configuration reduces the overall data transfer speed to 1066 and in addition, the memory bandwidth goes down by about 23%.

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  • Multiple VM environment for developing/testing

    - by Hippo
    I was asked to create a setup for automated deployment, configuration, installation/updates of websites. A bunch of small websites will be bundled on one server. If more website will come up a new server will be created... I decided to us chef for this task. All servers will be running Ubuntu at the same version and configuration. The actual question: Everything needs to be tested properly before starting live deployment, so my question is: What is the best virtualisation tool to run multiple (5 - 10) virtual machines on a Ubuntu Laptop? Requirements: easy setup, fast (clone/snapshot of VMs) All VMs should be easily connected to the internet and should be able to communicate to each other (Open-Source / free would be great) So far I looked into: Virtual box is more for Desktop virtualisation, Cloning not possible, every new machine needs to be installed VMware Player Any suggestions? If there are any question about what I am doing please comment on this question, I will answer as soon as possible. This question is not about the actual set up, it is about a nice working environment.

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  • Opening and Testing Ports on Modem > Router Connection

    - by JakeTheSnake
    Working off of my last question, I can access my server's FTP over the LAN but not over the internet. I'm using Filezilla on port 666. My router/modem configuration is as such (similar to other post): 1) Modem connects to WAN 2) WAN port on modem connects to LAN port on Router 3) Modem internal IP address is 192.168.0.254 4) Router internal IP address is 192.168.0.1 5) Modem has DHCP turned OFF 6) Router has DHCP turned ON 7) Router is running Tomato firmware and it's set as 'Router' (not 'Gateway') 8) The internet is working (just had to say that) I've set up port forwarding both on the modem and router - both route port 666 to the IP address of 192.168.0.3 (TCP); that is the IP address of the server which has FileZilla running. I don't know if that's hindering anything but I've also tried it with just the modem and just the router...same result. I've also tried setting the server to be DMZ (both on router and modem). Neither router nor modem have anything in their logs about denying inbound traffic on port 666 so my ability to troubleshoot stops there. I've tried contacting my ISP (Telus, running on mobility plan...it's a "Smart" Hub) but they weren't much help. They said they only block port 25 and 80 and maybe a few others, but not most ports. I test whether or not the port is open by going to canyouseeme.org - I don't know whether or not that would produce a 'connection refused' result just based on the fact that the FTP requires a login...I'm not well versed on this matter. FWIW, sometimes I get a 'connection refused' error on canyouseeme.org but mostly it's 'connection timed out'. I don't know what else to do at this point.

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