Search Results

Search found 13300 results on 532 pages for 'game theory'.

Page 14/532 | < Previous Page | 10 11 12 13 14 15 16 17 18 19 20 21  | Next Page >

  • VB6 Game Development

    - by CVS-2600Hertz-wordpress-com
    Hi All, I am developing a game in VB6 (plz don't ask me why :) ). The storyboard is ready and a rough implementation is underway. I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.) Amongst many others, the following "serious" problems exist: 2D alpha transparency reqd. to implement overlays. Parallax implementation to give depth-of-field illusion. Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon). Async sound play with absolute "near-zero-lag". Any ideas anyone. Please suggest any well documented library/ocx or sample-code. Plz do suggest solutions with good performance and as little overhead as possible. Also, anyone who has developed any games, and would be open to sharing her/his code would be highly appreciated. (any well-acknowledged VB games whose source-code i can study??) UPDATE: Here is a screen shot of GearHead Garage. This picture ought to describe what i was attempting in words above... :) Thank You

    Read the article

  • VB6 Game Development : Don't ask me why :-)

    - by CVS-2600Hertz-wordpress-com
    Hi All, I am developing a game in VB6 (plz don't ask me why :) ). The storyboard is ready and a rough implementation is underway. I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.) Amongst many others, the following "serious" problems exist: 2D alpha transparency reqd. to implement overlays. Parallax implementation to give depth-of-field illusion. Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon). Async sound play with absolute "zero-lag". Any ideas anyone. Please suggest any well documented library/ocx or sample-code. Plz do provide solutions with max performance and with as little overhead as possible. Also, anyone who has developed any games, and would be open to sharing her/his code would be highly appreciated. (any well-acknowledged VB games whose source-code i can study??) Thank You

    Read the article

  • The World of ‘Game of Thrones’ in Minecraft [Image Gallery]

    - by Asian Angel
    Are you a serious ‘Game of Thrones’ fan? Then prepare for a visual feast with this gallery of images showing a recreation of the world of Westeros in Minecraft. Here is another visual teaser from this awesome gallery… WesterosCraft Gallery (Imgur) [via Neatorama] How to Play Classic Arcade Games On Your PC How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8

    Read the article

  • Flixel Game Over Screen

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. I am just stuck on how I can create a new screen/game over screen if a player runs out of lives. I would like the process to be like following: Check IF lives are equal to 0 Pause the game and display a new screen (probably transparent) that says 'Game Over' When a user clicks or hits ENTER restart the level Here is the function I currently have to update the lives: private function loseLive(_ball:FlxObject, _bottomWall:FlxObject):void { // check for game over if (lives_count == 0) { } else { FlxG:lives_count -= 1; lives.text = 'Lives: ' + lives_count.toString() } } Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } }

    Read the article

  • What first game did you program, and did it make you a better developer?

    - by thenonhacker
    What first game did you program? Name your game, the OS and language, and even a Website URL to get your game. Old DOS Games and Flash Games with ActionScript are allowed. Game kits are allowed, too. ...and did it make you a better developer? Programming games can be addicting, and it will bring out the best in us as we create our first game. What lessons did you learn form most? Algorithm and/or AI's? Graphics? User Interface? File Formats and Data Storage? Project and Time Management? Can you say that because you practiced programming by creating this game, you became more immersed with the programming language you used and helped you become a better developer?

    Read the article

  • Is it possible to test a theory?

    - by user363295
    We are a group of students who are working on a theory in software engineering (talking about the theory takes a lot of time so I just skip that). Implementing the theory is impossible, due to technical limitations, but it can be proven on a paper logically. We've been pushed to do a testing on it, so it can be proved that way too (although we bleieve that's not possible!), now: Basically, is it possible to test something like this? If it is, what type of testing should we use? I heard,its possible to handout a brief about it to some experts and asking about their opinion (not sure if that's true), is that a testing method? if it is, what does it called? and how exactly can be done?

    Read the article

  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

    Read the article

  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

    Read the article

  • Create Math Game with PHP, Ajax, Jquery

    - by Sambucasun
    I am developing a website where user can create their own game which can be joined by other users as well. It's a simple maths game which will shoot equations based on time or count specified. I want that moment user create a game, it will be listed in "current Games" section. Other users can check out the list and select the game to join. After game is created, creater should have a screen which should be having his name with display pic. Now gradually as others start joining the game, list should updated automatically. Once enough users are there i will start the game. The same list should be displayed to other users who join the game. Once game is over all will be displayed a summary list. I have gone through couple of threads but could not get clear idea. Do I need to use comet or other technology to create such game or simple PHP, Ajax or Jquery will suffice ? Also I want my website should be mobile compatible so i am designing it in html5. If i create this game using just Ajax then will there be any performance issue while playing through mobile. I am not much experienced so just need guidance for what should be appropriate or use for my requirement.

    Read the article

  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

    Read the article

  • Clever DIY Display Showcases Game Consoles While Concealing Cables

    - by Jason Fitzpatrick
    How do you display all your vintage game consoles while keeping them in a clutter free and ready-to-play state? This wall-mounted display does a great job showing off the retro gear while keeping everything tidy. Courteys of German tinker and gamer Holger, the design of the display is deceptively simple. The wall mount is a basic 2×4 frame wrapped in black roofing batten (similar to the lightweight weed-fabric used in gardens). Screw-in mounts for the LACK shelves are positioned every foot or so going up the frame and a small slit in the fabric allows for hidden routing of the cables. While it looks like the consoles are simply on display, they’re actually all hooked up and ready to play. For more photos of the build, hit up the link below. LACK Video Console Shelf with Hidden Cables [IKEAHacker] 7 Ways To Free Up Hard Disk Space On Windows HTG Explains: How System Restore Works in Windows HTG Explains: How Antivirus Software Works

    Read the article

  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

    Read the article

  • What does a Game Designer do? what skills do they need?

    - by xenoterracide
    I know someone who is thinking about getting into game design, and I wondered, what does the job game designer entail? what tools do you have to learn how to use? what unique skills do you need? what exactly is it you'd do from day to day. I may be wording this a bit wrong because I'm not sure if the college program is become a game designer or learn game design. but I think the same questions apply either way.

    Read the article

  • Can these game be fully coded in html5/javascript?

    - by RufioLJ
    I mean the mechanics of the game. Would it be possible? -Pokemon GBA series, rendering the world would be easy, but what about battle mechanics? -MapleStory, after seen dragonbound.net which is an identical copy of Gunbound I would think it's rather possible, but I'm still not sure if javascript can handle all the mechanics of the world. It would be heavy on resources I guess? I'm asking this because I'm really interested in html5 game develop(I really think in a future will destroy flash on game dev ground). I want to have an idea of how far games developed with the html5/javascript technology can go. I got especially inspired by dragonbound. I really think it pushes htmlt/javascript to the limits (game dev).

    Read the article

  • Game planning and software design? I feel that UML is not convenient

    - by user1542
    In my university, they always emphasize and hype about UML design and stuff, in which I feel it is not going to work well with game structure design. Now, I just want a professional advice on how should I begin my game designing? The story is I have some skill in programming and have done many minor game such as getting some 2D platformer working to some extend. The problems that I find about my program is the poor quality design. After coding for a while, things start to break down due to poor planning (When I add new feature, it tends to make me have to recode the whole program). However, to plan everything out without a single design flaw is a bit too ideal. Therefore, any advice to how should I plan my game? How should I put it into visible pictures, so that me and my friends are able to overview the designs? I planned to start coding a game with my friend. This is going to be my first teamwork, so any professional advices would be a pleasure. Is there any other alternatives than UML? Another question is how does "prototyping" normally looks like?

    Read the article

  • Is there ever a time when creating a level/world editor with your game is a bad idea?

    - by Borgel
    I have created a few smaller games on my own in the past. My approach has always been to create a completed editor where it has all the functionality needed to save a level file and load it into the game. This has always made most sense to me but I keep hearing from people that a game is never fully done in the editor. I have never worked in a game development team and so I don't have first hand experience, but not adding everything needed to make the game to the editor just seams wrong. Am I missing something? Is there ever a reason not to add a tool to the editor?

    Read the article

  • Graph theory in python

    - by Dan
    I was wondering how people deal with graph theory in python? How is a graph stored? Are there libraries for this? For example how would I input a graph and then find its Chromatic polynomial? Or its girth? Or the number of unique spanning trees? How about problems that involve edge weight like salesman problems? I don't need all of these answered, I'm just looking for a method or tool set that will be able to help me approach solve problems like this. Thanks, Dan

    Read the article

  • What is the relaxation condition in graph theory

    - by windopal
    Hi, I'm trying to understand the main concepts of graph theory and the algorithms within it. Most algorithms seem to contain a "Relaxation Condition" I'm unsure about what this is. Could some one explain it to me please. An example of this is dijkstras algorithm, here is the pseudo-code. 1 function Dijkstra(Graph, source): 2 for each vertex v in Graph: // Initializations 3 dist[v] := infinity // Unknown distance function from source to v 4 previous[v] := undefined // Previous node in optimal path from source 5 dist[source] := 0 // Distance from source to source 6 Q := the set of all nodes in Graph // All nodes in the graph are unoptimized - thus are in Q 7 while Q is not empty: // The main loop 8 u := vertex in Q with smallest dist[] 9 if dist[u] = infinity: 10 break // all remaining vertices are inaccessible from source 11 remove u from Q 12 for each neighbor v of u: // where v has not yet been removed from Q. 13 alt := dist[u] + dist_between(u, v) 14 if alt < dist[v]: // Relax (u,v,a) 15 dist[v] := alt 16 previous[v] := u 17 return dist[] Thanks

    Read the article

  • Set Theory and .NET

    - by MasterMax1313
    Recently I came across a situation where set theory and set math fit what I was doing to the letter (granted there was an easier way to accomplish what I needed - i.e. LINQ - but I didn't think of that at the time). However I didn't know of any generic set libraries. Granted IEnumerables provide some set operations (Union, etc.), but nothing like Intersection or set comparison. Can anyone point out something that fits here? Something that implements set math using a generic type?

    Read the article

  • Is there a theory for "transactional" sequences of failing and no-fail actions?

    - by Ross Bencina
    My question is about writing transaction-like functions that execute sequences of actions, some of which may fail. It is related to the general C++ principle "destructors can't throw," no-fail property, and maybe also with multi-phase transactions or exception safety. However, I'm thinking about it in language-neutral terms. My concern is with correctly designing error handling in C++ functions that must be reliable. I would like to know what the concepts below are called so that I can learn more about them. I'm sorry that I can't ask the question more directly. Since I don't know this area I have provided an example to explain my question. The question is at the end. Here goes: Consider a sequence of steps or actions executed sequentially, where actions belong to one of two classes: those that always succeed, and those that may fail. In the examples below: S stands for an action that always succeeds (called "no-fail" in some settings). F stands for an action that may fail (for example, it might fail to allocate memory or do I/O that could fail). Consider a sequences of actions (executed sequentially from left to right): S->S->S->S Since each action in the sequence above succeeds, the whole sequence succeeds. On the other hand, the following sequence may fail because the last action may fail: S->S->S->F So, claim: a sequence has the no-fail (S) property if and only if all of its actions are no-fail. Now, I'm interested in action sequences that form "atomic transactions", with "failure atomicity," i.e. where either the whole sequence completes successfully, or there is no effect. I.e. if some action fails, the earlier ones must be rolled back. This requires that any successfully executed actions prior to a failing action must always be able to be rolled back. Consider the sequence: S->S->S->F S<-S<-S In the example above, the first row is the forward path of the transaction, and the second row are inverse actions (executed from right to left) that can be used to roll back if the final top row actions fails. It seems to me that for a transaction to support failure atomicity, the following invariant must hold: Claim: To support failure atomicity (either completion or complete roll-back on failure) all actions preceding the latest failable (F) action on the forward path (marked * in the example below) must have no-fail (S) inverses. The following is an example of a sequence that supports failure atomicity: * S->F->F->F S<-S<-S Further, if we want the transaction to be able to attempt cancellation mid-way through, but still guarantee either full completion or full rollback then we need the following property: Claim: To support failure atomicity and cancellation mid-way through execution, in the face of errors in the inverse (cancellation) path, all actions following the earliest failable (F) inverse on the reverse path (marked *) must be no-fail (S). F->F->F->S->S S<-S<-F<-F * I believe that these two conditions guarantee that an abortable/cancelable transaction will never get "stuck". My questions are: What is the study and theory of these properties called? are my claims correct? and what else is there to know? UPDATE 1: Updated terminology: what I previously called "robustness" is called atomicity in the database literature. UPDATE 2: Added explicit reference to failure atomicity, which seems to be a thing.

    Read the article

  • MVC pattern and (Game) State pattern

    - by topright
    Game States separate I/O processing, game logic and rendering into different classes: while (game_loop) { game->state->io_events(this); game->state->logic(this); game->state->rendering(); } You can easily change a game state in this approach. MVC separation works in more complex way: while (game_loop) { game->cotroller->io_events(this); game->model->logic(this); game->view->rendering(); } So changing Game States becomes error prone task (switch 3 classes, not 1). What are practical ways of combining these 2 concepts?

    Read the article

  • Why isn't Java more widely used for game development?

    - by Anto
    I'm not a game developer or anything, but I know that Java is not very widely used for game development. Java should be fast enough for most games, so where's the catch? I can think of some reasons: Lack of game developers with expertice in Java Lack of good game development frameworks Programmers don't want to accept Java as a games programming language. Most only accept C++ as that? No support for game consoles (though the PC market still exists) It could of course be something else. Could someone who knows the business better than me explain why Java isn't getting momentum when it comes to game development?

    Read the article

  • Why isn't Java more widely used for game development?

    - by Anto
    I'm not a game developer or anything, but I know that Java is not very widely used for game development. Java should be fast enough for most games, so where's the catch? I can think of some reasons: Lack of game developers with expertice in Java Lack of good game development frameworks Programmers don't want to accept Java as a games programming language. Most only accept C++ as that? No support for game consoles (though the PC market still exists) It could of course be something else. Could someone who knows the business better than me explain why Java isn't getting momentum when it comes to game development?

    Read the article

  • Flex: Would a computational engine for a Connect-4 type game be too slow?

    - by Robusto
    OK, I was just fooling around in my spare time and have made this cool interface and game-playing code for a Connect-4 type game, written in Flex and playable by 2 human players in Flash. It accurately detects wins, etc. I'm smart enough to know that I've done the easy part. Before I dig into an AI for game play, I wanted to ask if this is the kind of thing that can really be handled computationally by a Flash plugin. It seems to me that for every turn up until the end there are 8 possible moves, 8 responses to each move, etc. So wouldn't a perfect engine have to be able to potentially see 8^8 moves (over 16 million), and a fairly good engine see up to a million? I don't know game coding so this is new to me. What's a reasonable move horizon for such a game to be able to see?

    Read the article

< Previous Page | 10 11 12 13 14 15 16 17 18 19 20 21  | Next Page >