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  • Switching from Onboard intel to Nvidia Dedicated GPU

    - by Anarkie
    How can I switch from Intel onboard grpahics to Nvidia Dedicated GPU? When I go to windows screen resolution I see intel. I cant change it. I go to Device Manager, I see both Adapters are there and Nvidia is known.I disabled intel, I didnt see any option to set one as primary so I disabled intel, black screen!Reboot and re-enable intel. I right click on the desktop, choose "Nvidia Control Panel" and on 3D options I chose the desired game I want to play, High performance Nvidia, but it didnt switch when I started the game. Then I made preferred GPU in the global settings High performance Nvidia for everything it still didnt change.I understand to save the battery etc. there is a switch option between these two but I dont see this switch when it is necessary, I cant also switch manually?Is there a manual switch FN key?I looked but couldnt find. Why I want to do this? 1) Better game peformance. 2) I want to play an old game from 2002(Diablo 2 LOD), when I start the game there are black bars on the sides, so screen becomes just smaller which I dislike!I heard this is intel's specification to center the display.But instead I would like to scale or expand it to fit widescreen(fullscreen).Which should be possible with Nvidia. My Notebook Specs: Fujitsu Lifebook AH531, Win7 , 64 bit, i5, intel HD graphics onboard, Nvidia GT 525. I didnt install Nvidia later, it was always installed and ready from the moment I turned on the computer first time. How I determined that the cards werent switched when I am playing the game: with the windows key I exited from the game, then looked at screen resolutions menu, still saw intel, also the game was still with black bars.I know intel GPU should enough for Diablo 2 but I am interested in this answer for further games, I dont always play Diablo, what if I install an up to date game for example?Then Intel will not be sufficient.I would like to learn the switch option.

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  • The new direction of the gaming industry

    - by raccoon_tim
    Just recently I read a great blog post by David Darling, the founder of Codemasters: http://www.develop-online.net/blog/347/Jurassic-consoles-could-become-extinct. In the blog post he talks about how traditional retail games are experiencing a downfall thanks to the increasing popularity of digital distribution. I personally think of retail games as being relics of the past. It does not really make much sense to still keep distributing boxed games when the same game can be elegantly downloaded and updated over the air through a digital distribution channel. The world is not all rainbows, however. One big issue with mixing digital distribution with boxed retail games is that resellers will not condone you selling your game for 10€ digitally while their selling the same game for 70€. The only way to get around this issue is to move to full digital distribution. This has the added benefit of minimizing piracy as the game can be tightly bound to the service you downloaded the game from. Many players are, however, complaining about not being able to play the games offline. Having games tightly bound to the internet is a problem when games are bought from a retailer as we tend to expect that once we have the product we can use it anywhere because we physically own it. The truth is that we don’t actually own the product. Instead, the typical EULA actually states that we only have a license to use the product. We’re not, for instance, allowed to disassemble the product, which the owner is indeed permitted to do. Digital distribution allows us to provide games as services, instead of selling them as standalone products. This means that for a service to work you have to be connected to the internet but you still have the same rights to use the product. It’s really straightforward; if you downloaded a client from the internet you are expected to have an internet connection so you’re able to connect to the server. A game distributed digitally that is built using a client-server architecture has the added benefit of allowing you to play anywhere as long as you have the client installed and you are able to log in with your user information. Your save games can be backed up and your game can continue anywhere. Another development we’re seeing in the gaming industry is the increasing popularity of free-to-play games. These are games that let you play for free but allow you to boost your gaming experience with real world money. The nature of these games is that players are constantly rewarded with new content and the game can evolve according to their way of playing and their wishes can be incorporated into the product. Free-to-play games can quickly gain a large player basis and monetization is done by providing players valuable things to buy making their gaming experience more fun. I am personally very excited about free-to-play games as it’s possible to start building the game together with your players and there is no need to work on the game for 5 years from start to finish and only then see if it’s actually something the players like. This is a typical problem with big movie-like retail games and recent news about Radical Entertainment practically closing its doors paints a clear picture of what can happen when the risk does not pay off: http://news.teamxbox.com/xbox/25874/Prototype-Developer-Radical-Entertainment-Closes/.

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  • Fan running continously on HP Pavillion G6 notebook with 12.04.1 LTS, help please?

    - by Ankit
    Fan is running continously on my HP Pavillion G6 notebook with 12.04.1 LTS. My system specifications are:- Ram: 6Gb Graphics Card:- 1 GB (AMD Raedon 64XX). HDD: 540 GB. Please find a list of ACPI errors logs from dmesg as follows:- buffer@ankit:~$ dmesg | grep ACPI -i [ 0.000000] BIOS-e820: 000000009cebf000 - 000000009cfbf000 (ACPI NVS) [ 0.000000] BIOS-e820: 000000009cfbf000 - 000000009cfff000 (ACPI data) [ 0.000000] ACPI: RSDP 00000000000fe020 00024 (v02 HPQOEM) [ 0.000000] ACPI: XSDT 000000009cffe120 00084 (v01 HPQOEM SLIC-MPC 00000001 01000013) [ 0.000000] ACPI: FACP 000000009cffc000 000F4 (v04 HPQOEM SLIC-MPC 00000001 MSFT 01000013) [ 0.000000] ACPI: DSDT 000000009cfec000 0C132 (v01 HP 1670 00000000 MSFT 01000013) [ 0.000000] ACPI: FACS 000000009cf6c000 00040 [ 0.000000] ACPI: ASF! 000000009cffd000 000A5 (v32 HP 1670 00000001 MSFT 01000013) [ 0.000000] ACPI: HPET 000000009cffb000 00038 (v01 HP 1670 00000001 MSFT 01000013) [ 0.000000] ACPI: APIC 000000009cffa000 0008C (v02 HP 1670 00000001 MSFT 01000013) [ 0.000000] ACPI: MCFG 000000009cff9000 0003C (v01 HP 1670 00000001 MSFT 01000013) [ 0.000000] ACPI: SLIC 000000009cfeb000 00176 (v01 HPQOEM SLIC-MPC 00000001 MSFT 01000013) [ 0.000000] ACPI: SSDT 000000009cfea000 00D52 (v01 HP 1670 00001000 MSFT 01000013) [ 0.000000] ACPI: BOOT 000000009cfe8000 00028 (v01 HP 1670 00000001 MSFT 01000013) [ 0.000000] ACPI: ASPT 000000009cfe5000 00034 (v07 HP 1670 00000001 MSFT 01000013) [ 0.000000] ACPI: SSDT 000000009cfe4000 00780 (v01 HP 1670 00003000 INTL 20100121) [ 0.000000] ACPI: SSDT 000000009cfe3000 00996 (v01 HP 1670 00003000 INTL 20100121) [ 0.000000] ACPI: SSDT 000000009cfdd000 0219F (v01 HP 1670 00001000 INTL 20100121) [ 0.000000] ACPI: Local APIC address 0xfee00000 [ 0.000000] ACPI: PM-Timer IO Port: 0x408 [ 0.000000] ACPI: Local APIC address 0xfee00000 [ 0.000000] ACPI: LAPIC (acpi_id[0x01] lapic_id[0x00] enabled) [ 0.000000] ACPI: LAPIC (acpi_id[0x02] lapic_id[0x01] enabled) [ 0.000000] ACPI: LAPIC (acpi_id[0x03] lapic_id[0x02] enabled) [ 0.000000] ACPI: LAPIC (acpi_id[0x04] lapic_id[0x03] enabled) [ 0.000000] ACPI: LAPIC (acpi_id[0x05] lapic_id[0x00] disabled) [ 0.000000] ACPI: LAPIC (acpi_id[0x06] lapic_id[0x00] disabled) [ 0.000000] ACPI: LAPIC (acpi_id[0x07] lapic_id[0x00] disabled) [ 0.000000] ACPI: LAPIC (acpi_id[0x08] lapic_id[0x00] disabled) [ 0.000000] ACPI: IOAPIC (id[0x00] address[0xfec00000] gsi_base[0]) [ 0.000000] ACPI: INT_SRC_OVR (bus 0 bus_irq 0 global_irq 2 dfl dfl) [ 0.000000] ACPI: INT_SRC_OVR (bus 0 bus_irq 9 global_irq 9 high level) [ 0.000000] ACPI: IRQ0 used by override. [ 0.000000] ACPI: IRQ2 used by override. [ 0.000000] ACPI: IRQ9 used by override. [ 0.000000] Using ACPI (MADT) for SMP configuration information [ 0.000000] ACPI: HPET id: 0x8086a201 base: 0xfed00000 [ 0.005902] ACPI: Core revision 20110623 [ 0.536006] PM: Registering ACPI NVS region at 9cebf000 (1048576 bytes) [ 0.538423] ACPI FADT declares the system doesn't support PCIe ASPM, so disable it [ 0.538429] ACPI: bus type pci registered [ 0.656088] ACPI: Added _OSI(Module Device) [ 0.656094] ACPI: Added _OSI(Processor Device) [ 0.656098] ACPI: Added _OSI(3.0 _SCP Extensions) [ 0.656103] ACPI: Added _OSI(Processor Aggregator Device) [ 0.660335] ACPI: EC: Look up EC in DSDT [ 0.664416] ACPI: Executed 1 blocks of module-level executable AML code [ 0.728303] [Firmware Bug]: ACPI: BIOS _OSI(Linux) query ignored [ 0.729536] ACPI: SSDT 000000009ce70798 00727 (v01 PmRef Cpu0Cst 00003001 INTL 20100121) [ 0.730622] ACPI: Dynamic OEM Table Load: [ 0.730630] ACPI: SSDT (null) 00727 (v01 PmRef Cpu0Cst 00003001 INTL 20100121) [ 0.760829] ACPI: SSDT 000000009ce71a98 00303 (v01 PmRef ApIst 00003000 INTL 20100121) [ 0.761992] ACPI: Dynamic OEM Table Load: [ 0.761998] ACPI: SSDT (null) 00303 (v01 PmRef ApIst 00003000 INTL 20100121) [ 0.792451] ACPI: SSDT 000000009ce6fd98 00119 (v01 PmRef ApCst 00003000 INTL 20100121) [ 0.793521] ACPI: Dynamic OEM Table Load: [ 0.793528] ACPI: SSDT (null) 00119 (v01 PmRef ApCst 00003000 INTL 20100121) [ 0.872981] ACPI: Interpreter enabled [ 0.872992] ACPI: (supports S0 S3 S4 S5) [ 0.873064] ACPI: Using IOAPIC for interrupt routing [ 0.882723] ACPI: EC: GPE = 0x16, I/O: command/status = 0x66, data = 0x62 [ 0.883072] ACPI: No dock devices found. [ 0.883084] PCI: Using host bridge windows from ACPI; if necessary, use "pci=nocrs" and report a bug [ 0.883882] ACPI: PCI Root Bridge [PCI0] (domain 0000 [bus 00-fe]) [ 0.924187] ACPI: PCI Interrupt Routing Table [\_SB_.PCI0._PRT] [ 0.924509] ACPI: PCI Interrupt Routing Table [\_SB_.PCI0.RP01._PRT] [ 0.924581] ACPI: PCI Interrupt Routing Table [\_SB_.PCI0.RP02._PRT] [ 0.924659] ACPI: PCI Interrupt Routing Table [\_SB_.PCI0.RP03._PRT] [ 0.924758] ACPI: PCI Interrupt Routing Table [\_SB_.PCI0.PEG0._PRT] [ 0.924973] pci0000:00: Requesting ACPI _OSC control (0x1d) [ 0.925064] pci0000:00: ACPI _OSC request failed (AE_ERROR), returned control mask: 0x1d [ 0.925069] ACPI _OSC control for PCIe not granted, disabling ASPM [ 0.930212] ACPI: PCI Interrupt Link [LNKA] (IRQs 1 3 4 5 6 10 *11 12 14 15) [ 0.930327] ACPI: PCI Interrupt Link [LNKB] (IRQs 1 3 4 5 6 10 *11 12 14 15) [ 0.930436] ACPI: PCI Interrupt Link [LNKC] (IRQs 1 3 4 5 6 10 *11 12 14 15) [ 0.930547] ACPI: PCI Interrupt Link [LNKD] (IRQs 1 3 4 5 6 *10 11 12 14 15) [ 0.930655] ACPI: PCI Interrupt Link [LNKE] (IRQs 1 3 4 5 6 10 11 12 14 15) *0, disabled. [ 0.930764] ACPI: PCI Interrupt Link [LNKF] (IRQs 1 3 4 5 6 10 11 12 14 15) *0, disabled. [ 0.930873] ACPI: PCI Interrupt Link [LNKG] (IRQs 1 3 4 5 6 10 *11 12 14 15) [ 0.930979] ACPI: PCI Interrupt Link [LNKH] (IRQs 1 3 4 5 6 10 11 12 14 15) *0, disabled. [ 0.932142] PCI: Using ACPI for IRQ routing [ 0.967119] pnp: PnP ACPI init [ 0.967151] ACPI: bus type pnp registered [ 0.968356] pnp 00:00: Plug and Play ACPI device, IDs PNP0a08 PNP0a03 (active) [ 0.968516] pnp 00:01: Plug and Play ACPI device, IDs PNP0200 (active) [ 0.968586] pnp 00:02: Plug and Play ACPI device, IDs INT0800 (active) [ 0.968818] pnp 00:03: Plug and Play ACPI device, IDs PNP0103 (active) [ 0.968915] pnp 00:04: Plug and Play ACPI device, IDs PNP0c04 (active) [ 0.969206] system 00:05: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.969293] pnp 00:06: Plug and Play ACPI device, IDs PNP0b00 (active) [ 0.969418] pnp 00:07: Plug and Play ACPI device, IDs PNP0303 (active) [ 0.969528] pnp 00:08: Plug and Play ACPI device, IDs SYN1e3f SYN1e00 SYN0002 PNP0f13 (active) [ 0.969969] system 00:09: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.970574] system 00:0a: Plug and Play ACPI device, IDs PNP0c01 (active) [ 0.970617] pnp: PnP ACPI: found 11 devices [ 0.970622] ACPI: ACPI bus type pnp unregistered [ 1.138064] ACPI: Deprecated procfs I/F for AC is loaded, please retry with CONFIG_ACPI_PROCFS_POWER cleared [ 1.138331] ACPI: AC Adapter [ACAD] (off-line) [ 1.139068] ACPI: Lid Switch [LID0] [ 1.139176] ACPI: Power Button [PWRB] [ 1.139286] ACPI: Power Button [PWRF] [ 1.144637] ACPI: Thermal Zone [TZ01] (0 C) [ 1.144677] ACPI: Deprecated procfs I/F for battery is loaded, please retry with CONFIG_ACPI_PROCFS_POWER cleared [ 1.144693] ACPI: Battery Slot [BAT0] (battery present) [ 1.206926] ACPI: Battery Slot [BAT0] (battery present) [ 13.176993] acpi device:1a: registered as cooling_device4 [ 13.179931] acpi device:1b: registered as cooling_device5 [ 13.180221] ACPI: Video Device [VGA] (multi-head: yes rom: no post: no) [ 13.219589] acpi device:20: registered as cooling_device6 [ 13.220851] ACPI: Video Device [GFX0] (multi-head: yes rom: no post: no) [ 1649.915134] i8042 aux 00:08: wake-up capability disabled by ACPI [ 1649.915147] i8042 kbd 00:07: wake-up capability enabled by ACPI [ 1650.931028] r8169 0000:03:00.0: wake-up capability enabled by ACPI [ 1650.954743] ehci_hcd 0000:00:1d.0: wake-up capability enabled by ACPI [ 1650.978733] ehci_hcd 0000:00:1a.0: wake-up capability enabled by ACPI [ 1651.010950] ACPI: Preparing to enter system sleep state S3 [ 1652.251505] ACPI: Low-level resume complete [ 1652.360953] ACPI: Waking up from system sleep state S3 [ 1652.427581] ehci_hcd 0000:00:1a.0: wake-up capability disabled by ACPI [ 1652.435579] ehci_hcd 0000:00:1d.0: wake-up capability disabled by ACPI [ 1652.437887] r8169 0000:03:00.0: wake-up capability disabled by ACPI [ 1652.506660] i8042 kbd 00:07: wake-up capability disabled by ACPI [ 1661.238234] ACPI Error: No handler for Region [CMS0] (ffff8801d5035558) [SystemCMOS] (20110623/evregion-373) [ 1661.238253] ACPI Error: Region SystemCMOS (ID=5) has no handler (20110623/exfldio-292) [ 1661.238268] ACPI Error: Method parse/execution failed [\_SB_.PCI0.LPCB.EC0_._Q33] (Node ffff8801d5054de8), AE_NOT_EXIST (20110623/psparse-536) [ 3151.784288] i8042 aux 00:08: wake-up capability disabled by ACPI [ 3151.784301] i8042 kbd 00:07: wake-up capability enabled by ACPI [ 3152.797676] r8169 0000:03:00.0: wake-up capability enabled by ACPI [ 3152.821379] ehci_hcd 0000:00:1d.0: wake-up capability enabled by ACPI [ 3152.845367] ehci_hcd 0000:00:1a.0: wake-up capability enabled by ACPI [ 3152.877600] ACPI: Preparing to enter system sleep state S3 [ 3154.313213] ACPI: Low-level resume complete [ 3154.422297] ACPI: Waking up from system sleep state S3 [ 3154.489692] ehci_hcd 0000:00:1a.0: wake-up capability disabled by ACPI [ 3154.497667] ehci_hcd 0000:00:1d.0: wake-up capability disabled by ACPI [ 3154.505947] r8169 0000:03:00.0: wake-up capability disabled by ACPI [ 3154.568985] i8042 kbd 00:07: wake-up capability disabled by ACPI [ 3162.745149] ACPI Error: No handler for Region [CMS0] (ffff8801d5035558) [SystemCMOS] (20110623/evregion-373) [ 3162.745168] ACPI Error: Region SystemCMOS (ID=5) has no handler (20110623/exfldio-292) [ 3162.745183] ACPI Error: Method parse/execution failed [\_SB_.PCI0.LPCB.EC0_._Q33] (Node ffff8801d5054de8), AE_NOT_EXIST (20110623/psparse-536) [ 6775.723501] ACPI Error: No handler for Region [CMS0] (ffff8801d5035558) [SystemCMOS] (20110623/evregion-373) [ 6775.723519] ACPI Error: Region SystemCMOS (ID=5) has no handler (20110623/exfldio-292) [ 6775.723535] ACPI Error: Method parse/execution failed [\_SB_.PCI0.LPCB.EC0_._Q33] (Node ffff8801d5054de8), AE_NOT_EXIST (20110623/psparse-536) [10388.004760] ACPI Error: No handler for Region [CMS0] (ffff8801d5035558) [SystemCMOS] (20110623/evregion-373) [10388.004778] ACPI Error: Region SystemCMOS (ID=5) has no handler (20110623/exfldio-292) [10388.004801] ACPI Error: Method parse/execution failed [\_SB_.PCI0.LPCB.EC0_._Q33] (Node ffff8801d5054de8), AE_NOT_EXIST (20110623/psparse-536) [10723.591930] i8042 aux 00:08: wake-up capability disabled by ACPI [10723.591942] i8042 kbd 00:07: wake-up capability enabled by ACPI [10724.607624] r8169 0000:03:00.0: wake-up capability enabled by ACPI [10724.631349] ehci_hcd 0000:00:1d.0: wake-up capability enabled by ACPI [10724.655339] ehci_hcd 0000:00:1a.0: wake-up capability enabled by ACPI [10724.687572] ACPI: Preparing to enter system sleep state S3 [10726.123176] ACPI: Low-level resume complete [10726.232181] ACPI: Waking up from system sleep state S3 [10726.303653] ehci_hcd 0000:00:1a.0: wake-up capability disabled by ACPI [10726.311648] ehci_hcd 0000:00:1d.0: wake-up capability disabled by ACPI [10726.315734] r8169 0000:03:00.0: wake-up capability disabled by ACPI [10726.379287] i8042 kbd 00:07: wake-up capability disabled by ACPI [10734.393523] ACPI Error: No handler for Region [CMS0] (ffff8801d5035558) [SystemCMOS] (20110623/evregion-373) [10734.393542] ACPI Error: Region SystemCMOS (ID=5) has no handler (20110623/exfldio-292) [10734.393557] ACPI Error: Method parse/execution failed [\_SB_.PCI0.LPCB.EC0_._Q33] (Node ffff8801d5054de8), AE_NOT_EXIST (20110623/ps Continuous sound from the fan is very annoying, any help would highly appreciated.

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  • XNA running slow when making a texture

    - by Anthony
    I'm using XNA to test an image analysis algorithm for a robot. I made a simple 3D world that has a grass, a robot, and white lines (that are represent the course). The image analysis algorithm is a modification of the Hough line detection algorithm. I have the game render 2 camera views to a render target in memory. One camera is a top down view of the robot going around the course, and the second camera is the view from the robot's perspective as it moves along. I take the rendertarget of the robot camera and convert it to a Color[,] so that I can do image analysis on it. private Color[,] TextureTo2DArray(Texture2D texture, Color[] colors1D, Color[,] colors2D) { texture.GetData(colors1D); for (int x = 0; x < texture.Width; x++) { for (int y = 0; y < texture.Height; y++) { colors2D[x, y] = colors1D[x + (y * texture.Width)]; } } return colors2D; } I want to overlay the results of the image analysis on the robot camera view. The first part of the image analysis is finding the white pixels. When I find the white pixels I create a bool[,] array showing which pixels were white and which were black. Then I want to convert it back into a texture so that I can overlay on the robot view. When I try to create the new texture showing which ones pixels were white, then the game goes super slow (around 10 hz). Can you give me some pointers as to what to do to make the game go faster. If I comment out this algorithm, then it goes back up to 60 hz. private Texture2D GenerateTexturesFromBoolArray(bool[,] boolArray,Color[] colorMap, Texture2D textureToModify) { for(int i =0;i < screenWidth;i++) { for(int j =0;j<screenHeight;j++) { if (boolArray[i, j] == true) { colorMap[i+(j*screenWidth)] = Color.Red; } else { colorMap[i + (j * screenWidth)] = Color.Transparent; } } } textureToModify.SetData<Color>(colorMap); return textureToModify; } Each Time I run draw, I must set the texture to null, so that I can modify it. public override void Draw(GameTime gameTime) { Vector2 topRightVector = ((SimulationMain)Game).spriteRectangleManager.topRightVector; Vector2 scaleFactor = ((SimulationMain)Game).config.scaleFactorScreenSizeToWindow; this.spriteBatch.Begin(); // Start the 2D drawing this.spriteBatch.Draw(this.textureFindWhite, topRightVector, null, Color.White, 0, Vector2.Zero, scaleFactor, SpriteEffects.None, 0); this.spriteBatch.End(); // Stop drawing. GraphicsDevice.Textures[0] = null; } Thanks for the help, Anthony G.

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  • Cross-platform independent development

    - by Joe Wreschnig
    Some years ago, if you wrote in C and some subset of C++ and used a sufficient number of platform abstractions (via SDL or whatever), you could run on every platform an indie could get on - Linux, Windows, Mac OS of various versions, obscure stuff like BeOS, and the open consoles like the GP2X and post-death Dreamcast. If you got a contract for a closed platform at some point, you could port your game to that platform with "minimal" code changes as well. Today, indie developers must use XNA to get on the Xbox 360 (and upcoming Windows phone); must not use XNA to work anywhere else but Windows; until recently had to use Java on Android; Flash doesn't run on phones, HTML5 doesn't work on IE. Unlike e.g. DirectX vs. OpenGL or Windows vs. Unix, these are changes to the core language you write your code in and can't be papered over without, basically, writing a compiler. You can move some game logic into scripts and include an interpreter - except when you can't, because the iPhone SDK doesn't allow it, and performance suffers because no one allows JIT. So what can you do if you want a really cross-platform portable game, or even just a significant body of engine and logic code? Is this not a problem because the platforms have fundamentally diverged - it's just plain not worthwhile to try to target both an iPhone and the Xbox 360 with any shared code because such a game would be bad? (I find this very unlikely. I can easily see wanting to share a game between a Windows Mobile phone and an Android, or an Xbox 360 and an iPad.) Are interfaces so high-level now that porting time is negligible? (I might believe this for business applications, but not for games with strict performance requirements.) Is this going to become more pronounced in the future? Is the split going to be, somewhat scarily, still down vendor lines? Will we all rely on high-level middleware like Flash or Unity to get anything cross-platform done? tl;dr - Is porting a problem, is it going to be a bigger problem in the future, and if so how do we solve it?

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  • Why do I get this file loading exception when trying to draw sprites with libgdx?

    - by BluFire
    I'm having trouble with the "Drawing Images" section on the libgdx tutorial. I set up the documents completely and I typed the code as follows: public class Game implements ApplicationListener { public static final String LOG = Game.class.getSimpleName(); private FPSLogger fpsLogger; private SpriteBatch batch; private Texture texture; private Sprite sprite; private TextureRegion region; //removed irrelevant code for this question... @Override public void render() { texture = new Texture(Gdx.files.internal("android.png")); region = new TextureRegion(texture, 20, 20, 50, 50); sprite = new Sprite(texture, 20, 20, 50, 50); sprite.setPosition(10, 10); sprite.setRotation(45); Gdx.gl.glClearColor(0f, 1f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); batch.draw(texture,10,10); batch.draw(region,10,10); sprite.draw(batch); batch.end(); // output the current FPS fpsLogger.log(); } } I went through the tutorial on the website but when I run the code I get errors: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: android.png at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122) at com.game.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop (LwjglApplication.java:163) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: android.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:134) ... 8 more I set the android.png in my assests folder in my android project linking it to the desktop one, I don't understand what I'm doing wrong. What is making these errors? FIX. Weird ending.this was the plus where the sprite is suppose to look like. The top right corner of the next image should look like, the bottom left is what turned out in the code. I'm think it was because of the texture region but I'm not 100%. Can somebody explain why it is really warped? I thought the changes I made in the coding will just change position/rotation, rather then a change in the image.

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • How to port animation from one skeleton to another?

    - by shawn
    While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines. Blender3D specific terminology: Armature = skeleton EditBone = rest pose bone (stores the rest pose matrix) PoseBone = can store a different pose (animation matrix) for each frame of your animation I need to share animations (Blender Actions) between Armatures which have EditBones with same names and which have the same positions, but can have different (rest pose) angles and scales. Plus the Armatures might have different bone hierarchy (bone parenting/ no bone parenting). Why I need this: I've made an importer/exporter for a 3d format for a game. The format doesn't store enough info to connect/parent the bones, which makes posing/animating character models in a 3d modeller nearly impossible (original model files for the 3d modeler don't exist, this is for modding). As there are only 2 character skeleton types in the game, I decided to optionally allow to generate the bone from a hardcoded data in the model importer and undo that in the exporter. This allows to easily pose the model for checking weights, easily create weights, makes it easier for Blender to generate automatic weights and of course makes animating possible. This worked perfectly: the importer optionally generated the Armature itself and the exporter removed those changes, so the exported model works with existing animations in the game. But now I'm writing an importer and exporter for the game's animation format and here come the problems of: Trying to make original animations work in Blender with my "custom" (modified) Armature Trying to make animations created by using the "custom" (modified) Armature work with the original models in the game (and Blender). Constraints or bone snapping inside Blender won't work as they don't care that the bones have different angles in the rest pose, they will still face the same direction. It seems I just need to get the "difference" between the EditBone matrices of all EditBones for the two Armatures somehow and apply that difference to PoseBone matrices of all PoseBones, for all frames of my animation. I need to know how to get that difference and how to apply it. BTW, PoseBone matrices are relative to rest pose, they are by default [1.000000, 0.000000, 0.000000, 0.000000](matrix [row 0]) [0.000000, 1.000000, 0.000000, 0.000000](matrix [row 1]) [0.000000, 0.000000, 1.000000, 0.000000](matrix [row 2]) [0.000000, 0.000000, 0.000000, 1.000000](matrix [row 3]) So the question is: How to get the difference between two bone (EditBone) matrices to apply that difference to the animation matrices (PoseBone matrices)? Please be easy on the matrix math.

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  • Skyrim Creation Kit with Xbox 360

    - by funseiki
    I posted this on stackoverflow but was advised to post here (here is a link to the stackoverflow question). I'm hoping for constructive feedback on its plausibility. Update on progress: It looks like there are ways to stuff files back onto the console (horizon, modio, xplorer360, etc) and they do require some form of signing. As of now, though, I've had no luck. I was hoping I could get away with just placing the ".esp" into the directory containing marketplace downloads for Skyrim, along with the signed ".bsa" file (basically a zipped up file containing any extra content the .esp will need to refer that doesn't exist in the basic game). This doesn't work, at least not in the ways I've tried, so next I'm going to try install the entire game to my flash drive (if possible) and attempt to traverse through the game's directory (this is probably unlikely). If anyone else has suggestions or luck or wants more detail on my failures comment/answer away. Here is the question: I'm thinking about buying the PC version of Skyrim to get the Creation Kit (I already own a copy for the Xbox). I have read the faq and scoured plenty of forums to see if there was some way to mod Skyrim for a console (Xbox 360, in particular), but they are generally coming up negative. I realize the CreationKit is on the PC, but I was wondering if there was a way to set up the '.esp' (hopefully I'm interpreting this correctly) files to be placed on the Xbox 360 file system in a similar manner to how game add-ons are downloaded from the Xbox Live Marketplace. I believe it is possible to transfer saves between the console and the PC (e.g. google: 'skyrim mod xbox360'), but these are referencing items that already exist in the game (e.g. a console command for maximum carry weight does not require reference to new animations or models). It would probably be easier if one could navigate through the xbox's file system to see where the games' files are placed, but with the current setup, the file system is abstracted away. Any help or insight on the matter would be much appreciated. I would love to work on a project that would make it possible to let console gamers experience and enjoy all the great mods available to the PC community.

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  • Designing Snake AI

    - by Ronald
    I'm new to this gamedev stackechange but have used the math and cs sites before. So, I'm in a competition to create AI for a snake that will compete with 3 other snakes in 5 minute rounds where the rules are much like the traditional Nokia snake game except that there are 4 snakes, the board is 50x50 and there are a number of small obstacles on the field. Like the Nokia game, your snake grows when you get to the fruit and if you crash into yourself, another snake or the wall you die. The game runs with a 50ms delay between moves and the server sends the new game state every 50ms which the code must analyze and what not and output the next move. The winner is the snake who had the longest length at any point in the game. Tie breakers are decided by kills. So far what I have done is implemented an A* graph search from each snake to determine if my snake is the closest to the apple and if it is, it goes for the apple. Otherwise, I made a neat little algorithm to determine the emptiest area of the board, which my snake goes for, to anticipate the next apple. Other than this I have some small survivability checks to ensure my snake isn't walking into a trap that it can't get out and if it does get stuck, I have something to give it a better chance of getting out. ... Anyway, I've tested my snake on a test server and it does quite well. Generally, my strategy of only going for the apple when its a sure thing and finding space when its not makes it grow faster than any other snakes (some snakes do a similar thing but often just go to the middle or a corner) sometimes it wins these trial games but is more often than not beaten by the same snake who seems to have the edge on survivability(my snake grows quicker but then dies somehow and this other snake just plods slowly along and wins on consistency. So I was wondering about any ideas anyone has to try and improve my snake. Or maybe ideas at a new approach to take. My functions and classes are good so changes that might seem drastic shouldn't be too bad. I encourage all ideas. Any thoughts ??

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  • How can I tweak this A* search pathfinding algorithm to handle different terrain movement values?

    - by user422318
    I'm creating a 2D map-based action game with similar interaction design as Diablo II. In other words, the player clicks around a map to move their player. I just finished player movement and am moving on to pathfinding. In the game, enemies should charge the player's character. There are also five different terrain types that give different movement bonuses. I want the AI to take advantage of these terrain bonuses as they try to reach the player. I was told to check out the A* search algorithm (http://en.wikipedia.org/wiki/A*_search_algorithm). I'm doing this game in HTML5 and JavaScript, and found a version in JavaScript: http://www.briangrinstead.com/blog/astar-search-algorithm-in-javascript I'm trying to figure out how to tweak it though. Below are my ideas about what I need to change. What else do I need to worry about? When I create a graph, I will need to initialize the 2D array I pass in passed on with a traversal of a map that corresponds to the different terrain types. in graph.js: "GraphNodeType" definition needs to be modified to handle the 5 terrain types. There will be no walls. in astar.js: The g and h scoring will need to be modified. How should I do this? in astar.js: isWall() should probably be removed. My game doesn't have walls. in astar.js: I'm not sure what this is. I think it indicates a node that isn't valid to be processed. When would this happen, though? At a high level, how do I change this algorithm from "oh, is there a wall there?" to "will this terrain get me to the player faster than the terrain around me?" Because of time, I'm also debating reusing my Bresenham algorithm for the enemies. Unfortunately, the different terrain movement bonuses won't be used by the AI, which will make the game suck. :/ I'd really like to have this in for the prototype, but I'm not a developer by trade nor am I a computer scientist. :D If you know of any code that does what I'm looking for, please share! Sanity check tips for this are also appreciated.

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  • Architecture for a farmville/yoville/cafe world type game?

    - by Joff
    I'm thinking of building a game along the lines of Farmville - items, events, time management system etc. Options I am thinking of: 1) Flash UI frontend that uses AMFPHP to get all data for the view from a PHP powered backend. 2) Actionscript to power the whole game Any input is appreciated. My concern with Actionscript is scaling, my concern with PHP is having to build an update system that would need a lot of back and forth xmlhttprequests which might get complicated. If there's a better way to build something like this, I'm all ears :)

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  • rewrite rule if iphone? [closed]

    - by daniel Crabbe
    hello there. just need one url on my site to check if its a mobile device and then rerite the url accordingly. want to rewrite; /play-reel/miranda-bowen/playpeaches-and-cream to /mobile/play-reel/miranda-bowen/playpeaches-and-cream RewriteCond %{HTTP_USER_AGENT} ^.*iPhone.*$ [NC] RewriteRule ^play-reel(.*)\$ mobile/play-reel$1 [R=302,NC] RewriteRule ^mobile/play-reel/([a-zA-Z0-9\-]+)/([a-zA-Z0-9\-]+)$ play-reel-new-html5-02.php?director=$1&video=$2 [L] # the 3rd line works but cant get the url to change for it to be picked up can anyone see what's wrong? There's no erro best, Dan

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  • Apache Mod_rewrite rule working on one server, but not another

    - by Mason
    I am using mod_jk and mod_rewrite on httpd 2.2.15. I have a rule.... RewriteCond %{REQUEST_URI} !^/video/play\.xhtml.* RewriteRule ^/video/(.*) /video/play.xhtml?vid=$1 [PT] I just want to rewrite something like /video/videoidhere to /video/play.xhtml?vid=videoidhere This works perfectly on my developer machine, but on production I get a 404 (generated by Jboss, not Apache). here is the tail of access.log and rewrite.log on prod (broken). the rewrite.log is exactly the same on dev(working) applying pattern '^/video/(.*)' to uri '/video/46279d4daf5440b2844ec831413dcc3b' RewriteCond: input='/video/46279d4daf5440b2844ec831413dcc3b' pattern='!^/video/play\.xhtml.*' => matched rewrite '/video/46279d4daf5440b2844ec831413dcc3b' -> '/video/play.xhtml?vid=46279d4daf5440b2844ec831413dcc3b' split uri=/video/play.xhtml?vid=46279d4daf5440b2844ec831413dcc3b -> uri=/video/play.xhtml, args=vid=46279d4daf5440b2844ec831413dcc3b forcing '/video/play.xhtml' to get passed through to next API URI-to-filename handler "GET /video/46279d4daf5440b2844ec831413dcc3b HTTP/1.1" 404 420 "-" "Mozilla/5.0 (X11; U; Linux x86_64; en-US; rv:1.9.2.6) Gecko/20100628 Ubuntu/10.04 (lucid) Firefox/3.6.6" I can access http://www.fivi.com/video/play.xhtml?vid=46279d4daf5440b2844ec831413dcc3b but not /video/46279d4daf5440b2844ec831413dcc3b Both server are even using the EXACT same httpd.conf, and modules. I built Apache with... ./configure --prefix /usr/local/apache2.2.15 --enable-alias --enable-rewrite --enable-cache --enable-disk_cache --enable-mem_cache --enable-ssl --enable-deflate Thanks, Mason ----UPDATE---- -mod-jk.conf JkWorkersFile /usr/local/apache2.2.15/conf/workers.properties JkLogFile /var/log/mod_jk.log JkLogLevel info JkLogStampFormat "[%a %b %d %H:%M:%S %Y]" JkOptions +ForwardKeySize +ForwardURICompatUnparsed -ForwardDirectories JkRequestLogFormat "%w %V %T" JkShmFile run/jk.shm <Location /jkstatus> JkMount status Order deny,allow Deny from all Allow from 127.0.0.1 </Location> -workers.properties worker.node1.port=8009 worker.node1.host=75.102.10.74 worker.node1.type=ajp13 worker.node1.lbfactor=20 worker.node1.ping_mode=A #As of mod_jk 1.2.27 worker.node2.port=8009 worker.node2.host=75.102.10.75 worker.node2.type=ajp13 worker.node2.lbfactor=10 worker.node2.ping_mode=A #As of mod_jk 1.2.27 worker.loadbalancer.type=lb worker.loadbalancer.balance_workers=node2,node1 worker.loadbalancer.sticky_session=True worker.status.type=status -httpd.conf ServerName www.fivi.com:80 Include /usr/local/apache2.2.15/conf/mod-jk.conf NameVirtualHost * <VirtualHost *> ServerName * DocumentRoot /usr/local/apache2/htdocs JkUnMount /* loadbalancer RedirectMatch 301 /(.*) http://www.fivi.com/$1 </VirtualHost> <VirtualHost *> ServerName www.fivi.com ServerAlias www.fivi.com images.fivi.com JkMount /* loadbalancer JkMount / loadbalancer [root@fivi conf]# /usr/local/apache2.2.15/bin/httpd -M Loaded Modules: core_module (static) authn_file_module (static) authn_default_module (static) authz_host_module (static) authz_groupfile_module (static) authz_user_module (static) authz_default_module (static) auth_basic_module (static) cache_module (static) disk_cache_module (static) mem_cache_module (static) include_module (static) filter_module (static) deflate_module (static) log_config_module (static) env_module (static) headers_module (static) setenvif_module (static) version_module (static) ssl_module (static) mpm_prefork_module (static) http_module (static) mime_module (static) status_module (static) autoindex_module (static) asis_module (static) cgi_module (static) negotiation_module (static) dir_module (static) actions_module (static) userdir_module (static) alias_module (static) rewrite_module (static) so_module (static) jk_module (shared) Syntax OK

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  • How to determine orientation of Windows Phone 7 in XNA game?

    - by Larsenal
    Similar to this question, but looking for an answer that will work in the context of an XNA game. How can I determine whether the device is in a landscape or portrait orientation? The answer given in the general question relies upon functionality built into PhoneApplicationPage. AFAIK, you wouldn't normally be using that class within the context of an XNA game on Windows Phone 7.

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  • Create a overflow screen while a game/program is running?

    - by Dodi300
    Hello. Does anyone know how I can create a screen overflow while a program is running? Mainly while a game is running. If anyone has used xFire or Steam, these use this feature. I've created a winform which starts the game/program and then minimizes. Could the overflow be created in the same winform? Thanks for the help! :)

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