Search Results

Search found 16947 results on 678 pages for 'game play'.

Page 152/678 | < Previous Page | 148 149 150 151 152 153 154 155 156 157 158 159  | Next Page >

  • Fixed timestep and interpolation question

    - by Eric
    I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me tween properties of my game entites. Properties such as scale, shear, position, color, rotation etc. Im curious of how I'd interpolate these values, since there's a lot of them. My first thought is to keep a previous value of every property (colorPrev, scalePrev etc.), and interpolate between those. Is this the correct method? To interpolate my characters I use their velocity; renderPostion = position + (velocity * interpolation), but I cannot apply that to color for example. So what is the desired method to interpolate various properties or a entity? Is there any rule of thumb to use?

    Read the article

  • Interacting with scene from controller/app delegate cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

    Read the article

  • How can I selectively update XNA GameComponents?

    - by Bill
    I have a small 2D game I'm working on in XNA. So far, I have a player-controlled ship that operates on vector thrust and is terribly fun to spin around in circles. I've implemented this as a DrawableGameComponent and registered it with the game using game.Components.Add(this) in the Ship object constructor. How can I implement features like pausing and a menu system with my current implementation? Is it possible to set certain GameComponents to not update? Is this something for which I should even be using a DrawableGameComponent? If not, what are more appropriate uses for this?

    Read the article

  • How to configure networking on an appliance such that it can plug and play on any corporate network?

    - by Joshua Lim
    I had a chance to configure a Moxa NPort device server appliance on my client's network, it was very easy to do so, done in just 2 minutes. Here's what I did:- The Moxa device server had a preset IP address of 192.168.127.254 and subnet mask 255.255.255.0 - http://www.moxa.com/doc/manual/nport/5400/NPort_5400_Series_Users_Manual_v4.pdf Moxa provides a Windows software which I used to "scan" for the device server. It worked like magic! The software returns a list of device servers found. Each device server is identified by MAC address, and by selecting the device server using the software, I can reset the default IP address and subnet mask of that device server! In comparison, during an earlier project, I spent 2 hours trying to get KVM to work for a Windows 7 embedded appliance I'm trying to install in my client's network - http://superuser.com/questions/380305/how-to-configure-windows-7-professional-appliance-pc-on-my-clients-network-usin Prior to that, I have already tried pre-configuring the IP address and subnet mask to the one which my client provided, yet the appliance still can't connect to the client's network! I've also tried cross cable, didn't work either. After KVM worked, I discovered that the network settings were "lost" after I plug the machine into the client's network. Now my question is what can I do to setup my Windows 7 embedded appliance so that it can connect to any network like that the Moxa device server? I tried experimenting this on my network using a Windows machine configured to an IP address of 192.168.127.254 and subnet mask 255.255.255.0, but it doesn't connect to my network that uses 192.168.0.*. :( EDIT: I would like to point out that the Moxa Windows configuration software seems to be able to connect to any Moxa device connected to the network even if it is on a different subnet, as long as the network adapter shows "connected". This is important because the Moxa device has no VGSM port or interface to configure the IP address.

    Read the article

  • XNA windows phone release black textures

    - by Lukasz Kajstura
    i just made a 3d game in XNA for windows phone 7. I build it in release mode on visual studio 2010 and suddenly when I run game there is no textures on models - 2 models are black and one is transparent. Models are in .X format exported from 3dsmax and have textures in .jpg also added to game content. I set build action to none and all worked fine in debug mode. When I change to release mode - black textures. When I set build action to compile it gives me warning: Asset was built 2 times with different settings: using TextureImporter and TextureProcessor using TextureImporter and TextureProcessor, referenced by... and still no textures. What can I do?

    Read the article

  • Thread problem updating Windows Forms control in XNA C#

    - by Luis
    I'm development a network card game, and for now i've two players connected but there is a problem with one of them, this one can't do anything on the game. Looks that screen was blocked. I'm think that is because a code i used before. That code is: if (InvokeRequired) { this.Invoke(new MethodInvoker(delegate { ... })); return; } The code above is surrounding code to changing Button values, make connection with server and create game window. Without this code a warning is shown. InvalidOperationException was unhandled Cross-thread operation not valid: Control 'startGameButton' accessed from a thread other than the thread it was created on.

    Read the article

  • How can I create tiles that scale to multiple resolutions?

    - by Darestium
    I am trying to create a multiplayer version of the popular Flash game N in Java. However, I'm not sure how to create a tileset that will scale up. Are the tiles for N pre-drawn or are they defined with mathamatical formulas in code? I do see how they would scale up in Flash if they were pre-rendered. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

    Read the article

  • rundll32 gets stuck when running games on windows 7 [closed]

    - by Midhat
    When I run a game on my windows 7 laptop, Rundll32 completely uses up one of my cores and the game wont start. By searching the web I have been able to fix it by 1 - Disabling game info collection/updation from the games explorer. It solved the problem for some games but not all 2 - Killing the game exe once rundll32 gets stuck and restarting the game This has solved the problem for now, but is there a proper and permanent solution to this?

    Read the article

  • How to get osx terminal.app and screen/vim scrolling to play nice?

    - by rustychains
    OSX 10.6.3 terminal.app Am a pretty dedicated screen user. Terminal.app line buffer and/or scroll does not seem to work for me. That is while in screen anything that goes past the top of the frame is gone, can't scroll back to. This seems to work ok in other terminal apps gnome, cygwin. Perhaps this is a shell env, config, or command? .screenrc: startup_message off autodetach on shell -$SHELL vbell off defutf8 on caption always caption string "%{= wk}%w" I have tried using defscrollback here with different values, but doesn't have an effect. some .bashrc settings: set -o physical export TERM=xterm-color shopt -s checkwinsize

    Read the article

  • Making to the DNS on two different VPNs play nice.

    - by NitroxDM
    Setup: I have two separate networks I need to connect to at the same time. VPN 1 PPTP IP : 192.168.2.0/24 DNS : 192.168.2.32; 192.168.2.34 (Windows 2003) Domain : old.com Forwarder : 192.168.2.1 (Gateway running DNS) DD-WRT VPN 2 OpenVPN using Routing -- I'm going to switch to bridging IP : 192.168.10.0/24 DNS : 192.168.10.10 (Windows 2008) Domain : xyz.dc Forwarder : 192.168.10.1 (Gateway running DNS) ClearOS When I'm connected I would like to resolve host names on both networks without fully qualifying them.

    Read the article

  • Differences between C# and Javascript for Unity [closed]

    - by vrinek
    Apart from the language differences (class-based vs prototypical, strong vs weak typing), what are the differences between using Javascript and using C# when developing games in Unity3D? Is there a noticable performance difference? Is the javascript code packaged as-is? And if yes, does this help the game's modability? Is it possible to use libraries developed for one language while developing in the other one? Is it possible to mix the two languages in the same Unity project by coding some parts in C# and others in Javascript? The next couple of questions are time-specific so feel free to ignore or remove: If libraries are not cross-functional, which language has better library support from the game development perspective? Which language has better game dev specific resources available (books, websites, forums)?

    Read the article

  • How to design a leaderboard?

    - by PeterK
    This sounds like an easy thing but when i considering the following Many players Some have played many games and some just started Different type of statistics ...on what information should the actual ranking be based on. I am planning to display the board in a UITableView so there is limited space available per player. However, I am not bound to the UITableView if there is a better solution. This is a quiz game and the information i am currently capturing per player is: #games played totally #games played per game type (current version have only one game type) #questions answered #correct answers Maybe i should include additional information. I have been thinking about having a leaderboard property page where the player can decide on what basis the leaderboard should display information but would like to avoid the complexity in that. However, if that is needed i will do it. Anyone that can give me some advice on how to design the presentation of this would be highly appreciated?

    Read the article

  • How do I stop stretching during window re-size in XNA?

    - by Bradley Uffner
    In my windowed mode XNA game when the user resizes the window the game stops updating the window and the last frame drawn is stretched and distorted until the user releases the mouse and the resize completes. Is there any way to have the game continue to run "normally", updating frames and redrawing the screen, during the resize event? I realize that keeping the render loop going while resizing may not be possible or recommended due do hardware managed resources getting continually created and destroyed, but is there any way to stop the ugly stretching? Ideally by leaving the existing frame unscaled in the top left, or with a black screen if that isn't possible.

    Read the article

  • Make shortened and long urls play together on the same domain (RewriteRule).

    - by Renato Renato
    Long story short, I want to have both example.com/aJ5 and example.com/any-other-url working together. I'm using apache and not very good at writing regex. I have already a global RewriteRule which sends everything to the app entry point. What I need is to tell apache if length($path) is <= 5 chars then rewrite to another location. I know I can use {1,5} like syntax in regex, but don't really know if it's what I'm looking for. I'd like to implement this at web-server level rather than php level. Any help is appreciated.

    Read the article

  • How to make the Angry Birds "shot arch" dotted line? [duplicate]

    - by unexpected62
    This question already has an answer here: Show path of a body of where it should go after linear impulse is applied 2 answers I am making a game that includes 2D projectile flight paths like that of Angry Birds. Angry Birds employs the notion that a previous shot is shown with a dotted line "arch" showing the player where that last shot went. I think recording that data is simple enough once a shot is fired, but in my game, I want to show it preemptively, ie: before the shot. How would I go about calculating this dotted line? The other caveat is I have wind in my game. How can you determine a projectile preemptively when wind will affect it too? This seems like a pretty tough problem. My wind right now just applies a constant force every step of animation in the direction of the wind flow. I'm using Box2D and AndEngine if it matters.

    Read the article

  • Why does my model render differently than its preview?

    - by Raven Dreamer
    I've been importing .fbx files that I made with 3DS Max 2012 into Unity, and it's quite neat to see my models running around in game. However, I can't help but notice that the models, as they're rendered in game, vary substantially from what they look like in the preview (and also what they looked like in 3DS Max). Observe: In-Game Unity Preview 3DS Max My gut tells me that I'm not setting up Unity's lighting system properly. What, then, do I need to do, to either my scene or my model, in order to get the left-most picture to look like the middle one?

    Read the article

  • Why do my 3GP videos not play audio using VLC?

    - by GiH
    I have a Nexus One phone and when I record video the container seems to be 3GP. When I try to playback using VLC I'm getting no audio, and an error saying that there is nothing I can do because VLC does not support the "samr" codec. Is there really nothing I can do to watch my videos on VLC? If not, whats the alternative? I really like VLC specifically because I never have to download codecs...

    Read the article

  • 24 Extra Hot Free Linux Games (Part 1 of 3)

    <b>LinuxLinks:</b> " Now, let's scrutinize the 8 games at hand. For each game we have compiled its own portal page, providing screenshots of the game in action, a full description of the game, with an in-depth analysis of the features of the game, together with links to relevant resources and reviews."

    Read the article

  • Automatically zoom out the camera to show all players

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

    Read the article

  • What do you look for in a scripting language?

    - by Jon Purdy
    I'm writing a little embedded language for another project. While game development was not its original intent, it's starting to look like a good fit, and I figure I'll develop it in that vein at some point. Without revealing any details (to avoid bias), I'm curious to know: What features do you love in a scripting language for game development? If you've used Lua, Python, or another embedded language such as Tcl or Guile as your primary scripting language in a game project, what aspects did you find the most useful? Language features (lambdas, classes, parallelism) Implementation features (performance optimisations, JIT, hardware acceleration) Integration features (C, C++, or .NET bindings) Or something entirely different?

    Read the article

  • Automatically zoom out the camera to show all players (XNA)

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a persepective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

    Read the article

  • Thread problem with XNA C#

    - by Luis
    I'm development a network card game, and for now i've two players connected but there is a problem with one of them, this one can't do anything on the game. Looks that screen was blocked. I'm think that is because a code i used before. That code is: if (InvokeRequired) { this.Invoke(new MethodInvoker(delegate { ... })); return; } The code above is surrounding code to changing Button values, make connection with server and create game window. Without this code a warning is shown. InvalidOperationException was unhandled Cross-thread operation not valid: Control 'startGameButton' accessed from a thread other than the thread it was created on.

    Read the article

  • How to play from mic to speakers in Ubuntu Karmic?

    - by vava
    Ok, I have a silly problem. I have few bluetooth headsets lying around and I want to make DYI baby monitor out of them. All I need is for some application to listen to the mic and send it to the speakers. Loopback (even though it doesn't work) is not good enough, it'll send sound from the mic to the speakers in the same device but I need it to go across devices. So does anyone know some application that can do that? I'm looking for something small and easy to use, not jackd or similar.

    Read the article

< Previous Page | 148 149 150 151 152 153 154 155 156 157 158 159  | Next Page >