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  • How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Are there any other approaches to take? Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • How do you start modding a game without an editor?

    - by Protector one
    I often come across very impressive mods for PC games that don't have an official editor, other development tools or its source code publicly available. (Take this amazing Multiplayer mod for Just Cause 2, for example.) How do you go about creating mods for such games? I'm not talking about replacing the odd texture or 3D model—that sort of thing seems fairly easy given tools to pry them out of game files and put them back in—but more along the lines of adding game behavior. (Tweaking settings files also doesn't count.) Note that I'm not asking "how to create a mod", I just want to know where to start or where to go to learn.

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  • Can Google Translate's audio files be used in a game?

    - by ashes999
    For my game, I need text-to-speech. Since it's Android, I decided to settle for MP3s, since the range of words spoken is few. For my prototype, I'm using Google Translate to generate the audio since it has awesome pronounciation across multiple languages. But can I use it in production? What if I sell my game for $1 on the app store? All I can find on SE is that the API may be LGPL, and that the licensing page mentions the API is only available for academic research -- nothing more. My usage is a bit different; I'm actually capturing the audio bits and using those instead. I'm curious to know the license for this; I can't find anything with my Google-fu.

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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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  • 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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  • 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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  • 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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  • 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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  • Creating a game engine in C++ and Python - Where do I start? [closed]

    - by Peter
    Yes, you read correctly, how does humble ole Peter here make an engine using the 2 languages he's proficient in to an extent. I have more than enough time and wish not to use any 3rd party "stuffs" (engine parts like methods, classes etc etc, fully from scratch). If anyone could PLEASE explain how this is done then i will love you forever. Thanks for reading, hoping for some productive answers. Thankyou very much. EDIT: Re read what i've said for the 4th time, forgot to mention; 2D sprite based, with voxels and physics. :D

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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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  • calling a different python interpreter from bash command line

    - by Dennis Daniels
    I have python 2.7 installed [user@localhost google_appengine]$ python Python 2.7 (r27:82500, Sep 16 2010, 18:03:06) [GCC 4.5.1 20100907 (Red Hat 4.5.1-3)] on linux2 Type "help", "copyright", "credits" or "license" for more information. I want to use the python 2.5.2 that is in this directory [user@localhost Downloads]$ ls |grep "Python-2*" Python-2.5.2 Python-2.5.2.tgz to run a python script in Khan Academy platform against a google app engine application sudo python sample_data.py -a ~/workspace/GAE/google_appengine/appcfg.py upload Currently, when running the last script 2.7 python complains a lot (Google App Engine runs on 2.5.2 mostly and 2.6 almost) I would like to do something like sudo python env set ~/Downloads/Python-2.5.2 sample_data.py -a ~/workspace/GAE/google_appengine/appcfg.py upload Is this possible? If yes, please point the way. If not, please suggest a way to call python2.5.2 WITHOUT having to uninstall python 2.7 many many thanks Dennis

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  • Tool for Network game party

    - by nXqd
    I'm looking for tools for a network game party ( LAN ) .This is my first time I join as a tech-support for this party. I already know some tools like Desktop Sharing, Desktop lock . Anyone suggest more tools ? And links are appreciated :)

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  • Any game kills my sound

    - by LoopyWolf
    Every time I quit a game such as Braid, Fallout3, AVP all sound on the PC dies (Control Panel No Audio Devices) I installed a new sound card (SB Audigy) and updated to the latest drivers, and it still happens. It happens with steam games and without. Anybody know what's wrong and how I can fix it? I'm on Win XP SP 2

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  • Installing a very old game on Windows 7 64-bit

    - by Josh
    I'm trying to install Theme Hospital (awesome game, eh?) on my Windows 7 machine and I'm getting this error: I've tried setting it to run in XP compatability mode but didn't hold out much hope, and as expected I still got this error. Is there a way I can force this application to run in 32-bit or something? Thank you.

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  • Apache MaxClients doubt

    - by Milan Babuškov
    I have a busy Apache server serving only dynamic PHP+MySQL pages. It is a prefork Apache, version 2.2.4 with following config: KeepAlive off StartServers 8 MinSpareServers 32 MaxSpareServers 64 ServerLimit 512 MaxClients 512 MaxRequestsPerChild 4000 MaxClients/ServerLimit used to be set to 256, but I got the following error in error_log so I increased it: [error] server reached MaxClients setting, consider raising the MaxClients setting It seems to work now, but I have a doubt. Looking at MySQL log of queries, I have a couple hundred clients per seconds, but "ps ax" only shows 8, 9 or 10 processes running: [root@engine ~]# ps ax | grep http | wc -l 10 I even got this many processes when the above error message was shown in error_log. This made me investigate further. When I run netstat -a, I get something like this: tcp 0 0 engine:http adsl-105-143.teol.net:21453 TIME_WAIT tcp 0 0 engine:http 118-36.static.kds:mck-ivpip TIME_WAIT tcp 0 0 engine:http 118-36.static:oce-snmp-trap TIME_WAIT tcp 0 0 engine:http 118-36.static.kd:unifyadmin TIME_WAIT tcp 0 0 engine:http cable-188-2-25-29.dyna:4906 TIME_WAIT tcp 0 0 engine:http adsl-105-143.teol.net:21458 TIME_WAIT tcp 0 0 engine:http 109-92-83-91.dynamic.:62821 TIME_WAIT tcp 0 0 engine:http cable-89-216-142-192.:63576 TIME_WAIT tcp 0 0 engine:http 109-92-83-91.dynamic.:62819 TIME_WAIT tcp 1081 0 engine:http pttnetadsl38-36.ptt.r:50496 ESTABLISHED tcp 0 0 engine:http cable-188-2-36-196.dyn:4136 TIME_WAIT tcp 0 0 engine:http cable-89-216-142-192.:63580 TIME_WAIT tcp 0 0 engine:http cable-89-216-142-192.:63581 TIME_WAIT etc. When counting those, I get: [root@engine ~]# netstat -a | grep http | wc -l 431 Can anyone tell me what is really going on here and how to make sure my server keeps working, because I only use 50% of available RAM in machine?

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  • Web application/ site service (like Google App Engine) for PHP/ MySQL and Postgres

    - by Simon
    I would like to find a service similar to Google App Engine for PHP/ MySQL/ Postgres sites/ applications. We host two different types of site. i). PHP/ Mysql/ Zend Framework <VirtualHost *:80> DocumentRoot "/home/websites/website.com/public" ServerName website.com # This should be omitted in the production environment SetEnv APPLICATION_ENV development <Directory "/home/websites/website.com/public"> Options Indexes MultiViews FollowSymLinks AllowOverride All Order allow,deny Allow from all RewriteEngine On RewriteCond %{REQUEST_FILENAME} -s [OR] RewriteCond %{REQUEST_FILENAME} -l [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^.*$ - [NC,L] RewriteRule ^.*$ index.php [NC,L] </Directory> </VirtualHost> ii). Matrix CMS - PHP/ Postgres + loads of pear classes <VirtualHost *:80> ServerName server.example.com DocumentRoot /home/websites/mysource_matrix/core/web Options -Indexes FollowSymLinks <Directory /home/websites/mysource_matrix> Order deny,allow Deny from all </Directory> <DirectoryMatch "^/home/websites/mysource_matrix/(core/(web|lib)|data/public|fudge)"> Order allow,deny Allow from all </DirectoryMatch> <DirectoryMatch "^/home/websites/mysource_matrix/data/public/assets"> php_flag engine off </DirectoryMatch> <FilesMatch "\.inc$"> Order allow,deny Deny from all </FilesMatch> <LocationMatch "/(CVS|\.FFV)/"> Order allow,deny Deny from all </LocationMatch> Alias /__fudge /home/websites/mysource_matrix/fudge Alias /__data /home/websites/mysource_matrix/data/public Alias /__lib /home/websites/mysource_matrix/core/lib Alias / /home/websites/mysource_matrix/core/web/index.php/ </VirtualHost> My key requirements are: I don't want to worry/ know/ care about the server/ infrastructure Secure/ up to date software/ os Good monitoring Automatic scalability SLA I apologise for the length of the question. In short all I want to do is i). create vhost, ii). create db iii). install app/ site iv). relax. Thanks. Edit: I include the Matrix vhost because that is the only complication that I cannot really do via a .htaccess file.

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  • Sun Grid Engine : jobs are not well balanced

    - by GlinesMome
    I use Open Grid Scheduler (a fork/copy of Sun Grid Engine). I have tried this configuration from master: # qconf -mattr exechost complex_values slots=8 slave2 # qconf -mq all.q | grep slots slots 100,[slave1=1],[slave2=8] slave1 is down, then I run 10 qsub with a sleep example (so no CPU consumption) but only 4 jobs are run at the same time on slave2 instead of I have put 8 slots. What does I missed ? PS: my goal is to provide infinite slots to force SGE to schedule only via consummable ressources.

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