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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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  • Enabling http access on port 80 for centos 6.3 from console

    - by Hugo
    Have a centos 6.3 box running on Parallels and I'm trying to open port 80 to be accesible from outside tried the gui solution from this post and it works, but I need to get it done from a script. Tried to do this: sudo /sbin/iptables -A INPUT -p tcp -m state --state NEW -m tcp --dport 80 -j ACCEPT sudo /sbin/iptables-save sudo /sbin/service iptables restart This creates exactly the same iptables entries as the GUI tool except it does not work: $ telnet xx.xxx.xx.xx 80 Trying xx.xxx.xx.xx... telnet: connect to address xx.xxx.xx.xx: Connection refused telnet: Unable to connect to remote host UPDATE: $ netstat -ntlp (No info could be read for "-p": geteuid()=500 but you should be root.) Active Internet connections (only servers) Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name tcp 0 0 0.0.0.0:3306 0.0.0.0:* LISTEN - tcp 0 0 127.0.0.1:6379 0.0.0.0:* LISTEN - tcp 0 0 0.0.0.0:111 0.0.0.0:* LISTEN - tcp 0 0 0.0.0.0:80 0.0.0.0:* LISTEN - tcp 0 0 0.0.0.0:22 0.0.0.0:* LISTEN - tcp 0 0 127.0.0.1:631 0.0.0.0:* LISTEN - tcp 0 0 127.0.0.1:25 0.0.0.0:* LISTEN - tcp 0 0 0.0.0.0:37439 0.0.0.0:* LISTEN - tcp 0 0 :::111 :::* LISTEN - tcp 0 0 :::22 :::* LISTEN - tcp 0 0 ::1:631 :::* LISTEN - tcp 0 0 :::60472 :::* LISTEN - $ sudo cat /etc/sysconfig/iptables # Generated by iptables-save v1.4.7 on Wed Dec 12 18:04:25 2012 *filter :INPUT ACCEPT [0:0] :FORWARD ACCEPT [0:0] :OUTPUT ACCEPT [5:640] -A INPUT -m state --state RELATED,ESTABLISHED -j ACCEPT -A INPUT -p icmp -j ACCEPT -A INPUT -i lo -j ACCEPT -A INPUT -p tcp -m state --state NEW -m tcp --dport 22 -j ACCEPT -A INPUT -j REJECT --reject-with icmp-host-prohibited -A INPUT -p tcp -m state --state NEW -m tcp --dport 80 -j ACCEPT -A FORWARD -j REJECT --reject-with icmp-host-prohibited COMMIT # Completed on Wed Dec 12 18:04:25 2012

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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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  • 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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  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

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  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

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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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  • Event 36888 : The following fatal alert was generated: 10. The internal error state is 1203

    - by Param
    I search on the Internet, but i am unable to find, Why this error is coming? It has flooded my Event Viewer, after interval of 1 minutes, this Error pops-up. ( means the frequency is 1 minutes ) I didn't have any IIS installed. This server is purely Domain controller and no other role has been added. Please suggest, what should i do? Server OS - Window Server 2008 R2 Standard Edition More detail:- Log Name: System Source: Schannel Date: 6/28/2012 6:06:11 PM Event ID: 36888 Task Category: None Level: Error Keywords: User: SYSTEM Computer: QKSRVDC212.Corp.abc.com Description: The following fatal alert was generated: 10. The internal error state is 1203. Event Xml: 36888 0 2 0 0 0x8000000000000000 9305 System QKSRVDC212.Corp.abc.com 10 1203 Thanks & Regards, Param

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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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  • What is the current state of development for the FLAC codec?

    - by TwentyMiles
    I have a pretty large collection of FLAC files created from my CD collection. I love the FLAC format and the sound quality that you can get from it. Lately, however, I've been trying to write a few tools to manipulate the files and I've been noticing what seems to be a stagnation of the community around the codec. Some of the links on the official FLAC page point to thing that are no longer relevant (7digital, for example, appears to no longer sell FLAC encoded songs). It's pretty hard to find hardware players that support FLAC any more (most noticeably it's not present on lower end players when it used to be, and playback is absent on Android). Programming language tools (Java and .NET libraries) are at best old, and at worst unfinished. What's the current state of FLAC development? Has it been replaced by another codec?

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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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  • Multiple Graphics2D Objects

    - by Trizicus
    I have a Graphics object of JPanel and that is working fine: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.geom.Rectangle2D; import javax.swing.JPanel; public class GraphicsTest extends JPanel { private Graphics2D g2d; private String state; private int x, y; @Override public void paintComponent(Graphics g) { super.paintComponent(g); g2d = (Graphics2D) g; g2d.setClip(0, 0, getWidth(), getHeight()); g2d.setColor(Color.BLACK); g2d.drawString("STATE: " + state, 5, 15); g2d.drawString("Mouse Position: " + x + ", " + y, 5, 30); g2d.setColor(Color.red); Rectangle2D r2d = new Rectangle2D.Double(x,y,10,10); g2d.draw(r2d); Test t = new Test(); super.add(t); repaint(); } public void setState(String state) { this.state = state; } public String getState() { return state; } public void setX(int x) { this.x = x; } public void setY(int y) { this.y = y; } } I was experimenting with a new Graphics component and when I instantiate a new Test and add it in GraphicsTest nothing happens. What is it that I am doing wrong? import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.geom.Rectangle2D; import javax.swing.JComponent; public class Test extends JComponent { private Graphics2D g2d; private String state; private int x, y; @Override public void paintComponent(Graphics g) { super.paintComponent(g); g2d = (Graphics2D) g.create(); g2d.setColor(Color.GREEN); g2d.fill(new Rectangle2D.Double(60, 60, 10, 10)); repaint(); } public void setState(String state) { this.state = state; } public String getState() { return state; } public void setX(int x) { this.x = x; } public void setY(int y) { this.y = y; } } Thanks!

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  • Code refactoring homework?

    - by Hira
    This is the code that I have to refactor for my homework: if (state == TEXAS) { rate = TX_RATE; amt = base * TX_RATE; calc = 2 * basis(amt) + extra(amt) * 1.05; } else if ((state == OHIO) || (state == MAINE)) { rate = (state == OHIO) ? OH_RATE : MN_RATE; amt = base * rate; calc = 2 * basis(amt) + extra(amt) * 1.05; if (state == OHIO) points = 2; } else { rate = 1; amt = base; calc = 2 * basis(amt) + extra(amt) * 1.05; } I have done something like this if (state == TEXAS) { rate = TX_RATE; calculation(rate); } else if ((state == OHIO) || (state == MAINE)) { rate = (state == OHIO) ? OH_RATE : MN_RATE; calculation(rate); if (state == OHIO) points = 2; } else { rate = 1; calculation(rate); } function calculation(rate) { amt = base * rate; calc = 2 * basis(amt) + extra(amt) * 1.05; } How could I have done better? Edit i have done code edit amt = base * rate;

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