Search Results

Search found 10022 results on 401 pages for 'platform games'.

Page 156/401 | < Previous Page | 152 153 154 155 156 157 158 159 160 161 162 163  | Next Page >

  • Track Promotional Code Sales

    - by Scott
    Is there a way I can track actual sales on purchases utilizing Promo or Discount Codes obtained through my site? My site will link to e-commerce sites where users can use those promo codes on their purchases to save money. My site will not actually be selling any items, it is all referrals to other sites. I want this to be done outside of any 3rd party commission platform such as Commission Junction or LinkShare. Thanks!

    Read the article

  • How To Enable 3D Acceleration and Use Windows Aero in VirtualBox

    - by Chris Hoffman
    VirtualBox’s experimental 3D acceleration allows you to use Windows 7’s Aero interface in a virtual machine. You can also run older 3D games in a virtual machine – newer ones probably won’t run very well. If you installed Windows 7 in VirtualBox, you may have been disappointed to see the Windows 7 Basic interface instead of Aero – but you can enable Aero with a few quick tweaks. How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

    Read the article

  • Programming Language vs. Game Engine [on hold]

    - by hunteroatway17
    I understand that this question has been asked multiple times before. I am just asking this quick and simple question. I have been learning programming in C#, Java and C++ for the past 6 months; Just experimenting with each. I think that C++ is the one that I like most. What I would like to know and am wondering about is should I learn a programming language and use a 2D framework like Allegro; Or should I learn Unity and make 2D games in that because it is probably faster and easier. I want to learn something that I can get pretty good at, seeing as I am pursuing a career in indie game development. I also have a programmer's mind set and I am a left brain thinker so learning a language is not a issue. I just want to best and most future proof choice. Thanks.

    Read the article

  • Web development for people who mainly do client side..

    - by kamziro
    Okay, I'm sure there are a lot of us that has plenty of experience developing c++/opengl/objective C on the iPhone, java development on android, python games, etc (any client side stuff) while having little to no experience on web-based development. So what skillset should one learn in order to be able to work on web projects, say, to make a facebook clone (I kid), or maybe a startup that specializes on connecting random fashionistas with pics etc. I actualy do have some experience with C#/VB.net back-end development a while back, but as part of a team, I had a lot of support from the senior devs. Is C# considered a decent web development language?

    Read the article

  • DNNWorld Discounts!

    - by Chris Hammond
    If you are going to be attending DotNetNuke World this year ( http://dnnworld.dotnetnuke.com ) don’t forget that today is the last day to use the discount code 2011Attendee to get both the conference and training for $599. After today the price goes up! The conference runs October 10-12, 2012 in Orlando Florida. DotNetNuke World is the annual user conference specifically designed for developers, web designers, administrators, business decision makers, and end users on the DotNetNuke Platform.This...(read more)

    Read the article

  • High CPU usage on Pong clone

    - by max
    I just made my first game, a clone of Pong, using OpenGL and C++. But its using ~50% of the CPU, which I guess is very high for a game like this. How can I improve that? Can you please look up my code and tell me what all things I am doing wrong? Any feedback is welcome. http://pastebin.com/L5zE3axh Also it would be extremely helpful if you give some general points on how to develop games in OpenGL efficiently.. Thanks in advance!

    Read the article

  • Report: 8 Advanced OpenOffice.org Add-ons

    OpenOffice is the best cross-platform office productivity suite, but it misses a few popular features like a clipart gallery, Google Docs integration, PDF import, and more than basic templates. But they're out there if you know where to look, and Eric Geier shows the way.

    Read the article

  • MatheMagics - Guess My Age By Cards 1 - 80

    - by PointsToShare
    © 2011 By: Dov Trietsch. All rights reserved MatheMagics – Guess My Age By Using Cards 1-80 This is an interesting game. If you are under 80 – yes we discriminate – look at the 8 cards and click the check-box underneath each card where you age is listed. When this is done you have 2 options. 1: Let the Mathemagician tell you your age, or 2: click submit. To get to the game, go to: www.mgsltns.com/games.htm and then click on the link to Guess My age 1-80 or go directly to:  http://www.mgsltns.com/GMAJSBase3.htm If you want to learn how it works, click the the how it works link at the bottom-right of the game page. That’s All Folks

    Read the article

  • Is good practice to optimize FPS even when it's above the lower limit to give illusion of movement?

    - by rraallvv
    I started over 50 FPS on the iPhone, but now I'm bellow 30 PFS, I've seen most iPhone games clamped to either 60 or 30 FPS, even when 24 or less would give the illusion of movement. I've concidered my limit to be a little bit over 15 FPS, in fact my physics simulation is updated at that rate (15.84 steps/s) as that is the lowest that still give fluid movement, a bit lower gives jerky motion. Is there a practical reason why to clamp FPS way above the lower limit? Update: The following image could help to clarify I can independently set the physic simulation step, frame rate, and simulation interval update. My concern is why should I clamp any of those to values greater than the minimum? For instance to conserve battery life I could just to choose the lower limits, but it seems that 60 or 30 FPS are the most used values.

    Read the article

  • Look after your tribe of Pygmies with Java ME technology

    - by hinkmond
    Here's a game that is crossing over from the iDrone to the more lucrative Java ME cell phone market. See: Pocket God on Java ME Here's a quote: Massive casual iPhone hit Pocket God has parted the format waves and walked over to the land of Java mobiles, courtesy of AMA. The game sees you take control of an omnipotent, omnipresent, and (possibly) naughty deity, looking after your tribe of Pygmies... Everyone knows that there are more Java ME feature phones than grains of sand on a Pocket God island beach. So, when iDrone games are done piddlying around on a lesser platform, they move over to Java ME where things are really happening. Hinkmond

    Read the article

  • Compiling for T4

    - by Darryl Gove
    I've recently had quite a few queries about compiling for T4 based systems. So it's probably a good time to review what I consider to be the best practices. Always use the latest compiler. Being in the compiler team, this is bound to be something I'd recommend But the serious points are that (a) Every release the tools get better and better, so you are going to be much more effective using the latest release (b) Every release we improve the generated code, so you will see things get better (c) Old releases cannot know about new hardware. Always use optimisation. You should use at least -O to get some amount of optimisation. -xO4 is typically even better as this will add within-file inlining. Always generate debug information, using -g. This allows the tools to attribute information to lines of source. This is particularly important when profiling an application. The default target of -xtarget=generic is often sufficient. This setting is designed to produce a binary that runs well across all supported platforms. If the binary is going to be deployed on only a subset of architectures, then it is possible to produce a binary that only uses the instructions supported on these architectures, which may lead to some performance gains. I've previously discussed which chips support which architectures, and I'd recommend that you take a look at the chart that goes with the discussion. Crossfile optimisation (-xipo) can be very useful - particularly when the hot source code is distributed across multiple source files. If you're allowed to have something as geeky as favourite compiler optimisations, then this is mine! Profile feedback (-xprofile=[collect: | use:]) will help the compiler make the best code layout decisions, and is particularly effective with crossfile optimisations. But what makes this optimisation really useful is that codes that are dominated by branch instructions don't typically improve much with "traditional" compiler optimisation, but often do respond well to being built with profile feedback. The macro flag -fast aims to provide a one-stop "give me a fast application" flag. This usually gives a best performing binary, but with a few caveats. It assumes the build platform is also the deployment platform, it enables floating point optimisations, and it makes some relatively weak assumptions about pointer aliasing. It's worth investigating. SPARC64 processor, T3, and T4 implement floating point multiply accumulate instructions. These can substantially improve floating point performance. To generate them the compiler needs the flag -fma=fused and also needs an architecture that supports the instruction (at least -xarch=sparcfmaf). The most critical advise is that anyone doing performance work should profile their application. I cannot overstate how important it is to look at where the time is going in order to determine what can be done to improve it. I also presented at Oracle OpenWorld on this topic, so it might be helpful to review those slides.

    Read the article

  • Is it a good idea to use a formula to balance a game's complexity, in order to keep players in constant flow?

    - by user1107412
    I read a lot about Flow theory and its applications to video games, and I got an idea sticking in my mind. If a number of weight values are applied to different parameters of a certain game level (i.e. the size of the level, the number of enemies, their overal strength, the variance in their behavior, etc), then it should be technically possible to find an overal score mechanism for each level in the game. If a constant ratio of complexity increase were empirically defined, for instance 1,3333, or say, the Golden Ratio, would it be a good idea to arrange the levels in such an order that the increase of overal complexity tends to increase that much? Has somebody tried it?

    Read the article

  • Child object free movement on Parent object

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. Okay, I know upon viewing this, some may have little to no clue what I mean, so I'll put it like this to explain what I mean : Imagine a third person game with a simple model of a character. Now, say I have an object as a torso of a character in a game. Now Say I have an object as a head of the character. How could I keep the head as a child of the torso, but at the same time, allow it to move with the camera angle.

    Read the article

  • WebLogic Partner Community Newsletter May 2014

    - by JuergenKress
    Dear WebLogic Partner Community member, Registration for the Fusion Middleware Summer Camps 2014 is open – Register asap for one of our bootcamps August 4th – 8th 2014 in Lisbon. Please read details and pre-requisitions careful before you register. We expect that like in the past, the conference will be booked out soon! Thanks to you our WebLogic Specialized Partners Oracle is #1 for Worldwide Market-Share Total Software Revenue in the Application Platform Market Segment for 2013. Want to know why, get the new recipes for Oracle WebLogic 12.1.2. Looking for the right server to run WebLogic – try WebLogic on Oracle Database Appliance 2.9. Want to install WebLogic - Play around with WebLogic Maven Plug-In. Thanks for sharing all the additional WebLogic articles within the community: How to use NodeManager to control WebLogic Servers & Retrieving WebLogic Server Name and Port in ADF Application & Glassfish to WebLogic Migration & Advanced GPIO & Building Robots with Java Embedded & Quick & Dirty How-to Guide: Install GlassFish 4 on Raspberry Pi & New Release: Java Micro Edition (ME) 8. In our Development tool section Frank published Development - Performance and Tuning - Overview in the latest ADF Architecture TV channel. Many of our clients run forms applications, make sure you run it on WebLogic. Thanks for sharing all the additional development tool articles within the community: Using Oracle WebLogic 12c with NetBeans IDE & Consuming SOAP Service & Check Box Support in ADF Query & New release of the ADF EMG Audit Rules & Working with the Array Data Type in a Table & ADF client-side architecture - Select All & Book Review: NetBeans Platform for Beginners See you in Lisbon! To read the complete newsletter please visit http://tinyurl.com/WebLogicNewsMay2014 (OPN Account required) To become a member of the WebLogic Partner Community please register at http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: WebLogic Community newsletter,newsletter,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress

    Read the article

  • Hey Adobe, Dump Apple, Go Linux

    <b>Cyber Cynic:</b> "Who can blame Adobe for being ticked off? They wanted a slice of the lucrative Apple iPad/iPhone application business, and Apple won't let Adobe applications, or even Flash, on either platform."

    Read the article

  • Collaboration platforms

    - by Thomas
    Are there any good collaboration platforms for game development? This would include the following features: Easy way to find various people you need to build games (programmer, artist etc) and forming a team like for example codeplex Online portfolio for users where they can offer their services (either paid or free) Posibility to create a game specific blog or site with social media integration to show the world what's being created Easy way to manage game content / resources with sufficient online storage, version control and if possible source control Manage all phases of game development (startup, creating concept, finding a team, creating proof of concept, production phase etc) and publish specific information for each phase also on social media etc. Manage asset creation flow (request for specific content like a sound, production of sound, uploading the sound, notification to the requester, implementation of the file, retouching in several cycles etc)

    Read the article

  • Desktop interface crashes after software updates

    - by N.C. Weber
    Recently, after installing Ubuntu software updates on the evening of December 7th, 2012, my desktop interface crashes regularly leaving me with a command line screen with a long string of automated commands showing (I assume what goes on behind the pretty desktop). At first, I thought it was only crashing whenever I played DirectX games in WINE, but now it crashes if I open the native Firefox browser or if it's doing nothing at all but sitting there. Apport attempts to report the bugs after restart, but often they crash as well. I've done a SMART check on the hard drive, and everything report OK. No read errors, no bad sectors. I am using an Acer Extensa 4620Z Memory: 2.0 GiB Processor: Intel Pentium Dual CPU T2370 @ 1.73GHz x 2 GraphicsL: Intel 965GM x86/MMX/SSE2 OS: Ubuntu 12.10 32-bit Disk: 116.0 GB with 33.4 GB Available

    Read the article

  • Math major as a viable degree

    - by Zak O'Keefe
    While I realize there are many topics about CS vs software engineering vs game school programs, I haven't found anything relating to whether pure math degrees (with CS minor and electives) would also be a viable program. By this I mean: Would having a math major, CS minor put one at competitive disadvantage as compared to a pure CS program? This relates specifically to game engine programming, more on the graphics side. Background (for those who care): Currently a math major, CS minor at school and looking to land a career doing graphics engine programming. Admittedly, I love math and if at all possible would like to stay my current program as long as it doesn't put me at a competitive disadvantage trying to land a job post-graduation. That being said, I'm strong in the traditional C/C++ languages, strong concurrent programming skills, and currently produce self-made games for iOS. As an employer, how badly is the math major hurting me? Just want to get some advice from people already in the field!

    Read the article

  • Adaptive Characters: AI Solution Needs a Problem

    - by Roger F. Gay
    Have sophisticated adaptive programming, will travel - so to speak. I'm part of a group that developed sophisticated learning / adaptive software for robotics. The system "thinks" via its simulator, building and adapting code on its own; and then carries out the best solution. The software can also adapt to new situations, etc. http://mensnewsdaily.com/2007/05/16/robobusiness-robots-with-imagination/ It's easy to imagine using it with automated game characters that will adapt to the players moves and style - the easiest example would be fighting. The more the simulated fighter fights with the human player, the more it learns to counter that players fighting skills. But there should be more. Anyone have any ideas as to how adaptive characters might be interesting in games?

    Read the article

  • How to handle animations?

    - by Bane
    I am coding a simple 2D engine to be used with HTML5. I already have classes such as Picture, Scene, Camera and Renderer, but now I need to work on Animations. Picture is basocally a wrapper for a normal image object, with it's own draw method, but this is unrelated, I'm interested in how animation in 2D games is usually done. What I planned to do, is to have the Animation class as well act like a wrapper for a few image objects, and then have methods such as getCurrentImage, next and animate (which would use intervals to quickly change the current image). I meant to feed the animation a couple of PNG's at inicialisation. Is quickly swapping PNG images acceptable for 2D animation? Are there some standard ways of doing this, or are there flaws in my ways?

    Read the article

  • Microsoft lance Windows Azure HDInsight, sa plateforme PaaS basée sur Hadoop pour l'analyse des gros volumes de données

    Microsoft lance Windows Azure HDInsight sa plateforme PaaS basée sur Hadoop pour l'analyse des gros volumes des donnéesApache Hadoop est un Framework Web open source d'analyse des gros volumes de données. Microsoft vient d'annoncer la disponibilité générale de la solution sur sa plateforme Cloud Windows Azure.Dévoilé en version beta publique il y a pratiquement un an, la plateforme PaaS (Platform as a Service) Windows Azure HDInsight fournit un clone de Hadoop et des outils associer pour la manipulation...

    Read the article

  • How is the terrain generated in Commandos and Commandos game clones/look-alikes?

    - by teodron
    The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone made the series a best-seller, the graphics eye-candy was also a much appreciated asset of that game. I was very curious on what was the technique used to model and adorn the realistic terrains in those titles? Below are some screenshots that could be relevant as a reference for whomever has a candidate answer: The tiny details and patternless distribution of ornamental textures make me think that these terrains were not generated using a standard heightmap-blendmap method.

    Read the article

  • What makes Instagram so valuable? [closed]

    - by ????
    If as in the FAQ, that topics about business (computer industry) is allowed here, I'd like to find out why Instagram can be so valuable, that it is acquired for $1 billion dollars (USD). To put it simply, isn't it just a photo enhancement app (such as making a photo vintage look), plus sharing those photos on Facebook? That's because in contrast, PlayFish had superb Facebook games, and many of them, and are so much more sophisticated (such as Restaurant City and Pet Society). And PlayFish was merely acquired for $400 million. Some companies such as RockYou, had the number one app on Facebook, but wasn't even acquired for a low price like $200 million. And now just a photo filter app and sharing photos, and it is a business considered to be worth a billion dollars. Why is that?

    Read the article

< Previous Page | 152 153 154 155 156 157 158 159 160 161 162 163  | Next Page >