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  • How do I get fan control working?

    - by RobinJ
    I know there something called fancontrol, that enables you to control the speed of your system's ventilation. I'd like to let my fans spin a bit faster as my laptop is heating up very easilly. All tutorials and stuff I've found are for old versions of Ubuntu and don't seem to be working anymore. Can anyone explain to me or give me a good link on how I can get it working on Ubuntu? Something different with the same effect is also fine.

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  • How are buttons made to be clicked?

    - by Johnny
    I just want to ask a general question. According to that answer, Ill continue thinking. You know in games there are lots of clickable items. Play button, exit, comboboxes maybe etc. My question is are those buttons drawn in same canvas with background and all other things, or for every different thing there is another canvas object? My question is about for general. Im not asking about a specific game, im asking how they are made generally. Im planning to start a game on Android, and Im confused actually how to design buttons, and other object. Probably Im going to use View/SurfaceView for now. I don't have much experience with OpenGL yet. Thanks in advance.

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  • GDD-BR 2010 [0D] Panel: Social Gaming, Virtual Currency and Ad Campaigns

    GDD-BR 2010 [0D] Panel: Social Gaming, Virtual Currency and Ad Campaigns Speakers: Eduardo Thuler, Juan Franco, Daniel Kafie, Bruno Souza Track: Panels Time slot: D [13:50 - 14:35] Room: 0 Social games are more than just fun: in recent years they have more than proved their value as a profitable business area. In this panel, you will have the opportunity to listen to what successful social gaming companies in Latin America have to say on social applications and their approaches to monetization such as virtual currency and in-game ad campaigns. Learn from their experience as they share their challenges and success stories in this exciting market. From: GoogleDevelopers Views: 1 0 ratings Time: 43:04 More in Science & Technology

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  • ERROR in Installing a Theme in ubuntu 13.10

    - by Badar 'Prince' Ismail
    I just upgraded to Ubuntu 13.10 3 days ago and since then I've been trying to install a couple of themes for example i tried MOKA theme and many more.whenever i try to install a theme when ever i add the PPA: and after that i type sudo apt-get update its shows this: W: Failed to fetch http://ppa.launchpad.net/jolicloud-team/ppa/ubuntu/dists/saucy/main/binary-i386/Packages 404 Not Found W: Failed to fetch http://ppa.launchpad.net/webupd8team/jupiter/ubuntu/dists/saucy/main/binary-i386/Packages 404 Not Found E: Some index files failed to download. They have been ignored, or old ones used instead.

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  • How should I invoke a physics engine?

    - by ymfoi
    I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I attach it directly to the graphics render routine or put it in an individual thread? I've spent much time looking for some common approach, but found nothing. So can you reveal some basics idea for me, a newbie? Thanks! P.S. There're many other problems I have to deal with if I choose to start a separate thread for the physics engine, for example, the lock problem, while from my intuition, I guess I'd better separate the render and the physics engine.

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  • Reuseable Platform For Custom Board Game

    - by George Bailey
    Is there a generic platform to allow me to customize the rules to a board game. The board game uses a square grid, similar to Checkers or Chess. I was hoping to take some of the work out of creating this computer opponent, by reusing what is already written. I would think that there would be a pre-written routine for deciding which moves would lead to the best outcome, and all that I would need to program is the pieces, legal moves, what layout constitutes a win/lose or draw, and perhaps some kind of scoring for value of pieces. I have seen chess programs that appear to use a recursive routine, so they think anywhere from 2 to 20 moves ahead to create varying degrees of difficulty. I have noticed this on chess.com. The game I am programming will not be as complex. Is there a platform designed to be re-used for different grid/piece based games. JavaScript would be preferable, but Java or Perl would be acceptable.

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  • Game programming in C++ [closed]

    - by Asaf
    I am a new programmer. I know C++ quite well and I know C# very good. I'm really eager to learn how to program games well and I cant really find where to start learning from. I have never developed any graphics in C++ , only a crappy game with windows forms graphics. I'm really into game programming and hoping I can get employed in it in the future. I'd be glad to have some advice about this. Thanks in advance, Asaf

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  • Dropbox Doubling the Storage of Their Pro Accounts Tonight Free of Charge

    - by Jason Fitzpatrick
    If you’re a Dropbox Pro user (or have been contemplating getting a Dropbox Pro account) today is your lucky day. Dropbox has overhauled their pricing structure, effectively doubling the storage capacity of their Pro account with nary a price increase in sight. Starting later today (keep an eye on the Dropbox Plans page for the change) the Pro 50GB and 100GB plans will shift to Pro 100GB and 200GB plans, doubling the amount of storage users enjoy without an increase in price. Hit up the link below for more info. New Dropbox Plans! [The Dropbox Blog] How to Play Classic Arcade Games On Your PC How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8

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  • Board Game Design in Cocos2d

    - by object2.0
    Hi folks i am going to start a chess like board game. and for that i have reviewed a number to things available. one is http://www.mapeditor.org/ , using which you can create a grid base games. another option is geekgameboard for iphone available at http://mooseyard.lighthouseapp.com/projects/23201-geekgameboard now i want your expert opinion that would it be better to make a game in cocos2d using the first option or the second option? both looks promising to me and give good control over board design. ps: sorry for duplicates, i found about the http://gamedev.stackexchange.com/ lately after posting it on stackexchange. so i am just posting it here again as i feel its more relevant board.

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  • Mobile apps suck time with the help of Java ME tech

    - by hinkmond
    Here's a new Flurry Mobile report on how Mobile Apps are sucking up more of our precious minutes in a day, even more than the Mobile Web. See: Mobile Apps suck more than Web Here's a quote: Flurry tracked 85,000 apps on [blah-blah-blah], BlackBerry, [yadda-yadda-yadda] and J2ME mobile devices, and their report includes a breakdown on how users spend their time. Greeeaaaaat... People are spending more time on mobile games and doing more Facebook and Twitter from their cell phones. Just what the world needed. Well, you know what they say: "Time == Money". So, the more time you spend, the more money someone, somewhere is getting... Hinkmond

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  • Managing OpenX campaigns for several advertisers

    - by Mauricio Scheffer
    We're running our own OpenX instance with several advertisers. Each month, the advertiser's campaign should reset its available impressions, based on whatever plan the advertiser paid. I think this is a pretty common scenario. Question is: how do you manage this? Do you expire the old campaign and create a new one with the new amount of impressions? Or do you just add the impressions to the existing campaign?

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  • Do I need a degree in Computer Science to get a Jr Programming job in the world? [closed]

    - by t84
    As above really, do I need to go to Uni to get a job as a Junior C# coder? I'm 26 and have been working in Games (Production) for 6 years and I am thinking of a change, I've had exposure to VB6, VBA, HTML, CSS, PHP, JavaScript over the past few years and did a web design NCFE at College, but other than that, nothing else! I'm teaching myself C# at the moment with books and I was wondering 'how much' I need to learn and also how I can improve my chances of getting a programming job! Am I a late started to learn coding? (I know many people who started at a very young age!) Thanks for the help :)

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  • Forwarding non-www domain to other domain with dns

    - by Zen Savona
    Is it possible to forward firstdomain.com to www.seconddomain.com or seconddomain.com using surely dns records? I know how to forward www.firstdomain.com to seconddomain.com (with CNAME). What I am trying to do is move my site from one domain to another (new) one, and not break all the links which use the old domain name. I can't do a 301 redirect as it's hosted on Github Pages and I don't have access to the webserver. Thanks

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  • Hero/Character sprite size in comparison to tile size?

    - by Kid
    So I'm making this simple platformer where the Hero is 16x16 in size, but also, the tile size is 16x16. Which sounds fine right? But my game window/world is 800x416, which makes the Hero is really really tiny in comparison. This really surprised me, but given Ive never made a platformer before it is also a new discovery. Is there a rule set for scale in platformer games? I'd like to have my game window remain the size it is (800x416), cause the game involves large levels. But how big should my hero be? I hope I was clear with the question, and I appreciate any insight. Thanks

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  • What is the best way to bypass China firewall to allow SSH deploy@**.com

    - by Lap
    I am trying to bypass the china firewall and allow SSH deploy@**.com at the command console. This is because I need to test the games I wrote on apps.facebook.com/**. I tried VPN (both pptp and openvpn), but they aren't that great as connection speed slows down significantly. Since I am deploying the game in another site, my browser needs to download the game, which is super slow. What are ways of bypassing the firewall other than getting a VPN? I was thinking maybe have a computer outside China and using teamviewer to access...

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  • Geek City: Clearing Plans for a Single Database

    - by Kalen Delaney
    I know Friday afternoon isn't the best time for blogging, as everyone is going home now, and by Monday morning, this post will be old news. But I'm not shutting down just yet, and a something came up this week that I just realized not everybody knew about, so I decided to blog it. Many (or most?) of you are aware that you can clear all cached plans using DBCC FREEPROCCACHE. In addition, there are certain configuration options, for which changing their values will cause all plans in cache to be removed....(read more)

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  • Silverlight Cream Monday WP7 App Review # 1

    - by Dave Campbell
    I'm going to try something here... if it seems useful, I'll continue, if it doesn't, I'll stop... so give me feedback! There are *lots* of Apps in the WP7 Marketplace, and heaven help me, but the Marketplace sucks for finding stuff. I won't rehash what's already been said in the blogs, but I agree with one and all. I went out last Saturday to find 2 apps that I knew were released, and couldn't do so on my device. Even in the Zune app, it took quite a while to find them... ok, I'll back off a bit, because I just found out I can do 'Search' now if I know the name... I didn't think that was working before. So my thought is on Monday (like today), I will post a review of 5 apps/games I either use or have played with on my device. These are strictly my opinions, you understand, but hey... it's better than a poke in the eye with an iPhone! A few disclaimers:     Feel free to write me about your app and tell me about it. While it would be very cool to receive a whole bunch of xap files to review, at this point, for technical reasons, I'm unable to side-load my device. Since I plan on only doing this one day a week, and only 5, I may never get caught up, so if you send me some info, be patient. Re: games ... remember I'm old... I'm from the era of Colossal Cave and Zork. Duke-Nukem 2D and Captain Comic were awesome. I don't own an XBOX or any other game system, so take game reviews from my perspective -- who knows, it may be refreshing :) I won't pay for an app or game just to try it. If you expect me to test-drive your app, it's going to have to have a Free Trial. In this Issue:   Jingo! is the first app I bought, just to see what the experience was like. It's very much like a game we used to play in school in the Army in 1971 on paper we passed around. Sort of a cross between hangman and Mastermind, you try to figure out the hidden word in 5 tries. You get really good at 5-letter words after a while. I like this because you have to think, and you're not pressured by a clock Jingo! is by James Furdell and is $1.99 I reviewed René Schulte's Pictures Lab a while back, and have not changed my mind. This is an excellent app for playing with any photo on your device... one you've just taken, one you've synced from your PC, or one you've saved from email. I like this because you can get some cool effects for your photos, and it just works. Pictures Lab is by Schulte Software Development and is $1.99 Since I work as a consultant, and from home, I wanted something I could track my time with. I've test-driven all the contenders I could find so far on the phone, and so far I like ONTRACK! the best. If asked, I have some suggestions, but it's probably just the way I work or think. What I do like is I can tap a project to start/stop/restart a counter, and at the end of the day it shows me how much time I've been working. If there's a way to make an adjustment in case you forget to tap the counter, I don't know how to do it, and that's my biggest complaint. I like this because you can get a daily readout which you can also email as a spreadsheet. The daily results display is very good. ONTRACK! is by Qmino and is $2.99 Remember Item 4 above... I've been playing guitar for 48 years... obviously since before the invention of 'tuners', so I'm not as dependent upon these as some folks are. I've tried some in the past and have always felt I can do just as good by ear (I have perfect relative pitch). So, I gave this app by András Velvárt a dance just to see how it works, and it is surprisingly good. If you're used to one of the stage tuners this may take a little getting used to, but it does the job. The difference with this one is there is no real 'null' point inside which you can think your guitar is in tune. The soundwave stays visible on the device, and if it's moving to the right, your string is flat, if it's moving to the left, your string is sharp. Getting it exact might be tricky, but it is exact! If you need to rely on a tuner, this is a good choice in my opinion, exactly because of the sensitivity.. tune up with this and you're dead-on. Guitar Tuner is by Kinabalu Innovation Limited and is $0.99 Popper 2 is the WP7 version of a wildly popular game by Bill Reiss named Dr. Popper. You can get a trial, or you can now get a free lite version of the game. Popper 2 is a fast-paced bubble breaker game. I find it something fun to play when I just want to buzz out, but maybe the best review is that my daughter didn't want to give my phone back when I showed it to her, and always wants to grab my phone to play 'that game'. A fun distraction with great graphics and a great price Popper 2 is by Blue Rose Systems, LLC and is $1.29 Let me know what you think of the idea of doing reviews, or the layout/whatever, and Stay in the 'Light!   Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • Lighting a Voxel World Realistically

    - by sharethis
    I am new to game development and never implemented a complicated (and realistic) lighting. My game uses a 3d voxel terrain world (like Minecraft). To hold the data I use octrees. My goal is to render a more realistic world scene like in most voxel games. For that I want to use a bezier algorithm to round out the blocky world. Assume that I already have a large generated polygon of my terrain (or some of them). I heard of some techniques like volumetric light, global illumination, ... What approaches of a very realistic lighting are there for my "organic shaped" voxel game?

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  • Push or Pull Input Data In the Game Logic?

    - by Qua
    In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to the game logic is wrapped inside action objects such as BuildBuildingAction. I was thinking of having an action processing layer that would determine what to do with the input. This layer could then be set up to either just pass the actions locally to the game engine or send it via sockets to the network server depending on whether the game was single- or multiplayer. In network games it would make sense that the player's actions should be sent to the server, but should the game logic be pulling (polling?) the data through some sort of interface or should the action processing layer be adding the actions to an input queue in the game logic code?

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  • Verification of UML Class Diagram

    - by Jean Carlos Suárez Marranzini
    This is my UML Class Diagram made in Astah Community, for a tennis scoreboard game. Here's a link to the image (I don't have enough rep to post images): http://i47.tinypic.com/2lsxx90.png Points are calculated based on moves. Moves can be either points (for the player's advantage) or errors (for the opponent's advantage). The Time Machine allows you to travel to previous game states (expressed as scoreboards). The storage component should be able to store matches independently of the serialization format. The serializers and deserializers should be able to do their job regardless of where the storage lies. The GameEngine should be able to apply the rules of the game regardless of the particularities of the game (hence, dependency injection through the Settings class). The outcomes of games, sets and matches should be deducible based on the points and the rules to apply (the logic implementations are there to provide the rules). Could you please verify my design and tell me if there's anything wrong with it? Thanks in advance.

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  • Aw, Snap! in Google Chrome [on hold]

    - by D. S. Schneider
    Just wondering if anyone else's experiencing the "Aw, Snap!" bug in Google Chrome. I'm developing a brand new engine which occasionaly triggers this bug and as far as I know, there's nothing one can do to find out what actually triggered the issue. I've also tested my engine with Firefox, which runs just fine. Anyway, just wanted to know if someone else is facing this while developing games for Google Chrome and has a clue about what can be done to avoid it. I'm using plain JavaScript and the audio and canvas elements from HTML5. Thanks!

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  • Smallest netbook that runs Ubuntu?

    - by Warren P
    I am looking for an ubuntu netbook that is very small. If possible, the size of the hp 95lx. If anybody remembers those old DOS, or Windows CE devices, that were basically calculator size, with keyboards, I'm sure you can see what I mean. I am aware of pandora and it seems nearly perfect (if you settle for running its custom LInux instead of ubuntu), but as it's a small privately produced unit, and not currently commercially available, I'm looking for something that IS available now in north america.

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  • High level project workflow

    - by user775060
    We are a small software company trying our hand at our second game. Since our first games' process was a living nightmare (since we used webdevelopment workflow) I have decided to educate myself on how to manage a game project on a high level. How does your process work, from idea to launch? Preferably in situations where you have a team that needs to cooperate. I've seen these 2 links, which are useful in a way, but was wondering if there are better/more comprehensive ways to do this? http://www.goodcontroller.com/blog/?p=136 http://gogogic.wordpress.com/2009/02/09/symbol6-how-we-created-an-iphone-game/ All input would be infinitely appreciated.

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  • FM Radio without Internet?

    - by WitchCraft
    Question: Is it possible to use FM radio WITHOUT internet connection or special devices ? On my Android phone, I can plug in the headphones, which are in turn used as antenna. Since Android is Linux and Ubuntu is also Linux, it should be possible to do this on a plain old Ubuntu notebook (13.04), too. Is it ? If yes, which application can I use for FM-Radio ? Note: I repeat: Live FM-Radio WITHOUT internet connection at the time of listening :)

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