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  • Clever DIY Display Showcases Game Consoles While Concealing Cables

    - by Jason Fitzpatrick
    How do you display all your vintage game consoles while keeping them in a clutter free and ready-to-play state? This wall-mounted display does a great job showing off the retro gear while keeping everything tidy. Courteys of German tinker and gamer Holger, the design of the display is deceptively simple. The wall mount is a basic 2×4 frame wrapped in black roofing batten (similar to the lightweight weed-fabric used in gardens). Screw-in mounts for the LACK shelves are positioned every foot or so going up the frame and a small slit in the fabric allows for hidden routing of the cables. While it looks like the consoles are simply on display, they’re actually all hooked up and ready to play. For more photos of the build, hit up the link below. LACK Video Console Shelf with Hidden Cables [IKEAHacker] 7 Ways To Free Up Hard Disk Space On Windows HTG Explains: How System Restore Works in Windows HTG Explains: How Antivirus Software Works

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  • What computer history museums need hardware donations?

    - by bencnscp
    I have a "TAM" (Twentieth Anniversary Macintosh), that I would like to donate to a museum. (As far as I know, this is the first all-in-one flatscreen desktop...) The Computer History Museum already has several, so I think I would need to find another location. Does anyone know of any other places that exhibits computer hardware that might be interested?

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  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

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  • What does a Game Designer do? what skills do they need?

    - by xenoterracide
    I know someone who is thinking about getting into game design, and I wondered, what does the job game designer entail? what tools do you have to learn how to use? what unique skills do you need? what exactly is it you'd do from day to day. I may be wording this a bit wrong because I'm not sure if the college program is become a game designer or learn game design. but I think the same questions apply either way.

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  • Can these game be fully coded in html5/javascript?

    - by RufioLJ
    I mean the mechanics of the game. Would it be possible? -Pokemon GBA series, rendering the world would be easy, but what about battle mechanics? -MapleStory, after seen dragonbound.net which is an identical copy of Gunbound I would think it's rather possible, but I'm still not sure if javascript can handle all the mechanics of the world. It would be heavy on resources I guess? I'm asking this because I'm really interested in html5 game develop(I really think in a future will destroy flash on game dev ground). I want to have an idea of how far games developed with the html5/javascript technology can go. I got especially inspired by dragonbound. I really think it pushes htmlt/javascript to the limits (game dev).

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  • Game planning and software design? I feel that UML is not convenient

    - by user1542
    In my university, they always emphasize and hype about UML design and stuff, in which I feel it is not going to work well with game structure design. Now, I just want a professional advice on how should I begin my game designing? The story is I have some skill in programming and have done many minor game such as getting some 2D platformer working to some extend. The problems that I find about my program is the poor quality design. After coding for a while, things start to break down due to poor planning (When I add new feature, it tends to make me have to recode the whole program). However, to plan everything out without a single design flaw is a bit too ideal. Therefore, any advice to how should I plan my game? How should I put it into visible pictures, so that me and my friends are able to overview the designs? I planned to start coding a game with my friend. This is going to be my first teamwork, so any professional advices would be a pleasure. Is there any other alternatives than UML? Another question is how does "prototyping" normally looks like?

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  • History in linux terminal

    - by xain
    Hi, I'm running Ubuntu 9.1 and every time I open a terminal window, I lose the previous command's history. How can I configure it so it's kept even after rebooting? Thanks.

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  • Is there ever a time when creating a level/world editor with your game is a bad idea?

    - by Borgel
    I have created a few smaller games on my own in the past. My approach has always been to create a completed editor where it has all the functionality needed to save a level file and load it into the game. This has always made most sense to me but I keep hearing from people that a game is never fully done in the editor. I have never worked in a game development team and so I don't have first hand experience, but not adding everything needed to make the game to the editor just seams wrong. Am I missing something? Is there ever a reason not to add a tool to the editor?

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  • Android read browser history

    - by Mitul Nakum
    Hello, I want to read bowser history in Android phone. I have done some document reading, then I come to know that we can read browser history by android.provider.Browser class it has final static Cursor getAllVisitedUrls(ContentResolver cr) method which returns Cursor... may i get help to handel cursor? or any example code to get Browser history. Thanks in advance

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  • MVC pattern and (Game) State pattern

    - by topright
    Game States separate I/O processing, game logic and rendering into different classes: while (game_loop) { game->state->io_events(this); game->state->logic(this); game->state->rendering(); } You can easily change a game state in this approach. MVC separation works in more complex way: while (game_loop) { game->cotroller->io_events(this); game->model->logic(this); game->view->rendering(); } So changing Game States becomes error prone task (switch 3 classes, not 1). What are practical ways of combining these 2 concepts?

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  • html cache history back

    - by msaif
    if i use history.back() for button press then what will happen? html content will be displayed from local history of browser or cache and browser dont request to server? or browser request to server based on url resides in history of browser??

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  • Faster two way Boomark/History Sync for Firefox?

    - by geocoo
    I need a fast automatic two-way bookmark & history sync. Firefox sync seems too slow because I might bookmark/visit a URL then within a few mins put desktop to sleep and leave the house; if it hasn't synced, then I don't have a way of getting it on my laptop (or vice versa). My home upload is only around 200kbps so maybe that's why FF sync seems slow? (I mean it's minutes, not seconds slow). I have read there are a few ways like xmarks/delicious/google but I don't want clutter like extra toolbars or have to visit a site to get bookmarks, they should be as native in the Firefox bookmarks bar as possible, organised in the folders/tags. I know someone must have experimented/know more about this. Thanks.

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  • Office Communicator 2007 (MOC): How to make chat history visible to newcomers

    - by Thomas L Holaday
    How can someone who joins an existing Microsoft Communicator chat see the history of what has gone before? For example: Larry: [describes problem] Moe: [enhances problem] Curly: We should ask Shemp [Shemp joins] Shemp: What's going on in this thread? Is there any way for Shemp to see what Larry and Moe have already typed? I have tried copy-pasting the whole thing, but that invokes an error with no error message - possibly "too much text." Update: Is this functionality what Microsoft calls Group Chat, and requires a separate product?

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  • How do I delete the Windows Explorer address bar history

    - by mlissner
    Note: I am NOT referring to Internet Explorer. I am using Windows XP and Windows Server 2008 and need to delete the history values from the file browser (aka Windows Explorer). Somebody put a password into the address bar as ftp://user:pass, and now I can't delete the value. Some forums say to delete this registry key: HKEY_CURRENT_USER\Software\Microsoft\Windows\Curre ntVersion\Explorer\TypedPaths In Windows XP, the key doesn't exist, and in Windows Server 2008, the key is there, but deleting it doesn't seem to help. Any help?

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  • Why isn't Java more widely used for game development?

    - by Anto
    I'm not a game developer or anything, but I know that Java is not very widely used for game development. Java should be fast enough for most games, so where's the catch? I can think of some reasons: Lack of game developers with expertice in Java Lack of good game development frameworks Programmers don't want to accept Java as a games programming language. Most only accept C++ as that? No support for game consoles (though the PC market still exists) It could of course be something else. Could someone who knows the business better than me explain why Java isn't getting momentum when it comes to game development?

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  • Why isn't Java more widely used for game development?

    - by Anto
    I'm not a game developer or anything, but I know that Java is not very widely used for game development. Java should be fast enough for most games, so where's the catch? I can think of some reasons: Lack of game developers with expertice in Java Lack of good game development frameworks Programmers don't want to accept Java as a games programming language. Most only accept C++ as that? No support for game consoles (though the PC market still exists) It could of course be something else. Could someone who knows the business better than me explain why Java isn't getting momentum when it comes to game development?

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  • Prevent history deletion on Google Chrome

    - by ProstheticHead
    One of the guys I'm in charge of hasn't been pulling his weight. His productivity and quality of workmanship are way down and his computer's been getting malware infections lately. You can see where this is going. I'm generally an easy going guy (and I don't want any trouble but I still have to address this issue). Is there a way to disable browser history deletion on Chrome? I'm hoping this alone will be enough of a deterrent to put things right.

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  • Flex: Would a computational engine for a Connect-4 type game be too slow?

    - by Robusto
    OK, I was just fooling around in my spare time and have made this cool interface and game-playing code for a Connect-4 type game, written in Flex and playable by 2 human players in Flash. It accurately detects wins, etc. I'm smart enough to know that I've done the easy part. Before I dig into an AI for game play, I wanted to ask if this is the kind of thing that can really be handled computationally by a Flash plugin. It seems to me that for every turn up until the end there are 8 possible moves, 8 responses to each move, etc. So wouldn't a perfect engine have to be able to potentially see 8^8 moves (over 16 million), and a fairly good engine see up to a million? I don't know game coding so this is new to me. What's a reasonable move horizon for such a game to be able to see?

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  • how should I network my turn based game?

    - by ddriver1
    I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use kyronet for the networking api. I want the game to be networked, but I do not know how I should go about it. My current idea is to connect two users together, and the first one to join the game becomes the game host, while the other becomes the client. However after reading http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ it seems my game would be suited to a peer to peer lockstep model. Would that make programming the networking side much easier? Any suggestions on how I should structure my networking would be greatly appreciated

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