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  • Level editor for 3D games with open format or API?

    - by furtelwart
    I would like to experiment with machine generated levels for a 3D game. I'm very open which game this will be. I just like the idea to run through a generated map. For this approach, it would be great if I can use an API or an open format for level designs. Is there an open source level system that can be used in several game engines (ego shooter or whatever)? I don't know if I explained my point clearly, so please add a comment with your question. I will try to clearify my point.

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  • Refactor C++ code to use a scripting language?

    - by Justin Ardini
    Background: I have been working on a platformer game written in C++ for a few months. The game is currently written entirely in C++, though I am intrigued by the possibility of using Lua for enemy AI and possibly some other logic. However, the project was designed without Lua in mind, and I have already written working C++ code for much of the AI. I am hoping Lua can improve the extensibility of the game, but don't know if it would make sense to convert existing C++ code into Lua. The question: When, if ever, is it appropriate to take fully functional C++ code and refactor it into a scripting language like Lua? The question is intentionally a bit vague, so feel free give answers that are not relevant to the given background.

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  • How to check if aspect ratio auto adjustment is enabled in monitor

    - by kFk
    Game application is written in C++ and uses DirectX 8. I am getting a maximum monitor resolution to calculate it's aspect ratio. Then I use this value to fix game rendering (scale and set clipping to receive normal 4:3 image with black borders on wide screen monitors). How can I check if monitor is using aspect ratio auto adjustment now? Because my scaling plus monitor scaling makes resulting image overscaled. Thanks EDIT: I saw correct different monitor resolution handling with or without aspect ratio auto adjustment in "Royal Envoy" casual game. But don't know how do they do this.

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  • using arrays to get best memory alignment and cache use, is it necessary?

    - by Alberto Toglia
    I'm all about performance these days cause I'm developing my first game engine. I'm no c++ expert but after some research I discovered the importance of the cache and the memory alignment. Basically what I found is that it is recommended to have memory well aligned specially if you need to access them together, for example in a loop. Now, In my project I'm doing my Game Object Manager, and I was thinking to have an array of GameObjects references. meaning I would have the actual memory of my objects one after the other. static const size_t MaxNumberGameObjects = 20; GameObject mGameObjects[MaxNumberGameObjects]; But, as I will be having a list of components per object -Component based design- (Mesh, RigidBody, Transformation, etc), will I be gaining something with the array at all? Anyway, I have seen some people just using a simple std::map for storing game objects. So what do you guys think? Am I better off using a pure component model?

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  • Is it acceptable to design my GLSurfaceView as a main control class?

    - by Omega
    I'm trying to structure a game I'm making in Android so that I have a sound, flexible design. Right now I'm looking at where I can tie my games rules engine and graphics engine together and what should be in between them. At a glance, I've been eying my implementation of GLSurfaceView, where various screen events are captured. My rationale would be to create an instance of my game engine and graphics engine here and receive events and state changes to trigger updates of either where applicable. Further to this, in the future, the GLSurfaceView implementation could also store stubs for players during a network game and implementations of computer opponents and dispatch them appropriately. Does this seem like a sensible design? Are there any kinds of improvements I can make? Thanks for any input!

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  • How to implement Pentago AI algorithm

    - by itsho
    Hi, i'm trying to develop Pentago-game in c#. right now i'm having 2 players mode which working just fine. the problem is, that i want One player mode (against computer), but unfortunately, all implements of minimax / negamax are for one step calculated. butin Pentago, every player need to do two things (place marble, and rotate one of the inner-boards) I didn't figure out how to implement both rotate part & placing the marble, and i would love someone to guide me with this. if you're not familiar with the game, here's a link to the game. if anyone want's, i can upload my code somewhere if that's relevant. thank you very much in advance

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  • Trouble serving vhosts when trying to set up wildcard subdomains with dnsmasq in local development e

    - by Jeremy Kendall
    I'm trying to get wildcard DNS enabled on my laptop using dnsmasq. I realize that this has been asked and answered more than once on this forum, but I can't get the solution to work for me. Steps taken so far: Installed dnsmasq Set address=/example.dev/127.0.0.1 in dnsmasq.conf Set listen-address=127.0.0.1 in dnsmasq.conf Ensured nameserver 127.0.0.1 is in /etc/resolv.conf Set prepend domain-name-servers 127.0.0.1; in /etc/dhcp3/dhclient.conf Created a vhost for example.dev Restarted apache and dnsmasq Note: example.dev is not set in /etc/hosts My vhost for example.dev <VirtualHost *:80> ServerName example.dev DocumentRoot /home/jkendall/public_html/example/public ServerAlias *.example.dev # This should be omitted in the production environment SetEnv APPLICATION_ENV development <Directory /home/jkendall/public_html/example/public> DirectoryIndex index.php AllowOverride All Order allow,deny Allow from all </Directory> </VirtualHost> The setup above will server example.dev locally without any problem. It will also serve test.example.dev, but test.example.dev returns the default apache "It works!" index.html from /var/www rather than my index.php in /home/jkendall/public_html/example/public. The solution in this Server Fault thread suggests that address=/.example.dev/127.0.0.1 would resolve my problem, but when I try to use that solution, restarting dnsmasq results in a failure with the error message dnsmasq: error at line 62 of /etc/dnsmasq.conf For grins, I moved my project over to /var/www/example and modified the vhost appropriately. I got the same result as described above. At this point I'm not sure what other steps I can take to resolve the issue. Thoughts?

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  • VirtualName-based local development host behind corporate proxy (MAMP)

    - by geerlingguy
    I am behind a corporate proxy server/firewall, and this firewall seems to not be too happy with my idea of local development. On my home computer (Mac/Leopard), I have MAMP running, with a rule in /etc/hosts that directs dev.example.com to 127.0.0.1, and I have a virtualhost set up in the httpd.conf file which works great for me. However, at work, I set up the exact same configuration, but am not able to access dev.example.com, likely due to some address/DNS translation going on via the proxy server. Here are the relevant details from Terminal: $ ping dev.example.com PING dev.example.com (127.0.0.1): 56 data bytes 64 bytes from 127.0.0.1: icmp_seq=0 ttl=64 time=0.025 ms $ host dev.example.com Host dev.example.com not found: 3(NXDOMAIN) I've tried adding dev.example.com to the list of bypass addresses in System Preferences (the 'Bypass proxy settings for these Hosts & Domains' list), but that had no effect. Is there any way I can develop locally using name-based hosts at work? I can access localhost, but can't get to the dev.example.com (or any other custom virtualhosts) here at work, which complicates other matters related to the sites on which I'm working...

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  • php mail() function painfully slow on local development machine

    - by Michael B
    Background: If you have set up a local apache server for development purposes you may have run into the problem where sendmail takes a long time (at least one minute) to send emails. This is extremely frustrating if you are trying to debug a problem with an email you have generated. There are several forum posts on the internet that discuss this problem. However, none of theme described what to do in enough detail for my limited knowledge. Here are the steps that worked for me: 1) find your hostname (in case you've forgotten it) using this command: :~$ cat /hosts/hostname myhostname 2) edit the file /etc/hosts and make sure the first line is the following: 127.0.0.1 localhost.localdomain localhost myhostname 3) edit the sendmail configuration file ( /etc/mail/sendmail.cf in Ubuntu) and Uncomment the line #O HostsFile=/etc/hosts 4) Restart the computer. The computer should boot up much faster now and the mail() function should return almost immediately. HOWEVER, the emails won't actually be sent unless you follow step 5. 5) You must new use the sendmail '-f' option whenever using the mail function. For example: mail('[email protected]', 'the subject', 'the message', null, '[email protected]'); My question for my fellow serverfaulters is: What further changes can be made so that I don't have to use the sendmail -f option? Although it's not very hard to add the -f option, it is a problem when your CMS (such as Drupal) does not use the -f option when sending mail. You would need to hack a core module to add this option.

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  • Game loop and time tracking

    - by David Brown
    Maybe I'm just an idiot, but I've been trying to implement a game loop all day and it's just not clicking. I've read literally every article I could find on Google, but the problem is that they all use different timing mechanisms, which makes them difficult to apply to my particular situation (some use milliseconds, other use ticks, etc). Basically, I have a Clock object that updates each time the game loop executes. internal class Clock { public static long Timestamp { get { return Stopwatch.GetTimestamp(); } } public static long Frequency { get { return Stopwatch.Frequency; } } private long _startTime; private long _lastTime; private TimeSpan _totalTime; private TimeSpan _elapsedTime; /// <summary> /// The amount of time that has passed since the first step. /// </summary> public TimeSpan TotalTime { get { return _totalTime; } } /// <summary> /// The amount of time that has passed since the last step. /// </summary> public TimeSpan ElapsedTime { get { return _elapsedTime; } } public Clock() { Reset(); } public void Reset() { _startTime = Timestamp; _lastTime = 0; _totalTime = TimeSpan.Zero; _elapsedTime = TimeSpan.Zero; } public void Tick() { long currentTime = Timestamp; if (_lastTime == 0) _lastTime = currentTime; _totalTime = TimestampToTimeSpan(currentTime - _startTime); _elapsedTime = TimestampToTimeSpan(currentTime - _lastTime); _lastTime = currentTime; } public static TimeSpan TimestampToTimeSpan(long timestamp) { return TimeSpan.FromTicks( (timestamp * TimeSpan.TicksPerSecond) / Frequency); } } I based most of that on the XNA GameClock, but it's greatly simplified. Then, I have a Time class which holds various times that the Update and Draw methods need to know. public class Time { public TimeSpan ElapsedVirtualTime { get; internal set; } public TimeSpan ElapsedRealTime { get; internal set; } public TimeSpan TotalVirtualTime { get; internal set; } public TimeSpan TotalRealTime { get; internal set; } internal Time() { } internal Time(TimeSpan elapsedVirtualTime, TimeSpan elapsedRealTime, TimeSpan totalVirutalTime, TimeSpan totalRealTime) { ElapsedVirtualTime = elapsedVirtualTime; ElapsedRealTime = elapsedRealTime; TotalVirtualTime = totalVirutalTime; TotalRealTime = totalRealTime; } } My main class keeps a single instance of Time, which it should constantly update during the game loop. So far, I have this: private static void Loop() { do { Clock.Tick(); Time.TotalRealTime = Clock.TotalTime; Time.ElapsedRealTime = Clock.ElapsedTime; InternalUpdate(Time); InternalDraw(Time); } while (!_exitRequested); } The real time properties of the time class turn out great. Now I'd like to get a proper update/draw loop working so that the state is updated a variable number of times per frame, but at a fixed timestep. At the same time, the Time.TotalVirtualTime and Time.ElapsedVirtualTime should be updated accordingly. In addition, I intend for this to support multiplayer in the future, in case that makes any difference to the design of the game loop. Any tips or examples on how I could go about implementing this (aside from links to articles)?

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  • Blackjack game reshuffling problem

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): for hand in hands: if len(self.cards)>=7*(len(hands)): top_card=self.cards[0] self.give(top_card, hand) else: print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def init(self, name): super(BJ_Hand, self).init() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def init(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.")

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  • Struts 2 development with Dreamweaver

    - by Matthew
    Does anyone here use Dreamweaver for Struts development? I've been working on a web application using Eclipse/vi, but want to use Dreamweaver so that I can apply some nice looking Dreamweaver templates. I looked for tutorials on Struts development with Dreamweaver, but couldn't find any, and when I tried to import my page, a lot of stuff was broken, which I guess is expected since a lot of the html is dynamically generated by servlets/jsps. So, has anyone had any luck with dreamweaver/struts and if so, could you share how you configured it?

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  • Compact Framework development using C# Express Version

    - by Bobby Cannon
    I am wondering if one could use the C# Express version to do Compact Framework development. I've done some Google searches but I can't find a defiant answer. I have installed C# Express but there isn't a project template to select for "smart device" development. I will continue my search but I was hoping that the stackoverflow community may be able to assist in finding this information.

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  • Erlang "must-have" development tools

    - by Jonas
    I am not a professional Erlang developer (not yet), but I would like to hear what Erlang development tools are "must-have" in the industry (besides emacs and git/mercurial) ? I do know about a few tools like: rebar, dialyzer, hipe, eunit and edoc but I have no idea if they are used by professional erlang developers or if there are other tools that are "must-have". This question is inspired by Java "must-have" development tools

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  • iPhone App development for non-programmers

    - by user645479
    I have a English major during college and would like to start my career in mobile application development. I know this won't be easy for someone like me who doesn't have a technical background but I have made up my mind and I am committed to learning to code. What would you recommend to someone who wants to to start learning mobile application development from scratch? What books or college courses/certificates are required?

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  • Emulating Amazon SQS during development

    - by pyo
    I'm quite interested in beginning some development using Amazon SQS, perhaps SimpleDB too, my question is this, are there any open source solutions that mimic the functionality, just for the purposes of development. I've already encountered the Eucalyptus project (http://open.eucalyptus.com) for creating an EC-esque cloud. I've not had any success with google, I suspect it's because the cost of entry is so inexpensive, but still, does anyone know of anything like this?

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  • Advice and resources for Apple iOS 4 development

    - by mlambie
    I'm looking for resources, screencasts, books, courses, sites and the like to assist with learning Objective-C with the intention of developing applications for Apple's iOS 4. My development team has access to Apple's development program, and is largely coming from a similar background: they're Comp Sci graduates that have experience with Ruby and web languages, but haven't written any C since university. Considering Apple's announcement regarding limited programming language support for developers, what's the current best avenue for learning Objective-C with the desire for developing iPad and iPhone applications?

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  • Beginning OS X & iPhone Development: Reference texts

    - by twinbornJoint
    My programming experience is limited to xhtml, css, php, sql and some javascript. The books I have are: Programming in Objective-C 2nd Edition Beginning iPhone Development Cocoa(R) Programming for Mac(R) OS X (Paperback) Is there anything else I will need to get started on my journey into iPhone/OS X development?

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  • Blackberry Development using NetBeans

    - by Nirmal
    Hello All... I have gone through with the tutorial documents for blackberry development. At every place they have showed the features with eclipse plugins. So, I would like to know that which are the tools I need to download If I want to start development using NetBeans 6.8 (or 6.5) ? And what is the procedure to do so ? Thanks in advance...

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  • Setting up Netbeans/Eclipse for Linux Kernel Development

    - by red.october
    Hi: I'm doing some Linux kernel development, and I'm trying to use Netbeans. Despite declared support for Make-based C projects, I cannot create a fully functional Netbeans project. This is despite compiling having Netbeans analyze a kernel binary that was compiled with full debugging information. Problems include: files are wrongly excluded: Some files are incorrectly greyed out in the project, which means Netbeans does not believe they should be included in the project, when in fact they are compiled into the kernel. The main problem is that Netbeans will miss any definitions that exist in these files, such as data structures and functions, but also miss macro definitions. cannot find definitions: Pretty self-explanatory - often times, Netbeans cannot find the definition of something. This is partly a result of the above problem. can't find header files: self-explanatory I'm wondering if anyone has had success with setting up Netbeans for Linux kernel development, and if so, what settings they used. Ultimately, I'm looking for Netbeans to be able to either parse the Makefile (preferred) or extract the debug information from the binary (less desirable, since this can significantly slow down compilation), and automatically determine which files are actually compiled and which macros are actually defined. Then, based on this, I would like to be able to find the definitions of any data structure, variable, function, etc. and have complete auto-completion. Let me preface this question with some points: I'm not interested in solutions involving Vim/Emacs. I know some people like them, but I'm not one of them. As the title suggest, I would be also happy to know how to set-up Eclipse to do what I need While I would prefer perfect coverage, something that only misses one in a million definitions is obviously fine SO's useful "Related Questions" feature has informed me that the following question is related: http://stackoverflow.com/questions/149321/what-ide-would-be-good-for-linux-kernel-driver-development. Upon reading it, the question is more of a comparison between IDE's, whereas I'm looking for how to set-up a particular IDE. Even so, the user Wade Mealing seems to have some expertise in working with Eclipse on this kind of development, so I would certainly appreciate his (and of course all of your) answers. Cheers

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  • blackberry versus iphone development

    - by Blankman
    For those of you who know/experienced both blackberry and iphone development, which platform did you prefer and why? I'm looking for things like debugging ability, api stability, UI development, deployment, IDE, documentations etc.

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  • Creating Synch Point In TFS Source Tree Development Cycle

    - by Rob G
    Our development cycle rarely requires a branch so we have what tfs appears to consider a single, never-ending development cycle. Our problem is that each build includes an ever increasing long "Generating list of changesets and updating work items" step that includes all changesets/work items back to day 1. What is the proper step that we need to perform to formally lock and label (wrong terms I'm sure) the source tree so that a new cycle of changesets and work items can begin. Thanks!

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