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  • Ruby Hide Console

    - by Ell
    I am attempting to make a game written in Ruby using the Gosu library (http://www.libgosu.org/) but when I run the game, a console also shows. How do I make sure the console is hidden from the start? thanks in advance, ell

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  • Odd "Object reference not set to an instance of an object" involving xWinForms

    - by Kyle
    Hey, I've been trying to get the xWinForms 3.0 library (a library with forms support in xna) working with my C# XNA Game project but I keep getting the same problem. I add the reference to my project, put in the using statement, declare a formCollection variable and then I try to initialize it. whenever I run the project I get stopped on this line: formCollection = new FormCollection(this.Window, Services, ref graphics); it gives me the error: " System.NullReferenceException was unhandled Message="Object reference not set to an instance of an object." Source="Microsoft.Xna.Framework" StackTrace: at Microsoft.Xna.Framework.Graphics.VertexShader..ctor(GraphicsDevice graphicsDevice, Byte[] shaderCode) at Microsoft.Xna.Framework.Graphics.SpriteBatch.ConstructPlatformData() at Microsoft.Xna.Framework.Graphics.SpriteBatch..ctor(GraphicsDevice graphicsDevice) at xWinFormsLib.FormCollection..ctor(GameWindow window, IServiceProvider services, GraphicsDeviceManager& graphics) at GameSolution.Game2.LoadContent() in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Game2.cs:line 45 at Microsoft.Xna.Framework.Game.Initialize() at GameSolution.Game2.Initialize() in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Game2.cs:line 37 at Microsoft.Xna.Framework.Game.Run() at GameSolution.Program.Main(String[] args) in C:\Users\Owner\Documents\School\Year 3\Winter\Soen 390\TeamWTF_3\SourceCode\GameSolution\GameSolution\Program.cs:line 14 InnerException: " In a project I downloaded that used the xWinForms, I put the following code in and it compiled and ran no error. but when I put it in my project I get the error. Am I making some stupid mistake about including dlls or something? I've been at this for hours and I can't seem to find anything that would cause this. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; using xWinFormsLib; namespace GameSolution { public class Game2 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; FormCollection formCollection; public Game2() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); formCollection = new FormCollection(this.Window, Services, ref graphics); } protected override void Update(GameTime gameTime) { base.Update(gameTime); } protected override void Draw(GameTime gameTime) { base.Draw(gameTime); } } } Any help would be greatly appreciated ._.

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  • How to get the default audio format of a TTS Engine

    - by Itslava
    In Microsoft TTS 5.1 or newer. The SpVoice.AudioOutputStream property says: The AudioOutputStream property gets and sets the current audio stream object used by the voice. Setting the voice's AudioOutputStream property may cause its audio output format to be automatically changed to match the text-to-speech (TTS) engine's preferred audio output format. If the voice's AllowAudioOutputFormatChangesOnNextSet property is True, the format change takes place; if False, the format remains unchanged. In order to set the AudioOutputStream property of a voice to a specific format, its AllowOutputFormatChangesOnNextSet should be False. It means a engine's always has a preferred audio output format. So, how can i get it.. i have not found any interface to get that attribute.

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  • Writing a search engine

    - by wvd
    Hello all, The title might be a bit misleading, but I couldn't figure out a better title. I'm writing a simple search engine which will search on several sites for the specific domain. To be concrete: I'm writing a search engine for hardstyle livesets/aftermovies/tracks. To do I will search on the sites who provide livesets, tracks, and such. The problem here is speed, I need to pass the search query to 5-7 sites, get the results and then use my own algorithm to display the results in a sorted order. I could just "multithread" it, but it's easier said then done so I have a few questions. What would be the best solution to this problem? Should I just multithread/process this application, so I'm going to get a bit of speed-up? Are there any other solutions or I am doing something really wrong? Thanks, William van Doorn

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  • Best Template Engine for ASP.NET MVC

    - by OnesimusUnbound
    I am exploring ASP.NET MVC and I wanted to add jQuery to make the site interactive. I used StringTemplate, ported to .Net, as my template engine to generate html and to send JSON. However, when I view the page, I could not see it. After debugging, I've realized that the $ is used by the StringTemplate to access property, etc and jQuery uses it too to manipulate the DOM. Gee, I've looked on other template engines and most of them uses the dollar sign :(. Any alternative template engine for ASP.Net MVC? I wanted to retain jQuery because MSFT announced that it will used in the Visual Studio (2008?) Thanks in Advance :)

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  • Inference engine to calculate matching set according to internal rules

    - by Zecrates
    I have a set of objects with attributes and a bunch of rules that, when applied to the set of objects, provides a subset of those objects. To make this easier to understand I'll provide a concrete example. My objects are persons and each has three attributes: country of origin, gender and age group (all attributes are discrete). I have a bunch of rules, like "all males from the US", which correspond with subsets of this larger set of objects. I'm looking for either an existing Java "inference engine" or something similar, which will be able to map from the rules to a subset of persons, or advice on how to go about creating my own. I have read up on rule engines, but that term seems to be exclusively used for expert systems that externalize the business rules, and usually doesn't include any advanced form of inferencing. Here are some examples of the more complex scenarios I have to deal with: I need the conjunction of rules. So when presented with both "include all males" and "exclude all US persons in the 10 - 20 age group," I'm only interested in the males outside of the US, and the males within the US that are outside the 10 - 20 age group. Rules may have different priorities (explicitly defined). So a rule saying "exclude all males" will override a rule saying "include all US males." Rules may be conflicting. So I could have both an "include all males" and an "exclude all males" in which case the priorities will have to settle the issue. Rules are symmetric. So "include all males" is equivalent to "exclude all females." Rules (or rather subsets) may have meta rules (explicitly defined) associated with them. These meta rules will have to be applied in any case that the original rule is applied, or if the subset is reached via inferencing. So if a meta rule of "exclude the US" is attached to the rule "include all males", and I provide the engine with the rule "exclude all females," it should be able to inference that the "exclude all females" subset is equivalent to the "include all males" subset and as such apply the "exclude the US" rule additionally. I can in all likelihood live without item 5, but I do need all the other properties mentioned. Both my rules and objects are stored in a database and may be updated at any stage, so I'd need to instantiate the 'inference engine' when needed and destroy it afterward.

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  • Modifying multiplying calculation to use delta time

    - by Bart van Heukelom
    function(deltaTime) { x = x * 0.9; } This function is called in a game loop. First assume that it's running at a constant 30 FPS, so deltaTime is always 1/30. Now the game is changed so deltaTime isn't always 1/30 but becomes variable. How can I incorporate deltaTime in the calculation of x to keep the "effect per second" the same?

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  • Rules Engine vs Expert System

    - by User1
    What is the difference between a rules engine and an expert system? Example1: Let's say that I have a program that determines the expiration date of a new driver's license. It takes inputs like visa expiration date, passport number, birthday, etc. It determines the expiration date of the driver's license from this input. It can even give an error if the input did not have enough valid identifications to allow a new driver's license. Example2: Let's say I am making an online version of the game Monopoly. I want the ability to change the rules of the game (say $400 for passing go or no one can buy properties until they land on the same property twice, etc). I have a module in the code to handle these rules. Are these both rules engines or are they expert systems? They both seem so similar. Is it just a synonym?

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  • How do you determine an acceptable response time for DB requests?

    - by qiq
    According to this discussion of Google App Engine on Hacker News, A DB (read) request takes over 100ms on the datastore. That's insane and unusable for about 90% of applications. How do you determine what is an acceptable response time for a DB read request? I have been using App Engine without noticing any issues with DB responsiveness. But, on the other hand, I'm not sure I would even know what to look for in that regard :)

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  • Server-side technology for a game

    - by Soonts
    We’re creating a massively-multiplayer social game. We expect up to 1 million concurrent users. The game is not real-time, instead it’s turn-based. We need reliable messaging between our clients and the server, preferably over HTTP protocol. Besides the multiplayer functionality, we’ll also need a content delivery service. Could you please recommend a server-side technology for us, so we’ll start searching for the right people to hire? Is it correct assumption that no single server will hold that amount of load so it must scale horizontally? Will Windows Azure do the job? Thanks in advance.

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  • Creating a skin engine in MVC

    - by Joe
    Does anyone have any experience creating a skin engine for asp.net MVC? I know the suggested approach is to use flexible markup with CSS, but I would like the ability for a new view to be dropped in, and the application use that one instead of the default one. Basically, I want to know how to tell the framework (at run time) to look into a specific folder for the views/content, and if the item isn't there to check the default locations. I started to look into how the Oxite blog engine does it, but it seems like that might be a bit much for what I need (I am still looking through it, so I could be wrong.) Any help is appreciated.

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  • GWT on Python App Engine

    - by Koran
    Hi, I have a python app engine code (matured backend) - and we are now planning to have a front end for that code. I was wondering whether it is possible to implement GWT as the front end. Even though Alex Martelli in this post [1] mentions it is not possible, a comment to that post suggests that it is indeed possible using rpc over json for GWT. I was unable to understand how this is possible. In app.yaml file, we have to specify the language to be python, right? In that case, how can it compile GWT based on JAVA? Are there any examples on anyone doing that? Can someone help me out? It would be extremely helpful. [1]: http://stackoverflow.com/questions/1085898/choosing-java-vs-python-on-google-app-engine/1087878#1087878 link

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  • assistance required, hangman game.

    - by Phillip Gibson
    I am making a hangman game and am having trouble with part of it. I have selected a random word from a file, but I want to display the word as a series of undersocres __ and then match the letter chosen to a position in the undersocres. Can anyone help me? cout <<"1. Select to play the game\n"; cout <<"2. Ask for help\n"; cout <<"3. Select to quit the game\n"; cout << "Enter a selection: "; int number; cin >> number; while(number < 1 || number > 3 || cin.fail()) { if(cin.fail()) { cin.sync(); cin.clear(); cout << "You have not entered a number, please enter a menu selection between 1 and 3\n"; cin >> number; } else { cout << "Your selection must be between 1 and 3!\n"; cin >> number; } } switch (number) { case 1: { string word; string name; cout << " Whats your name? "; cin >> name; Player player(); ifstream FileReader; FileReader.open("words.txt"); if(!FileReader.is_open()) cout << "Error"; //this is for the random selection of words srand(time(0)); int randnum = rand()%10+1; for(int counter = 0; counter < randnum; counter++) { getline(FileReader, word, '\n'); } cout << "my word: " << word << "\n"; // get length of word int length; //create for loop for(int i = 0; i < length; i++) cout << "_"; //_ _ _ _ _ SetCursorPos(2,10); FileReader.close(); break;

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  • C++ game designing & polymorphism question

    - by Kotti
    Hi! I'm trying to implement some sort of 'just-for-me' game engine and the problem's plot goes the following way: Suppose I have some abstract interface for a renderable entity, e.g. IRenderable. And it's declared the following way: interface IRenderable { // (...) // Suppose that Backend is some abstract backend used // for rendering, and it's implementation is not important virtual void Render(Backend& backend) = 0; }; What I'm doing right now is something like declaring different classes like class Ball : public IRenderable { virtual void Render(Backend& backend) { // Rendering implementation, that is specific for // the Ball object // (...) } }; And then everything looks fine. I can easily do something like std::vector<IRenderable*> items, push some items like new Ball() in this vector and then make a call similiar to foreach (IRenderable* in items) { item->Render(backend); } Ok, I guess it is the 'polymorphic' way, but what if I want to have different types of objects in my game and an ability to manipulate their state, where every object can be manipulated via it's own interface? I could do something like struct GameState { Ball ball; Bonus bonus; // (...) }; and then easily change objects state via their own methods, like ball.Move(...) or bonus.Activate(...), where Move(...) is specific for only Ball and Activate(...) - for only Bonus instances. But in this case I lose the opportunity to write foreach IRenderable* simply because I store these balls and bonuses as instances of their derived, not base classes. And in this case the rendering procedure turns into a mess like ball.Render(backend); bonus.Render(backend); // (...) and it is bad because we actually lose our polymorphism this way (no actual need for making Render function virtual, etc. The other approach means invoking downcasting via dynamic_cast or something with typeid to determine the type of object you want to manipulate and this looks even worse to me and this also breaks this 'polymorphic' idea. So, my question is - is there some kind of (probably) alternative approach to what I want to do or can my current pattern be somehow modified so that I would actually store IRenderable* for my game objects (so that I can invoke virtual Render method on each of them) while preserving the ability to easily change the state of these objects? Maybe I'm doing something absolutely wrong from the beginning, if so, please point it out :) Thanks in advance!

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  • C++ online RPG game

    - by David
    So I've been learning C++ and SDL to make some basic 2d games. I want to create a game sort of like World of Warcraft but a 2D version. I want it to be online and use a database or something to start data like amount of Gold, HP, etc. I was wondering though, if I do this in SDL, would it still work online or would the user have to download SDL themselves to play? I just want a game like this but be able to play it with some friends, just for learning purposes you know. I was also looking at DirectX because everyone has that on windows pretty much. Anyways much help is appreciated, thanks!

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