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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • Tips on how to notify a user of new features in your game

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • Tips on how to notify a user of new features in your game (Android)

    - by brent777
    I have noticed a problem when releasing new features for a game that I wrote for Android and published on Google Play Store. Because my game is "stage-based" - and not a game like Hay Day, for example, where users will just go into the game every day since it can't really be finished - my users are not aware of new features that I release for the game. For example, if I publish a new version of my game and it contains a couple new stages, most of their devices will just auto-update the game and they don't even notice this and think to check out what's new. So this is why an approach like popping open a dialog that showcases the new feature(s) when they open the game for the first time after the update was done is not really sufficient. I am looking for some tips on an approach that will draw my users back into the game and then they could read more detail about new features on such a dialog. I was thinking of something like a notification that tells them to check out the new features after an update is done but I am not sure if this is a good idea. Any suggestions to help me solve this problem would be awesome.

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  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

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  • SQLAuthority News – Technology and Online Learning – Personal Technology Tip

    - by pinaldave
    This is the fourth post in my series about Personal Technology Tips and Tricks, and I knew exactly what I wanted to write about.  But at first I was conflicted.   Is online learning really a personal tip?  Is it really a trick that no one knows?  However, I have decided to stick with my original idea because online learning is everywhere.  It’s a trick that we can’t – and shouldn’t – overlook.  Here are ten of my ideas about how we should be taking advantage of online learning. 1) Get ahead in the work place.  We all know that a good way to become better at your job, and to become more competitive for promotions and raises.  Many people overlook online learning as a way to get job training, though, thinking it is a path for people still seeking their high school or college diplomas.  But take a look at what companies like Pluralsight offer, and you might be pleasantly surprised. 2) Flexibility.  Some of us remember the heady days of college with nostalgia, others remember it with loathing.  A lot of bad memories come from remembering the strict scheduling and deadlines of college.  But with online learning, the classes fit into your free time – you don’t have to schedule your life around classes.  Even better, there are usually no homework or test deadlines, only one final deadline where all work must be completed.  This allows students to work at their own pace – my next point. 3) Learn at your own pace.  One thing traditional classes suffer from is that they are highly structured.  If you work more quickly than the rest of the class, or especially if you work more slowly, traditional classes do not work for you.  Online courses let you move as quickly or as slowly as you find necessary. 4) Fill gaps in your knowledge.  I’m sure I am not the only one who has thought to myself “I would love to take a course on X, Y, or Z.”  The problem is that it can be very hard to find the perfect class that teaches exactly what you’re interested in, at a time and a price that’s right.  But online courses are far easier to tailor exactly to your tastes. 5) Fits into your schedule.  Even harder to find than a class you’re interested in is one that fits into your schedule.  If you hold down a job – even a part time job – you know it’s next to impossible to find class times that work for you.  Online classes can be taken anytime, anywhere.  On your lunch break, in your car, or in your pajamas at the end of the day. 6) Student centered.  Online learning has to stay competitive.  There are hundreds, even thousands of options for students, and every provider has to find a way to lure in students and provide them with a good education.  The best kind of online classes know that they need to provide great classes, flexible scheduling, and high quality to attract students – and the student benefit from this kind of attention. 7) You can save money.  The average cost for a college diploma in the US is over $20,000.  I don’t know about you, but that is not the kind of money I just have lying around for a rainy day.  Sometimes I think I’d love to go back to school, but not for that price tag.  Online courses are much, much more affordable.  And even better, you can pick and choose what courses you’d like to take, and avoid all the “electives” in college. 8) Get access to the best minds in the business.  One of the perks of being the best in your field is that you are one person who knows the most about something.  If students are lucky, you will choose to share that knowledge with them on a college campus.  For the hundreds of other students who don’t live in your area and don’t attend your school, they are out of luck.  But luckily for them, more and more online courses is attracting the best minds in the business, and if you enroll online, you can take advantage of these minds, too. 9) Save your time.  Getting a four year degree is a great decision, and I encourage everyone to pursue their Bachelor’s – and beyond.  But if you have already tried to go to school, or already have a degree but are thinking of switching fields, four years of your life is a long time to go back and redo things.  Getting your online degree will save you time by allowing you to work at your own pace, set your own schedule, and take only the classes you’re interested in. 10) Variety of degrees and programs.  If you’re not sure what you’re interested in, or if you only need a few classes here and there to finish a program, online classes are perfect for you.  You can pick and choose what you’d like, and sample a wide variety without spending too much money. I hope I’ve outlined for everyone just a few ways that they could benefit from online learning.  If you’re still unconvinced, just check out a few of my other articles that expand more on these topics. Here are the blog posts relevent to developer trainings: Developer Training - Importance and Significance - Part 1 Developer Training – Employee Morals and Ethics – Part 2 Developer Training – Difficult Questions and Alternative Perspective - Part 3 Developer Training – Various Options for Developer Training – Part 4 Developer Training – A Conclusive Summary- Part 5 Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Developer Training, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: Developer Training

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  • How to replace the SharePoint date calendar control with more user friendly jQuery calendar control

    - by ybbest
    When you use the SharePoint date and time type for date of birth field, you will notice that the calendar control is extremely non-user-friendly. You can only navigate month by month as shown below. To resolve the issue, you can customize the list form page using SharePoint designer and replace the OOB calendar control with popular jQuery control. The solution works for both SharePoint 2010,2013 and office365. Here are the steps for how to achieve this. 1. Open SharePoint designer and create a New List Form called customNew and set as default form for the selected type. 2. Open style library in file explorer and copy jQuery and jQuery UI files into the style library in SharePoint site. You can download the jQuery and jQuery UI from the web and the content of the contactPersonCustomNewForm.js is as below. I use the dd/mm/yy format as my locale in Regional Settings is English(New Zealand). You need to change this if you live in another country with different date format $(document).ready(function() { $("img#ctl00_m_g_540b9a50_52dc_4400_a58d_1db99555fddf_ff41_ctl00_ctl00_DateTimeField_DateTimeFieldDateDatePickerImage").parent().hide(); $("img#ctl00_m_g_540b9a50_52dc_4400_a58d_1db99555fddf_ff41_ctl00_ctl00_DateTimeField_DateTimeFieldDateDatePickerImage").hide(); $("input#ctl00_m_g_540b9a50_52dc_4400_a58d_1db99555fddf_ff41_ctl00_ctl00_DateTimeField_DateTimeFieldDate").datepicker({ changeMonth:true, changeYear:true, showOn: "button", buttonImage: "/_layouts/images/calendar.gif", buttonImageOnly: true, defaultDate:"01/01/1970", yearRange: "c-20:c+20", dateFormat: "dd/mm/yy" }); }); In order to get the image and textbox selector above , you can open IE developer toolbar(click F12) and find the control ID as below: 3. Open SharePoint designer and edit the newly created New List Form customNew.aspx in advance mode. Then copy and paste the following links in the PlaceHolderAdditionalPageHead. <SharePoint:CssRegistration name="<%$SPUrl:~SiteCollection/Style Library/themes/ui-lightness/jquery-ui.css%>" runat="server"/> <SharePoint:ScriptLink language="javascript" name="~sitecollection/Style Library/jquery-1.10.2.js" Defer="false" runat="server"/> <SharePoint:ScriptLink language="javascript" name="~sitecollection/Style Library/jquery-ui-1.10.4.custom.min.js" Defer="false" runat="server"/> <SharePoint:ScriptLink language="javascript" name="~sitecollection/Style Library/contactPersonCustomNewForm.js" Defer="false" runat="server"/>   4. Now go to the list and click add, you will see the new calendar control as shown below

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  • "Optimal" game loop for 2D side-scroller

    - by MrDatabase
    Is it possible to describe an "optimal" (in terms of performance) layout for a 2D side-scroller's game loop? In this context the "game loop" takes user input, updates the states of game objects and draws the game objects. For example having a GameObject base class with a deep inheritance hierarchy could be good for maintenance... you can do something like the following: foreach(GameObject g in gameObjects) g.update(); However I think this approach can create performance issues. On the other hand all game objects' data and functions could be global. Which would be a maintenance headache but might be closer to an optimally performing game loop. Any thoughts? I'm interested in practical applications of near optimal game loop structure... even if I get a maintenance headache in exchange for great performance.

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  • Turn the Cables from Your Gaming or Electronics Setup into a Wall-Based Work of Art

    - by Asian Angel
    When it comes to gaming setups or our favorite electronics, there are always lots of cables to deal with. Now you could just bundle those cables up and try to hide them as best you can or you could turn them into a work of art… You can see additional pictures and find out how to set up your own wall-based work of art with those cables by visiting the blog post linked below. Feature Friday: Cords Away [via There I Fixed It] Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre

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  • Oracle 12cR1 : Evaluación "What-If" de un comando crsctl con Oracle Clusterware

    - by grantunez-Oracle
    Oracle en su nueva version 12cR1 introdujo una nueva y pequeña característica  al Oracle Clusterware, pero el que sea pequeña, no significa que no sea de gran utilidad. En versiones anteriores, si queríamos saber que iba a pasar al ejecutar un comando con la herramienta crsctl, teníamos que hacerlo en un ambiente de pruebas, ya que si no sabíamos de que se trataba el comando, se convertía en algo muy peligroso hacerlo sobre producción. En Oracle Clusterware 12cR1 se introduce la evaluación de comando tipo "What-If" en la herramienta mencionada anteriormente, crsctl eval, que lo que nos permite es ver , que va a suceder si ejecuta el comando, sin que realmente se ejecute el comando. Primero vamos a ver que recursos tenemos arriba  [oracle@oel6-112-rac1 ~]$ crsctl stat res -t--------------------------------------------------------------------------------Name           Target  State        Server                   State details       --------------------------------------------------------------------------------Local Resources--------------------------------------------------------------------------------ora.ASMNET1LSNR_ASM.lsnr               ONLINE  ONLINE       oel6-112-rac1            STABLE               ONLINE  ONLINE       oel6-112-rac2            STABLEora.DATA.dg               ONLINE  ONLINE       oel6-112-rac1            STABLE               ONLINE  ONLINE       oel6-112-rac2            STABLEora.LISTENER.lsnr               ONLINE  ONLINE       oel6-112-rac1            STABLE               ONLINE  ONLINE       oel6-112-rac2            STABLEora.net1.network               ONLINE  ONLINE       oel6-112-rac1            STABLE               ONLINE  ONLINE       oel6-112-rac2            STABLEora.ons               ONLINE  ONLINE       oel6-112-rac1            STABLE               ONLINE  ONLINE       oel6-112-rac2            STABLEora.proxy_advm               ONLINE  ONLINE       oel6-112-rac1            STABLE               ONLINE  OFFLINE      oel6-112-rac2            CLEANINGora.LISTENER_SCAN1.lsnr      1        ONLINE  ONLINE       oel6-112-rac2            STABLEora.LISTENER_SCAN2.lsnr      1        ONLINE  ONLINE       oel6-112-rac1            STABLEora.LISTENER_SCAN3.lsnr      1        ONLINE  ONLINE       oel6-112-rac1            STABLEora.MGMTLSNR      1        ONLINE  ONLINE       oel6-112-rac1            169.254.247.50 192.1                                                             68.1.111,STABLEora.asm      1        ONLINE  ONLINE       oel6-112-rac1            STABLE      2        ONLINE  ONLINE       oel6-112-rac2            STABLE      3        OFFLINE OFFLINE                               STABLEora.cvu      1        ONLINE  ONLINE       oel6-112-rac1            STABLEora.gns      1        ONLINE  ONLINE       oel6-112-rac1            STABLEora.gns.vip      1        ONLINE  ONLINE       oel6-112-rac1            STABLEora.mgmtdb      1        ONLINE  ONLINE       oel6-112-rac1            Open,STABLEora.oc4j      1        ONLINE  ONLINE       oel6-112-rac1            STABLEora.oel6-112-rac1.vip      1        ONLINE  ONLINE       oel6-112-rac1            STABLEora.oel6-112-rac2.vip      1        ONLINE  ONLINE       oel6-112-rac2            STABLEora.orcl.db      1        OFFLINE OFFLINE      oel6-112-rac2            Instance Shutdown,STABLE       2        ONLINE  ONLINE       oel6-112-rac1            Open,STABLEora.scan1.vip      1        ONLINE  ONLINE       oel6-112-rac2            STABLEora.scan2.vip      1        ONLINE  ONLINE       oel6-112-rac1            STABLEora.scan3.vip      1        ONLINE  ONLINE       oel6-112-rac1            STABLE Ahora lo que vamos a hacer , es evaluar que pasaría, si por ejemplo, el recurso de ASM llegara a fallar en nuestro nodo [oracle@oel6-112-rac1 ~]$ crsctl eval fail resource ora.asm Stage Group 1: -------------------------------------------------------------------------------- Stage Number Required Action --------------------------------------------------------------------------------      1    N Create new group (Stage Group = 2)    Y Resource 'ora.asm' (1/1) will be in state [ONLINE|INTERMEDIATE] on server [oel6-112-rac1]    Y Resource 'ora.asm' (2/1) will be in state [ONLINE|INTERMEDIATE] on server [oel6-112-rac2] -------------------------------------------------------------------------------- Stage Group 2: -------------------------------------------------------------------------------- Stage Number Required Action --------------------------------------------------------------------------------      1    N Resource 'ora.proxy_advm' (oel6-112-rac2) will be in state [ONLINE|INTERMEDIATE] on server [oel6-112-rac2] --------------------------------------------------------------------------------  Como vamos a ver a continuación, no es lo mismo se decidiéramos detener el recurso, en este caso tenemos que forzarlo , ya que es un recurso que no se puede detener sin la opción "-f":  [oracle@oel6-112-rac1 ~]$ crsctl eval stop resource ora.asm Stage Group 1: -------------------------------------------------------------------------------- Stage Number Required Action --------------------------------------------------------------------------------      1    N Error code [222] for entity [ora.asm]. Message is [CRS-2529: Unable to act on 'ora.asm' because that would require stopping or relocating 'ora.DATA.dg', but the force option was not specified]. -------------------------------------------------------------------------------- [oracle@oel6-112-rac1 ~]$ crsctl eval stop resource ora.asm -f Stage Group 1: -------------------------------------------------------------------------------- Stage Number Required Action --------------------------------------------------------------------------------      1    Y Resource 'ora.DATA.dg' (oel6-112-rac1) will be in state [OFFLINE]    Y Resource 'ora.DATA.dg' (oel6-112-rac2) will be in state [OFFLINE]    Y Resource 'ora.orcl.db' (2/1) will be in state [OFFLINE]    Y Resource 'ora.proxy_advm' (oel6-112-rac1) will be in state [OFFLINE]      2    Y Resource 'ora.asm' (1/1) will be in state [OFFLINE]    Y Resource 'ora.asm' (2/1) will be in state [OFFLINE] --------------------------------------------------------------------------------  Como puedes ver, es una característica nueva y pequeña, pero bastante util para evaluar todos tus comandos de crsctl sin impactar a ninguno de tus recursos. Así te permitira valorar el impacto que tendra el comando que vas a ejecutar. Puedes encontrar mas información en: Utilizando el comando eval

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  • What are the best ways to professionally increase your online presence?

    - by Rob S.
    I've been hunting around the job market for a little bit now and I've been shocked by some of the things I am seeing. Software developers who make themselves more "known" online are getting far more and far better positions than people competing against them who are not as well "known" online. After doing some reading on the subject I realized that I actually shouldn't be so shocked by this. We are living in the most fast paced era of mankind and employers want to be able to learn as much as they can about a potential employee before they hire them. The easier we as software developers make it for us to be found it seems the better are chances of landing that dream job become. In some cases, employers are even finding us instead of us applying to them. So what are some of the best ways for me as a software developer to increase my online presence? I already hang around stack exchange sites such as programmers and stack overflow increasing my rep whenever I can. I maintain many open source projects as both a committer and project owner on Google Code and Github. I have a Twitter account, a website, and a blog. What else can I do to give myself a bigger online presence? Additionally, are there any good do's and don'ts for handling your web presence? Bashing your employer is an obvious don't but I'm interested in everything from the most basic to most subtle suggestions to give yourself a more appealing online presence. Thank you very much in advance for your time.

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  • How to register your Office365 30 days trial

    - by ybbest
    In this post, I’d like to show you how to register your Office365 30 days trial. It is extremely easy and the steps are as below: 1. Go to Office365 home page 2. Click on Free Trial and choose the options depending on your business requirement, I will choose Plan E3. 3. Fill in the details and create your trial 4. Choose your access account then click Save and continue. 5. Here is landing page for your Office 365 account.

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  • How to register your Office365 30 days trial

    - by ybbest
    In this post, I’d like to show you how to register your Office365 30 days trial. It is extremely easy and the steps are as below: 1. Go to Office365 home page 2. Click on Free Trial and choose the options depending on your business requirement, I will choose Plan E3. 3. Fill in the details and create your trial 4. Choose your access account then click Save and continue. 5. Here is landing page for your Office 365 account.

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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  • Which java game engine is better? [closed]

    - by user1276078
    I'm new to mobile game development and I have a number of questions to ask. So if you could please answer them, it would be highly appreciated The game I'm trying to release is a 2D arcade game. My intention is to release it on both the iOS platform and the Android platform. My best language is Java, so I would like to use a game engine where I can code with that. Which game engine is the best to accomplish all of this? I know that to make an iOS game with Xcode you need to use a Mac. My question is, do you still need a Mac if you're making a game for iOS without Xcode (like with OpenGL or something Thank you in advance

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  • What technology should I use to write my game?

    - by Alon
    I have a great idea for a 3D network game, and I've concluded that it is possible to write it in Java as an applet which will live under the web browser, just like a full software in C++. And it will look and feel the same. The main advantage of Java on C++ is that with Java you can play without downloading any software. I have already thought about the download of the graphics, sound, etc but I found a solution for it. RuneScape just proves that it is possible. So my first question is, should my game live on a web browser or on the operating system? I think that in a web browser it is much more portable, although you need install Java and stuff. But the fact is, that most MMO games are currently not in the web. If you suggest in a software so please suggest a language either - C++ or something more productive like Python or C#? So after choosing a language, I need a graphics solution. Should I write directly with OpenGL/DirectX or use a game engine? What game engine should I use? Ogre? jMonkeyEngine? What's your opinion? Thank you! P.S: Please don't use answers like "Use what you know".

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  • How should I plan the inheritance structure for my game?

    - by Eric Thoma
    I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary. I am implementing an inheritance tree for all of the objects in my game, but I find myself unsure on some decisions. One specific issue that it bugging me is this: I have an Actor that is simply defined as anything in the game world. Under Actor is Character. Both of these classes are abstract. Under Character is the Philosopher, who is the main character that the user commands. Also under Character is NPC, which uses an AI module with stock routines for friendly, enemy and (maybe) neutral alignments. So under NPC I want to have three subclasses: FriendlyNPC, EnemyNPC and NeutralNPC. These classes are not abstract, and will often be subclassed in order to make different types of NPC's, like Engineer, Scientist and the most evil Programmer. Still, if I want to implement a generic NPC named Kevin, it would nice to be able to put him in without making a new class for him. I could just instantiate a FriendlyNPC and pass some values for the AI machine and for the dialogue; that would be ideal. But what if Kevin is the one benevolent Programmer in the whole world? Now we must make a class for him (but what should it be called?). Now we have a character that should inherit from Programmer (as Kevin has all the same abilities but just uses the friendly AI functions) but also should inherit from FriendlyNPC. Programmer and FriendlyNPC branched away from each other on the inheritance tree, so inheriting from both of them would have conflicts, because some of the same functions have been implemented in different ways on the two of them. 1) Is there a better way to order these classes to avoid these conflicts? Having three subclasses; Friendly, Enemy and Neutral; from each type of NPC; Engineer, Scientist, and Programmer; would amount to a huge number of classes. I would share specific implementation details, but I am writing the game slowly, piece by piece, and so I haven't implemented past Character yet. 2) Is there a place where I can learn these programming paradigms? I am already trying to take advantage of some good design patterns, like MVC architecture and Mediator objects. The whole point of this project is to write something in good style. It is difficult to tell what should become a subclass and what should become a state (i.e. Friendly boolean v. Friendly class). Having many states slows down code with if statements and makes classes long and unwieldy. On the other hand, having a class for everything isn't practical. 3) Are there good rules of thumb or resources to learn more about this? 4) Finally, where does templating come in to this? How should I coordinate templates into my class structure? I have never actually taken advantage of templating honestly, but I hear that it increases modularity, which means good code.

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  • Games development with a game loop that's abstracted away

    - by Davy8
    Most game development happens with a main game loop. Are there any good articles/blog posts/discussions about games without a game loop? I imagine they'd mostly be web games, but I'd be interested in hearing otherwise. (As a side note, I think it's really interesting that the concept is almost exclusively used in gaming as far as I'm aware, perhaps that may be another question.) Edit: I realize there's probably a redraw loop somewhere. I guess what I really mean is a loop that is hidden to you. Frames are something you as the developer are not concerned with as you're working on a higher level of abstraction. E.g. someLootItem.moveTo(inventory, someAnimatationType) and that will move from the loot box to your inventory using the specified animation type without the game developer having to worry about the implementation details of that animation. Maybe that's how "real" games end up working, but from reading most tutorials they seem to imply a much more granular level of control is used, but that might just be an artifact of being a tutorial. Edit2: I think most people are misunderstanding what I'm trying to ask, likely because I'm having trouble describing exactly what I'm trying to ask. After some more thinking perhaps what I'm referring to is more along the lines of what I believe is referred to as "scripting" where you're working at a very high level and having some game engine take care of the low level details. For example, take custom maps in Starcraft II or Warcraft III. Many of the "maps" have gameplay that deviates enough from the primary game that they could be considered a separate game written on the same engine. What I'm referring to then is along those lines. I may be wrong because I only dabbed in the Warcraft III editor, but as far as I remember no where in the map editor do you control the game loop, and yet you can create many different games out of it. In my mind, these are games in their own right. If you're playing DotA you don't say you're playing Warcraft III, you say you're playing DotA because that's the actual game you're playing. Such a system may impose limitations that don't exist if you're creating a game from scratch, but it greatly reduces development time because much of the "hard" work has already been done for you. Hopefully that clarifies what I'm asking. Another example of what is I mean, is when you write a web app, of course it communicates through sockets and TCP. But does the average web developer doesn't explicitly write code for connecting sockets. They just need to know about receiving a request and sending a response. There are unique scenarios where you do occasionally need to use raw sockets, but it's generally rare in web development. In a similar fashion, it's very possible to write a game without directly using the game loop, even though one is used behind the scenes. Probably not a AAA title, but there must be hundreds of smaller scale games that can and possibly are written this way. Are there any good resources on writing these "simpler" games?

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  • How does a game developer get feedback from gamers (not developers) or start a forum community without paying for advertising or hiring Q&A teams?

    - by Carter81
    I am familiar with a lot of game developer forums, but I'd assume this is much less likely to attract more casual commentators. I also fear that feedback from a gamer's perspective would often be tainted by their game dev perspective. For example, if I were making a RTS game and wanted to get feedback from "The RTS gamers" where would I go? Is there a general idea of what type of website or forum to go to? Do you go to specific game websites, to try to "steal" attention? Would this not equate to spam or inappropriate posting? What is considered appropriate and inappropriate? I am not asking for specifics. I am asking how one "starts a community", or how one "gets feedback from gamers" without resorting to spamming forums or 'advertising' just to see what sticks. What TYPE OF PLACE does one go? Are there already sites designed for this purpose? I tried going to what was once a very popular forum for feedback from what I believed was a niche hardcore group of gamers in the genre, but its popularity seemed to have died significantly; Leaving only trolls and very young teenagers. The resulting feedback was quite disappointing, mainly for how little feedback it resulted. Many years ago, feedback would flood in by the hundreds so quickly. Without this website, I am at a loss as to where to go to see what people think of ideas, gather feedback from a gamer's perspective (not a developer's perspective), or where to pull from to start my own site's forum. I am out of ideas of what to do, short of going to various game forums to post in the off-topic sections there.

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  • How Do Online Virus Scanners Work?

    - by user185812
    I have seen a lot on free online virus scanners available online lately. I was considering trying one of them out, but I have a question. If I have company word documents, excel spreadsheets, etc on my computer, do these scanners just take a copy of everything on my hard drive, put it on their server, and search through them? Or do they just use virus definitions and scan through my computer without taking a copy of all my data?

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  • Online network mining software

    - by ron
    A year ago I stumbled upon a website which provided an online application for building a network online. For example, I entered some urls and phrases, and it automatically searched them for news, inserted the connections between them, etc. I can't find it now. Do you know such software?

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  • Unlimited online backup space for fixed price using rsync/FTP/other simple protocol

    - by barrycarter
    Many companies offer unlimited online backup space for a fixed price (mozy.com, twitter.com/allmydata, onlinestoragesolution.com, etc), but they either use proprietary non-Linux-friendly software and/or have gone out of business and/or don't actually work. Who offers reliable unlimited online backup space for a fixed price that's compatible with rsync, FTP, or other generic/open source file transfer protocols? Or, has anyone written software that lets me treat Mozy's/etc space as though it were regular file space (eg, "mozyfs"?)

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • AI Game Programming : Bayesian Networks, how to make efficient?

    - by Mahbubur R Aaman
    We know that AI is one of the most important part of Game Programming. Bayesian networks is one of the core part of AI at Game Programming. Bayesian networks are graphs that compactly represent the relationship between random variables for a given problem. These graphs aid in performing reasoning or decision making in the face of uncertainty. Here me, utilizing the monte carlo method and genetic algorithms. But tooks much time and sometimes crashes due to memory. Is there any way to implement efficiently?

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