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  • video is not playing on ipad(device) when i use a separate audio track with it

    - by sujith1406
    In my application i need to play a video(silent ) together with another audio.i am using mpmovieplayercontroller for video and avaudioplayer for audio.the problem is on device (for ipad) the video is not playing .it is working perfect on ipad and iphone simulator .also on iphone .i am using ipad (os 3.2 ) installed.why is this so?? this is the code i am using NSString *trackname=[dict objectForKey:@"AudioFile"]; NSLog(@"track--->%@",trackname); NSString *newAudioFile = [[NSBundle mainBundle] pathForResource:trackname ofType:@"mp4"]; player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:newAudioFile] error:NULL]; if(error) { NSLog(@"%@",&error); } [player prepareToPlay]; [player play]; player.numberOfLoops=0; slider.maximumValue=player.duration; slider.minimumValue=0; [playpausebtn setBackgroundImage:[UIImage imageNamed:@"pausebutton.png"] forState:UIControlStateNormal]; timer = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:@selector(updateSlider) userInfo:nil repeats:YES]; NSString *videoFile = [[NSBundle mainBundle] pathForResource:@"video-track" ofType:@"mp4"]; moviePlayer=[[MPMoviePlayerController alloc]initWithContentURL:[NSURL fileURLWithPath:videoFile]]; [[moviePlayer view] setFrame: [videoView bounds]]; // frame must match parent view [videoView addSubview: [moviePlayer view]]; [videoView setBackgroundColor:[UIColor blackColor]]; moviePlayer.repeatMode=MPMovieRepeatModeOne; moviePlayer.controlStyle=MPMovieControlStyleNone; [moviePlayer play];

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  • Quick question regarding MVC framework for a java game

    - by Jason
    I have a question regarding the use of the MVC framework for a blackjack game im writing in java. As I understand, my model would be a class that stores the state of the game, and more specifically, each players hand. Within the model class, I would have an array of listeners, which would be notified each time the game state changes (ie a player has drawn a new card). These listeners would be my viewer, which is the class that handles the display of the game. This class would implement the ActionListener interface, and each time the model changes, it would call/"notify" my viewer's actionPerformed method. My question is as follows: I intend to have two JPanels, each devoted to displaying the respective player's hand. As a player draws a new card, a new ImageIcon would be added to the panel. My question is how would the viewer class know what card has been added to the player's hand? I suppose I could store the player's hand before a notify event, and then upon the notification event, compare the new state with the old, to find out what has changed. I'm a complete novice here, so I could be completely wrong, but it seems a bit tedious to do this. Is there a more efficient/common way of detecting what has changed in the model between the before and after state? Another solution would be to redraw the entire panel each time the notification occurs? Would this be a better idea?

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  • User clicks on Image, video starts playing

    - by cf_PhillipSenn
    I have an image, and I would like to make the image link to an embedded YouTube video, such that if the user clicks on the image, it starts playing in the place where the picture used to be. <div id="myvideo"> <a href="http://www.youtube.com/watch?v=Msef24JErmU&playnext_from=TL&videos=dgzKE_Lyv7o"> <img src="starryeyedsurprise.jpg"></a> </div> Something like what the above code does, except not just hyperlink to it. So I know I have to have javaScript replace what's in #myvideo with: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Msef24JErmU&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Msef24JErmU&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> And then automatically start playing. I guess I don't need it to be a YouTube video per se, I could just host the video on my own site (it's so low volume that I don't have to worry about serving up a video every once in a while).

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  • How can I post scores to Facebook from a LibGDX android game?

    - by Vishal Kumar
    I am using LibGDX to create an android game. I am not making the HTML backend of the game. I just want it to be on the Android Google Play store. Is it possible to post the scores to Facebook? And if so, how can I do it. I searched and found the solutions only for web-based games. For LibGDX, there is a tutorial for Scoreloop. So, I am worried whether there is a way to do so. Any Suggestion will be welcome.

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  • video and file caching with squid lusca?

    - by moon
    hello all i have configured squid lusca on ubuntu 11.04 version and also configured the video caching but the problem is the squid cannot configure the video more than 2 min long and the file of size upto 5.xx mbs only. here is my config please guide me how can i cache the long videos and files with squid: > # PORT and Transparent Option http_port 8080 transparent server_http11 on icp_port 0 > > # Cache Directory , modify it according to your system. > # but first create directory in root by mkdir /cache1 > # and then issue this command chown proxy:proxy /cache1 > # [for ubuntu user is proxy, in Fedora user is SQUID] > # I have set 500 MB for caching reserved just for caching , > # adjust it according to your need. > # My recommendation is to have one cache_dir per drive. zzz > > #store_dir_select_algorithm round-robin cache_dir aufs /cache1 500 16 256 cache_replacement_policy heap LFUDA memory_replacement_policy heap > LFUDA > > # If you want to enable DATE time n SQUID Logs,use following emulate_httpd_log on logformat squid %tl %6tr %>a %Ss/%03Hs %<st %rm > %ru %un %Sh/%<A %mt log_fqdn off > > # How much days to keep users access web logs > # You need to rotate your log files with a cron job. For example: > # 0 0 * * * /usr/local/squid/bin/squid -k rotate logfile_rotate 14 debug_options ALL,1 cache_access_log /var/log/squid/access.log > cache_log /var/log/squid/cache.log cache_store_log > /var/log/squid/store.log > > #I used DNSAMSQ service for fast dns resolving > #so install by using "apt-get install dnsmasq" first dns_nameservers 127.0.0.1 101.11.11.5 ftp_user anonymous@ ftp_list_width 32 ftp_passive on ftp_sanitycheck on > > #ACL Section acl all src 0.0.0.0/0.0.0.0 acl manager proto cache_object acl localhost src 127.0.0.1/255.255.255.255 acl > to_localhost dst 127.0.0.0/8 acl SSL_ports port 443 563 # https, snews > acl SSL_ports port 873 # rsync acl Safe_ports port 80 # http acl > Safe_ports port 21 # ftp acl Safe_ports port 443 563 # https, snews > acl Safe_ports port 70 # gopher acl Safe_ports port 210 # wais acl > Safe_ports port 1025-65535 # unregistered ports acl Safe_ports port > 280 # http-mgmt acl Safe_ports port 488 # gss-http acl Safe_ports port > 591 # filemaker acl Safe_ports port 777 # multiling http acl > Safe_ports port 631 # cups acl Safe_ports port 873 # rsync acl > Safe_ports port 901 # SWAT acl purge method PURGE acl CONNECT method > CONNECT http_access allow manager localhost http_access deny manager > http_access allow purge localhost http_access deny purge http_access > deny !Safe_ports http_access deny CONNECT !SSL_ports http_access allow > localhost http_access allow all http_reply_access allow all icp_access > allow all > > #========================== > # Administrative Parameters > #========================== > > # I used UBUNTU so user is proxy, in FEDORA you may use use squid cache_effective_user proxy cache_effective_group proxy cache_mgr > [email protected] visible_hostname proxy.aacable.net unique_hostname > [email protected] > > #============= > # ACCELERATOR > #============= half_closed_clients off quick_abort_min 0 KB quick_abort_max 0 KB vary_ignore_expire on reload_into_ims on log_fqdn > off memory_pools off > > # If you want to hide your proxy machine from being detected at various site use following via off > > #============================================ > # OPTIONS WHICH AFFECT THE CACHE SIZE / zaib > #============================================ > # If you have 4GB memory in Squid box, we will use formula of 1/3 > # You can adjust it according to your need. IF squid is taking too much of RAM > # Then decrease it to 128 MB or even less. > > cache_mem 256 MB minimum_object_size 512 bytes maximum_object_size 500 > MB maximum_object_size_in_memory 128 KB > > #============================================================$ > # SNMP , if you want to generate graphs for SQUID via MRTG > #============================================================$ > #acl snmppublic snmp_community gl > #snmp_port 3401 > #snmp_access allow snmppublic all > #snmp_access allow all > > #============================================================ > # ZPH , To enable cache content to be delivered at full lan speed, > # To bypass the queue at MT. > #============================================================ tcp_outgoing_tos 0x30 all zph_mode tos zph_local 0x30 zph_parent 0 > zph_option 136 > > # Caching Youtube acl videocache_allow_url url_regex -i \.youtube\.com\/get_video\? acl videocache_allow_url url_regex -i > \.youtube\.com\/videoplayback \.youtube\.com\/videoplay > \.youtube\.com\/get_video\? acl videocache_allow_url url_regex -i > \.youtube\.[a-z][a-z]\/videoplayback \.youtube\.[a-z][a-z]\/videoplay > \.youtube\.[a-z][a-z]\/get_video\? acl videocache_allow_url url_regex > -i \.googlevideo\.com\/videoplayback \.googlevideo\.com\/videoplay \.googlevideo\.com\/get_video\? acl videocache_allow_url url_regex -i > \.google\.com\/videoplayback \.google\.com\/videoplay > \.google\.com\/get_video\? acl videocache_allow_url url_regex -i > \.google\.[a-z][a-z]\/videoplayback \.google\.[a-z][a-z]\/videoplay > \.google\.[a-z][a-z]\/get_video\? acl videocache_allow_url url_regex > -i proxy[a-z0-9\-][a-z0-9][a-z0-9][a-z0-9]?\.dailymotion\.com\/ acl videocache_allow_url url_regex -i vid\.akm\.dailymotion\.com\/ acl > videocache_allow_url url_regex -i > [a-z0-9][0-9a-z][0-9a-z]?[0-9a-z]?[0-9a-z]?\.xtube\.com\/(.*)flv acl > videocache_allow_url url_regex -i \.vimeo\.com\/(.*)\.(flv|mp4) acl > videocache_allow_url url_regex -i > va\.wrzuta\.pl\/wa[0-9][0-9][0-9][0-9]? acl videocache_allow_url > url_regex -i \.youporn\.com\/(.*)\.flv acl videocache_allow_url > url_regex -i \.msn\.com\.edgesuite\.net\/(.*)\.flv acl > videocache_allow_url url_regex -i \.tube8\.com\/(.*)\.(flv|3gp) acl > videocache_allow_url url_regex -i \.mais\.uol\.com\.br\/(.*)\.flv acl > videocache_allow_url url_regex -i > \.blip\.tv\/(.*)\.(flv|avi|mov|mp3|m4v|mp4|wmv|rm|ram|m4v) acl > videocache_allow_url url_regex -i > \.apniisp\.com\/(.*)\.(flv|avi|mov|mp3|m4v|mp4|wmv|rm|ram|m4v) acl > videocache_allow_url url_regex -i \.break\.com\/(.*)\.(flv|mp4) acl > videocache_allow_url url_regex -i redtube\.com\/(.*)\.flv acl > videocache_allow_dom dstdomain .mccont.com .metacafe.com > .cdn.dailymotion.com acl videocache_deny_dom dstdomain > .download.youporn.com .static.blip.tv acl dontrewrite url_regex > redbot\.org \.php acl getmethod method GET > > storeurl_access deny dontrewrite storeurl_access deny !getmethod > storeurl_access deny videocache_deny_dom storeurl_access allow > videocache_allow_url storeurl_access allow videocache_allow_dom > storeurl_access deny all > > storeurl_rewrite_program /etc/squid/storeurl.pl > storeurl_rewrite_children 7 storeurl_rewrite_concurrency 10 > > acl store_rewrite_list urlpath_regex -i > \/(get_video\?|videodownload\?|videoplayback.*id) acl > store_rewrite_list urlpath_regex -i \.flv$ \.mp3$ \.mp4$ \.swf$ \ > storeurl_access allow store_rewrite_list storeurl_access deny all > > refresh_pattern -i \.flv$ 10080 80% 10080 override-expire > override-lastmod reload-into-ims ignore-reload ignore-no-cache > ignore-private ignore-auth refresh_pattern -i \.mp3$ 10080 80% 10080 > override-expire override-lastmod reload-into-ims ignore-reload > ignore-no-cache ignore-private ignore-auth refresh_pattern -i \.mp4$ > 10080 80% 10080 override-expire override-lastmod reload-into-ims > ignore-reload ignore-no-cache ignore-private ignore-auth > refresh_pattern -i \.swf$ 10080 80% 10080 override-expire > override-lastmod reload-into-ims ignore-reload ignore-no-cache > ignore-private ignore-auth refresh_pattern -i \.gif$ 10080 80% 10080 > override-expire override-lastmod reload-into-ims ignore-reload > ignore-no-cache ignore-private ignore-auth refresh_pattern -i \.jpg$ > 10080 80% 10080 override-expire override-lastmod reload-into-ims > ignore-reload ignore-no-cache ignore-private ignore-auth > refresh_pattern -i \.jpeg$ 10080 80% 10080 override-expire > override-lastmod reload-into-ims ignore-reload ignore-no-cache > ignore-private ignore-auth refresh_pattern -i \.exe$ 10080 80% 10080 > override-expire override-lastmod reload-into-ims ignore-reload > ignore-no-cache ignore-private ignore-auth > > # 1 year = 525600 mins, 1 month = 10080 mins, 1 day = 1440 refresh_pattern (get_video\?|videoplayback\?|videodownload\?|\.flv?) > 10080 80% 10080 ignore-no-cache ignore-private override-expire > override-lastmod reload-into-ims refresh_pattern > (get_video\?|videoplayback\?id|videoplayback.*id|videodownload\?|\.flv?) > 10080 80% 10080 ignore-no-cache ignore-private override-expire > override-lastmod reload-into-ims refresh_pattern \.(ico|video-stats) > 10080 80% 10080 override-expire ignore-reload ignore-no-cache > ignore-private ignore-auth override-lastmod negative-ttl=10080 > refresh_pattern \.etology\? 10080 > 80% 10080 override-expire ignore-reload ignore-no-cache > refresh_pattern galleries\.video(\?|sz) 10080 > 80% 10080 override-expire ignore-reload ignore-no-cache > refresh_pattern brazzers\? 10080 > 80% 10080 override-expire ignore-reload ignore-no-cache > refresh_pattern \.adtology\? 10080 > 80% 10080 override-expire ignore-reload ignore-no-cache > refresh_pattern > ^.*(utm\.gif|ads\?|rmxads\.com|ad\.z5x\.net|bh\.contextweb\.com|bstats\.adbrite\.com|a1\.interclick\.com|ad\.trafficmp\.com|ads\.cubics\.com|ad\.xtendmedia\.com|\.googlesyndication\.com|advertising\.com|yieldmanager|game-advertising\.com|pixel\.quantserve\.com|adperium\.com|doubleclick\.net|adserving\.cpxinteractive\.com|syndication\.com|media.fastclick.net).* > 10080 20% 10080 ignore-no-cache ignore-private override-expire > ignore-reload ignore-auth negative-ttl=40320 max-stale=10 > refresh_pattern ^.*safebrowsing.*google 10080 80% 10080 > override-expire ignore-reload ignore-no-cache ignore-private > ignore-auth negative-ttl=10080 refresh_pattern > ^http://((cbk|mt|khm|mlt)[0-9]?)\.google\.co(m|\.uk) 10080 80% > 10080 override-expire ignore-reload ignore-private negative-ttl=10080 > refresh_pattern ytimg\.com.*\.jpg > 10080 80% 10080 override-expire ignore-reload refresh_pattern > images\.friendster\.com.*\.(png|gif) 10080 80% > 10080 override-expire ignore-reload refresh_pattern garena\.com > 10080 80% 10080 override-expire reload-into-ims refresh_pattern > photobucket.*\.(jp(e?g|e|2)|tiff?|bmp|gif|png) 10080 80% > 10080 override-expire ignore-reload refresh_pattern > vid\.akm\.dailymotion\.com.*\.on2\? 10080 80% > 10080 ignore-no-cache override-expire override-lastmod refresh_pattern > mediafire.com\/images.*\.(jp(e?g|e|2)|tiff?|bmp|gif|png) 10080 80% > 10080 reload-into-ims override-expire ignore-private refresh_pattern > ^http:\/\/images|pics|thumbs[0-9]\. 10080 80% > 10080 reload-into-ims ignore-no-cache ignore-reload override-expire > refresh_pattern ^http:\/\/www.onemanga.com.*\/ > 10080 80% 10080 reload-into-ims ignore-no-cache ignore-reload > override-expire refresh_pattern > ^http://v\.okezone\.com/get_video\/([a-zA-Z0-9]) 10080 80% 10080 > override-expire ignore-reload ignore-no-cache ignore-private > ignore-auth override-lastmod negative-ttl=10080 > > #images facebook refresh_pattern -i \.facebook.com.*\.(jpg|png|gif) 10080 80% 10080 ignore-reload override-expire ignore-no-cache > refresh_pattern -i \.fbcdn.net.*\.(jpg|gif|png|swf|mp3) > 10080 80% 10080 ignore-reload override-expire ignore-no-cache > refresh_pattern static\.ak\.fbcdn\.net*\.(jpg|gif|png) > 10080 80% 10080 ignore-reload override-expire ignore-no-cache > refresh_pattern ^http:\/\/profile\.ak\.fbcdn.net*\.(jpg|gif|png) > 10080 80% 10080 ignore-reload override-expire ignore-no-cache > > #All File refresh_pattern -i \.(3gp|7z|ace|asx|bin|deb|divx|dvr-ms|ram|rpm|exe|inc|cab|qt) > 10080 80% 10080 ignore-no-cache override-expire override-lastmod > reload-into-ims refresh_pattern -i > \.(rar|jar|gz|tgz|bz2|iso|m1v|m2(v|p)|mo(d|v)|arj|lha|lzh|zip|tar) > 10080 80% 10080 ignore-no-cache override-expire override-lastmod > reload-into-ims refresh_pattern -i > \.(jp(e?g|e|2)|gif|pn[pg]|bm?|tiff?|ico|swf|dat|ad|txt|dll) > 10080 80% 10080 ignore-no-cache override-expire override-lastmod > reload-into-ims refresh_pattern -i > \.(avi|ac4|mp(e?g|a|e|1|2|3|4)|mk(a|v)|ms(i|u|p)|og(x|v|a|g)|rm|r(a|p)m|snd|vob) > 10080 80% 10080 ignore-no-cache override-expire override-lastmod > reload-into-ims refresh_pattern -i > \.(pp(t?x)|s|t)|pdf|rtf|wax|wm(a|v)|wmx|wpl|cb(r|z|t)|xl(s?x)|do(c?x)|flv|x-flv) > 10080 80% 10080 ignore-no-cache override-expire override-lastmod > reload-into-ims > > refresh_pattern -i (/cgi-bin/|\?) 0 0% 0 refresh_pattern ^gopher: > 1440 0% 1440 refresh_pattern ^ftp: 10080 95% 10080 > override-lastmod reload-into-ims refresh_pattern . 1440 > 95% 10080 override-lastmod reload-into-ims

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  • How to produce assets effectively on large Flash game projects?

    - by Antoine Lassauzay
    I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to have them following any kind of structure and/or standards, nor taking into consideration performance. I would say also the most of our issues concerns UI and related animations. Our current workflow is (on a Facebook hidden object game) : Artists produce PSD and animate prototypes in Flash Artists re-organize their FLA files to be a bit more "programmer friendly" Programmers retouches assets until they have the right structure and export classes inside a SWC, from Flash Programmers try to improve performances, sometimes degrading the quality of game graphics Our main idea is to hire somebody dedicated to prepare assets for programmers but I am really looking forward to improving the pipeline. I was wondering if you guys have tips of any kind to improve this workflow, whether it be team organization, training, tools or tips with Flash. Any explanation on your asset pipeline is well appreciated too.

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  • How do i start Game programming in windows phone xna?

    - by Ankit Rathod
    Hello, I am very much interested in Game programming in Xna. However during my college days i did not take Physics or Maths. Does that mean i can't create games in xna? I just know basics of trignometry. Can you all point me to few links where i can learn xna as well as the basic stuff of Maths that is bound to be required in most of the games? Are all game programmers excellent in Maths and Physics ? Thanks in advance :)

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  • Best way to distribute graphics, audio and levels with an SDL game?

    - by Kristopher
    I'm working on finishing up a game written in C++ with SDL I've been working on for awhile, and I'm starting to ponder how I'm going to distribute it. It has hundreds of images that are loaded and used throughout the game, as well as a couple dozen .wav files for audio effects. What is the best way to distribute these? Should I just include the folders with all the files? Or is there a way I can package them into a single file, then open and extract them in my application? What's the best way to go about this?

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  • Getting Started with 2d Game Dev (C++): DirectX or OpenGL?

    - by Dfowj
    So, i'm a student looking to get my foot in the door of game development and im looking to do something 2D, maybe a tetris/space invaders/something-with-a-little-mouse-interaction clone. I pointed my searches in the direction of C++ and 2d and was eventually lead to DirectX/OpenGL Now as i understand it, all these packages will do for me is draw stuff on a screen. And thats all i really care about at this point. Sound isn't necessary. Input can be handled with stdlib probably. So, for a beginner trying to create a basic game in C++, would you recommend DirectX or OpenGL? Why? What are some key feature differences between the two? Which is more usable?

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  • What collision detection approach for top down car game?

    - by nathan
    I have a quite advanced top down car game and i use masks to detect collisions. I have the actual designed track (what the player see) with fancy graphics etc. and two other pictures i use as mask for my detection collisions. Each mask has only two colors, white and black and i check each frame if a pixel of the car collide with a black pixel of the masks. This approach works of course but it's not really flexible. Whenever i want to change the look of a track, i have to redraw the mask and it's a real pain. What is the general approach for this kind of game? How can i improve the flexibility of such a mask based approach?

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  • Should I get my masters in Game Design and Development or Computer Science?

    - by Christopher Stephenson
    I am a recent grad with a B.S. in IT while I didn't minor in Game Desgin and development, I took few classes in it. During my job search I have seen that most gaming companies seems to want someone that majored in C.S, mathematics, or physics. During my undergrad I never had to take physics nor did I learn much about data structures and algorithms. These seem to be really important when searching for a job in game development. So I am thinking about going back to school to get my masters in either CS, or GDD. The problem though is which one? I am really not looking to create my own games, I just want to work on games.

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    Hi guys, I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Where is a good spot to start when writing a LWJGL game engine?

    - by Alcionic
    I'm starting work on a huge game and somewhere along my train of thought I decided it would be a good idea to write my own engine for the game. I was originally going to use JMonkeyEngine but there were some things about it that just didn't work well with me. I wanted full control over every aspect of the entire process. Where would a good place to start be when writing your own engine? I have no experience with LWJGL but I learn quick. Either advice or some place where there is good advice would be nice. Thanks!

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • Is there any advantage in using DX10/11 for a 2D game?

    - by David Gouveia
    I'm not entirely familiar with the feature set introduced by DX10/11 class hardware. I'm vaguely familiar with the new stages added to the programmable graphics pipeline, such as the geometry shader, the compute shader, and the new tesselation stages. I don't see how any of these make much of a difference for a 2D game though. Is there any compelling reason to make the switch to DX10/11 (or the OpenGL equivalents) for a 2D game, or would it be wiser to stick with DX9 considering that that a significant share of the market still runs on older technologies (e.g. the February 2012 Steam surveys lists around 17% of users as still using Windows XP)?

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  • How to link subprograms to a main program's game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is roughly : how does it work ? It seems that each robot's code is compiled by the main program and then used in a way I cannot understand. I thought it could yields a thread for each robot, but I have not any proof of this and it seems a bit complicated to achieve it. Any idea how it could work, someone ?

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  • Tips for communication between JS browser game and node.js server?

    - by Petteri Hietavirta
    I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side. The data sent over would consists of position of each player, direction, velocity and such. The player movements are simple force physics, so I should be able to extrapolate movements before next update from server. Any tips or best practices on the communications side? I guess web sockets are the way to go. Should I send information in every pass of the game loop or with specified intervals? Also, I don't mind if it doesn't work with older browsers.

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  • Need material for character anatomy in a 2D game. Spartan Like, See Picture

    - by Edwin Soho
    I'm creating my art for an 2d based IOS game. I know some basic anatomy as you can see by the picture but I have no idea how I will make draw the pics for animation of the character walking, attacking with his sword and protecting himself with shield. Is there any anatomy reference for 2d game out there, book or anything else? for your information, I did try to find but all of stuff I found are very amateur and incomplete The picture was my attempt of creating a example of the character walking, which I'm not happy with please help, thanks Update: Since I am in a hurry I decided I would copy the anatomy from other 2d games, it is not that clean but at least I wanna be able to start it. The question is still open.

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  • Why was my Facebook game rejected with the note that "your app icon must not overlap with content in your cover image?"

    - by peterwilli
    My FB game just recently got rejected for two reasons. The first I fixed, but I just can't see to figure out what they mean by the second, and I was hoping someone else got the same issue and did know what they meant. The remaining error is: Cover Image Your app icon must not overlap with content in your cover image. Click on 'Web Preview' in the 'App Details' section to check for overlap prior to submitting your app. See more here. All I know is that the rejection has something to do with the cover image, not the icons or the screenshots. The web preview of my game looks like this now: Please let me know what to do to get approved.

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  • Easiest Way To Implement "Slow Motion" and variable game speed in XNA?

    - by TerryB
    I have an XNA 4.0 game that I want to be able to switch into slow motion and back again to full speed every now and then. So if you kill an enemy the game switches into slow motion as they explode and then goes back to normal. What is the easiest way to do this in XNA 4.0 without having to alter all my existing code that relies on GameTime? I have some code that relies on the TotalGameTime, which will be wrong unless I get XNA to slow down. Is there anyway to avoid refactoring that code? Thanks!

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  • How can i run my .LÖVE game directly from the lua interpreter?

    - by jonathan
    I've just started with LOVE and LUA , i'm interested in LOVE because i want to play around with something different from my dayjob(i'm a webdeveloper) and since it uses LUA and is interpreted , i though it would be a great way to try out the API. but i couldn't find how to run my .LÖVE game directly from the lua interpreter? i'm finding it bothersome to package the game each time i make a little test with the API. since i couldn't find the answer i'm asking, but maybe i'm serching for the wrong terms, if this it is a simple matter like "import the library" or set the global, i'll gladly remove my question.

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  • Should actors in a game be responsible for drawing themselves?

    - by alex
    I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following properties... width height x y colour I also have a Pong object which has properties such as... width height backgroundColour draw(). The draw() method currently is resetting the canvas and that is where a question came up. Should the Paddle object have a draw() method responsible for its drawing, or should the draw() of the Pong object be responsible for drawing its actors (I assume that is the correct term, please correct me if I'm incorrect). I figured that it would be advantagous for the Paddle to draw itself, as I instantiate two objects, Player and Enemy. If it were not in the Pong's draw(), I'd need to write similar code twice. What is the best practice here? Thanks.

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  • How should I sort images in an isometric game so that they appear in the correct order?

    - by Andrew
    This seems like a rather simple problem but I am having a lot of difficulty with it. What should I do to properly sort images in an isometric game? In a normal 2d top-down game one could use the screen y axis to sort the images. In this example the trees are properly sorted but the isometric walls are not. Example image: sorted by screen y Wall2 is one pixel below wall1 therefore it is drawn after wall1. If I sort by the isometric y axis the walls appear in the correct order but the trees do not. Example image: sorted by isometric y

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  • How should I sort images in an isometric game so that they appear in the correct order?

    - by Andrew
    Hi! This seems like a rather simple problem but I am having a lot of difficulty with it. What should I do to properly sort images in an isometric game? In a normal 2d top-down game one could use the screen y axis to sort the images. In this example the trees are properly sorted but the isometric walls are not. Example image: sorted by screen y Wall2 is one pixel below wall1 therefore it is drawn after wall1. If I sort by the isometric y axis the walls appear in the correct order but the trees do not. Example image: sorted by isometric y

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  • From where does the game engines add location of an object?

    - by Player
    I have started making my first game( a pong game )with ruby (Gosu). I'm trying to detect the collision of two images using their location by comparing the location of the object (a ball) to another one(a player). For example: if (@player.x - @ball.x).abs <=184 && (@player.y - @ball.y).abs <= 40 @ball.vx = [email protected] @ball.vy = [email protected] But my problem is that with these numbers, the ball collides near the player sometimes, even though the dimensions of the player are correct. So my question is from where does the x values start to count? Is it from the center of gravity of the image or from the beginning of the image? (i.e When you add the image on a specific x,y,z what are these values compared to the image?

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