Search Results

Search found 12473 results on 499 pages for 'video games'.

Page 178/499 | < Previous Page | 174 175 176 177 178 179 180 181 182 183 184 185  | Next Page >

  • SnagIt

    A feature-laden screen capture tool for easily copying and sharing any image, text, or video

    Read the article

  • Mobile Game Engine

    - by Jason Crosby
    I am trying to track down a game engine for developing mobile games for ios and android. I have been looking for weeks now and havent found what i am looking for. I like jmonkey engine for making desktop games. Its easy to use and it comes with everything you need. Its more that just some libraries. I'm looking for something similar for developing mobile games. I'd like it to be easy to use and have everything included not just a collection of libraries. And I would prefer to write in c++. I'm not looking for "the best". I'm just looking for some engines that match my criteria so I can try them out and see which one works best for me.

    Read the article

  • What are general guidelines and advices to estimate how much you should charge for a project, being a novice freelancer?

    - by Dokkat
    I am an experienced programmer but completely new to the market. Someone wants me to do a project for them, but I do not know how much it is worth. What are general guidelines/advices for finding what a project is worth on the market? If I can ask here about this particular one, it is a HTML5 site with a login/register form and a video player that has to play a lecture video and powerpoint slides synchronized. They'll give me the video, the audio the powerpoints. I should also do some editting on the video before.

    Read the article

  • C++ game architecture

    - by rxc
    I'm trying to make a game, but I'm not sure of the best way to set up the main loop and classes. For really small games, I could put everything in the main() loop, including event handling, collision checking, etc. However, for large games, that's seems like a highly inefficient way to get things done. The architecture I want is kind like the way the Minecraft coders did it (I quote Minecraft code because I've seen the source code when downloading MCP). They have objects entity classes EntityCow and EntityChicken and they have methods like onDeath(), onLivingUpdate(); and item classes like ItemSword have methods like onItemUse(). I've never seen these methods get called directly, but apparently, they get stored in a class called DataWatcher, which, I think "watches" all the data (as the name implies) and calls the appropriate methods in the objects. Is that how most games do it? If so, how is the DataWatcher class implemented? Any help or alternate suggestions is really appreciated.

    Read the article

  • Rendering trillions of "atoms" instead of polygons?

    - by Baring
    I just saw a video about what the publishers call the "next major step after the invention of 3D". According to the person speaking in it, they use a huge amount of atoms grouped into clouds instead of polygons, to reach a level of unlimited detail. They tried their best to make the video understandable for persons with no knowledge of any rendering techniques, and therefore or for other purposes left out all details of how their engine works. The level of detail in their video does look quite impressive to me. How is it possible to render scenes using custom atoms instead of polygons on current hardware? (Speed, memory-wise) If this is real, why has nobody else even thought about it so far? I'm, as an OpenGL developer, really baffled by this and would really like to hear what experts have to say. Therefore I also don't want this to look like a cheap advert and will include the link to the video only if requested, in the comments section.

    Read the article

  • Embed Youtube in UIWebView behind transparent img. Wmode transparent and z-index doesn't work

    - by Allisone
    I'm using this code: - (void)embedYouTube:(NSString *)urlString frame:(CGRect)frame { NSString *embedHTML = @"\ <html><head>\ <style type=\"text/css\">\ body {\ background-color: black;\ }\ #container{\ position: relative;\ z-index:1;\ }\ #video,#videoc{\ position:absolute;\ z-index: 1;\ border: none;\ }\ #tv{\ background: transparent url(tv.png) no-repeat;\ width: 320px;\ height: 205px;\ position: absolute;\ top: 0;\ z-index: 999;\ }\ </style>\ </head><body style=\"margin:0\">\ <div id=\"tv\"></div>\ <object id=\"videoc\" width=\"240\" height=\"160\">\ <param name=\"movie\" value=\"%@\"></param>\ <param name=\"wmode\" value=\"transparent\"></param>\ <embed wmode=\"transparent\" id=\"video\" src=\"%@\" type=\"application/x-shockwave-flash\" \ width=\"240\" height=\"160\"></embed>\ </object>\ </body></html>"; NSString *path = [[NSBundle mainBundle] bundlePath]; NSURL *baseURL = [NSURL fileURLWithPath:path]; NSString *html = [NSString stringWithFormat:embedHTML, urlString,urlString]; UIWebView *videoView = [[UIWebView alloc] initWithFrame:frame]; [videoView loadHTMLString:html baseURL:baseURL]; [self.view addSubview:videoView]; [videoView release]; } Its the first time that I use UIWebView and the first time that I use video in iPhone. The video plays, so that's working BUT: I want to have an old school tv (round corners) in foreground with switches and so on. The tv is an image with transparent pixels in the middle, so that a video lying behind the tv will shine through as if the video would be shown on the tv. But first of all the video has a border that I can't remove and second it's always in the foreground. In Safari and in Firefox and Mac it's working. So is it an iPhone thing, could it be that it simply won't work on iPhone ? Or do I have some css/html typos ?

    Read the article

  • Detecting which MCUs to connect on an incoming conference

    - by Fábio Batista
    Hello, SO. I'm working with the OCS UCCAPI, developing a custom OCS client. I'm currently having a hard time detecting what "kind" of Conference my client is being invited to. Using the Office Communicator client, I can start "IM conferences" (by inviting more than 1 person and selecting "start a IM conversation") or "video conferences" (by selecting more than 1 person and selecting "start a video call"). The Office Communicator client, on the invitees' end, starts correctly the appropriate session (just IM, just Video or IM+Video). However, when receiving the conference invite on my custom client, there's no data about the kind of session I'm being invited. I need this information, in order to make a decision whether or not to connect to the AV MCU and capture/show video. I've tried already: When handling _IUccSessionManagerEvents.OnIncomingSession, parse the RemoteSessionDescription property on the UccIncomingInvitationEvent object: no luck, the only data about the conference modality is an element on the XML about the IM being enabled or not (<im available="true"> or <im available="false">), but nothing about the session having video available or not. When handling _IUccConferenceSessionEvents.OnEnter, check the Media property on the UccConferenceSession. Don't work, all media types are present (MESSAGE, AUDIO, VIDEO, DATA e TELEPHONY), regardless of the type of conference I'm being invited. Also when handling _IUccConferenceSessionEvents.OnEnter, check the Entities collection on the UccConferenceView object, to check which MCUs are enabled for this conference. Don't work either, all MUCs are listed as available (IM, AV, DATA and CONTROL), regardless of the type of conference I'm being invited. I'm running out of ideas. Some references I'm using: http://msdn.microsoft.com/en-us/library/bb664307.aspx http://msdn.microsoft.com/en-us/library/dd170830.aspx Thanks a lot.

    Read the article

  • Merging Passed Parameters

    - by Josh Crowder
    I have a two data arrays sent in from a form, one called transloaded and the other video which is the actual form for the model. I need to get [:video_encoded][:url] and save that to [:video][:flash_url] This is the passed arguments or transloaded, when I try and access [:transload][:results][:video_encode] I get nil. print params[:transload] { "assembly_id":"d59b4293b3d79d2ccd1948c02421c6a6", "status":"success", "uploads":{ "video":{ "name":"bbc_one.mp4", "mime":"video/mp4", "ext":"mp4", "size":601104, "meta":{ "width":720, "height":404, "video_fps":25, "video_bitrate":null, "video_format":"avc1", "video_codec":"ffh264", "audio_bitrate":"128k", "audio_codec":"faad", "duration":3.07, "device_vendor":null, "device_name":null, "device_software":null, "latitude":null, "longitude":null }, "url":"http://tmp.transloadit.com/" } }, "results":{ "video_encode":{ "name":"bbc_one.flv", "mime":"video/x-flv", "steps":["encode","export"], "ext":"flv", "size":388317, "meta":{ "width":480, "height":320, "video_fps":25, "video_bitrate":"512k", "video_format":"FLV1", "video_codec":"ffflv", "audio_bitrate":"64k", "audio_codec":"mp3", "duration":3.11, "device_vendor":null, "device_name":null, "device_software":null, "latitude":null, "longitude":null }, "url":"http://s3.transloadit.com/b7deac9c96af6c745e914e25d0350baa/7a/2b09e822265ac2328789b40dcc02ae/bbc_one.flv" }, "video_encode_iphone":{ "name":"bbc_one.qt", "mime":"video/quicktime", "steps":["encode_iphone","export"], "ext":"qt", "size":218236, "meta":{ "width":480, "height":320, "video_fps":25, "video_bitrate":null, "video_format":"avc1", "video_codec":"ffh264", "audio_bitrate":"128k", "audio_codec":"faad", "duration":3.04, "device_vendor":null, "device_name":null, "device_software":null, "latitude":null, "longitude":null }, "url":"http://s3.transloadit.com/31/58bcc80d5345e52a42c9773125e8f0/bbc_one.qt" } } } Here is what I am trying to use video_links = { :flash_url => params[:transload][:results][:video_encode][:url], :mp4_url => params[:transload][:results][:video_encode_iphone][:url] } params[:video].merge(video_links)

    Read the article

  • Why does my MPMoviePlayerController disappear when I press play?

    - by Digital Robot
    I have a MPMoviePlayerController in a view, something like myMovie = [[MPMoviePlayerController alloc] initWithContentURL:URLfilme]; if (myMovie) { [myMovie setRepeatMode:MPMovieRepeatModeNone]; [myMovie setShouldAutoplay: NO]; [myMovie setScalingMode:MPMovieScalingModeAspectFit]; myMovie.view.frame = vFilme.bounds; [vFilme addSubview:[myMovie view]]; } The movie appears fine, I can scrub it, but when I press play, boooom, it vanishes. I have tried to retain myMovie but nothing changed. I have tried to play a video fullscreen and even using MPMoviePlayerViewController and is still disappears once I tap on play. Even the video player sample by Apple is not working. Is this a bug or what? EDIT Things are getting more interesting. If instead of playing the video manually by tapping on the play button I insert two timers, one to play the video and another one to pause it after 3 seconds, what I see is this: when the play is fired the video disappears and when the pause is fired the video reappears but when it does it has no controls. It is totally frozen, but the app continues to run normally. It is not anything related to video encoding, because I have tried with different videos, including one shot on the iPhone 4 and another shot on 3GS.

    Read the article

  • Multiple marker icons, how to add to google mashup

    - by user351189
    I have created a Google maps mashup, where with a bit of input, I have managed to have a sidebar that links to a video icon/marker that then opens up an info window showing virtual tours. I would, however, like to put different coloured marker icons on the map depending on the category that the video is in. This would be easy enough to do, but my page is made up of a mixture of J-Query and JavaScript all calling to the individual flash files. Could someone help me with the code for adding extra marker icons for different categories? Here is the code: So, after the intial 'var camera;' point, there comes this: function addMarker(point, title, video, details) { var marker = new GMarker(point, {title: title, icon:camera}); GEvent.addListener(marker, "click", function() { if (details) { marker.openInfoWindowTabsHtml([new GInfoWindowTab("Video", video), new GInfoWindowTab("More", details)]); } else { marker.openInfoWindowHtml(video); } }); Then further down, is the code for calling the individual marker image. I would like to add another image to this list - would I start out by calling the new object 'camera-red.image' or something similar? function initialize() { if (GBrowserIsCompatible()) { map = new GMap2(document.getElementById("mapDiv")); map.setCenter(new GLatLng(51.52484592590448, -0.13345599174499512), 17); map.setUIToDefault(); var uclvtSatMapType = createUclVTSatMapType() map.addMapType(uclvtSatMapType); map.setMapType(uclvtSatMapType); camera = new GIcon(G_DEFAULT_ICON); camera.image = "ucl-video.png"; camera.iconSize = new GSize(32,37); camera.iconAnchor = new GPoint(16,35); camera.infoWindowAnchor = new GPoint(16,2); addMarkersToMap(); } The actual map can be found here: link text Thanks.

    Read the article

  • Website. VoteUp or VoteDown Videos. How to restrict users voting multiple times?

    - by DJDonaL3000
    Im working on a website (html,css,javascript, ajax, php,mysql), and I want to restrict the number of times a particular user votes for a particular video. Its similar to the YouTube system where you can voteUp or voteDown a particular video. Each vote involves adding a row to the video.votes table, which logs the time, vote direction(up or down), the client IPaddress( using PHP: $ip = $_SERVER['REMOTE_ADDR']; ), and of course the ID of the video in question. Adding votes is as simple as; (pseudocode): Javascript:onClick( vote( a,b,c,d ) ), which passes variables to PHP insertion script via ajax, and finally we replace the voteing buttons with a "Thank You For Voting" message. THE PROBLEM: If you reload/refresh the page after voting, you can vote again, and again, and again, you get the point. MY QUESTION: How do you limit the amount of times a particular user votes for a particular video?? MY THOUGHTS: Do you use cookies, and add a new cookie with the id of the video. And check for a cookie before you insert a new vote.? OR Before you insert the vote, do you use the IPaddress and the videoID to see if this same user(IP) has voted for this same video(vidID) in the past 24hrs(mktime), and either allow or dissallow the voteInsertion based on this query? OR Do you just not care? Take the assumption that most users are sane, and have better things to do than refresh pages and vote repeatedly.?? Any suggestions or ideas welcome.

    Read the article

  • Google maps and J-Query: Individual markers?

    - by user351189
    Hi there, I have created a Google maps mashup, where with a bit of input, I have managed to have a sidebar that links to a video icon/marker that then opens up an info window showing virtual tours. I would, however, like to put different coloured marker icons on the map depending on the category that the video is in. This would be easy enough to do, but my page is made up of a mixture of J-Query and JavaScript all calling to the individual flash files. Could someone help me with the code for adding extra marker icons for different categories? Here is the code: So, after the intial 'var camera;' point, there comes this: function addMarker(point, title, video, details) { var marker = new GMarker(point, {title: title, icon:camera}); GEvent.addListener(marker, "click", function() { if (details) { marker.openInfoWindowTabsHtml([new GInfoWindowTab("Video", video), new GInfoWindowTab("More", details)]); } else { marker.openInfoWindowHtml(video); } }); Then further down, is the code for calling the individual marker image. I would like to add another image to this list - would I start out by calling the new object 'camera-red.image' or something similar? function initialize() { if (GBrowserIsCompatible()) { map = new GMap2(document.getElementById("mapDiv")); map.setCenter(new GLatLng(51.52484592590448, -0.13345599174499512), 17); map.setUIToDefault(); var uclvtSatMapType = createUclVTSatMapType() map.addMapType(uclvtSatMapType); map.setMapType(uclvtSatMapType); camera = new GIcon(G_DEFAULT_ICON); camera.image = "ucl-video.png"; camera.iconSize = new GSize(32,37); camera.iconAnchor = new GPoint(16,35); camera.infoWindowAnchor = new GPoint(16,2); addMarkersToMap(); } The actual map can be found here: link text Thanks. Gray

    Read the article

  • linq to xml selection/update

    - by gleasonomicon
    If I have the following xml, how would I use linq to xml blank out the date fields in each video node? I wanted to do it for the purpose of a comparison in a unit test. <?xml version="1.0" encoding="utf-8" standalone="yes" ?> <main> <videos> <video> <id>00000000-0000-0000-0000-000000000000</id> <title>Video Title</title> <videourl>http://sample.com</videourl> <thumbnail>http://sample.com</thumbnail> <dateCreated>2011-01-12T18:54:56.7318386-05:00</dateCreated> <dateModified>2011-02-12T18:54:56.7318386-05:00</dateModified> <Numbers> <Number>28</Number> <Number>78</Number> </Numbers> </video> <video> <id>00000000-0000-0000-0000-000000000000</id> <title>Video Title</title> <videourl>http://sample.com</videourl> <thumbnail>http://sample.com</thumbnail> <dateCreated>2011-01-12T18:54:56.7318386-05:00</dateCreated> <dateModified>2011-02-12T18:54:56.7318386-05:00</dateModified> <Numbers> <Number>28</Number> <Number>78</Number> </Numbers> </video> </videos>

    Read the article

  • How to multiseat with HW 3d accel on CentOS 6.3 Final?

    - by user35070
    I would like to setup a multiseat configuration on CentOS 6.3 (two video cards, two keyboards, two mice, two monitors) and have hardware accelerated 3D on both monitors. 3D HW acceleration rules out Xephyr. I saw somewhere that recent versions of GDM (3.3 and newer?) don't support multiseat, so do I have to install KDM to make this work? If I just create a duplicate section with new device identifiers in my xorg.conf file, will this 'just work'? Using different ports on the same video card and separate keyboards, mice, and displays, the result was a desktop which spanned both monitors with both keyboards and mice acting as the same input in the GUI. I will power down and put in the new video card and report on the results soon. Both video cards are nvidia. UPDATE after putting in another NVIDIA video card, default behavior (before changing xorg.conf) is that one screen works normally, and both mice and keyboards are connected to it. Changing xorg.conf and the display manager to KDM and following the directions here https://help.ubuntu.com/community/MultiseatX#Ubuntu_10.04_.28Lucid.29 , I have 2 mirrored screens connected to separate video cards, DRI enabled, and 2 mice both connected to the same pointer. Keyboards don't do anything, however, I probably just need to fix a setting in xorg.conf I would still like to get multiseat functionality, eg. separate screens with separate input devices I have verified that the separate X processes are running (see page above) using 'ps aux | grepX [01]'

    Read the article

  • convert decrypted .vobs to .avi with ffmpeg on ubuntu

    - by Arcath
    I have a .vob file that has bee ripped from a dvd, when I watch the .vob its very good quality video and 5.1 english audio but when I use ffmpeg it has rubbish video and mono french audio. That was using this command: ffmpeg -i /samba/ripping/vobs/12161840#2.vob -f avi /samba/ripping/avis/test.avi I've tried a few different variations on that but it never comes back with anything good just bigger files with bad video and incorrect sound. I know the videos good and the correct audio streams exist so how do I select a 5.1 track and get good video? ffmpeg gives the .vob details as: Input #0, mpeg, from '/samba/ripping/vobs/12161840#2.vob': Duration: 00:42:05.56, start: 0.287267, bitrate: 5738 kb/s Stream #0.0[0x1e0]: Video: mpeg2video, yuv420p, 720x576 [PAR 64:45 DAR 16:9], 8436 kb/s, 25 fps, 25 tbr, 90k tbn, 50 tbc Stream #0.1[0x80]: Audio: ac3, 48000 Hz, 5.1, s16, 384 kb/s Stream #0.2[0x81]: Audio: ac3, 48000 Hz, 5.1, s16, 384 kb/s Stream #0.3[0x82]: Audio: ac3, 48000 Hz, mono, s16, 192 kb/s Output #0, avi, to '/samba/ripping/avis/test.avi': Metadata: ISFT : Lavf52.64.2 Stream #0.0: Video: mpeg4, yuv420p, 720x576 [PAR 64:45 DAR 16:9], q=2-31, 200 kb/s, 25 tbn, 25 tbc Stream #0.1: Audio: mp2, 48000 Hz, mono, s16, 64 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.3 -> #0.1

    Read the article

  • Keeping Xv Overlay configuration throughout an X session.

    - by kriss
    After upgrading my Linux system from Ubuntu 9.04 to Ubuntu 10.10, I suceeded correcting most problems (all related to Intel 82865G Integrated Graphics Adapter support and compiz is still not working but that's another matter) but for one I only have a partial solution. Whenever I play a video the colors are much too saturated. This is really a problem for tones of skins that appears reddish (everyone seems to be coming back from a ski vacation with deep sun burns). As this effect only occurs with videos, not with pictures, I finally figured out it was related to Video Overlays configuration and I can correct it typing: xvattr -a XV_SATURATION -v 120 This change the default saturation value, which is 500 and much too high in my case, at eye sight the correct value seems to be between 100 and 150. Now my problem is that I have to type the above command each time I run a video. If I type it before running the video it has no effect, if I close the video and open a new one, I have to type it again, etc. I tried to put it in Xsession and (logically) it has no effect either. How could I do to get the correct setting whenever I run a video without typing the above command every time ?

    Read the article

  • PC power supply & normal range for voltages reported in BIOS hardware monitor?

    - by Chris W. Rea
    I'm trying to diagnose whether my computer has an ample power supply. Sometimes when I play a video-intensive game, both monitors lose the video signal, even though the computer remains on and sound playing. A theory I have is: the video card isn't getting sufficient power. I can't imagine it's overheating because the machine is well-ventilated and the video card isn't hot to touch when this happens. Anyway, in my PC's BIOS there's a Hardware Monitor page, and among other voltages reported (such as CPU, DRAM, South Bridge, etc.) I can see the following values: 3.3V 3.152V 5V 4.944V 12V 11.872V Are those the voltages used by peripherals? What voltage should I be referencing if I want to know what my video card (PCI Express) is consuming? What is the normal range of values reported for those? My values above appear to be under by approximately 4.5%, 1.1%, and 1.1% respectively. Is that cause for concern? How else should I be determining if my power supply is "right-sized" for my PC and video card, or am I perhaps barking up the wrong tree?

    Read the article

  • Figuring out which PC part is faulty

    - by Davy8
    I have an odd scenario and I'm having trouble figuring out which is the faulty component. First of all, the video doesn't work, monitor says it's not getting a signal. Monitor's not faulty (works on other computer) so the first suspect was video card. However 2 things make me think it's not the video card. (Don't have another machine with PCIe around to test definitively) First, the GPU fan is spinning so it's getting power. Second, tried putting in an older PCI video card that is known to be working (pulled out of another working machine) and there's still no video. Normally if it's not the video card I'd suspect the motherboard, but everything's getting power on the mobo, so I'm not sure. The case apparently doesn't have system speakers, so can't hear any of the diagnostic beeps either. Also not sure whether a faulty CPU would cause no image at all either. The parts are brand new so something's going to get RMA'd but I'm not sure which component is to blame in this case. (Only slightly related, but I also accidentally put too much thermal paste on the CPU. The fan/heatsink instructions said to put the whole tube which seemed like a lot compared to previous experience, and as I started squeezing I knew it was definitely too much and stopped at about 1/3 but against my better judgement I didn't wipe any off. I'm not sure whether that would cause problems other than not cooling as effectively as it should)

    Read the article

  • Where to start with game development?

    - by steven_desu
    I asked this earlier in this thread at stackoverflow.com. One of the early comments redirected me here to gamedev.stackexchange.com, so I'm reposting here. Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems as well as graphing problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

    Read the article

  • Where to start with game development?

    - by steven_desu
    Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

    Read the article

  • Gaming on Cloud

    - by technomad
    Sometimes I wonder the pundits of cloud computing are way to consumed with the enterprise applications. With all the CAPEX / OPEX, ROI-talk taking the center stage, an opportunity to affect masses directly is getting overlooked. I am a self proclaimed die hard gamer. I come from the generation of gamers who started their journey in DOS games like Wolfenstein 3D and Allan Border Cricket (the latter is still a favorite pastime). In the late 90s, a revolution called accelerated graphics started in DirectX and OpenGL. Games got more advanced. Likes of Quake III and Unreal Tournament became the crown jewels of the industry. But with all these advancements, there started a race. A race of GFX giants ATI and NVIDIA to beat each other for better frame and image quality. Revisions to the graphics chipsets became frequent. Games became eye candies but at the cost of more GPU power / memory. Every eagerly awaited title started demanding more muscle power in graphics and PC hardware. Latest games and all the liquid smooth frame rates became the territory of the once with deep pockets who could spend lavishly on latest hardware. Enthusiasts like yours truly, who couldn’t afford this route, started exploring over-clocking, optimized hardware cooling... etc. to pursue the passion. Ever rising cost of hardware requirements lead to rampant piracy of PC games. Gamers were willing to spend on the latest titles, but the ones with tight budget prefer hardware upgrades against a legal copy of the game. It was also fueled by emergence of the P2P file sharing networks. Then came the era of Xbox and PS3s. It solved the major issue of hardware standardization and provided an alternative to ever increasing hardware costs. I have always admired these consoles, but being born and brought up in a keyboard/mouse environment, I still find it difficult to play first person shooters with a gamepad. I leave the topic of PC v/s Consol gaming for another day, but the bottom line is… PC gamers deserve an equally democratized solution. This is where I think Cloud Computing can come to rescue. It can minimize hardware requirements. Virtually end the software piracy and rationalize costs for gamers. Subscription based models like pay-as-you-play. In game rewards, like extended subscription credits for exceptional gamers (oh yes, I have beaten Xaero on nightmare in Quake III, time and again!) Easy deployment for patches and fixes. Better game AI. The list goes on and on… Fortunately, companies like OnLive are thinking in the same direction. Their gaming service is all set to launch on 17th June 2010 in E3 2010 expo in L.A. I wish them all the luck. I hope they will start a trend which will bring the smiles back on the face of budget gamers with the help of cloud computing.

    Read the article

  • Please give the solution of the following programs in R Programming

    - by NEETHU
    Table below gives data concerning the performance of 28 national football league teams in 1976.It is suspected that the no. of yards gained rushing by opponents(x8) has an effect on the no. of games won by a team(y) (a)Fit a simple linear regression model relating games won by y to yards gained rushing by opponents x8. (b)Construct the analysis of variance table and test for significance of regression. (c)Find a 95% CI on the slope. (d)What percent of the total variability in y is explained by this model. (e)Find a 95% CI on the mean number of games won in opponents yards rushing is limited to 2000 yards. Team y x8 1 10 2205 2 11 2096 3 11 1847 4 13 1803 5 10 1457 6 11 1848 7 10 1564 8 11 1821 9 4 2577 10 2 2476 11 7 1984 12 10 1917 13 9 1761 14 9 1709 15 6 1901 16 5 2288 17 5 2072 18 5 2861 19 6 2411 20 4 2289 21 3 2203 22 3 2592 23 4 2053 24 10 1979 25 6 2048 26 8 1786 27 2 2876 28 0 2560 Suppose we would like to use the model developed in problem 1 to predict the no. of games a team will win if it can limit opponents yards rushing to 1800 yards. Find a point estimate of the no. of games won when x8=1800.Find a 905 prediction interval on the no. of games won. The purity of Oxygen produced by a fractionation process is thought to be percentage of Hydrocarbon in the main condenser of the processing unit .20 samples are shown below. Purity(%) Hydrocarbon(%) 86.91 1.02 89.85 1.11 90.28 1.43 86.34 1.11 92.58 1.01 87.33 0.95 86.29 1.11 91.86 0.87 95.61 1.43 89.86 1.02 96.73 1.46 99.42 1.55 98.66 1.55 96.07 1.55 93.65 1.4 87.31 1.15 95 1.01 96.85 0.99 85.2 0.95 90.56 0.98 (a)Fit a simple linear regression model to the data. (b)Test the hypothesis H0:ß=0 (c)Calculate R2 . (d)Find a 95% CI on the slope. (e)Find a 95% CI on the mean purity and the Hydrocarbon % is 1. Consider the Oxygen plant data in Problem3 and assume that purity and Hydrocarbon percentage are jointly normally distributed r.vs (a)What is the correlation between Oxygen purity and Hydrocarbon% (b)Test the hypothesis that ?=0. (c)Construct a 95% CI for ?.

    Read the article

  • What is a Delphi version of the C++ header for the DVP7010B video card DLL?

    - by grzegorz1
    I need help with converting c++ header file to delphi. I spent several days on this problem without success. Below is the original header file and my Delphi translation. C++ header #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #ifdef DVP7010BDLL_EXPORTS #define DVP7010BDLL_API __declspec(dllexport) #else #define DVP7010BDLL_API __declspec(dllimport) #endif #define MAXBOARDS 4 #define MAXDEVS 4 #define ID_NEW_FRAME 37810 #define ID_MUX0_NEW_FRAME 37800 #define ID_MUX1_NEW_FRAME 37801 #define ID_MUX2_NEW_FRAME 37802 #define ID_MUX3_NEW_FRAME 37803 typedef enum { SUCCEEDED = 1, FAILED = 0, SDKINITFAILED = -1, PARAMERROR = -2, NODEVICES = -3, NOSAMPLE = -4, DEVICENUMERROR = -5, INPUTERROR = -6, // VERIFYHWERROR = -7 } Res; typedef enum tagAnalogVideoFormat { Video_None = 0x00000000, Video_NTSC_M = 0x00000001, Video_NTSC_M_J = 0x00000002, Video_PAL_B = 0x00000010, Video_PAL_M = 0x00000200, Video_PAL_N = 0x00000400, Video_SECAM_B = 0x00001000 } AnalogVideoFormat; typedef enum { SIZEFULLPAL=0, SIZED1, SIZEVGA, SIZEQVGA, SIZESUBQVGA } VideoSize; typedef enum { STOPPED = 1, RUNNING = 2, UNINITIALIZED = -1, UNKNOWNSTATE = -2 } CapState; class IDVP7010BDLL { public: int AdvDVP_CreateSDKInstence(void **pp); virtual int AdvDVP_InitSDK() PURE; virtual int AdvDVP_CloseSDK() PURE; virtual int AdvDVP_GetNoOfDevices(int *pNoOfDevs) PURE; virtual int AdvDVP_Start(int nDevNum, int SwitchingChans, HWND Main, HWND hwndPreview) PURE; virtual int AdvDVP_Stop(int nDevNum) PURE; virtual int AdvDVP_GetCapState(int nDevNum) PURE; virtual int AdvDVP_IsVideoPresent(int nDevNum, BOOL* VPresent) PURE; virtual int AdvDVP_GetCurFrameBuffer(int nDevNum, int VMux, long* bufSize, BYTE* buf) PURE; virtual int AdvDVP_SetNewFrameCallback(int nDevNum, int callback) PURE; virtual int AdvDVP_GetVideoFormat(int nDevNum, AnalogVideoFormat* vFormat) PURE; virtual int AdvDVP_SetVideoFormat(int nDevNum, AnalogVideoFormat vFormat) PURE; virtual int AdvDVP_GetFrameRate(int nDevNum, int *nFrameRate) PURE; virtual int AdvDVP_SetFrameRate(int nDevNum, int SwitchingChans, int nFrameRate) PURE; virtual int AdvDVP_GetResolution(int nDevNum, VideoSize *Size) PURE; virtual int AdvDVP_SetResolution(int nDevNum, VideoSize Size) PURE; virtual int AdvDVP_GetVideoInput(int nDevNum, int* input) PURE; virtual int AdvDVP_SetVideoInput(int nDevNum, int input) PURE; virtual int AdvDVP_GetBrightness(int nDevNum, int input, long *pnValue) PURE; virtual int AdvDVP_SetBrightness(int nDevNum, int input, long nValue) PURE; virtual int AdvDVP_GetContrast(int nDevNum, int input, long *pnValue) PURE; virtual int AdvDVP_SetContrast(int nDevNum, int input, long nValue) PURE; virtual int AdvDVP_GetHue(int nDevNum, int input, long *pnValue) PURE; virtual int AdvDVP_SetHue(int nDevNum, int input, long nValue) PURE; virtual int AdvDVP_GetSaturation(int nDevNum, int input, long *pnValue) PURE; virtual int AdvDVP_SetSaturation(int nDevNum, int input, long nValue) PURE; virtual int AdvDVP_GPIOGetData(int nDevNum, int DINum, BOOL* value) PURE; virtual int AdvDVP_GPIOSetData(int nDevNum, int DONum, BOOL value) PURE; }; Delphi unit IDVP7010BDLL_h; interface uses Windows, Messages, SysUtils, Classes; //{$if _MSC_VER > 1000} //pragma once //{$endif} // _MSC_VER > 1000 {$ifdef DVP7010BDLL_EXPORTS} //const DVP7010BDLL_API = __declspec(dllexport); {$else} //const DVP7010BDLL_API = __declspec(dllimport); {$endif} const MAXDEVS = 4; MAXMUXS = 4; ID_NEW_FRAME = 37810; ID_MUX0_NEW_FRAME = 37800; ID_MUX1_NEW_FRAME = 37801; ID_MUX2_NEW_FRAME = 37802; ID_MUX3_NEW_FRAME = 37803; // TRec SUCCEEDED = 1; FAILED = 0; SDKINITFAILED = -1; PARAMERROR = -2; NODEVICES = -3; NOSAMPLE = -4; DEVICENUMERROR = -5; INPUTERROR = -6; // TRec // TAnalogVideoFormat Video_None = $00000000; Video_NTSC_M = $00000001; Video_NTSC_M_J = $00000002; Video_PAL_B = $00000010; Video_PAL_M = $00000200; Video_PAL_N = $00000400; Video_SECAM_B = $00001000; // TAnalogVideoFormat // TCapState STOPPED = 1; RUNNING = 2; UNINITIALIZED = -1; UNKNOWNSTATE = -2; // TCapState type TCapState = Longint; TRes = Longint; TtagAnalogVideoFormat = DWORD; TAnalogVideoFormat = TtagAnalogVideoFormat; PAnalogVideoFormat = ^TAnalogVideoFormat; TVideoSize = ( SIZEFULLPAL, SIZED1, SIZEVGA, SIZEQVGA, SIZESUBQVGA); PVideoSize = ^TVideoSize; P_Pointer = ^Pointer; TIDVP7010BDLL = class function AdvDVP_CreateSDKInstence(pp: P_Pointer): integer; virtual; stdcall; abstract; function AdvDVP_InitSDK():Integer; virtual; stdcall; abstract; function AdvDVP_CloseSDK():Integer; virtual; stdcall; abstract; function AdvDVP_GetNoOfDevices(pNoOfDevs : PInteger) :Integer; virtual; stdcall; abstract; function AdvDVP_Start(nDevNum : Integer; SwitchingChans : Integer; Main : HWND; hwndPreview: HWND ) :Integer; virtual; stdcall; abstract; function AdvDVP_Stop(nDevNum : Integer ):Integer; virtual; stdcall; abstract; function AdvDVP_GetCapState(nDevNum : Integer ):Integer; virtual; stdcall; abstract; function AdvDVP_IsVideoPresent(nDevNum : Integer; VPresent : PBool) :Integer; virtual; stdcall; abstract; function AdvDVP_GetCurFrameBuffer(nDevNum : Integer; VMux : Integer; bufSize : PLongInt; buf : PByte) :Integer; virtual; stdcall; abstract; function AdvDVP_SetNewFrameCallback(nDevNum : Integer; callback : Integer ) :Integer; virtual; stdcall; abstract; function AdvDVP_GetVideoFormat(nDevNum : Integer; vFormat : PAnalogVideoFormat) :Integer; virtual; stdcall; abstract; function AdvDVP_SetVideoFormat(nDevNum : Integer; vFormat : TAnalogVideoFormat ) :Integer; virtual; stdcall; abstract; function AdvDVP_GetFrameRate(nDevNum : Integer; nFrameRate : Integer) :Integer; virtual; stdcall; abstract; function AdvDVP_SetFrameRate(nDevNum : Integer; SwitchingChans : Integer; nFrameRate : Integer) :Integer; virtual; stdcall; abstract; function AdvDVP_GetResolution(nDevNum : Integer; Size : PVideoSize) :Integer; virtual; stdcall; abstract; function AdvDVP_SetResolution(nDevNum : Integer; Size : TVideoSize ) :Integer; virtual; stdcall; abstract; function AdvDVP_GetVideoInput(nDevNum : Integer; input : PInteger) :Integer; virtual; stdcall; abstract; function AdvDVP_SetVideoInput(nDevNum : Integer; input : Integer) :Integer; virtual; stdcall; abstract; function AdvDVP_GetBrightness(nDevNum : Integer; input: Integer; pnValue : PLongInt) :Integer; virtual; stdcall; abstract; function AdvDVP_SetBrightness(nDevNum : Integer; input: Integer; nValue : LongInt) :Integer; virtual; stdcall; abstract; function AdvDVP_GetContrast(nDevNum : Integer; input: Integer; pnValue : PLongInt) :Integer; virtual; stdcall; abstract; function AdvDVP_SetContrast(nDevNum : Integer; input: Integer; nValue : LongInt) :Integer; virtual; stdcall; abstract; function AdvDVP_GetHue(nDevNum : Integer; input: Integer; pnValue : PLongInt) :Integer; virtual; stdcall; abstract; function AdvDVP_SetHue(nDevNum : Integer; input: Integer; nValue : LongInt) :Integer; virtual; stdcall; abstract; function AdvDVP_GetSaturation(nDevNum : Integer; input: Integer; pnValue : PLongInt) :Integer; virtual; stdcall; abstract; function AdvDVP_SetSaturation(nDevNum : Integer; input: Integer; nValue : LongInt) :Integer; virtual; stdcall; abstract; function AdvDVP_GPIOGetData(nDevNum : Integer; DINum:Integer; value : PBool) :Integer; virtual; stdcall; abstract; function AdvDVP_GPIOSetData(nDevNum : Integer; DONum:Integer; value : Boolean) :Integer; virtual; stdcall; abstract; end; function IDVP7010BDLL : TIDVP7010BDLL ; stdcall; implementation function IDVP7010BDLL; external 'DVP7010B.dll'; end.

    Read the article

< Previous Page | 174 175 176 177 178 179 180 181 182 183 184 185  | Next Page >