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  • How can I fix latency problems for car game?

    - by Freddy
    Basically I'm trying to make a online car racing game for IOS using Game Center real time multiplayer. I have setup a timer that sends data every 0.02 seconds to the other player with the current position and current angle. However sometimes, it will take LONGER then these 0.02 seconds for the package to be sent and then received. In this case i have implemented a method that "calculate" what the next position should be if no position is received based on the last position and angle. However, when the data then receives for let say 0.04 seconds after, it will change back to the last position, which will result in the car "jumping" back and lag. And If i just keep ignoring the data it will never take any input from the other user. Is their any way to prevent this? I suppose this needs to be fixed with some client-sided algorithm.

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  • How to implement the light trails for a tron game?

    - by Link
    Well I was creating a TRON style game, but had an issue with creating the actual light trails for the game. What I'm doing currently is I have an array the same size as my window in pixel size, implemented like this: int* collision[800][600]; Then when the bike goes on a certain pixel, it is marked with a 1 for traveled on. However what is the most efficient way to create a working light trail display? I tried to do something like this: int i, j; for(i=0; i<800; i++) for(j=0; j<600; j++) if(*collision[i][j] == 1) Image::applySurface(i, j, trailSurface, gameScreen); But it isn't working properly? It just fills the whole screen with a sprite instead. Whats a better/faster/working way to do this?

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  • correct pattern to handle a lot of entities in a game

    - by lezebulon
    In my game I usually have every NPC / items etc being derived from a base class "entity". Then they all basically have a virtual method called "update" that I would class for each entity in my game at every frame. I am assuming that this is a pattern that has a lot of downsides. What are some other ways to manage different "game objects" throughout the game? Are there other well-known patterns for this? My game is a RPG if that changes anything

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  • Best game engine 2D for iOS

    - by Adelino
    which is the best 2D game enginefor iOS? I really need a game engine that allows me to modify the game code because I need to control the multi-touch events. I have a framework that detects the gesture that the player makes and I need to test this gesture recognizer in a game, so I have to have the freedom to change the game code. I don't want anything like GameSalad where you can't control anything. Thanks in advance.

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  • Reasons to disable game save during combat (e.g. Mass Effect 2)

    - by Steve V.
    So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, the save button is disabled. Once combat is over, save functionality reappears. It seems reasonable to assume that Mass Effect 2 is a state machine, and therefore, the internal state of the program at any moment can be captured and reloaded later. This is basically a solved problem - games have been designed this way since the Half-Life era. It also seems reasonable to assume that BioWare knew what they were doing when they made the decision not to follow this model - it's a tried and true system; BioWare wouldn't have done it the way they did without some good reason. What reasons are there to disable game save functionality during combat?

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  • Game engine for all types of games [closed]

    - by Chorche
    I need a collection of libraries for game development. I don't know if it's called game engine. It should include everything i need to develope a game, so i could consentrate on the game development, without wasting my time choosing, and instaling libraries for everything. I don't need game engines that requires more than 100MB of diskspace. The engine, librarie collection or whatever it's called should only include tools for programing. So i need you help finding such an engine :)

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  • How to fix the endless printing loop bug in Nevrona Rave

    - by Sean B. Durkin
    Nevrona Designs' Rave Reports is a Report Engine for use by Embarcadero's Delphi IDE. This is what I call the Rave Endless Loop bug. In Rave Reports version 6.5.0 (VCL10) that comes bundled with Delphi 2006, there is a nortorious bug that plagues many Rave report developers. If you have a non-empty dataset, and the data rows for this dataset fit exactly into a page (that is to say there are zero widow rows), then upon PrintPreview, Rave will get stuck in an infinite loop generating pages. This problem has been previously reported in this newsgroup under the following headings: "error: generating infinite pages"; Hugo Hiram 20/9/2006 8:44PM "Rave loop bug. Please help"; Tomas Lazar 11/07/2006 7:35PM "Loop on full page of data?"; Tony Chistiansen 23/12/2004 3:41PM reply to (3) by another complainant; Oliver Piche "Endless lopp print bug"; Richso 9/11/2004 4:44PM In each of these postings, there was no response from Nevrona, and no solution was reported. Possibly, the problem has also been reported on an allied newsgroup (nevrona.public.rave.reports.general), to wit: 6. "Continuously generating report"; Jobard 20/11/2005 Although it is not clear to me if (6) is the Rave Endless loop bug or another problem. This posting did get a reply from Nevrona, but it was more in relation to multiple regions ("There is a problem when using multiple regions that go over a page-break.") than the problem of zero widows.

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  • Is "map" a loop?

    - by DVK
    While answering this question, I came to realize that I was not sure whether Perl's map can be considered a loop or not? On one hand, it quacks/walks like a loop (does O(n) work, can be easily re-written by an equivalent loop, and sort of fits the common definition = "a sequence of instructions that is continually repeated"). On the other hand, map is not usually listed among Perl's control structures, of which loops are a subset of. E.g. http://en.wikipedia.org/wiki/Perl_control_structures#Loops So, what i'm looking for is a formal reason to be convinced of one side vs. the other. So far, the former (it is a loop) sounds a lot more convincing to me, but I'm bothered by the fact that I never saw "map" mentioned in a list of Perl loops.

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  • Asynchronous Request make for-Loop waiting for didFinishLoading

    - by rdesign
    Hey guys, I have a asynchronous url request within a for loop. This loop is called 20 times, each time one parameter of the webaddress is changed. Everytime the didFinishLoading method is called I want to hand over the data of this specific webadress. The problem now is that when I run the for loop, the didFinishLoading method is not called, only at the end. Any suggenstions on how to make the loop wait for complete loading the data for the specific URL? Thanks a lot.

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  • writing to a dataframe from a for-loop in R

    - by CCID
    I'm trying to write from a loop to a data frame in R, for example a loop like this for (i in 1:20) { print(c(i+i,i*i,i/1))} and to write each line of 3 values to a data frame with three columns, so that each iteration takes on a new row. I've tried using matrix, with ncol=3 and filled by rows, but only get the last item from the loop. Thanks.

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  • For loop with a non-integer increment in VB.NET

    - by Dan Tao
    Can a VB.NET For loop be constructed that mimics this C# code? TimeSpan oneDay = TimeSpan.FromDays(1.0); for (DateTime d = startDate; d < endDate; d += oneDay) { // some code } Obviously you could do it without a For loop (i.e., with a While); I'm just curious if there's a certain syntax to construct a VB.NET For loop with a non-integer increment that I'm not aware of.

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  • PHP While loop seperating unique categories from multiple 'Joined' tables

    - by Hob
    I'm pretty new to Joins so hope this all makes sense. I'm joining 4 tables and want to create a while loop that spits out results nested under different categories. My Tables categories id | category_name pages id | page_name | category *page_content* id | page_id | image_id images id | thumb_path My current SQL join <?php $all_photos = mysql_query(" SELECT * FROM categories JOIN pages ON pages.category = categories.id JOIN image_pages ON image_pages.page_id = pages.id JOIN images ON images.id = image_pages.image_id ");?> The result I want from a while loop I would like to get something like this.... Category 1 page 1 Image 1, image 2, image 3 page 2 Image 2, image 4 Category 2 page 3 image 1 page 4 image 1, image 2, image 3 I hope that makes sense. Each image can fall under multiple pages and each page can fall under multiple categories. at the moment I have 2 solutions, one which lists each category several times according to the the amount of pages inside them: eg. category 1, page 1, image 1 - category 1, page 1, image 2 etc One that uses a while loop inside another while loop inside another while loop, resulting in 3 sql queries. <?php while($all_page = mysql_fetch_array($all_pages)) { ?> <p><?=$all_page['page_name']?></p> <?php $all_images = mysql_query("SELECT * FROM images JOIN image_pages ON image_pages.page_id = " . $all_page['id'] . " AND image_pages.image_id = images.id"); ?> <div class="admin-images-block clearfix"> <?php while($all_image = mysql_fetch_array($all_images)) { ?> <img src="<?=$all_image['thumb_path']?>" alt="<?=$all_image['title']?>"/> <?php } ?> </div> <?php } } ?

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  • Java - 'continue' loop iteration after certain timeout period

    - by Matt
    Is there a way to exit ('continue;') a loop iteration after a certain timeout period? I have a loop that will run gathering data from the web and then use this data to make a calculation. The data become obsolete after about 1 to 2 seconds so if the loop iteration takes longer than 1 second then i want it to 'continue' to the next iteration. Sometimes gathering the data can take time but sometimes the calculation can take longer than 1 second so a HTTP timeout won't work for what i need. Also, while doing the calculation the thread i am using is blocked so i cannot check System.currentTimeMillis(); Is there a way to use another Thread to check the time and force the original for loop to continue.

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  • any source code for this kind of ajax game?

    - by Dels
    I tried to find source code for this kind of ajax game: http://www.pitstreet.com/cgi-bin/pitstreet/pitgame.pl?lang=en&game=6&level=5 Some info: The objective is to swap image with another with 3 same images or more in row (vertical or horizontal) Maybe someone willing help me?

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  • Could you please provide me with comments on a Java game of mine?

    - by Peter Perhác
    Hello there. I have marked this question as community wiki, so no rep points are thrown around. I made this game, Forest Defender, a proof-of-feasibility little project, which I would like to share with you and collect your constructive comments, first impressions, etc. It is a the first playable (and enjoyable) game I have released to the public, so I am, naturally, very eager to get some recognition by you, as my peers. I read in a StackOverflow blog, that One of the major reasons we created Stack Overflow to give every programmer a chance to be recognized by their peers. Recognized for their knowledge, their passion, [...] It comes in the form of a Java applet, I used an animation framework called PulpCore and I must say that it's been extremely enjoyable to work with it. I do recommend to people interested in Java game development. Since the product is free, fun, entirely commercial-free and I am willing to share the code to it (on request), I thought it would be OK to post this as a topic here. Moderators, please feel free to move this to another place if you deem the other place more appropriate. EDIT: I am ever so stupid to forget to include a link :-) http://www.perhac.com/shared/forest-defender/index.html

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  • How can we best represent the SDLC process as a board game?

    - by Innogetics
    I recently got interested in financial board games and saw how they can be very useful in educating children about certain concepts. It got me thinking whether it was also possible to represent certain aspects of executing a software project via a boardgame and make it fun. Here are a few things that I have come up so far: human resources and tools / techniques are represented as cards. requirements are also represented as cards, which are dealt equally to each player, and the objective is to move all requirement cards through an "SDLC" board (one per player) that represent a series of squares grouped according to phases (design all the way to deployment) the passage of time is represented in a main square board like monopoly, and completing a trip around the board (passing "Go") allows the player to move each of the requirement cards a number of steps through the SDLC board depending on the capability of the resource cards (senior programmer allows one requirement to move two squares in the dev phase, junior programmer only one, etc.) players will start with play money representing the project budget, and at every pass at "Go" is payday. the player is out of the game if he runs out of funds. the main board also has "chance" / "risk" cards, which represent things that can mess up a project. damage is applied at the roll of a die, and chance modifiers depend on whether the user has "bought" tools / techniques. I haven't implemented this idea yet as I'm still looking at more play elements that can make the game more engaging, as well as soliciting for more ideas. I am planning to release this under Creative Commons license but haven't decided on the exact license yet. Any more game play suggestions are welcome. UPDATE: This was posted in BoardGameGeek and there's now an active discussion thread there. http://www.boardgamegeek.com/article/4436694

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  • What happened to the Journal of Game Development?

    - by Ricket
    The lengthy mission statement from its website states: The lack of game-specific research has prevented many in the academic community from embracing game development as a serious field of study. The Journal of Game Development (JOGD), however, provides a much-needed, peer-reviewed, medium of communication and the raison d'etre for serious academic research focused solely on game-related issues. The JOGD provides the vehicle for disseminating research and findings indigenous to the game development industry. It is an outlet for peer-reviewed research that will help validate the work and garner acceptance for the study of game development by the academic community. JOGD will serve both the game development industry and academic community by presenting leading-edge, original research, and theoretical underpinnings that detail the most recent findings in related academic disciplines, hardware, software, and technology that will directly affect the way games are conceived, developed, produced, and delivered. The Journal of Game Development was established in 2003. It's hard to find any information about the issues but at four issues per year, I estimate the last issue was distributed sometime in 2005 or 2006. It had a good editorial board of college professors and a founding editor from Ubisoft. The list of articles looks good. The price was reasonable. So what happened to it? Its website recently went down but you can see the last Archive.org version. The editor-in-chief is a professor at my school so I intend to ask him in person in a week or two, but I thought I'd see what you might be able to dig up about it first. Of course I will be sure to add an answer with his official word on the matter at that time.

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  • Architecture of an action multiplayer game from scratch

    - by lcf
    Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have familiarized myself with concepts like lag compensation, view interpolation, input prediction and pretty much everything that I need for this. I have also prepared a set of prototypes to confirm that I understood everything correctly. My question is about the situation when game engine must be rewind to the past to find out whether there was a "hit" (sometimes it may involve the whole 'recomputation' of the world from that moment in the past up to the present moment. I already have a piece of code that does it, but it's not as neat as I need it to be. The domain logic of the app (the physics of the game) must be separated from the presentation (render) and infrastructure tools (e.g. the remote server interaction specifics). How do I organize all this? :) Is there any worthy implementation with open sources I can take a look at? What I'm thinking is something like this: -> Render / User Input -> Game Engine (this is the so called service layer) -> Processing User Commands & Remote Server -> Domain (Physics) How would you add into this scheme the concept of "ticks" or "interactions" with the possibility to rewind and recalculate "the game"? Remember, I cannot change the Domain/Physics but only the Game Engine. Should I store an array of "World's States"? Should they be just some representations of the world, optimized for this purpose somehow (how?) or should they be actual instances of the world (i.e. including behavior and all that). Has anybody had similar experience? (never worked on a game before if that matters)

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  • game play strategy in an arena

    - by joulesm
    I am writing a player's behavior for an arena game, and I'm wondering if you can offer some strategies. I'm writing it in Python, but I'm just interested in the high level game play. Here are the game aspects: Arena is a circle of a given size. The arena size shrinks every round to help break ties. Players are much smaller circles, can be on teams of 1 or 2 players. Players attack by colliding with other players, and based on the physics of the collision (speed of both players, angle), one could force another player out of the arena. Once a player is out of the arena, they are out of the game (for that round). The goal is to be the only team with players left in the arena. All other players have been pushed (through collisions or mistakes) out of the arena. It is possible for there to be no winner if the last two players exit the arena at the same time. Once the player has been programmed, the game just runs. There is no human intervention in the game. I'm thinking it's easiest to implement a few simple programmatic rules for my player to follow. For example, stay close to center of the arena, attack opponents from the inner side of the arena, etc. Are there any good simple game strategies? Would adding a random aspect to the game help? For example, to avoid predictability by the other team or something. Thanks in advance.

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  • How to make a secure game in javascript ?

    - by rnaud
    Hello, I'm working on games using javascript some html and css, and I was wondering if there was any way to secure the game so that the user can't just call game.php?result=victory to finish the game and earn some point. As of right now here are the solution I have. For a chance game, start the page with the result already in place, win or loose, then just do some animations to show it, but all the score and win/loose stuff is done server-side. For a battle game, just get the action from the javascript call, and do the damage calculation, reaction of the oponent on the server and just send back the data. but the last solution imply that I will have to send actions each time the user do anything. This might work for a turn by turn battle game, but I think it would be to slow for any other kind of game. So my question is, is there some kind of secure way I can prep my javascript to secure the infomation sent.

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  • Efficient existing rating system for multiplayer?

    - by Nikolay Kuznetsov
    I would like to add a rating for online version of a board game. In this game there are many game rooms each normally having 3-4 people. So I expect that player's rating adjustments (RA) should depends on Rating of opponents in the game room Number of players in game room and final place of a player Person gets rating increase if he plays more games and more frequently If a person leaves a game room (disconnect) before the game ends he should get punished with a high rating decrease I have found two related questions in here Developing an ELO like point system for a multiplayer gaming site Simplest most effective way to rank and measure player skill in a multi-player environment? Please, let me know what would be the most appropriate existing rating model to refer.

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  • A good way to build a game loop in OpenGL

    - by Jeff
    I'm currently beginning to learn OpenGL at school, and I've started making a simple game the other day (on my own, not for school). I'm using freeglut, and am building it in C, so for my game loop I had really just been using a function I made passed to glutIdleFunc to update all the drawing and physics in one pass. This was fine for simple animations that I didn't care too much about the frame rate, but since the game is mostly physics based, I really want to (need to) tie down how fast it's updating. So my first attempt was to have my function I pass to glutIdleFunc (myIdle()) to keep track of how much time has passed since the previous call to it, and update the physics (and currently graphics) every so many milliseconds. I used timeGetTime() to do this (by using <windows.h>). And this got me to thinking, is using the idle function really a good way of going about the game loop? My question is, what is a better way to implement the game loop in OpenGL? Should I avoid using the idle function?

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  • Can I get enough experience to get an industry job just by reading books?

    - by MahanGM
    I've been recently working with DirectX and getting familiar with game engines, sub-systems and have done game development for the last 5 years. I have a real question for those whom have worked in larger game making companies before. How is it possible to get to into these big game creators such as Ubisoft, Infinity Ward or EA. I'm not a beginner in my field and I'm going to produce a real nice 2D platform with my team this year, which is the result of 5 years 2D game creation experience. I'm working with prepared engines such as Unity3D or Game Maker software and using .Net with C# to write many tools for our production and proceeding in my way but never had a real engine programming experience 'till now. I'm now reading good books around this topic but I wanted to know: Is it possible to become an employee in big game company by just reading books? I mean beside having an active mind and new ideas and being a solution solver.

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