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  • Explore Historic Sites from the Comfort of Your Desktop with Google’s ‘World Wonders Project’

    - by Asian Angel
    Have you always wanted to explore historic sites across the world but lack the extra time and/or funds to do so? Then take heart! Now you can visit historic sites to your heart’s content from home with Google’s ‘World Wonders Project’. Note: The screenshot shown above is from the ‘Archaeological Areas of Pompei’ site. You can explore exotic locations such as Pompei, the Palace and Park of Versailles, Shark Bay, the Tenryu-ji-Temple in Ancient Kyoto, and more. The World Wonders Project Homepage The World Wonders Project YouTube Channel HTG Explains: Learn How Websites Are Tracking You Online Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting

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  • game inventory/bag system javascript html5 game

    - by Tom Burman
    im building an RPG game using html5's canvas and javascript. Its tile based and im using an array to created my game map. I would like the player to have a bag/inventory so when they select or land on a tile that has an item on it, they can click on it and store it in their bag/inventory. I was thinking of using a 2d array to store the value of the item tile, a bit like my map is doing, so when the player lands on, lets say a rope tile which is tileID 4, the value 4 is pushed into the next array position available, then reloop through the array and reprint it to the screen. For an example of what im trying to achieve visually, would be like runescapes inventory, but dumbed down a bit. I appreciate any views and answers. Im not great at javascript coding so please be patient Thanks Tom

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  • 2D Game Help In XNA

    - by user22715
    I'm making a game in XNA called The Adventure Of The Very Hairy Princess Fairy. The game is a "Sidescroller/Platformer" like mario but there is a problem. How do I attack a wepon the the player texture and add animations so it looks like the player is holding the gun and It's not a floating image in front of the player? The player can kill with things like chainsaws playing as a very hairy princess fairy.

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  • javascript game loop and game update design

    - by zuo
    There is a main game loop in my program, which calls game update every frame. However, to make better animation and better control, there is a need to implement a function like updateEveryNFrames(n, func). I am considering implementing a counter for each update. The counter will be added by one each frame. The update function will be invoked according to the counter % n. For example, in a sequence of sprites animation, I can use the above function to control the speed of the animation. Can some give some advice or other solutions?

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  • How do I limit the game loop?

    - by user1758938
    How do I make a game update at a consistent speed? For example, this would loop too fast: while(true) { GetInput(); Render(); } This just wont work (hard to explain): while(true) { GetInput(); Render(); Sleep(16); } How do I sync my game to a certain framerate and still have input and functions going at a consistent rate?

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  • Spreadsheets in Game Design?

    - by Joey Green
    There have been two instances from the past two weeks that I've heard from well known successful game developers that they use spreadsheets when designing games. The first being David Whatley in this GDCVault video: http://gdcvault.com/play/1012372/From-Zero-to-Time-Magazine The second being the guys that do Walled Garden Weekly: http://walledgardenweekly.com/ David said he models everything out and uses excel models to see how everything plays out. What on earth is he talking about? Is it seeing how the game mechanics react to each other? Is there somewhere where I can learn more about how to do this? Thanks

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  • Coming up with manageable game ideas as a hobbyist game developer

    - by Kragen
    I'm trying to come up with ideas for games to develop - as per the advice on this question I've started jotting down and brainstorming my ideas as I get them, and it has worked relatively well - I now have a growing collection of ideas that I think are relatively original. The trouble is that I'm a solo hobbyist developer so my time is limited (and I have short attention span!) I've decided to set myself a limit of 1 working week (i.e. 35-40 hours) to develop / prototype my game, but all of the ideas that really spark my imagination are far too complex to be achievable in that sort of time (e.g. RTS or RPG style gameplay), and none of my simpler ideas really strike me as being that good (and whenever I get a flash of inspiration I invariably end up making things more complicated!) Am I being too picky - should I just take one of my simpler ideas and have a go?

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  • How to get shared bashed history among different tabs

    - by Luca Cerone
    I used the answer in http://unix.stackexchange.com/a/1292/41729 to enable real-time shared history among separate bash terminals. As explained in the answer above, this is achieved by adding: # avoid duplicates.. export HISTCONTROL=ignoredups:erasedups # append history entries.. shopt -s histappend # After each command, save and reload history export PROMPT_COMMAND="history -a; history -c; history -r; $PROMPT_COMMAND" This works fine if the bash shells are separate (e.g. opening different bash terminals using CTRL+ALT+T. However it doesn't work if I use tabs (from an open terminal `CTRL+SHIFT+T) rather than new windows. Why this difference in behaviour? How can I share the bash history also among various tabs?

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  • Advices fo starting a video game design career

    - by Allen Gabriel Baker
    I'm 24 and have a passion for video games and game-design. I've decided I want to design video games as my career. I have no experience with designing video games or coding but I'm interested and willing to learn. I want a job at any level but what would I need to land a job? I have no college experience and I have no money. What is a cheap school, or do I really need to go to school for this, or can I learn on my own? Is it possible to do this with no money? I'm literally broke but I want this so bad I feel like its the only career I'll enjoy. I want to call up company's and ask them what they are looking for in someone they want to hire, is that a good idea? Also I don't know the history of video game design and I don't want to sound like a dummy when someone says something about this field or talks about a famous designer and I have no idea who they're talking about. So what is key info when it comes to this field and where should I find it? Hopefully some of you guys and girls can help me out: I know in the future I will create something everyone will enjoy and you guys will remember when you gave me advice and I will always remember you guys for helping me. I'm gifted I know I am and I want to share my gift with the rest of the world by making games that change the Industry. Help me out please.

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  • Penalty for collision during a racing game

    - by Arthur Wulf White
    In a racing game: How should we penalize the player for colliding head on into obstacles such as walls, trees and so on. What is the way it is done in your favorite racing game? How is it done in other successful racing games? Do you think temporarily disabling the engine for a second is too severe? If I do go that route, how would I convey the 'engine is disabled' to the player in a subtle and easily understood way? Is this 'too much' of a penalty? Would the slow-down from the collision be sufficient to discourage the player from driving too carelessly? Which one is more fun? Should I consider a health-bar and affect engine performance for 'low health' status? Could you offer examples of games that handle this well and one that do it poorly? Please share your experience with racing games obstacles and reference games you feel perform well in this aspect. I am sure we all enjoy our racing games differently and I would like to hear different opinions regarding this issue. I would also like to hear how you feel we should penalize or reward for colliding with other vehicles? Should enemy vehicles be destroyable? Should they slow down severely when they hit the back of your car or would that make the gameplay imbalanced?

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  • Implementing History Support using jQuery for AJAX websites built on asp.net AJAX

    - by anil.kasalanati
    Problem Statement: Most modern day website use AJAX for page navigation and gone are the days of complete HTTP redirection so it is imperative that we support back and forward buttons on the browser so that end users navigation is not broken. In this article we discuss about solutions which are already available and problems with them. Microsoft History Support: Post .Net 3.5 sp1 Microsoft’s Script manager supports history for websites using Update panels. This is achieved by enabling the ENABLE HISTORY property for the script manager and then the event “Page_Browser_Navigate” needs to be handled. So whenever the browser buttons are clicked the event is fired and the application can write code to do the navigation. The following articles provide good tutorials on how to do that http://www.asp.net/aspnet-in-net-35-sp1/videos/introduction-to-aspnet-ajax-history http://www.codeproject.com/KB/aspnet/ajaxhistorymanagement.aspx And Microsoft api internally creates an IFrame and changes the bookmark of the url. Unfortunately this has a bug and it does not work in Ie6 and 7 which are the major browsers but it works in ie8 and Firefox. And Microsoft has apparently fixed this bug in .Net 4.0. Following is the blog http://weblogs.asp.net/joshclose/archive/2008/11/11/asp-net-ajax-addhistorypoint-bug.aspx For solutions which are still running on .net 3.5 sp1 there is no solution which Microsoft offers so there is  are two way to solve this o   Disable the back button. o   Develop custom solution.   Disable back button Even though this might look like a very simple thing to do there are issues around doing this  because there is no event which can be manipulated from the javascript. The browser does not provide an api to do this. So most of the technical solution on internet offer work arounds like doing a history.forward(1) so that even if the user clicks a back button the destination page redirects the user to the original page. This is not a good customer experience and does not work for asp.net website where there are different views in the same page. There are other ways around detecting the window unload events and writing code there. So there are 2 events onbeforeUnload and onUnload and we can write code to show a confirmation message to the user. If we write code in onUnLoad then we can only show a message but it is too late to stop the navigation. And if we write on onBeforeUnLoad we can stop the navigation if the user clicks cancel but this event would be triggered for all AJAX calls and hyperlinks where the href is anything other than #. We can do this but the website has to be checked properly to ensure there are no links where href is not # otherwise the user would see a popup message saying “you are leaving the website”. Believe me after doing a lot of research on the back button disable I found it easier to support it rather than disabling the button. So I am going to discuss a solution which work  using jQuery with some tweaking. Custom Solution JQuery already provides an api to manage the history of a AJAX website - http://plugins.jquery.com/project/history We need to integrate this with Microsoft Page request manager so that both of them work in tandem. The page state is maintained in the cookie so that it can be passed to the server and I used jQuery cookie plug in for that – http://plugins.jquery.com/node/1386/release Firstly when the page loads there is a need to hook up all the events on the page which needs to cause browser history and following is the code to that. jQuery(document).ready(function() {             // Initialize history plugin.             // The callback is called at once by present location.hash.             jQuery.history.init(pageload);               // set onlick event for buttons             jQuery("a[@rel='history']").click(function() {                 //                 var hash = this.page;                 hash = hash.replace(/^.*#/, '');                 isAsyncPostBack = true;                 // moves to a new page.                 // pageload is called at once.                 jQuery.history.load(hash);                 return true;             });         }); The above scripts basically gets all the DOM objects which have the attribute rel=”history” and add the event. In our test page we have the link button  which has the attribute rel set to history. <asp:LinkButton ID="Previous" rel="history" runat="server" onclick="PreviousOnClick">Previous</asp:LinkButton> <asp:LinkButton ID="AsyncPostBack" rel="history" runat="server" onclick="NextOnClick">Next</asp:LinkButton> <asp:LinkButton ID="HistoryLinkButton" runat="server" style="display:none" onclick="HistoryOnClick"></asp:LinkButton>   And you can see that there is an hidden HistoryLinkButton which used to send a sever side postback in case of browser back or previous buttons. And note that we need to use display:none and not visible= false because asp.net AJAX would disallow any post backs if visible=false. And in general the pageload event get executed on the client side when a back or forward is pressed and the function is shown below function pageload(hash) {                   if (hash) {                         if (!isAsyncPostBack) {                           jQuery.cookie("page", hash);                     __doPostBack("HistoryLinkButton", "");                 }                isAsyncPostBack = false;                             } else {                 // start page             jQuery("#load").empty();             }         }   As you can see in case there is an hash in the url we are basically do an asp.net AJAX post back using the following statement __doPostBack("HistoryLinkButton", ""); So whenever the user clicks back or forward the post back happens using the event statement we provide and Previous event code is invoked in the code behind.  We need to have the code to use the pageId present in the url to change the page content. And there is an important thing to note – because the hash is worked out using the pageId’s there is a need to recalculate the hash after every AJAX post back so following code is plugged in function ReWorkHash() {             jQuery("a[@rel='history']").unbind("click");             jQuery("a[@rel='history']").click(function() {                 //                 var hash = jQuery(this).attr("page");                 hash = hash.replace(/^.*#/, '');                 jQuery.cookie("page", hash);                 isAsyncPostBack = true;                                   // moves to a new page.                 // pageload is called at once.                 jQuery.history.load(hash);                 return true;             });        }   This code is executed from the code behind using ScriptManager RegisterClientScriptBlock as shown below –       ScriptManager.RegisterClientScriptBlock(this, typeof(_Default), "Recalculater", "ReWorkHash();", true);   A sample application is available to be downloaded at the following location – http://techconsulting.vpscustomer.com/Source/HistoryTest.zip And a working sample is available at – http://techconsulting.vpscustomer.com/Samples/Default.aspx

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  • Limit The Game Loop?

    - by user1758938
    How do I make a game go at the same speed? You probly dont understand that so here are examples: This Would Loop Too Fast while(true) { GetInput(); Render(); } This Just Wont Work, Hard To Exlplain while(true) { GetInput(); Render(); Sleep(16); } Basicly How Do I Sync It To Any FrameRate And Still Have To Input And Funtions Going At The Same Rate?

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  • How to create a legally valid timestamp of unpublished game artwork

    - by mm24
    Before publishing promotional material of my first indie game I wanted to mark all my artwork with a legally valid timestamp. There are two ways I know to do this: 1 go to a sollecitor/lawyer and pay for them to certify the document 2 use an online webservice to mark any given file/folder readable to the service Anyone has already done this and if yes how (e.g. which website have you used? which type of solecitor have you contacted? etc..)? Kind Regards PS: I know that there is always the good old "send yourself a mail with a stamp and a date" but is not very strong as proof.

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  • Other games that employ mechanics like the game "Diplomacy"

    - by Kevin Peno
    I'm doing a little bit of research and I'm hoping you can help me track down any games, other than Diplomacy (online version here), that employ all or some of the mechanics in Diplomacy (rules, short form). Examples I'm looking for: Simultaneous orders given prior to execution of orders In Diplomacy, players "write down" their moves and execute them "at the same time" Support, in terms of supporting an attacker or defender "take" a territory. In Diplomacy, no one unit is stronger than another you need to combine the strength of multiple units to attack other territories. Rules for how move conflicts are resolved Example, 2 units move into a space, but only one is allowed, what happens. I may add to this list later, but these are the primary things I'm looking for. If you need clarification on anything just let me know. Note: I tried asking this on GamingSE, but it was shot down. So, I am unsure where else I could post this. Since I am researching this for game development purposes, I assume this post is on topic. Please let me know if this is not the case. Please also feel free to re-categorize this. Thanks!

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  • Visual History for Chrome Maps Out Your Browser History in an Interactive Graph

    - by Jason Fitzpatrick
    Curious how your adventures on the web interweave? Visual History for Chrome maps out related web sites in your browsing history into an interactive chart–visualize your browsing over the last hours, days, or months. One of the interesting elements of Visual History is that it doesn’t simply link sites together via activated hyperlinks but by consecutive use within 20 minute increments–thus if you frequently hit up Gmail, Facebook, and Reddit first thing in the morning, they’ll all appear together in a usage cluster. Site can be organized by URL, sub-domain, or domain. Visual History is free, Chrome only. Visual History for Chrome [Chrome Web Store] HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows?

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  • Simple 2d game pathfinding

    - by Kooi Nam Ng
    So I was trying to implement a simple pathfinding on iOS and but the outcome seems less satisfactory than what I intended to achieve.The thing is units in games like Warcraft and Red Alert move in all direction whereas units in my case only move in at most 8 directions as these 8 directions direct to the next available node.What should I do in order to achieve the result as stated above?Shrink the tile size? The screenshot intended for illustration. Those rocks are the obstacles whereas the both ends of the green path are the starting and end of the path.The red line is the path that I want to achieve. http://i.stack.imgur.com/lr19c.jpg

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  • Game Timer In C++

    - by user1870398
    I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below? #include <iostream> #include<windows.h> #include<time.h> #include<process.h> using namespace std; int Timer = 0; int LastTimer = 0; bool End = false; void Update(int Ticks) { } void UpdateTimer() { while (true) { LastTimer = Timer; Timer++; Sleep(1); if (End) break; } } int WINAPI WinMain(HINSTANCE par1, HINSTANCE par2, LPSTR par3, int par4) { _beginthread(UpdateTimer, 0, NULL); while(true) { if (Timer == 1000) Timer = 0; Update(Timer - LastTimer); } }

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  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

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  • Balancing game difficulty against player progression

    - by Raven Dreamer
    It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or unlocking new options in Command and Conquer 4. Yet this concept is not exclusive to video or computer games -- even in Dungeons and Dragons players can strive to acquire a +2 sword to replace the +1 weapon they've been using. Yet as a systems designer, the concept of player progression is giving me headache after headache. Should I balance around the players exact capabilities and give up on a simple linear progression? (I think ESIV:Oblivion is a good example of this) Is it better to throw the players into an "arms race" with their opponents, where if the players don't progress in an orderly manner, it is only a matter of time until gameplay is unbearably difficult? (4th Edition DnD strikes me as a good example of this) Perhaps it would make most sense to untether the core gameplay mechanics from progression at all -- give them flashier, more interesting (but not more powerful!) ways to grow?

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  • How was your experience working as a game tester?

    - by MrDatabase
    I'm currently an independent game developer. I'm open to the idea of working on a team in the game industry. I'm under the impression that being a "game tester" is a relatively easy way to get a job... however that job may be somewhat undesirable. So how was your experience working as a tester in the game industry? Some interesting experiences could include: Did the game tester position lead to other more desirable positions? How were the relationships between testers and developers? Did you write any code? (test "frameworks", unit tests etc) If bugs made it into production was any (potentially unfair) blame put on the testers?

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  • Menu tab completion for recent history in zsh

    - by dat5h
    I am interested in a potential zle widget for zsh. Is there a way to build a widget that mimics the kill-completion selectable menu? Essentially I want to be able to press , tab in vi-command-mode, or maybe !-tab-completion at the shell and get a list of recent history (or related history compared what is already entered at the commandline) that allows me to scroll through it and possibly select a relevant function to call or compare similar calls. Looking through the manual I stumbled onto a similar widget that I have mapped like so: # tab completion history menu (vicmd) autoload -z history-beginning-search-menu zle -N history-beginning-search-menu-space-end history-beginning-search-menu bindkey -M vicmd "\t" history-beginning-search-menu-space-end # emacs binding could be "\e\t"? (I wouldn't know) Therefore, if I enter vicmd and hit tab when I enter something like "grep", then I get a list of all grep calls in history. It also asks me for the list-number and it will perform the numbered item in history. If I enter a space and then try this, it lists ALL of my history history. This is fairly close to what I want, but there are some problems. For example, 1) it prints the entire list of relevant history and does not check the number of lines of the screen so it could easily blow up the space on the terminal; 2) when I type in numbers for selecting an item in history it does not show me the numbers I type, so I may make a mistake and have to start over again; 3) I would love to be able to hook in appearance tweaks. I was wondering if there exists more updated version of this widget or if there is any way to look at the source for kill-completion or history-beginning-search-menu to see if I could think of a way to do it.

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  • Bash history handling with multiple terminals

    - by zetah
    I use mainly Terminator, and it's usually opened with 3 split terminal windows. I also use Gnome terminal for various reasons. I'm wondering how is bash history handled in this case as I sometimes miss previously issued commands when I run history For example, my prompt shows current bash history line (\!) and if I launch Terminator with 3 split terminal windows I get same history line (let's say 100) on all terminals. Which history will be saved? Also launching Gnome Terminal after using Terminator I get line 100 at startup regardless all commands issued before in Terminator

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  • This Week In Geek History: Steve Jobs Demos the First Mac, Mythbusters Hits the Airwaves, and Dr. Strangelove Invades Popular Culture

    - by Jason Fitzpatrick
    It was quite a wild ride for this week in Geek History: Steve Jobs gave a demonstration of the first Macintosh computer, beloved geek show MythBusters took to the air, and iconic movie Dr. Strangelove appeared in theatres and our collective consciousness. Latest Features How-To Geek ETC How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? How to Use and Master the Notoriously Difficult Pen Tool in Photoshop HTG Explains: What Are the Differences Between All Those Audio Formats? How To Use Layer Masks and Vector Masks to Remove Complex Backgrounds in Photoshop Bring Summer Back to Your Desktop with the LandscapeTheme for Chrome and Iron The Prospector – Home Dash Extension Creates a Whole New Browsing Experience in Firefox KinEmote Links Kinect to Windows Why Nobody Reads Web Site Privacy Policies [Infographic] Asian Temple in the Snow Wallpaper 10 Weird Gaming Records from the Guinness Book

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  • This Week in Geek History: Zelda Turns 25, Birth of the Printing Press, and the Unveiling of ENIAC

    - by Jason Fitzpatrick
    Every week we bring you interesting highlights from the history of geekdom. This week we take a look at The Legend of Zelda’s 25th anniversary, the Gutenberg press, and the unveiling of primitive super computer ENIAC. Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows How Star Wars Changed the World [Infographic] Tabs Visual Manager Adds Thumbnailed Tab Switching to Chrome Daisies and Rye Swaying in the Summer Wind Wallpaper Read On Phone Pushes Data from Your Desktop to the Appropriate Android App

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