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  • How can I get Swell Foop (Same GNOME) working?

    - by Lucas McCoy
    I've always loved this game but after upgrading to Ubuntu 10.10 the game was removed. Naturally I went into the Software Center and reinstalled it. However now when I launch it, it just freezes and will not do anything. I eventually have to kill it. It shows this output in the terminal: (seed:12453): GLib-GObject-CRITICAL **: g_object_ref: assertion "G_IS_OBJECT (object)" failed Is there a known bug or something? How can I get this working again?

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  • How to allocate more ram to minecraft?

    - by harikrishnan
    Minecraft lags badly in my linux than windows! in windows i dont find trouble playing it! My system specs : processor : AMD Athlon x2 260 3.2ghz dual core Graphic card : Ati radeon 3000 series ram : 4gb (3.25 usable) I have ubuntu 12.04 and I want allocate more ram to minecraft! I have 4gb physical ram (ONLY 3.25 USABLE) I have openjdk 7 ALSO TELL ME OTHER WAYS TO RUN MINECRAFT SMOOTHLY! PLEASE HELP!!!!!!!!!!!!

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  • Any multiplayer webgame engine based on Flex

    - by Hongyu Ouyang
    My team is developing a multiplayer webgame (like a virtual world) in a short time(several months using after-school time), and I wonder if there are any webgame engine based on Flex. When I googled it I got many results related to HTML5, but I doubted if it is suitable for quick development. Do anyone have the experience of developing a webgame using A good engine? Are there any engine recommended? I prefer actionscript and flex to a javascript or HTML5 solution.

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  • Game Trees Conceptual Question

    - by Chris Corbin
    I am struggling to conceptually understand a question in a programming assignment for an algorithms class. The problem is dealing with a fictitious 2 player game, named Easy. The rules of the game are simple; each player may chose one of 4 integers {0-3} after which that integer is not available for the other player. The catch is, a player picks {0} it means they quit. The objective is for Player 1 to get {1} and Player 2 to get {2}, in which case they may win, however if both or neither succeed, then the game ends in a draw. I have been asked to draw the game tree for Easy, showing all nodes, which they explained as 4! = 24. Labeling the edges, which represent moves (selecting a number) and the leaves with who won (1 means Player 1 won, -1 means Player 2 won, and 0 means a tie). I have drawn out a game tree, which I believe is correct, however I am not 100% certain hence I am asking the question. My game tree only has 16 leaves. I am thinking that when a player picks {0}, and then quits, the game tree stops there? I don't see how it is possible to get to 24 leaves? Any help would be greatly appreciate, and if you need more information I would be happy to provide it. Thanks

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  • Print Your Favorite Video Game Character in 3D

    - by Jason Fitzpatrick
    Beloved video game characters of yesterday are perfect candidates for 3D printing with their simple and block-based sprite shapes. Read on to learn more about the process and mathematics of turning 2D sprites into 3D models. Courtesy of Mikola Lysenko, a computer scientist and mechanical engineer, we’re treated to not just a tutorial on how to create a 3D shape from a 2D seed image, but the mathematics behind figuring out exactly what that 2D sprite should look like if stretched out into three dimensions. Hit up the link below for his tour of techniques including multiview stereo reconstruction and space carving (and why he went with one technique over the other)–the explanation of his process is just as interesting as the cool results it yields. Turning 8-Bit Sprites into Printable 3D Models [via Hack A Day] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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  • 2D game collision response: SAT & minimum displacement along a given axis?

    - by Archagon
    I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling collision detection, but I don't quite like the collision response method they use. By blindly displacing along the axis of least overlap, the algorithm simply ignores the previous position of the moving object, which means that it doesn't collide with the stationary object so much as it enters it and then bounces out. Here's an example of a situation where this would matter: According to the SAT method described above, the rectangle would simply pop out of the triangle perpendicular to its hypotenuse: However, realistically, the rectangle should stop at the lower right corner of the triangle, as that would be the point of first collision if it were moving continuously along its displacement vector: Now, this might not actually matter during gameplay, but I'd love to know if there's a way of efficiently and generally attaining accurate displacements in this manner. I've been racking my brains over it for the past few days, and I don't want to give up yet! (Cross-posted from StackOverflow, hope that's not against the rules!)

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  • Radeon HD 6850 VMware 3D Support?

    - by Matt
    I'm a new Ubuntu user (new to all of linux actually). I've installed Ubuntu 11.10 x64 and have been enjoying it, but I wanted to see how it would perform using VMware for small time gaming since I find dual booting too much of a nuisance to even bother using Ubuntu at all (sorry!). I have an Asus EAH6850 DirectCU Radeon HD 6850 graphics card and I've installed the additional ATI/AMD proprietary FGLRX graphics driver, but when I open a Windows XP 32bit machine I installed through VMware, I get this message: "The GPU driver currently installed on this host may cause issues with VMware products. If you notice any issues please disable the 3D support in the affected virtual machines." I still have 3D capabilities in the VM but they are very very choppy even running the DX tests (the spinning cube). I've seen people on youtube and other forums saying that since the new 3D acceleration in VMware 8 gaming is very possible through VMs (and I've seen them running the DX tests with the spinning cube very smoothly). I'm wondering if my graphics card isn't fully supported or if I have installed it wrong. Also when I check system info (on the host Ubuntu machine) it says "Graphics VESA:BARTS" Should my Radeon HD 6850 be showing up there? The rest of my basic system info i5 2500k 8GB 1600MHz memory Guest is running with access to all 4 cores of processor and 3gb memory assigned.

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  • Asked to make a 2d platformer [on hold]

    - by Fendorio
    I've been tasked with creating a simple 2D platformer top be put on a webpage. The game is pretty much a simple Super Mario type game. I've been playing around with C# and C++ now for a couple years, so I'm aware that Unity offers a route to making a web game but for such a simplistic project i'm afraid that using unity would be overkill... i.e. slow, nobody wants to install the web player for a game with < 5 mins playtime. Html5 canvas/JS seems to jump out at me over flash, as that seems to be being pushed out. Any suggestions on a route to take would be greatly appreciated

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  • This Week in Geek History: The Call of Cthulhu, the Columbia Shuttle Disaster, and the Birth of Facebook

    - by Jason Fitzpatrick
    This week in Geek History saw the beginning of the Cthulhu horror mythos, the Columbia space shuttle disaster, and the birth of Facebook. Also, check out our new addition “Other Notable Moments” at the end for more facts and trivia from this week in Geek History. Latest Features How-To Geek ETC How to Integrate Dropbox with Pages, Keynote, and Numbers on iPad RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition Stylebot Customizes Web Pages in Chrome, Now Has Downloadable Styles Blackberry, Dell, Apple, and Motorola Tablets Compared [Infographic] Encrypt Your Google Search Queries Vintage Posters Showcase the History of Tech Advertising Google Cloud Print Extension Lets You Print Doc/PDF/Txt Files from Web Sites Hack a $10 Flashlight into an Ultra-bright Premium One

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  • Firewall error when running Pando Media Booster (for League of Legends) in wine

    - by Matt2
    When I'm downloading League of Legends using Pando Media Booster in wine, I get an error when starting it: Connection Error Your system is currently not allowing access to our servers. Check your Firewall and/or security software sttings to allow PMB.exe to run. Reluctantly, I disabled ufw, but to no avail. The terminal displays the following multiple times: fixme:msvcp90:_Locinfo__Locinfo_ctor_cat_cstr (0x33fcf8 1 C) semi-stub fixme:dbghelp:EnumerateLoadedModulesW64 If this happens, bump the number in mod fixme:wininet:InternetAttemptConnect Stub fixme:oleacc:CreateStdAccessibleObject 0x4f00bc -4 {618736e0-3c3d-11cf-810c-00aa00389b71} 0xc252d18 fixme:oleacc:CreateStdAccessibleObject 0x3700c0 -4 {618736e0-3c3d-11cf-810c-00aa00389b71} 0xc252958 fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:uxtheme:BeginBufferedPaint Stub (0x1c28 0xcde880 0 (nil) 0xc2f6fe8) fixme:uxtheme:EndBufferedPaint Stub ((nil) 1) fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:uxtheme:EndBufferedPaint Stub ((nil) 1) fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:InternetAttemptConnect Stub fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:InternetAttemptConnect Stub fixme:wininet:InternetAttemptConnect Stub fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:advapi:RegisterEventSourceW ((null),L"BugSplat"): stub fixme:advapi:ReportEventW (0xcafe4242,0x0001,0x0000,0x00000001,(nil),0x0003,0x00000000,0x33f224,(nil)): stub err:eventlog:ReportEventW L"Pando_Win" err:eventlog:ReportEventW L"Pando" err:eventlog:ReportEventW L"-1" fixme:advapi:DeregisterEventSource (0xcafe4242) stub fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:wininet:CommitUrlCacheEntryInternal entry already in cache - don't know what to do! fixme:advapi:RegisterEventSourceW ((null),L"BugSplat"): stub fixme:advapi:ReportEventW (0xcafe4242,0x0001,0x0000,0x00000001,(nil),0x0003,0x00000000,0x33f224,(nil)): stub err:eventlog:ReportEventW L"Pando_Win" err:eventlog:ReportEventW L"Pando" err:eventlog:ReportEventW L"-1" fixme:advapi:DeregisterEventSource (0xcafe4242) stub Any idea what's going on here? Is there a better place to put this question?

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  • How do I generate a level randomly?

    - by Charlton Santana
    I am currently hard coding 10 different instances like the code below, but but I'd like to create many more. Instead of having the same layout for the new level, I was wondering if there is anyway to generate a random X value for each block (this will be how far into the level it is). A level 100,000 pixels wide would be good enough but if anyone knows a system to make the level go on and on, I'd like to know that too. This is basically how I define a block now (with irrelevant code removed): block = new Block(R.drawable.block, 400, platformheight); block2 = new Block(R.drawable.block, 600, platformheight); block3 = new Block(R.drawable.block, 750, platformheight); The 400 is the X position, which I'd like to place randomly through the level, the platformheight variable defines the Y position which I don't want to change.

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  • How to maximize Java resources for gaming?

    - by Keidax
    I notice that when I play Minecraft, my CPU usage is only around 15 to 20 percent, at most. Is it possible to force my computer to allocate as much RAM, CPU time, etc. to the game, in order to get the best experience possible? Or, is the low CPU usage due to limitations in the JVM or the game code itself? I have OptiFine installed, and I've already tried using renice to change the process priority and -Xmx to allocate more memory to Java. What else can I do?

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  • What's the best way to generate an NPC's face using web technologies?

    - by Vael Victus
    I'm in the process of creating a web app. I have many randomly-generated non-player characters in a database. I can pull a lot of information about them - their height, weight, down to eye color, hair color, and hair style. For this, I am solely interested in generating a graphical representation of the face. Currently the information is displayed with text in the nicest way possible, but I believe it's worth generating these faces for a more... human experience. Problem is, I'm not artist. I wouldn't mind commissioning an artist for this system, but I wouldn't know where to start. Were it 2007, I'd naturally think to myself that using Flash would be the best choice. I'd love to see "breathing" simulated. However, since Flash is on its way out, I'm not sure of a solid solution. With a previous game, I simply used layered .pngs to represent various aspects of the player's body: their armor, the face, the skin color. However, these solutions weren't very dynamic and felt very amateur. I can't go deep into this project feeling like that's an inferior way to present these faces, and I'm certain there's a better way. Can anyone give some suggestion on how to pull this off well?

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  • 52 Sci-Fi and Video-Game Weapons: Can You ID Them All?

    - by Jason Fitzpatrick
    Swords, blasters, shields, and more populate this visual roundup of sci-fi, comic book, video game, and pop culture weapons. Can you name them all? Hit up the link below for the full-resolution and closeup pictures. Famous Weapons [via Blastr] How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Trying to run Soldier of fortune 2 on ubuntu 12.04 64 using wine 1.4

    - by Fyksen
    Im trying to run SoF 2 multiplayer in ubuntu 12.04. If I run in terminal I get this output: fyksen@fyksen-skole:~/Nedlastinger/SOF2_FULL på gunnar (gunnar)$ wine SoF2MP.exe fixme:thread:NtQueryInformationThread Cannot get kerneltime or usertime of other threads err:seh:setup_exception_record stack overflow 1916 bytes in thread 0009 eip 7bc3e41f esp 01270bb4 stack 0x1270000-0x1271000-0x1a70000 It seems like it's the: "err:seh:setup_exception_record stack overflow 1916 bytes in thread 0009 eip 7bc3e41f esp 01270bb4 stack 0x1270000-0x1271000-0x1a70000" I google it but i couldn't find any solution

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  • Server for online browser game

    - by Tim Rogers
    I am going to be making an online single player browser game. The online element is needed so that a player can login and store the state of their game. This will include things like what buildings have been made and where they have been positioned as well as the users personal statistics and achievements. At this point in time, I am expecting all of the game logic to be performed client side So far, I am thinking I will use flash for creating the client side of the game. I am also creating a MySQL database to store all the users information. My question is how do I connect the two. Presumably I will need some sort of server application which will listen for incoming requests from any clients, perform the SQL query and then return the data. Does anyone have any recommendations of what technology/language to use?

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  • Can't play Steel Storm, Burning Retribution

    - by Goytor
    I've bougth Steel Storm, Burning Retribution in the Software Center, and every time I run it shows the following message: You have reached this menu due to missing or unlocable content/data You may consider adding -base dir /path/to/game to your launch commandline I've gone to main menu in the preferences tab and changed the launcher to no avail. I've tried running it from console, with /opt/steelstorm-episode2/steelstorm, I got: Game is Steel-Storm using base gamedir gamedata Steel-Storm Linux 01:07:07 Jun 11 2011 - release Playing shareware version. Skeletal animation uses SSE code path DPSOFTRAST available (SSE2 instructions detected) Failed to init SDL joystick subsystem: couldn't exec quake.rc couldn't exec default.cfg execing config.cfg couldn't exec autoexec.cfg Client using an automatically assigned port Client opened a socket on address 0.0.0.0:0 Client opened a socket on address [0:0:0:0:0:0:0:0]:0 Linked against SDL version 1.2.12 Using SDL library version 1.2.14 GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW! GL_VERSION: 2.1.2 NVIDIA 270.41.06 vid.support.arb_multisample 1 vid.mode.samples 0 vid.support.gl20shaders 1 Video Mode: fullscreen 640x480x32x0.00hz S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels... Wanted audio Specification: Channels : 2 Format : 0x8010 Frequency : 48000 Samples : 2048 Obtained audio specification: Channels : 2 Format : 0x8010 Frequency : 48000 Samples : 1024 Sound format: 48000Hz, 2 channels, 16 bits per sample CDAudio_Init: No CD in player. Can't get initial CD volume CD Audio Initialized If I try -base /opt/steelstorm-episode2/steelstorm says "command not found".

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  • 8 Bit Beats – Video Game Themes Remixed

    - by Jason Fitzpatrick
    What do you get when you cross classic video game themes with a club beat? These Subwoofer-maxing remixes take Link and Mario to the dance floor. Courtesy of NickplosionFX, the above video remixes The Legend of Zelda and Pac-Man with a healthy dose of back beat. Other offerings from 8 Bit Beats include a Super Mario Bros. 3 remix. Have a source for other great video game remixes? Sound off in the comments. 8 Bit Beats – Zelda/Pac-Man [YouTube] What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked HTG Explains: What is the Windows Page File and Should You Disable It?

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • Is it possible to design a multiplayer game which can be played from different devices?

    - by user9820
    I want to design a online multiplayer game for all gaming devices e.g. Desktop PC, internet browser, android phones, android tablets, iphone, ipad, XBOX 360 etc. Now my main requirement is that, I want all devices can be used to play the game in multiplayer mode toghether i.e. One player can be connected using PC another using android phone and other may be with iphone or ipad. My doubts are - How to make all devices to connect to common game server? What will be the logic for graphics and texture because all devices screen will be of different aspect ratio?

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  • What's the DCPU-16 thing all about?

    - by ChrisRamakers
    Ever since Notch (of Minecraft fame) announced his next project will include programmable 16bit cpu's ingame everybody seems to want to write VM's for the spec notch has written up. I've seen em written in C, C++, go, javascript, coffeescript, ... Can anyone enlighten me what's so special about the spec notch wrote up or is it just that it's the first game that actually contains a CPU ingame that you can do whatever you want with? It sparked my curiosity but I fail to grasp the thing that makes it so special suddenly everybody needs to write up code for it?

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  • Can Dungeons & Dragons Make You More Successful? [Video]

    - by Jason Fitzpatrick
    Dungeons & Dragons gets a bit of a bad rap in popular culture, but in this video treatise from Idea Channel, they propose that Dungeons & Dragons wires players for success. There are some deeply ingrained stereotypes about Dungeons & Dragons, and those stereotypes usually begin and end with people shouting “NERD!!!” But the reality of the D&D universe is a whole lot more complex. Rather than being an escape from reality, D&D is actually a way to enhance some important real life skillz! It’s a chance to learn problem solving, visualization, interaction, organization, people management… the list could go on and on. Plus, there are some very famous non-nerds who have declared an affinity for D&D, so best stop criticizing and join in if you want to be a successful at the game of life. While we’re trying not to let our love of all things gaming cloud our judgement, we’re finding it difficult to disagree with the premise that open-ended play fosters creative and adaptive thinking. Can Dungeons & Dragons Make You A Confident & Successful Person? [via Boing Boing] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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