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  • debugging c# silverlight projects from vb web application

    - by dave lowe
    Hi, I have a problem whereby I cannot debug a c# silverlight application project that is hosted from within a visual basic web application. I add breakpoints to the main App constructor and the symbols are loaded ok but my breakpoints are never hit. I have concluded that it is a vb/c# interop problem as to test i did the following. Created a new c# web application project Added a c# silverlight application Added a new vb web application project Added references to the silverlight project from both web apps set a breakpoint in App.xaml.cs constructor if i run the c# webapp the break points are hit whereas if i run the vb webapp they are not. has anyone come across this before or can anyone suggest a solution please? Many Thanks

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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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  • 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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  • Are scheduled job servers the right choice for a time sensitive game engine?

    - by maple_shaft
    I am currently architecting and designing an exciting new web application that will be entering into some areas that I have very little experience in, game development. The application is not necessarily a game, but there are some very time sensitive tasks and scheduled jobs that a server will need to run to perform game related activities (Eg. New match up starts at noon every day for a 12 day tournament, updating scoreboards at 5pm every day, etc...) In the past I have typically used cron jobs with the Quartz Scheduler running within a web application server, but I know that this isn't likely a scalable solution for the truly massive userbase that management is telling me to expect (Granted they are management and are probably highly optimistic about this) and also for how important the role of these tasks are in this web application. The other important thing I want to consider is that I want to avoid SPOF (Single Point Of Failure). If the primary job server goes down, another job server should be able to successfully run the job in its place. I suppose this can be done appropriately record locking and database transactions. My question is if scheduled jobs like CRON running on a web application server are a wise design choice given the time sensitive game tasks of this application, or is there something more appropriate for running a scalable game engine parallel to the web application servers?

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  • Find optimal strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal/good-enough strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • vb classic coder to android how to transition?

    - by user366654
    Hi guys. I'm a VB/vba coder and would like to start android dev. Currently I'm learning Java from scratch and. Its quite tough. I've read about oop but never actually written any OO code. Java syntax is also quite foreign but I'm getting the hang of it. My question is, which is absolutely the best transition path for a vb old dog to writing for froyo?

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  • vb.net module visibility

    - by dcp
    If I have a module in a VB.Net class library, will it's visibility be limited to the assembly? What I'm looking for is the VB.Net equivalent of a C# internal static class. Does anyone know the equivalent?

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  • How do you parse an HTML in vb.net

    - by tooleb
    I would like to know if there is a simple way to parse HTML in vb.net. I know that HTML is not sctrict subset of XML, but it would be nice if it could be treated that way. Is there anything out there that would let me parse HTML in an XML-like way in VB.net?

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  • add c# user control to existing asp.net vb.net project

    - by Fidel
    Hello, I've got an existing asp.net project written in vb.net. Another person has written a user control in c#. Could you please let me know the steps for adding that C# user control to the vb.net app? I've tried copying them to the folder and using "Add existing item", however it doesn't compile the code behind at all. Thanks, Fidel

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  • Python Regex To VB.net

    - by user316758
    Hi everyone, I made a program in Python and now I whant to transfert it to vb.net. But I have some difficulties with the vb.net regular expression.... Someone can help me please? There are my Python regex: id = re.search('(?<=watch\?v\=)[\w|-]+|(?<=/v/)[\w|-]+', src) id = id.group(0) t = re.search('(?<=\&t\=)[\w|-]+', src) t = t.group() It's supposed to fin the value of ?v=Value&SomeOtherContent and &t=Value&SomeOtherContent Thank you

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  • How to create a compiler in vb.net

    - by Cyclone
    Before answering this question, understand that I am not asking how to create my own programming language, I am asking how, using vb.net code, I can create a compiler for a language like vb.net itself. Essentially, the user inputs code, they get a .exe. By NO MEANS do I want to write my own language, as it seems other compiler related questions on here have asked. I also do not want to use the vb.net compiler itself, nor do I wish to duplicate the IDE. The exact purpose of what I wish to do is rather hard to explain, but all I need is a nudge in the right direction for writing a compiler (from scratch if possible) which can simply take input and create a .exe. I have opened .exe files as plain text before (my own programs) to see if I could derive some meaning from what I assumed would be human readable text, yet I was obviously sorely disappointed to see the random ascii, though it is understandable why this is all I found. I know that a .exe file is simply lines of code, being parsed by the computer it is on, but my question here really boils down to this: What code makes up a .exe? How could I go about making one in a plain text editor if I wanted to? (No, I do not want to do that, but if I understand the process my goals will be much easier to achieve.) What makes an executable file an executable file? Where does the logic of the code fit in? This is intended to be a programming question as opposed to a computer question, which is why I did not post it on SuperUser. I know plenty of information about the System.IO namespace, so I know how to create a file and write to it, I simply do not know what exactly I would be placing inside this file to get it to work as an executable file. I am sorry if this question is "confusing", "dumb", or "obvious", but I have not been able to find any information regarding the actual contents of an executable file anywhere. One of my google searches Something that looked promising EDIT: The second link here, while it looked good, was an utter fail. I am not going to waste hours of my time hitting keys and recording the results. "Use the "Alt" and the 3-digit combinations to create symbols that do not appear on the keyboard but that you need in the program." (step 4) How the heck do I know what symbols I need??? Thank you very much for your help, and my apologies if this question is a nooby or "bad" one. To sum this up simply: I want to create a program in vb.net that can compile code in a particular language to a single executable file. What methods exist that can allow me to do this, and if there are none, how can I go about writing my own from scratch?

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  • Programming Logic upgrading from VB6 to Vb.net

    - by KoolKabin
    Hi guys, I have been programming in vb6 for few time ago and i used open SQL Server connection and command objects to make database traansactions. I have been searching for similar approaches in vb.net too but not finding any starting point. How can we work similarly in vb.net application?

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  • file handling in vb.net

    - by Indranil Mutsuddy
    Hello there I have developed an application in vb.net2008 and database sqlserver. Now i want to ignore the database(it has 1 table as customer(name,password,hour,minute)) as i dont want my client to install sqlserver separately or other overheads. I am planning to do the whole using file handling in vb.net(manipulating the data in files itself eg change username, password etc). As I am new i dont actually know the proper way and of course need assistance. Kindly help out. Regards Indranil

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  • Why use VB.Net instead C#?

    - by HasanGursoy
    A big company says "Minimal knowledge not to ask why don't you use C#" in its job requirements. And as a C# coder I wonder why do they prefer vb.net instead of C#. Also a Microsoft MVP uses vb.net in his Silverlight applications. Is there something Microsoft won't tell us?

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  • VB Equivalent of C# Event Creation

    - by Steven
    I'm trying to extend the GridView class to always show the header and footer even when the datasource is empty. I found this website: link. However, it is written in C# but I use VB. What's the VB equivalent of line 76 (public event MustAddARowHandler MustAddARow;)?

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