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  • Game engine deployment strategy for the Android?

    - by Jeremy Bell
    In college, my senior project was to create a simple 2D game engine complete with a scripting language which compiled to bytecode, which was interpreted. For fun, I'd like to port the engine to android. I'm new to android development, so I'm not sure which way to go as far as deploying the engine on the phone. The easiest way I suppose would be to require the engine/interpreter to be bundled with every game that uses it. This solves any versioning issues. There are two problems with this. One: this makes each game app larger and two: I originally released the engine under the LGPL license (unfortunately), but this deployment strategy makes it difficult to conform to the rules of that license, particularly with respect to allowing users to replace the lib easily with another version. So, my other option is to somehow have the engine stand alone as an Activity or service that somehow responds to intents raised by game apps, and somehow give the engine app permissions to read the scripts and other assets to "run" the game. The user could then be able to replace the engine app with a different version (possibly one they made themselves). Is this even possible? What would you recommend? How could I handle it in a secure way?

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  • rhel configure: limit root direct login to systems except through system consoles

    - by zhaojing
    I have to configure to limit root direct access except system consoles. That is, the ways of telnet, ftp, SSH are all prohibited. Root can only login through console. I understand that will require me to configure the file /etc/securetty. I have to comment all the tty, just keep "console" in /etc/securetty. But from google, I found many peoples said that configure /etc/securetty will not limit the way of SSH login. From my experiment, I found it is. (configure /etc/securetty won't limit SSH login). And I add one line in /etc/pam.d/system-auth: auth required pam_securetty It seems root SSH login can be prohibited. But I can't find the reason: What is the difference of configure pam_securetty and /etc/securetty? Can anyone help me with this? Only configure /etc/securetty could work? Or Have I to configure pam_securetty at the same time? Thanks a lot!

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  • Finding if a path between 2 sides of a game board exists

    - by Meny
    Hi, i'm currently working on a game as an assignment for school in java. the game cuurently is designed for Console. the game is for 2 players, one attacking from north to south, and the other from west to east. the purpose of the game is to build a "bridge"/"path" between the 2 of your sides before your opponent does. for example: A B C D E F 1 _ _ X _ _ _ 1 2 O X X _ _ _ 2 3 O X O O O O 3 4 O X O _ _ _ 4 5 X X _ _ _ _ 5 6 X O _ _ _ _ 6 A B C D E F player that attacks from north to south won (path/bridge from C to A) my problem is, what algorithm would be good to check if the user have managed to create a path (will be checked at the end of each turn). you're help would be very appreciated.

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  • iPhone game w/ iTunes background music

    - by MrDatabase
    I've noticed some games in the app store that allow the user to play background music through iTunes. As a developer how can I add this functionality to my game? (I've searched for "open itunes from iphone game", "integrate itunes into iphone game" etc and no luck).

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  • What's the best way to monetize Android Game ?

    - by zed_0xff
    I'm developing an Android game, it has 20k downloads so far. But I'm not in US region, so I can't just SELL it via Android Market, so it's free. So, I'm looking for a best legal way to earn some money from my game. PS: Game already has AdMob ads, and I'm looking for something better.

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  • Games consoles won't connect through the TP-Link TL-WA500G Access Point

    - by Manfred Wolff
    I hope that someone can help me. I have several Laptops and other devices, all using my Wireless Router (Sky Digital Netgear) To extend the range to the back of the house, I purchased a TP-Link TL-WA500G Range extender. configured just as a pure repeater, it picks up the signal from the Netgear Router. The Netgear Router does the DHCP, handing out the IP addresses. This all works a treat with several different laptops and my iPone4S, but when my son tries to use his XBox360, Sony Playstation3 or the Nintendo Wii those devices fail to acquire an IP address. They just sit their waiting for the IP config. This also happens with my wife's HTC desire ONE Android phone. My son says that, when his HTC Desire C won't get an IP address, he just unplugs the AP briefly - the phone will connect and he puts the AP back on. Once he is connected to the Router, the AP won't disturb function. The Games Consoles don't seem to work like that. They stop working, when the AP is reconnected. I had my son try to configure permanent IP addresses, and he said that did not work either, though I have to confirm that, as I did not see that for myself. Has anybody seen this before? I have searched the Net and have not found any similar problems anywhere. I wonder if there is setting somewhere that would fix this. Many thanks for anyone reading this and trying to help. M

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  • Conceptually, how does replay work in a game?

    - by SnOrfus
    I was kind of curious as to how replay might be implemented in a game. Initially, I thought that there would be just a command list of every player/ai action that was taken in the game, and it then 're-plays' the game and lets the engine render as usual. However, I have looked at replays in FPS/RTS games, and upon careful inspection even things like the particles and graphical/audible glitches are consistent (and those glitches are generally *in*consistent). So How does this happen. In fixed camera angle games I though it might just write every frame of the whole scene to a stream that gets stored and then just replays the stream back, but that doesn't seem like enough for games that allow you to pause and move the camera around. You'd have to store the locations of everything in the scene at all points in time (No?). So for things like particles, that's a lot of data to push which seems like a significant draw on the game's performance whilst playing.

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  • Android game goes blank after pressing home and restarting

    - by sirconnorstack
    I am making an Android game with an Activity called Game, a SurfaceView called GameView and a Thread called GameThread. The Game's onCreate(), I make a new GameView, which makes a new GameThread, where all the game logic and canvas drawing is carried out. However, I'm having some lifecycle difficulties. When I press back and restart it, it works fine, but when I press home and restart it, all I see is a blank screen. Here are the GameView's onSurfaceCreated() and onSurfaceDestroyed(): @Override public void surfaceCreated(SurfaceHolder holder) { mThread.mRunning = true; mThread.mWidth = getWidth(); if(mThread.mWidth > 550) mThread.mWidth = 550; mThread.mHeight = getHeight(); try { mThread.start(); } catch(IllegalThreadStateException e) { } } @Override public void surfaceDestroyed(SurfaceHolder holder) { // Wait for the secondary thread to end before finishing boolean retry = true; mThread.mRunning = false; while (retry) { try { mThread.join(); retry = false; } catch (InterruptedException e) { } } }

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  • My Android game runs out of memory when it is closed and opened and couple times.

    - by sirconnorstack
    I have an Android game that has an activity for the menu, and then another activity for the game that creates a SurfaceView and Thread to deal with canvas drawing and game logic. When you exit the game and start it up again too much or if you open and close the keyboard (thus restarting the activity), the game runs out of memory, usually when loading a bitmap: java.lang.OutOfMemoryError: bitmap size exceeds VM budget How can I keep all my images in memory without loading them again when the game changes state, or how can I release them from memory and let them reload when the game is restarted?

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  • Windows Game Loop 50% CPU on Dual Core

    - by Dave18
    The game loop alone is using 50% of CPU Usage, I haven't done any rendering work yet. What i'm doing here? while(true) { if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if(msg.message == WM_QUIT || msg.message == WM_CLOSE || msg.message == WM_DESTROY) break; TranslateMessage(&msg); DispatchMessage(&msg); } else { //Run game code, break out of loop when the game is over } }

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  • What are some good resources for creating a game engine in XNA?

    - by Glasser
    I'm currently a student game programmer working on an indie project. We have a team of eleven people (five programmers, four artists, and two audio designers) aboard, all working hard to help design this game. We've been meeting for months now and so far we have a pretty buffed out Game Design Document as well as much audio/visual concept art. Our programmers are itching to progress on our own end. Each person in our programming team is well versed in C++, but is very familiar with C#. We have enough experience and skill that we're confident that we will be successful with our game, and we're looking to build our own game engine in XNA as it seems like it would be worth our time and effort in the end. The game itself will be a 2D beat 'em up style game to be released over xbox live and the PC. It's play style will be similar to that of Castle Crashers or Scott Pilgrim vs The World. We want to design the game engine to allow us to better implement our assets into the game as well as to simplify the creation of design elements/mechanics. Currently between our programmers, we have books such as "XNA 4.0" and "Game Coding Complete, Third Edition," but we'd still like more information on both XNA and (especially) building a game engine from scratch. What are any other good books, websites, or resources we could use to further map out and program our game engine?

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  • Is there a portal dedicated to HTML5 games?

    - by Bane
    Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not required (except the game publishing part, of course), for example, I consider Miniclip to be a flash game portal. The reason for defining this term is because I'm not sure if other people use it in this context. I recently (less than a year ago) got into HTML5 game development, nothing serious, just my own small projects that I didn't really show to a lot of people, and that certainly didn't end up somewhere on the web (although, I am planning to make a website for my next game). I am interested in the existence of an online portal where indie devs (or non-indie ones, doesn't really matter that much) can publish their own games, sort of like "by devs for devs", also a place where you can find some simple tutorials on basic HTML5 game development and so on... I doubt something like this exists for several reasons: You can't really commercialize an HTML5 game without a strong server-side and microtransactions The code can be easily copied HTML5 is simply new, and things need time to get their own portals somewhere... If a thing like this does not exist, I think I might get into making one some day...

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  • Procedural content (settlement) generation

    - by instancedName
    I have, lets say, something like a homework or assignment to do. Roughly said I need to write an algorithm (pseudo code is not necessary, just in depth description) of procedure that would generate settlements, environment and a people to populate it with, as part of some larger world generation procedure. The genre of game is not specified, it could be any genre (rpg, strategy, colony simulation etc.) where interacting with large and extensive world is central to the game. Procedure should be called once per settlement. At the time of calling, world generation procedure makes geography, culture and history input available. Output should be map of the village and it's immediate area, and various potential additional information like myths, history, demographic facts etc. Bonus would be quest ant similar stuff, but that not really my focus at the moment. I will leave quality of the output for later when I actually dig little deeper into this topic. I am free to change parameters as long as I have strong explanation for doing so. Setting of the game is undetermined so I am free to use anything that I like the most. Ok, so my actual question is: Can anyone who has some experience in this field of game design recommend me some good literature, or point me in the direction where I should look/reed/study? I'm somewhat experienced game programmer, but I've never been into game design till now so any help will be great. I want to do this assignment as good as I can. As for deadline, it's not strictly set, but lets say I don't want it to take longer then few weeks, one month at worst case.

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  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

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  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

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  • Artemis Is The Absolute Geekiest LAN Game You’ll Ever Play [Video]

    - by Jason Fitzpatrick
    Prepare to have your sense of what really geeky computer gaming look like with this Star Trek-like mockup that involves a projector, multiple monitors, and a crew of six. If you have five friends willing to pool some resources–because let us tell you, it’s not going to be cheap to build this gaming setup from scratch–you’re on your way to building a functional starship bridge in your rec room. You’ll need six computers and monitors, a projector to create the front-of-the-bridge-room effect, and a copy of the game–the full retail game is $40 but there is a free demo so you can take the starship simulation for a test spin. The base game is focused on simple simulations like defending your space station and fighting off waves of invaders, however, a recent update of the game supports user-created mission packs. The missions packs allow fans of the game to create intricate missions with objectives to expand the game much like fan-created RPG modules add game play value to table top role-playing games. Hit up the link below to read more about the game or just sit back and enjoy the entertaining video above of sci-fi bloggers manning a starship. Artemis HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Game Review: Monument Valley

    Once again, it was a tweet that caught my attention... and the official description on the Play Store sounds good, too. "In Monument Valley you will manipulate impossible architecture and guide a silent princess through a stunningly beautiful world. Monument Valley is a surreal exploration through fantastical architecture and impossible geometry. Guide the silent princess Ida through mysterious monuments, uncovering hidden paths, unfolding optical illusions and outsmarting the enigmatic Crow People." So, let's check it out. What an interesting puzzle game Once again, I left some review on the Play Store: "Beautiful but short distraction Woohoo, what a great story behind the game. Using optical illusions and impossible geometries in this fantastic adventure of the silent princess just puts all the pieces perfectly together. Walking the amazing paths in the various levels and solving the riddles gives some decent hours of distraction but in the end you might have the urge to do more..." I can't remember exactly when and who tweeted about the game but honestly it caught my attention based on the simplicity of the design and the aspect that it seems to be an isometric design. The game relies heavily on optical illusions in order to guide to the silent princess Ida through her illusory adventure of impossible architecture and forgiveness. The game is set like a clockwork and you are turning, flipping and switching elements on the paths between the doors. Unfortunately, there aren't many levels and the game play lasted only some hours. Maybe there are more astonishing looking realms and interesting gimmicks in future versions. Play Store: Monument Valley Also, check out the latest game updates on the official web site of ustwo BTW, the game is also available on the Apple App Store and on Amazon Store for the Kindle Fire.

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  • Are high powered 3D game engines better at 2D games than engines made for 2D

    - by Adam
    I'm a software engineer that's new to game programming so forgive me if this is a dumb question as I don't know that much about game engines. If I was building a 2D game am I better off going with an engine like Torque that looks like it's built for 2D, or would higher powered engines like Unreal, Source and Unity work better? I'm mainly asking if 2D vs 3D is a large factor in choosing an engine. For the purpose of comparison, let's eliminate variables by saying price isn't a factor (even though it probably is). EDIT: I should probably also mention that the game we're developing has a lot of RTS and RPG elements regarding leveling up

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  • Detect line line collision in an Untangled game

    - by Vish
    Pardon me if this is a repeat question,but I've been searching google for vain since the past few days, I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. Similiar game : Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect , I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with / without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance. Vishnu Ajit

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  • Human vs human android chess game design

    - by Plejo
    First of all I am total amateur in game development and sorry for my poor English. I want to make android human vs human chess game. So I am wondering how to design it? scenario 1: User connect to server, find opponent and send moves to server using socket, so match is running on a server side. I think this is not good idea because move should be validated on client side - or do I have to validate moves on client side? I do not think this is good solution because game is seperated. scenario 2: Using hole punching technique so server is needed only for connection between players, so game is running on android devices. which approach do you suggest? Or is there any better solution? Which server is best to use?

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  • Game Physics With RK4 Implementation For A 2D Platformer

    - by oscar.rpr
    I been reading about RK4 for physics implementation in a game, so I read in some pages and all people recommend me this page: http://gafferongames.com/game-physics/fix-your-timestep/ This page shows clearly how this one works, but I can't figure out how to implement in my game, maybe I don't understand that good but I find some things that are not really clearly to me. In my game, the player decides when change direction in the X-Axis but I can't figure out how with this RK4 implementation change the direction of the object, in the example the point goes side to side but I don't understand how I can control when he goes right or left. So if anyone can give a little bit of clarity in this implementation and my problem which I do not understand I will be really grateful. Thanks beforehand

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  • Component based game engine issue

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • Making sense of the Game State manager tutorial?

    - by Johnny Quest
    I have come across the Game State Managemnet tutorial at http://create.msdn.com/en-US/education/catalog/sample/game_state_management because I thought this would be a good place to start a game off. I have added a new screen, but I am still a bit lost on how everything works. When I make my game, do I only need one more additional screen? just for gameplay? or should I have a different screen for each level?

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  • Begining a simple game development. [closed]

    - by Vinod Maurya
    Hi, I have searched a lot about beginning the game development but I didn't found the appropriate answer which I am looking in fact I got more confused. What I want to know is which game engine, modeling programs (I know only 2, please tell me if there is some other) to use? For the beginning, I want to use some free game engines for learning purpose. I am an absolute beginner in game development. I have a good programming experience in C++, VB, Java, C#. Thanks.

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