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  • Turn-based Strategy Loop

    - by Djentleman
    I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods for calculations and suchlike) and I'm starting to work on the actual game loop. What is the "best" way to implement a game loop in such a game? Should I use a simple "while gameActive" loop that keeps running until gameActive is False, with sections that wait for player input? Or should it be managed through the UI with player actions determining what happens and when? Any help is appreciated. I'm doing it in Python (for now at least) to get my Python skills up a bit, although the language shouldn't matter for this question.

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  • Interesting/Innovative Open Source tools for indie games

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • Why don't more games use vector art?

    - by Parris
    It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists by the game programmers/designers? As a programmer I think vector art would be more ideal, since it allows for scaling up resolution without having to recreate the art, creating really large graphics or causing graphics to become blurry. The questions: why aren't more people using SVG/AI to create 2D game art? Would it actually be preferred (and who prefers it)? Are bitmap graphics a standard or a limitation (or maybe neither)? Background: I am working on an engine, and I had some kinda cool ideas for vector based graphics; however, I don't want to piss off artists in the future. I guess this is more a question centered around pragmatism and developing games.

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  • De QObject aux méta-objets, une plongée au coeur des fondations de Qt, tutoriel de Louis du Verdier

    Bonjour à tous, Les fondations de Qt constituent un sujet intéressant dans le cadre de son apprentissage. Sur quoi s'appuie réellement le framework ? Quel est son modèle objet ? Dans la majorité des cas, les développeurs utilisant Qt pour développer des interfaces graphiques ne savent pas y répondre, et c'est pour cela que j'ai décidé de rédiger un article sur ces fondations. Cet article a pour but de traiter de QObject jusqu'aux méta-objets pour permettre à tous de mieux comprendre sur quoi est véritablement fondé Qt. L'introspection, les propriétés, les signaux, les slots et les méta-objets constituent pour vous un domaine inexploré ? L'occasion est venue d'y remédier.

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  • First Person Shooter game agent development

    - by LangerHansIslands
    I would like to apply (program) the Artificial intelligence methods to create a intelligent game bots for a first person shooter game. Do you have any knowledge from where can I start to develop as a Linux user? Do you have a suggestion for an easy-to-start game for which I can develop bots easily, caring more about the result of my algorithms rather than spending a lot of time dealing with the game code? I've read some publications about the applied methods to Quake 3 (c) and Open Arena. But I couldn't find the source codes and manuals describing how to start coding( for compiling, developing ai and etc.). I appreciate your help.

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  • Assembleur Intel avec NASM en mode protégé, par Etienne Sauvage

    Bonjour, Vous trouverez à cette adresse : http://esauvage.developpez.com/tutor...tel-avec-nasm/ un parcours du combattant, un cheminement de quelqu'un qui, partant d'à peu près rien, essaye d'arriver à pas beaucoup plus mais quand même. Ce n'est pas vraiment un tutoriel parce que ça n'a pas d'objectif précis, ce n'est pas un cours car c'est riche en approximations. C'est plutôt le suivi d'un trappeur face à l'immensité canadienne. Néanmoins, comme j'ai remarqué que visiblement et contre toute attente, ça intéresse des gens, je crée cette discussion afin de recueillir les retours éventuels. Cordialement, Le chevalie...

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  • Finding shortest path on a hexagonal grid

    - by Timothy Mayes
    I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his target using his current x,y and his target x,y. In trying to figure this out myself I can determine 4 directions no problem by using dx = currentX - targetY dy = currentY - targetY but I'm not sure how to determine which of the 6 directions is actually the "best" or "shortest" route. For example the way its setup currently I use East, West, NE, NW, SE, SW but to get to the NE tile i move East then NW instead of just moving NW. I hope this wasn't all rambling. Even just a link or two to get me started would be nice. Most of the info i've found is on drawing the grids and groking the wierd coordinate system needed. Thanks in advance Tim

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  • Solaris 11 Live CD alapú telepítés

    - by AndrasF
    Az elozo részben megigért két telepítési eljárás helyett kénytelen vagyok ebben a bejegyzésben kizárólag a Live CD-s változattal foglalkozni. Korábban nem gondoltam, hogy ennek bemutatása is több, mint 50 képernyo kimenetet igényel, ezért változtatnom kellett a korábbi tervezeten. A Solaris 11 Live CD-s telepítés elsosorban az asztali (desktop) felhasználók igényeit veszi figyelembe és kizárólag x86-os architektúrájú gépeken támogatott (annak ellenére, hogy SPARC-os rendszerek is rendelkeznek grafikus kártyával - pl. T4-1).A folyamat két részre bontható: eloször a vendéggép kerül kialakítása VirtualBox környezetben, majd ezt követi a Solaris 11-es telepítése virtuális gépre. HCL és segédprogramok (DDT, DDU) Mielott telepíteni szeretnénk a Solaris operációs rendszert, célszeru tájékozódni fizikai rendszerünk támogatottságáról. Erre jól használható a már említett hardver kompatibilitási (HCL) lista, vagy az alábbi két segédprogram: Device Detection Tool Device Driver Utility Mindkét alkalmazás képes rendszerünk hardver komponenseit feltérképezni és ellenorizni azok meghajtóprogram (driver) ellátottságát. Eltérés köztük abban nyilvánul meg, hogy míg a DDT futtatásához Java szükséges, addig a DDU Solarist igényel. Ez utóbbiról a telepítés során röviden szó fog esni. Telepíto készletek letöltési helye Hálózati installációtól eltekintve (*) telepítokészletre van szükségünk, mely az alábbi oldalról töltheto le. Célszeru letöltenünk mindhárom állományt és a csomagokat tartalmazó ún. repository médiát (a következo felsorolás utolsó eleme) is: sol-11-1111-live-x86.iso sol-11-1111-text-x86.iso sol-11-1111-ai-x86.iso sol-11-1111-repo-full.iso Az elso három változat indítható USB formátumban is rendelkezésre áll - ekkor iso végzodés helyett usb található a fájlnevek végén. Rövid utalást az egyes készletek feladatáról az elozo blog bejegyzés tartalmaz (link). Amennyiben SPARC architektúrájú rendszerre szeretnénk a telepítést végezni, 'x86' helyett a 'sparc' szöveget tartalmazó állományokra lesz szükség. (*) - arra is lehetoség van, hogy AI készletrol történo indítás segítségével végezzük a hálózaton keresztül történo telepítést. Ez akkor fontos, ha célgépünkön nincs PXE (Preboot Execution Environment) boot támogatás. VirtualBox konfigurálás Külön fizikai eszköz felhasználása nélkül virtuális környezetben is használható a Solaris 11, mint vendéggép. A VirtualBox használatával erre kényelmes lehetoség kínálkozik. Gazdagépünknek (Windows, Unix, Linux) megfelelo telepíto program, vagy programcsomag (jelenleg a 4.1.16-os verzió a legfrissebb változat) és az installációt is taglaló felhasználói kézikönyv letöltheto a termék oldaláról. A sikeres telepítést követoen az alábbi lépések során jutunk el az új virtuális gép kialakulásáig: 1. A VBox indítása után a központi ablak megmutatja a már létezo virtuális gépeinket (Sol11demo, Sol11u1b07, Sol11.1B16, Sun_ZFS_Storage_7000) és az aktuálisan kiválasztott egyed (Sol11demo) fobb jellemzoit (megnevezés, memória mérete, virtuális tároló eszközök listája...stb.) 2. A New gombra kattintva elindul a virtuális gépet létrehozó segéd (wizard) 3. Ezt követoen nevet kell adnunk a vendéggépnek és ki kell választanunk az operációs rendszer típusát (beszédes név használata esetén a VirtualBox képes az operációs rendszer családját kiválasztani, nekünk pusztán csak verziót kell beállítanunk): adjuk meg Solaris11-et névként és válasszuk a 64bites változatot (feltéve, hogy gazdagépünk támogatja ezt) 4. Telepítéshez és a kezdeti lépések megtételéhez 1536MB memória tökéletesen megfelel (ez késobb módosítható az elvárások függvényében) 5. Fizikai társaihoz hasonlóan, egyetlen virtuális gép sem létezhet merevlemez (jelen esetben virtuális diszk) nélkül. Használhatunk egy már létezo területet (virtuális lemezt tartalmazó állomány), de létrehozhatunk egy nekünk tetszo új példányt is. Maradjunk ez utóbbinál (Create new hard disk)! 6. A lehetséges formátumok közül - az egyszeruség okán - éljünk a felkínált alaptípussal (VDI - VirtualBox Disk Image). 7. Létrehozás során a virtuális lemez készülhet egyidejuleg (Fixed size), vagy több lépésben dinamikusan (Dynamically allocated). Az elso változat sokkal kevésbé terheli a rendszert, a második elonye pedig a helytakarékosság. Válasszuk a fix méretu változatot. 8. Most már csak egyetlen adat ismeretlen a VirtualBox számára, mégpedig a létrehozásra kerülo virtuális lemez nagysága. 8GB-os terület jelen esetben alkalmas az ismerkedés elkezdéséhez. 9. Amennyiben minden beállítást helyesen adtunk meg, a Create gomb megnyomása után elindul a virtuális lemez létrehozása. 10. Ez a muvelet a megadott adatoktól függoen néhány perc alatt befejezodik. 11. Hasonló megerosítés (Create gomb aktiválása) után elkezdodik a kért virtuális gép létrehozása is. 12. Sikeres végrehajtás után az új vitruális gép közvetlenül megjelenik a központi ablak baloldali listáján a rendelkezésre álló virtuális gépek közt. A blog bejegyzés folyamatosan frissül...a rész fennmaradó tartalma hamarosan felkerül az oldalra.

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  • Scripts won't affect clones - Unity3d

    - by user3666251
    I made a script which swaps two game objects on click.But the script won't work because the objects are actualy clones of the original prefab. This is the script (UnityScript): #pragma strict var object1 : GameObject; var object2 : GameObject; function OnMouseDown () { Instantiate(object2,object1.transform.position,object1.transform.rotation); Destroy(object1); } I use this script to create other game objects (clones)[c#] : using UnityEngine; using System.Collections; public class Spawner : MonoBehaviour { public GameObject[] obj; public float spawnMin = 1f; public float spawnMax = 2f; // Use this for initialization void Start () { Spawn (); } void Spawn() { Instantiate(obj[Random.Range(0, obj.GetLength(0))],transform.position, Quaternion.identity); Invoke ("Spawn", Random.Range (spawnMin, spawnMax)); } } The objects get renamed to NAME (Clone). What I wanna do is make the script affect clones too.So they will swap when I click on them.

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  • Ti sei perso l'Oracle EPM Live Webcast sul Project Planning? Ora puoi rivederlo

    - by antonella.buonagurio
    Se non hai potuto seguire l'ultimo webcast EPM dedicato al Project Planning puoi rivederlo a questo link. Il webcast, che fa parte di una serie di live webseminar  dedicati ai professionisti dell'area amministrazione finanza e controllo, è focalizzato sul processo di budgeting, forecasting e controllo di gestione per commessa e delle attività a progetto in ambito economico-finanziario. Durante il webseminar viene presentata  l'integrazione funzionale di Oracle Hyperion EPM System con le altre soluzioni Oracle per il project planning & management. Non perdere l'ultimo appuntamento prima delle vacanze! 13 luglio Oracle EPM Live webcast:  Predictive Planning clicca qui per saperne di più!

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  • Using Delegates in C# (Part 1)

    - by rajbk
    This post provides a very basic introduction of delegates in C#. Part 2 of this post can be read here. A delegate is a class that is derived from System.Delegate.  It contains a list of one or more methods called an invocation list. When a delegate instance is “invoked” with the arguments as defined in the signature of the delegate, each of the methods in the invocation list gets invoked with the arguments. The code below shows example with static and instance methods respectively: Static Methods 1: using System; 2: using System.Linq; 3: using System.Collections.Generic; 4: 5: public delegate void SayName(string name); 6: 7: public class Program 8: { 9: [STAThread] 10: static void Main(string[] args) 11: { 12: SayName englishDelegate = new SayName(SayNameInEnglish); 13: SayName frenchDelegate = new SayName(SayNameInFrench); 14: SayName combinedDelegate =(SayName)Delegate.Combine(englishDelegate, frenchDelegate); 15: 16: combinedDelegate.Invoke("Tom"); 17: Console.ReadLine(); 18: } 19: 20: static void SayNameInFrench(string name) { 21: Console.WriteLine("J'ai m'appelle " + name); 22: } 23: 24: static void SayNameInEnglish(string name) { 25: Console.WriteLine("My name is " + name); 26: } 27: } We have declared a delegate of type SayName with return type of void and taking an input parameter of name of type string. On line 12, we create a new instance of this delegate which refers to a static method - SayNameInEnglish.  SayNameInEnglish has the same return type and parameter list as the delegate declaration.  Once a delegate is instantiated, the instance will always refer to the same target. Delegates are immutable. On line 13, we create a new instance of the delegate but point to a different static method. As you may recall, a delegate instance encapsulates an invocation list. You create an invocation list by combining delegates using the Delegate.Combine method (there is an easier syntax as you will see later). When two non null delegate instances are combined, their invocation lists get combined to form a new invocation list. This is done in line 14.  On line 16, we invoke the delegate with the Invoke method and pass in the required string parameter. Since the delegate has an invocation list with two entries, each of the method in the invocation list is invoked. If an unhandled exception occurs during the invocation of one of these methods, the exception gets bubbled up to the line where the invocation was made (line 16). If a delegate is null and you try to invoke it, you will get a System.NullReferenceException. We see the following output when the method is run: My name is TomJ'ai m'apelle Tom Instance Methods The code below outputs the same results as before. The only difference here is we are creating delegates that point to a target object (an instance of Translator) and instance methods which have the same signature as the delegate type. The target object can never be null. We also use the short cut syntax += to combine the delegates instead of Delegate.Combine. 1: public delegate void SayName(string name); 2: 3: public class Program 4: { 5: [STAThread] 6: static void Main(string[] args) 7: { 8: Translator translator = new Translator(); 9: SayName combinedDelegate = new SayName(translator.SayNameInEnglish); 10: combinedDelegate += new SayName(translator.SayNameInFrench); 11:  12: combinedDelegate.Invoke("Tom"); 13: Console.ReadLine(); 14: } 15: } 16: 17: public class Translator { 18: public void SayNameInFrench(string name) { 19: Console.WriteLine("J'ai m'appelle " + name); 20: } 21: 22: public void SayNameInEnglish(string name) { 23: Console.WriteLine("My name is " + name); 24: } 25: } A delegate can be removed from a combination of delegates by using the –= operator. Removing a delegate from an empty list or removing a delegate that does not exist in a non empty list will not result in an exception. Delegates are invoked synchronously using the Invoke method. We can also invoke them asynchronously using the BeginInvoke and EndInvoke methods which are compiler generated.

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  • Développement d'applications professionnelles avec Android 2 de Reto Meier, critique par verdvaine yan

    Je viens de lire "Développement d'applications professionnelles avec Android 2" de Reto Meier, ingénieur chez Google. [IMG]http://images-eu.amazon.com/images/P/274402452X.08.LZZZZZZZ.jpg[/IMG] Je le trouve très complémentaire aux tutoriaux qu'on trouve sur Internet. Il aborde beaucoup de sujets et le nombre de pages n'est pas dù à des captures d'écrans ! Ce que j'ai particulièremen apprécié, ce sont toutes les petites informations tirées de son expérience qu'il distille au fil des pages. L'avez vous lu ? Si oui, par rapport à d'autres livres sur le sujet ? Allez vous le lire ?...

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  • No cache and Google AdSense performance

    - by Luca
    I'm developing a page where I need to avoid JavaScript caching by browser. I've added this header: <?php header('Cache-Control: no-cache, no-store, must-revalidate'); header('Pragma: no-cache'); header('Expires: 0'); ?> After this, browsers didn't cache more JavaScript sorting out the issue, but in the same time I noticed a drop in Google AdSense RPM. Then I removed the added code and now Google AdSense RPM is reaching again a good value. So, how could I avoid JavaScript caching without meddle with AdSense performance?

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  • Interesting/Innovative Open Source tools for indie games [closed]

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • Learning to optimize with Assembly

    - by niktehpui
    I am a second year student of Computer Games Technology. I recently finished my first prototype of my "kind" of own pathfinder (that doesn't use A* instead a geometrical approach/pattern recognition, the pathfinder just needs the knowledge about the terrain that is in his view to make decisions, because I wanted an AI that could actually explore, if the terrain is already known, then it will walk the shortest way easily, because the pathfinder has a memory of nodes). Anyway my question is more general: How do I start optimizing algorithms/loops/for_each/etc. using Assembly, although general tips are welcome. I am specifically looking for good books, because it is really hard to find good books on this topic. There are some small articles out there like this one, but still isn't enough knowledge to optimize an algorithm/game... I hope there is a modern good book out there, that I just couldn't find...

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  • How can I create and animate 2D skeletons for HTML5 Javascript games? [on hold]

    - by user414209
    I'm trying to make a 2D fighting game in HTML5(somewhat like street fighter). So basically there are two players, one AI and one Human. The players need to have animations for the body movements. Also, there needs to be some collision detection system. I'm using createjs for coding but to design models/objects/animations, I need some other software. So I'm looking for a software that can: easily make custom animation of 2d objects. The objects structure(skeleton etc.) will be same once defined but need to be defined once. Can export the animations and models in a js readable format(preferably json) Collision detection can be done easily after the exported format is loaded in a game engine. For point 1, I'm looking for some generic skeleton based animation. Sprite-sheet based animations will be difficult for collision detection.

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  • Structure gameobjects and call events

    - by waco001
    I'm working on a 2D tile based game in which the player interacts with other game objects (chests, AI, Doors, Houses etc...). The entire map will be stored in a file which I can read. When loading the tilemap, it will find any tile with the ID that represents a gameobject and store it in a hashmap (right data structure I think?). private static HashMap<Integer, Class<GameObject>> gameObjects = new HashMap<Integer, Class<GameObject>>(); How exactly would I go about calling, and checking for events? I figure that I would just call the update, render and input methods of each gameobject using the hashmap. Should I got towards a Minecraft/Bukkit approach (sorry only example I can think of), where the user registers an event, and it gets called whenever that event happens, and where should I go as in resources to learn about that type of programming, (Java, LWJGL). Or should I just loop through the entire hashmap looking for an event that fits? Thanks waco

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  • Unisciti alla Customer Experience Revolution! 27 settembre 2012, Milano

    - by antonella.buonagurio
    Si tiene giovedì 27 settembre a Milano Oracle Customer Experience Briefing, un evento pensato per riflettere sulla Customer Experience vista come strategia per dare vita a processi più completi ed innovativi per generare e gestire l’interazione con i consumatori, su tutti i canali. I lavori si terranno in particolare dalle 10.30 alle 13.00 presso Casa dell’Energia (Piazza Po 3). Enrico Finzi, Sociologo e Presidente di AstraRicerche, condividerà la propria visione sul tema e ne discuterà insieme agli esperti di Accenture e Oracle. L'incontro, rivolto in particolare alle aziende dei settori Retail e Beni di Consumo, consentirà dunque di comprendere perché la Customer Experience sia diventata la componente più importante e strategica del business delle imprese e di scoprire come essa accelleri l’acquisizione di nuovi clienti, incrementi la fidelizzazione ad un brand/prodotto/servizio, migliori l’efficienza operativa e sostenga le vendite. L’evento darà inoltre la possibilità di capire come le soluzioni di Customer Experience possono aiutare le aziende a far vivere questa esperienza ai clienti in modo coerente e personalizzato, attraverso tutti i canali e su tutti i dispositivi, ottenendo risultati misurabili.La partecipazione è gratuita su invito ed è riservata alle aziende finali. Per registrarsi all’evento è possibile collegarsi a questo link.

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  • Club developpez.com : participation record avec 220 000 visites le 9 mars 2011

    Cher membres du club J'ai le plaisir de vous annoncer que nous avons eu le Mercredi 9 mars 2011 une participation avec un record de plus de 220 000 visites dans la journée. Je rappelle que le club developpez.com est un média qui existe depuis plus de 10 ans, et est devenu avec le temps le plus important média pour les informaticiens professionnels, avec plus de 2,2 millions de lecteurs dans le monde. Developpez propose un très grand nombre de services : actualité, cours, tutoriels, articles, faqs, forum, chat, hébergement, blogs, projets, code sources, reportages, interviews, newsletter, magazine,... Toutes ces ressources et services sont gratuits. Merci à...

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  • 2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

    - by Guye Incognito
    I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. Its metaballs with specular and shading. The steps to make this shader are. 1. Convert the feathered blobs into a heightmap. 2. Generate a normalmap from the heightmap 3. Feed the normal map and height map into a standard unity shader, for instance transparent parallax specular. I pretty much have all the pieces I need assembled but I am new to shaders and need help putting them together I can generate a heightmap from the blobs using some fragment shader code I wrote (I'm just using the red channel here cus i dont know if you can access the brightness) half4 frag (v2f i) : COLOR{ half4 texcol,finalColor; texcol = tex2D (_MainTex, i.uv); finalColor=_MyColor; if(texcol.r<_botmcut) { finalColor.r= 0; } else if((texcol.r>_topcut)) { finalColor.r= 0; } else { float r = _topcut-_botmcut; float xpos = _topcut - texcol.r; finalColor.r= (_botmcut + sqrt((xpos*xpos)-(r*r)))/_constant; } return finalColor; } turns these blobs.. into this heightmap Also I've found some CG code that generates a normal map from a height map. The bit of code that makes the normal map from finite differences is here void surf (Input IN, inout SurfaceOutput o) { o.Albedo = fixed3(0.5); float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); float me = tex2D(_HeightMap,IN.uv_MainTex).x; float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x; float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x; float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float3 norm = normal; float3 temp = norm; //a temporary vector that is not parallel to norm if(norm.x==1) temp.y+=0.5; else temp.x+=0.5; //form a basis with norm being one of the axes: float3 perp1 = normalize(cross(norm,temp)); float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 ); norm += normalOffset; norm = normalize(norm); o.Normal = norm; } Also here is the built-in transparent parallax specular shader for unity. Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 600 CGPROGRAM #pragma surface surf BlinnPhong alpha #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; fixed4 _Color; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Bumped Specular" }

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  • Login screen appears even if logged in

    - by Prasenjit
    HEHE it's a stupid problem, for those who care place the following on the load event of the master page or default             Response.AppendHeader("Cache-Control", "no-cache"); //HTTP 1.1             Response.AppendHeader("Cache-Control", "private"); // HTTP 1.1             Response.AppendHeader("Cache-Control", "no-store"); // HTTP 1.1             Response.AppendHeader("Cache-Control", "must-revalidate"); // HTTP 1.1             Response.AppendHeader("Cache-Control", "max-stale=0"); // HTTP 1.1              Response.AppendHeader("Cache-Control", "post-check=0"); // HTTP 1.1              Response.AppendHeader("Cache-Control", "pre-check=0"); // HTTP 1.1              Response.AppendHeader("Pragma", "no-cache"); // HTTP 1.1              Response.AppendHeader("Keep-Alive", "timeout=3, max=993"); // HTTP 1.1              Response.AppendHeader("Expires", "Mon, 26 Jul 1997 05:00:00 GMT"); // HTTP 1.1   It finally worked for me:)

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  • Event Driven Communication in Game Engine - Yes or No?

    - by Bunkai.Satori
    As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven communication among the all game objects and modules. Basicaly, all the living game actors and object should communicate with the key modules (Physics, AI, Game Logic, Game View, etc..) via internal event messaging system. This would mean designing efficient event manager as well. My question is, whether this is proven and recommended approach. If it is not properly designed, it might mean consuming a lot of CPU cycles, which can be used elsewhere. This is especially true, if the game is targetted for mobile platform. What is your opinion and recommendation, please?

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  • Glume cu chelneri

    - by interesante
    La un mic restaurant, in luna decembrie:- Chelner, ce ai rece in acest moment?- Picioarele, domnule.Distreaza-te si cu alte lucruri amuzante de pe jurnalul meu haios.La un restaurant de lux, vine controlul de la Sanepid.Fac ei controlul si constata ca totul era o.k.Multumiti,din partea patronului de local,primesc si un pranz.Vine chelnerul,ii intreaba ce vin doresc sa serveasca,le aduce vinul,scoate dopul de pluta,le toarna in pahare si, ca la un local care se respecta,acesta scoase o lingurita de la pieptul sacoului si curata cu grija bucatelele de pluta din paharele mesenilor. Dupa ce inspectorii servira masa, il chemara pe chelner sa-i multumeasca si-l intrebara: - Nu va suparati! De ce purtati snur la slit? - Igiena inainte de toate! Cand ne ducem la buda, ca sa nu mai punem mana, tragem de snur si gata! - Aha! Si cum o bagati la loc? - Cu lingurita!

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  • Développement d'applications professionnelles avec Android 2 de Reto Meier, critique par Benwit

    Je viens de lire "Développement d'applications professionnelles avec Android 2" de Reto Meier, ingénieur chez Google. [IMG]http://images-eu.amazon.com/images/P/274402452X.08.LZZZZZZZ.jpg[/IMG] Je le trouve très complémentaire aux tutoriaux qu'on trouve sur Internet. Il aborde beaucoup de sujets et le nombre de pages n'est pas dù à des captures d'écrans ! Ce que j'ai particulièremen apprécié, ce sont toutes les petites informations tirées de son expérience qu'il distille au fil des pages. L'avez vous lu ? Si oui, par rapport à d'autres livres sur le sujet ? Allez vous le lire ?...

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  • What C++ libraries can be used in game development [closed]

    - by RedShft
    I'm currently in the planning stage for my next game, and since I've been away from C++ for a while I have some questions about helpful libraries. I plan on making a 2D game with SDL, constructing my own simple 2D engine. I plan on making this game for the PC. What libraries would you recommend to make this process easier? What about unittests? What about an enforce operator to throw exceptions? int a = 1; enforce(a == 2); //Throws an exception, Specifically, i'm looking for general purpose libraries, that implement that make my life easier (like boost). Also, a helpful library for physics/collision, AI, XML file parsing (specifically working with the Tiled map editor), and any others that you guys have used that are useful in a 2D game.

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