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  • Looking for games in environments similar to a pinball table

    - by chaosTechnician
    I'm on a team of students working on a third-person adventure game that takes place inside a pinball machine (like, small scale, on the surface, avoiding pinballs, etc). One of my responsibilities on the project is to find games that are similar to this concept in appearance and/or gameplay for reference. So, does anyone know of games (other than pinball) that takes place in a pinball-like environment? Or, adventure games that take place in small, cramped environments with multiple paths around the world? Or games in which the player is often bombarded with balls (or other similar unintelligent obstacles)? Or games that take place on a small scale?

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  • Reversi/Othello early-game evaluation function

    - by Vladislav Il'ushin
    I've written my own Reversi player, based on the MiniMax algorithm, with Alpha-Beta pruning, but in the first 10 moves my evaluation function is too slow. I need a good early-game evaluation function. I'm trying to do it with this matrix (corresponding to the board) which determines how favourable that square is to have: { 30, -25, 10, 5, 5, 10, -25, 30,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 30, -25, 10, 5, 5, 10, -25, 30,},}; But it doesn't work well. Have you even written an early-game evaluation function for Reversi?

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  • Lag compensation of projectile shooting game

    - by Denis Ermolin
    I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution: Player hits fire button. Client sends input "fire". Client waits for server response. Server generates bullet then sends response to client. Client recieves response and finally fires projectile. Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?

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  • Unified Communications Suite Ships New Version

    - by joesciallo
    We shipped the latest version (7.0.5.0.0) of Unified Communications Suite. The following information should get you started: Get the Software New Features Release Notes Some Changes for 7.0.5.0.0 Convergence: Version 3.0.0.0.0 enables you to use the add-on framework to add third-party services to the Convergence UI. These services include: Advertising Click-to-call service Multinetwork IM SMS (both one-way and two-way) Social media applications (Facebook, Twitter, and Flickr) Video and voice calling capability For more information, see Overview of Add-on Services in Convergence. Calendar Server: Version 7.0.4.14.0 provides a number of security enhancements, including supporting the SSL protocol for all front-end and back-end communications, and the ability to list hosts that are allowed to send iSchedule POST requests. For more information, see Securing Communications to Calendar Server Back Ends. New Platform Support: Oracle GlassFish Server 3, Oracle Solaris 11, and Oracle Enterprise Linux 6.x are supported in this release of Communications Suite.

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  • Add Custom Color Changing RGB LED Lighting to Your Next Project

    - by Jason Fitzpatrick
    While this specific project is a really neat back-lit bookcase with customizable LED lights galore, you could easily add the exact same setup to just about anything you wanted to give some LED love. The core of the project is a set of addressable LED modules, an Arduino board, and a simple bit of code. You could use it to make a 70s style mood lighting box, add color changing accents to your media room, or any other number of fun projects just by cloning this project and extending/shortening the wires where appropriate. The control module allows for solid colors, multi-colors, and animations. Hit up the link below for more information including the source code. ExpeditInvaders [via IKEAHacker] HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows?

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  • today's multi-device world for web development

    - by paul smith
    With the huge explosion of mobile devices and addition of HTML5/CSS3, there seems to be a shift towards "responsive" designs (i.e., adapting to smaller screen sizes) which seems to be achieved using CSS3's Media Queries. My question is, given the current need of adapting to both desktop and mobile, is it common practice to actually organize two versions of your website (one for desktop and one for mobile)? Or is there just one version with different css files for targeting different devices and screens? Handling just cross-browser (ie6, ff3, opera9, etc...) HTML4/5, CSS2/3 was already hard enough, but now we're expected to handle cross-device (phone, tablet, etc...) as well, so my assumption is company's would create a separate project for mobile and redirect based on the user agent, but this is just a guess.

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  • Isometric smooth fog

    - by marcg11
    I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you se I have some king of fog which is acomplished by having a fog matrix which is true (clear terrain) or false (obscure terran). But the result is very chunky. The fog moves as the player moves by tiles but not by pixels. Basically I check for every tile if there is fog, if so I just change the color of that tile: if(scene->fog[i+mapx][j+mapy] == FOG_NONE) { tile_color = 0x666666FF; } I also would like the fog to be smoother, for that I followed this "tutorial" but I haven't managed to work it it out. http://www.appsizematters.com/2010/07/how-to-implement-a-fog-of-war-part-2-smooth/

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  • How to get scripted programs governing game entities run in parallel with a game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is: How to achieve a similar result using scripted languages in collaboration with a C/C++ main program ? I found a possible approach using Python, multi-threading and shared memory, although I am not sure yet that it is possible this way. TCP/IP seems a bit too complicated for this kind of application.

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  • Best keyboard to use with RollerMouse

    - by jrdioko
    I recently purchased a RollerMouse, which seems like an excellent way to eliminate pain caused by mousing. My question is: what good keyboard can other programmers recommend that would work well with it. I currently have a Microsoft ergonomic keyboard, but the curve and large wrist rest make it hard to use with the RollerMouse. By "good", I mean: Works with the RollerMouse (no wrist rest) Ergonomic (a slight curve or other features designed to be easy on your wrists/arms) Good for programming (that would be its primary use, no need for fancy media buttons or anything like that) Suggestions?

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  • Backing up bind mounted folders

    - by NahsiN
    My layout is as follows. LVM Setup: /dev/VG/Documents, /dev/VG/Music, /dev/VG/Pictures, /dev/VG/Music, /dev/VG/Documents, etc.... Each of the LVMs is bind mounted to the corresponding folder name in /home/foo. For example, /home/foo/Documents bind mounted to /media/Documents (mount point of /dev/VG/Documents), etc. If I set up deja-dup to just back up my home folder, am I guaranteed that everything from my LVMs will be backed up properly? So let's say I take away my LVMs for some reason and choose to restore an earlier backup. My home folder will contain everything from the LVMs? All my docs, music, vids etc. My intuition tells me everything will be fine but it doesn't hurt to ask the the experts ;). Hope I have made myself clear. Thanks

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  • Using Linux as guest on vmware and sharing connection with windows vista

    - by mike
    I been trying for weeks with vmwware player, now d/l vmwware work station 7, Have a laptop with one built in modem and a usb modem I bought, It works great switching it over from host to use in ubuntu to connect to the net, now when I use that modem from the host to connect online I have no trouble getting ubuntu to share the internet connection, But tried with NAT bridge host and all to get it to work from ubuntu to share the internet connection to windows vista, the host, I know it should work if it works the other way around, I tried setting up my wlan0 eht0 and eth1 to the correct IP can get both systems to notice each other by name and ip, but cant get them to share the connection from guest to host, I've tried iptables and all as well, Can someone please help me out with this? I am sure It is something something I'm over looking, Thanks in advance

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  • Can't install Ubuntu in a HP DV6 Laptop

    - by EApubs
    I just bought an HP DV6 6011tx (link) Laptop... I formated the disk through Windows and prepared for installing Ubuntu... When I insert the live CD, it shows the ubuntu start screen and then everything goes black (no cursor... Just like the screen is switched off (but the system is working)) When i try to install from the USB, it says Live media is not found! Some times it also give a black screen like the CD... Have any idea how to fix this? Thanks

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  • Mount encrypted volumes from command line?

    - by cha
    If I have an encrypted external disk (or an internal disk that is not in fstab), I see an entry for it in Nautilus -- with an entry like "X GB Encrypted Volume". I can click on this volume, and am prompted for a password to decrypt and mount the device. But how do I do this from the command line? This wiki page, and other docs I can find, only refer to GUI methods of decrypting the device; but this won't do in the context of headless servers or SSH logins. Is there a simple way to get devices to mount to automatic locations in "/media" just like they would with the GUI? (I'm not asking about encrypted home directories -- I'm aware of ecryptfs-mount-private. This question is about additional encrypted volumes.)

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  • Box2D platformer movement. Are joints a good idea?

    - by Romeo
    So i smashed my brains trying to make my character move. As i wanted later in the game to add explosions and bullets it wasn't a good idea to mess with the velocity and the forces/impulses didn't work as i expected so something stuck in my mind: Is it a good idea to put at his bottom a wheel(circle) which is invisible to the player that will do the movement by rotation? I will attach this to my main body with a revolute joint but i don't really know how to make the main body and wheel body to don't collide one with each other since funny things can happen. What is your oppinion?

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  • Design leaderboard ratings for quiz games

    - by PeterK
    Back in March 2011 i started the following post: How to design a leaderboard? Now my quiz game have been out for approximately a year and sold pretty decently. I am working on to update the game design and is again looking into the leaderboard design to make it better as i am not happy with it. Currently i rate players on number of correct answers, which is not good as it does not consider things like number of games, difficulty levels etc. I also have "extended" stats behind the UITableView (Leaderboard). A player can play based on three levels of difficulty: hard, medium or easy Difficulty levels can be mixed between players in a game Each game can be one to six players, so there can be single games or duels Between 2 and 30 questions per game As i am considering integrating Game Center Leaderboard i need to design a better rating system so i would like to ask for some ideas how to do the rating based on the above. I am thinking about how much a point would be worth and what it includes.

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  • Can't get my Blue Snowflake Mic to work

    - by TheNerdAL
    It was working fine when I bought it. I think it was an update or something that made it stop. I don't think the Mic is broken, at least I hope not. Can anyone help? Please? I need it before tommorrow. I'm working on a video. I get this when I check the terminal for what USB devices are connected: Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 004: ID 2525:8912 Bus 003 Device 003: ID 058f:9360 Alcor Micro Corp. 8-in-1 Media Card Reader Bus 003 Device 002: ID 056a:00d2 Wacom Co., Ltd Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Thanks.

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  • How do I get the Grub menu back after installing Windows on a separate disk?

    - by Shazzner
    Tried sudo grub-install on sda1 but it complained about being a BAD IDEA. I had to install windows for a work related issue so I used a separate disk (I had used it for ubuntu on this computer, but bought a bigger disk so installed ubuntu on that and left the old one in in case I needed an old file). Windows installed fine but overwrote Grub. So if I choose the Ubuntu disk to boot first in BIOS I get a blank screen. I googled and followed this advice: https://help.ubuntu.com/community/RecoveringUbuntuAfterInstallingWindows However, when I get down to this section: sudo grub-install --root-directory=/media/0d104aff-ec8c-44c8-b811-92b993823444 /dev/sda1 I get this: Attempting to install GRUB to a partition instead of the MBR. This is a BAD idea… --recheck does nothing. Any ideas?

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  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

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  • Extremely Hybrid Game requirements

    - by tugrul büyükisik
    What system specifications would a game need if it was: Total players per planet: ~20000 Total players per team:~1M Total players per map(small volume of space or small surface over a planet): ~2000 Total players: ~10M(world has more players than this amount i think) Two of the players are commanders of opposite quadrants(from HUD of a strategy game). Lots of players use space-crafts as a captain(like 3d fps and rts). Many many players control consoles in those space-crafts as under command of captains.(fps ) Some players are still in stone-age trying to reinvent wheel in some planet. Players design and construct any vehicles they have. With good physics engine Has puzzles inside. Everyone get experience by doing stuff(RPG). Commerce, income or totally different resource-based group(like starcraft) Player classes(primitive: cunning and strong, wrapped: healthy, wealthy) Arcade top-down style firing with ships when people get bored very low chance of miraculous things.(mediclorians, wormholes, bugs) Different game-modes: persistent(living world), resetted periodically(a new chance for noobs), instant(pre-built space + hack&slash) I suspect this would need 128GB ram and 2048 cores.

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  • Story and news-feed ideas for social network games

    - by arpine
    I am currently working on a educational and fun 2-in-1 game. As I am not a professional, I need advice on story and news-feed. The goal is simple-get richer, the story is about a worker who is trying to get over his/her financial problems and become rich. During the whole gaming process there is a news-feed (every day there are a couple of fresh news about what is going on). The news are fresh and individual so I need to write about 2000 pieces of news for 2 year gaming, maybe more. The problem is that I am not sure whether repetitive news can interest in this game. What can be done to make the news-making process easier but not boring from the point of view of the player?

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  • Switching songs - MediaPlayer lags the game

    - by Fibericon
    When the player encounters a boss in the game I'm working on, I want to have the music change. It seems simple enough with the MediaPlayer class to fade out the current song, switch to another, and then fade the new song in. However, at the point where the second song starts, the game freezes for a split second. The songs in question aren't particularly large either - the first song is 1.7mb and the second song is 3.1mb, both mp3 format. This is the code I'm using to do it: protected void switchSong(GameTime gameTime) { if (!bossSongPlaying) { MediaPlayer.Volume -= ((float)gameTime.ElapsedGameTime.TotalSeconds/10); if (MediaPlayer.Volume < 0.05f) { MediaPlayer.Play(bossSong); MediaPlayer.Volume = 1.0f; bossSongPlaying = true; } } } What can I do to eliminate that momentary hang?

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  • "Time Control" in a 2d Platformer

    - by Woody Zantzinger
    I am making a 2d platformer where the player can press a button, and restart the level, only their previous character will also run the level at the same time, like they are traveling back in time. I know other games have done this before, and the way I have thought of doing it is to make the game character have a set of actions (Idle, Jumping, Walking Left etc.) and then detect changes in those actions and log them into a list along with the game time. So then when I need the character to run the level again on its own, I can just go through the list changing its actions at the right time. Is this the best way to do it? Does anyone have any experience in this? Thanks.

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  • Enemy Spawning method in a Top-Down Shooter

    - by Chris Waters
    I'm working on a top-down shooter akin to DoDonPachi, Ikaruga, etc. The camera movement through the world is handled automatically with the player able to move inside of the camera's visible region. Along the way, enemies are scripted to spawn at particular points along the path. While this sounds straightforward, I could see two ways to define these points: Camera's position: 'trigger' spawning as the camera passes by the points Time along path: "30 seconds in, spawn 2 enemies" In both cases, the camera-relative positions would be defined as well as the behavior of the enemy. The way I see it, the way you define these points will directly affect how the 'level editor', or what have you, will work. Would there be any benefits of one approach over the other?

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  • In which directory to write game save files/data?

    - by Klaim
    I need a definite list of directories, one or more per platform, where to put game save files and other game generated data. Either based no the OS developer specification, or because it is common usage if there is no recommandation. Please provide one answer per platform, with different directories. Also, example of how to get the directory location in C++ or C is best, as it's the language you'll have more hard time. Locations: Player's game data (saved games, config). Shared game data (like high-score or config for all computer users). Temporary game data (aka cache directory).

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  • Google I/O 2012 - Optimizing Your Code Using Features of Google APIs

    Google I/O 2012 - Optimizing Your Code Using Features of Google APIs Sven Mawson Google APIs support a variety of features designed to enable state of the art development. In this session, you will learn how to create applications that use performance enhancing features to make your code run faster and use fewer resources. Some features we'll describe include batching, requests for partial response, and efficient ways to handle media. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 0 0 ratings Time: 44:50 More in Science & Technology

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