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  • How do multi-platform games usually store save data?

    - by PixelPerfect3
    I realize this is a bit of a broad question, but I was wondering if there is a "standard" in the industry when it comes to storing save data for games (and is it different across platforms - Xbox/PS/PC/Mac/Android/iOS?) For example for a game like Assassin's Creed or The Walking Dead: They are on multiple platforms and they usually have to save enough information about the player and their actions. Do they use something like XML files, databases, or just straight binary dumps? How much does it differ from platform to platform? I would appreciate it if someone with experience in the game industry would answer this.

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  • How are realistic 3D faces created and animated in video games?

    - by Anton
    I'm interested in being able to create realistic faces and facial expressions for the 3D characters of a game I'm working on. Think something similar to the dialog scenes in games like Mass Effect. Unfortunately I'm not sure where to begin. I'm sure the faces/animations are created through 3D Modeling software, but otherwise I am lost. Do facial animations use the same "bones" that normal body animation uses? Is there any preferred 3D software for realistic faces and animations? Is there a preferred format to export these faces and animations in?

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  • What are the Crappy Code Games - Tips on how to win?

    - by simonsabin
    This is part of a series on the Crappy Code Games The background Who can enter? What are the challenges? What are the prizes? Why should I attend? Tips on how to win Tips on how to win Each test has some different aspect that will define how you win. In this post we will give you some tips on how to try and win. As a starter why not watch some of the sessions from previous SQLBits Storage sessions Sessions on IO The background Who can enter? What are the challenges? What are the prizes? Why should...(read more)

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  • What are the common character animation techniques used in tile based hack&slash games?

    - by Gorky
    I wonder what kind of animation techniques are used for creature and character animation in modern hack&slash type tile based games? Keyframing for different actions may be one option. Skeletal framing may be another. But how about the physics? Or do they use a totally hybrid system of inverse kinematics supported with a skeleton,physics and mixed with interpolated keyframing for more realistic animations? If so, how and for what reasons? I can think of many different solutions for the issues below but I wonder what's used and best suited for issues like: Walking or moving on an uneven terrain Combat interaction, combat physics and collisions Attaching rigid items to character and their iteractions ih physics world Soft body dynamics like hair, vegetation, clothes and fabric in line with animations and iteractions.

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  • What are the Crappy Code Games - Who can enter?

    - by simonsabin
    This is part of a series on the Crappy Code Games The background Who can enter? What are the challenges? What are the prizes? Why should I attend? Tips on how to win Who can enter? Anyone can enter the competition, whats more anyone can just come along for the evening. All the evenings are aimed at being a social evening with food and drink. So just think of them as usergroup meetings with The evening will have lots of SQL bods in attendance and I'll be trying to help out anyone that wants some...(read more)

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  • How to add a shortcut for Humble Bundle games in Unity?

    - by waspinator
    I downloaded some games from the humblebundle, but most of them don't have deb files. They run fine after extracting them and double clicking on the executable, but unity doesn't automatically find them so I can't search for them, or add them to the side bar. I tried to drag the executable onto the side bar, but it just dimmed and didn't do anything once I dropped it. I also tried to right-click on the executable in and clicked on "Make Link", but I couldn't drop that onto the side bar either. I would prefer a solution that does not require using the terminal or editing configuration files by hand if possible.

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  • What are the Crappy Code Games - What are the prizes?

    - by simonsabin
    This is part of a series on the Crappy Code Games The background Who can enter? What are the challenges? What are the prizes? Why should I attend? Tips on how to win What are the prizes? There are loads of them at both the heats and the final. At the heats the top three coders at each event >will take home Gold, Silver and Bronze medals, along with some great prizes such as Steve Wozniak signed ipods, developer laptops, Win-Mo phones, Xbox 360 S consoles, t-shirts and more. And then in the final...(read more)

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  • How can I get my game to show up in the Games Explorer on Windows?

    - by Kraemer
    I want to create an installer for a game which allows for an icon to be put in the Games Explorer for Vista and Windows 7. I have created the GDF, then built the script for project and obtained the .h, .gdf and .rc files. But I can't compile (using Visual Studio 2010) the .rc file into an executable to be used after that in order to create the installer. I get the following error after I set the executable path: "Could not load file or assembly'Microsoft.VisualStudio.HpcDebugger.Impl, Version 10.0.0.0, Culture=neutral, PublickKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified." Any ideas what I'm doing wrong?

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  • Is C++ indispensible for AAA game engines, as long as we have console-platform games? [closed]

    - by user1174924
    C++ has remained the industry standard for game engines much because of its features.. The primary reasons are(afaik): Technical reasons - High performance, native runtime, portibility, negligible latency, and more recently concurrency. Socio-Technical reasons - Availability of Libraries, Legecy stuff, most scripting languages on games have a good C api (ex lua), Good IDEs and most recently improved Development time.(C++11) Social reasons - People know C++, Licenced technologies, and battle proven. Does this make C++ for game engines indispensible, so long we have game consoles? Would not, the above features make me implement new graphics technology in C++ only? Edit: Will learning C++ garuntee me a job as a game engine dev In the future? I want to master every aspect of the language, but I already know C# and python. Should I allocate my time learning C++. I want to be a game engine developer.

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  • Is there a way to make money from indie downloadable games? [closed]

    - by AShelly
    It appears that there are ways to make money with flash games through portal and aggregator sites and embedded ads. But I do my programming in C and C++. I've started a prototype which relies on a few existing C++ SDK's. The game would have to be downloadable. Is this just a labor of love, or are there any ways to make money from this type of game? Does anyone pay for shareware anymore? What other options are there?

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  • Html5 games, what is the standard dimension to use?

    - by aoi
    I am trying to make html5 games to be played on the browser(not offline apps), and I am trying to support the maximum number of platforms, hence I need to know what dimension should I use for the game canvas so that it works in the most number of places. Also is there anyway to "scale" a large game to fit in the tiny size of iphone(around 320x356px I think). By "scale" I don't mean to actually resize just the canvas, as because that can mess up the coordinate based calculations, and for a large number of objects, re-positioning based on canvas size can be a real hassle.

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  • Where is a good place to learn how to develop games?

    - by pringlesinn
    I'm brazilian and I want to learn how to develop a game in some college or something like that, but I don't know any place here to learn it. Here is not that good either to develop games, as we don't have many companies to do that. So, I was thinking about working in some place else, while I study it. What I really want to know is, a good place to learn, and a country that developers are well payed to be able to pay my course and still have money to do something else. I'm a Java programmer, still learning a lot, but I want to do it later. A few years from now.

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  • What is the future of XNA in Windows 8 or how will manged games be developed in Windows 8?

    - by Ken
    I know this is a potential dupe of this question, but the last answer there was 18 months ago and a lot has happened since. There seems to be some uncertainty about XNA in Windows 8. Specifically, Windows 8 by default uses the Metro interface, which is not supported by XNA. Also the Windows 8 store will not stock non-metro apps, so it will not stock XNA apps. Should we stick with XNA or does Microsoft want us to move to a different framework for managed game development in Windows 8? Edit: As pointed out in one of the comments, Windows 8 will be able to run XNA games in a backward compatibility mode. But that smells of deprecation.

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  • What are the challenges and benefits of writing games with a functional language?

    - by McMuttons
    While I know that functional languages aren't the most commonly used for game writing, there are a lot of benefits associate with them that seem like they would be interesting in any programming context. Especially the ease of parallelization I would think could be very useful as focus is moving toward more and more processors. Also, with F# as a new member of the .NET family, it can be used directly with XNA, for example, which lowers the threshold quite a bit, as opposed to going with LISP, Haskell, Erlang, etc. If anyone has experience writing games with functional code, what has turned out to be the positives and negatives? What was it suited for, what not? Edit: Finding it hard to decide that there's a single good answer for this, so it's probably better suited as a community wiki post.

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  • How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • where can i learn to make 3d games in java from scratch?

    - by dfhgdfnhgfn
    Just wondering if anyone knows of anything i can read or watch that explains 3D graphics. i do not want to use any game engine like jogl etc. but i am looking for a way i can learn in detail how 3D works. preferably in java. I have used some game engines but would prefer to learn to make for myself. I would also like to do it without the java3d library. I have also watched some tutorials on 3d games in java, but would like to learn in more detail. Thanks.

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  • What should be learned for someone starting in Android Games?

    - by user14544
    I know this might be a little subjective. But I've read the other questions. A lot of answers kept on popping up like to use box2d, libgdx, andEngine, etc. So the real question is, what would be the best to start off with as a beginner. I have some experience with java code, just by reading about in the Oracle Docs. I've gone through Flash and Eclipse. When i mean gone through, i don't mean i have actually created my own game from Flash or Eclipse, but i just learn things here and there. Currently I'm reading Beginning Android for Beginners but I don't have the knowledge to implement my own Ideas into the game tutorials because of lack of experience. I'm looking for a way to learn how to program to create games for Android. While at the same time get experience from programming. I do not want to learn those drag and drop game making applications such as GameMaker.

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  • L'Unreal Engine 3 fonctionne sur Windows 8 RT, le moteur d'Epic Games tente de prendre des parts de marché à Unity

    L'Unreal Engine 3 fonctionne sur Windows 8 RT Une réponse logique de la part de Epic Games, face à la récente annonce de Unity. Après l'annonce du support de Windows 8 et Windows Phone 8 par Unity 3D, NVIDIA propose une vidéo montrant la démo porte-étendard pour les plateformes mobiles : Epic Citadel, de l'Unreal Engine 3. Elle fonctionne sur la tablette ASUS Vivo Tab RT, intégrant un NVIDIA Tegra. Pour rappel, ce processeur basé sur l'architecture ARM, combine CPU et GPU sur une même puce. Un des points ...

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  • How does a one-man developer do its games' sounds?

    - by Gustavo Maciel
    Before anything, that's not a "oh, where can I find resources?" question. Well, I've been curious about one thing in the indie games industry. For the development of the game, such tasks like game design, art, sketches, code programming and etc can be easily done by just one person. You can just take up a paper and pencil and you're a game designer. You can just take software like Photoshop or Paint and you're an artist, a scanner and you're a sketcher, a compiler and you're a programmer. For sound it's different. You may tell me: Well, follow the line, take a lot of instruments and record it. But all we know that things don't work this way. I can list up some changes for us: External noises are a big problem, sound effects can't be made with instruments, it can't sound like a recorded and clipped sound. Well I can imagine how they do this in large companies, with such big studios and etc. But to summarise, my question is: What's the best way for a one-man indie to do all its sound? Does he have to synthesize everything? Record and buy some crazy program for editing sounds?

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  • Best way to go for simple online multi-player games?

    - by Mr_CryptoPrime
    I want to create a trivia game for my website. The graphic design does not have to be too fancy, probably no more advanced than a typical flash game. It needs to be secure because I want users to be able to play for real money. It also needs to run fast so users don't spend their time frustrated with game freezing. Compatibility, as with almost all online products, is key because of the large target market. I am most acquainted with Java programming, but I don't want to do it in Java if there is something much better. I am assuming I will have to utilize a variety of different languages in order for everything to come together. If someone could point out the main structure of everything so I could get a good start that would be great! 1) Language choice for simple secure online multiplayer games? 2) Perhaps use a database like MySQL, stored on a secure server for the trivia questions? 3) Free educational resources and even simpler projects to practice? Any ideas or suggestions would be helpful...Thanks!

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  • Architecture for a farmville/yoville/cafe world type game?

    - by Joff
    I'm thinking of building a game along the lines of Farmville - items, events, time management system etc. Options I am thinking of: 1) Flash UI frontend that uses AMFPHP to get all data for the view from a PHP powered backend. 2) Actionscript to power the whole game Any input is appreciated. My concern with Actionscript is scaling, my concern with PHP is having to build an update system that would need a lot of back and forth xmlhttprequests which might get complicated. If there's a better way to build something like this, I'm all ears :)

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  • Hosting a flash game...

    - by Artemix
    Hi ppl, Im starting a new project that consist in a game made in Flash, I use PHP for the server counterpart and a MySQL database. My question is, what do I need to host my game?.. I mean, how good (connection, HD space, procesor, ram, etc) should be my hosting to be able to take care of all the stuff I need...? And, if you know some good web hosting for this purpose, even better :) Thx in advance.

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  • Static Evaluation Function for Checkers

    - by Kamikaze
    Hi all! I'm trying to write an evaluation function for a game of checkers that I'm developing but I can't find the right documentation. I've read several documents on the web witch describe different techniques for either writing one or letting the computer find it(using genetic algorithms or Bayesian learning) but they're too complicated for a novice like me. All documents pointed a reference to "Some studies in machine learning using the game of checkers" by A.L.Samuel but I couldn't get my hands on it yet :(. I've only read the follow up "Some studies in machine learning using the game of checkers -II" and found some good info there, but it doesn't explain what the eval parameters mean (I think I don't have the whole article). Thanks for your help!

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  • Take screenshot of DirectX full-screen application

    - by iconiK
    This boggles me. DirectX bypasses everything and talks directly to the device driver, thus GDI and other usual methods won't work - unless Aero is disabled (or unavailable), all that appears is a black rectangle at the top left of the screen. I have tried what other have suggested on several forums, using DirectX to get the back buffer and save it, but I get the same result: device-GetFrontBufferData(0, surface); D3DXSaveSurfaceToFile("fileName", D3DXIFF_BMP, surface, NULL, NULL); Is there any way to get a screenshot of another full-screen DirectX application when Aero is enabled?

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