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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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  • 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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  • Testing a scoped find in a Rails controller with RSpec

    - by Joseph DelCioppio
    I've got a controller called SolutionsController whose index action is different depending on the value of params[:user_id]. If its nil, then it simply displays all of the solutions on my site, but if its not nil, then it displays all of the solutions for the given user id. Here it is: def index if(params[:user_id]) @solutions = @user.solutions.find(:all) else @solutions = Solution.find(:all) end end and @user is determined like this: private def load_user if(params[:user_id ]) @user = User.find(params[:user_id]) end end I've got an Rspec test to test the index action if the user is nil: describe "GET index" do context "when user_id is nil" do it "should find all of the solutions" do Solution.should_receive(:find).with(:all).and_return(@solutions) get :index end end end however, can someone tell me how I write a similar test for the other half of my controller, when the user id isn't nil? Something like: describe "GET index" do context "when user_id isn't nil" do before(:each) do @user = Factory.create(:user) @solutions = 7.times{Factory.build(:solution, :user => @user)} @user.stub!(:solutions).and_return(@solutions) end it "should find all of the solutions owned by a user" do @user.should_receive(:solutions).and_return(@solutions) get :index, :user_id => @user.id end end end But that doesn't work. Can someone help me out? Joe

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  • Testing a scoped find in a Rails controller with RSpec

    - by Joseph DelCioppio
    I've got a controller called SolutionsController whose index action is different depending on the value of params[:user_id]. If its nil, then it simply displays all of the solutions on my site, but if its not nil, then it displays all of the solutions for the given user id. Here it is: def index if(params[:user_id]) @solutions = @user.solutions.find(:all) else @solutions = Solution.find(:all) end end and @user is determined like this: private def load_user if(params[:user_id ]) @user = User.find(params[:user_id]) end end I've got an Rspec test to test the index action if the user is nil: describe "GET index" do context "when user_id is nil" do it "should find all of the solutions" do Solution.should_receive(:find).with(:all).and_return(@solutions) get :index end end end however, can someone tell me how I write a similar test for the other half of my controller, when the user id isn't nil? Something like: describe "GET index" do context "when user_id isn't nil" do before(:each) do @user = Factory.create(:user) @solutions = 7.times{Factory.build(:solution, :user => @user)} @user.stub!(:solutions).and_return(@solutions) end it "should find all of the solutions owned by a user" do @user.should_receive(:solutions).and_return(@solutions) get :index, :user_id => @user.id end end end But that doesn't work. Can someone help me out? Joe

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  • Navigation Controller Views in Landscape

    - by Mahadevan S
    Hi, I have set up a navigation controller ( navController ) in Portrait mode to which I push all the viewcontrollers I have. Now when a user switches to Landscape mode, I need to display all the views as a coverflow. For this I use [navController viewControllers] to get all the view controllers in the stack. In the Landscape view controller NSArray * arr = [navController viewControllers]; self.view = [arr objectAtIndex:0]; [arr objectAtIndex:0]; returns the correct view ( the bottombost viewcontroller's view in the nav stack ). My problem is these views never get displayed ie the views extracted from the navController never gets displayed. If i try to create a new view and insert all the subviews of a view, it gets displayed. eg : UIView * newView = [[UIView alloc] init]; for (UIView *subView in [arr objectAtIndex:0]) [newView addSubView:subView]; self.view = newView; The above piece of code works. But simply adding the view doesnt seem to work.. Can anyone explain the solution? Many thanks

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  • Creating foreach loops using Code Igniter controller and view

    - by Tim
    Hello, This is a situation I have found myself in a few times and I just want clear it up once and for all. Best just to show you what I need to do in some example code. My Controller function my_controller() { $id = $this->uri->segment(3); $this->db->from('cue_sheets'); $this->db->where('id', $id); $data['get_cue_sheets'] = $this->db->get(); $this->db->from('clips'); $this->db->where('sheet_id', ' CUE SHEET ID GOES IN HERE ??? '); $data['get_clips'] = $this->db->get(); $this->load->view('show_sheets_and_clips', $data); } My View <?php if($get_cue_sheets->result_array()) { ?> <?php foreach($get_cue_sheets->result_array() as $sheetRow): ?> <h1><?php echo $sheetRow['sheet_name']; ?></h1> <br/> <?php if($get_clips->result_array()) { ?> <ul> <?php foreach($get_clips->result_array() as $clipRow): ?> <li><?php echo $clipRow['clip_name']; ?></li> <?php endforeach; ?> </ul> <?php } else { echo 'No Clips Found'; } ?> <?php endforeach; ?> <?php } ?> The problem I am having is the concept of passing data back to the controller from the view as I am sending the Database Queries off to the view as an array, when I really need to get some more information as to which sheet ID I am looking for to show the relevant clips. I hope this makes sense to someone out there. Thanks, Tim

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  • Getting values from the html to the controller

    - by tina
    Hi, I'm trying to access the values a user introduces in a table from my controller. This table is NOT part of the model, and the view source code is something like: <table id="tableSeriales" summary="Seriales" class="servicesT" cellspacing="0" style="width: 100%"> <tr> <td class="servHd">Seriales</td> </tr> <tr id="t0"> <td class="servBodL"> <input id="0" type="text" value="1234" onkeypress = "return handleKeyPress(event, this.id);"/> <input id="1" type="text" value="578" onkeypress = "return handleKeyPress(event, this.id);"/> . . . </td> </tr> </table> How can I get those values (1234, 578) from the controller? Receiving a formcollection doesn't work since it does not get the table... Thank you.

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  • Spring Controller redirect to another page

    - by user1386375
    Hey I got the following problem. This is the content of the jspx file: function postSMTH() { $.ajax({ type: "POST", url: document.getElementById("urltxt").value, data: parameters, }); } <input type="hidden" value="${pageContext.request.contextPath}/foo/foo2/foodat" name="urltxt" id="urltxt"/> <div class="foodat"><a href="javascript:postSMTH();"><spring:message code="foo_foo2_foodat_text" text="FOODAT"/></a></div> So if I push the submit button, the postSMTH function is called and the ajax object is paste to the Controller which look like this: @Controller @RequestMapping(value="/foo") public class FooController { .............. @RequestMapping(value="/foo2", method=RequestMethod.POST) public String homePOST(HttpServletRequest request) { ........ } @RequestMapping(value="/foo2", method=RequestMethod.GET) public String homeGET(HttpServletRequest request) { ........ } @RequestMapping(value="/foo2/foodat", method=RequestMethod.POST) public String doTHAT(HttpServletRequest request) { // check authorization Map fooMap = request.getParameterMap(); // do something in the Database, depending on the paramMap return "redirect:/foo/foo1"; } } Everything is working fine regarding the Database, but the Problem is, that the redirect at the end DOESN'T work. It just stays at the page foo2. I'm new to Spring, maybe its a little mistake somewhere. I just cant make it out by myself. Would be nice if someone would have some hint. Thanks

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  • Pass List of models to controller ASP.NET MVC 5

    - by user3697231
    I have a view where user can enter some data. But problem is this: Let's say you have 3 text box on view. Every time user can fill multiple times this 3 text boxes. To clarify, let's say user fills this 3 text boxes and press button which adds on form again these 3 text boxes. Now when user clicks submit this form is sent to controller, but how do I sent List of models as parameter. My architecture for this problem is something like this: MyModel public int ID { get;set; } public string Something { get; set; } /*This three textboxes can user set multiple times*/ /*Perhaps i Can create new model with these properties and then /*put List of that model as property here, but how to fill that list inside view ??*/ public string TextBoxOneValue { get; set; } public string TextBoxTwoValue { get; set; } public string TextBoxThreeValue { get; set; } Now, i was thinking that i Create PartialView with this 3 text boxes, and then when user clicks button on view another PartialView is loaded. And now, let's say I have Two partial views loaded, and user clicks submit, how that I pass list with values of these 3 text boxes to controller ??

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  • Computer won't reboot without waiting for a while

    - by Benjamin
    I've got an unusual problem with my computer. When ever I reboot my computer it won't boot, I get a few beeps from the BIOS and nothing else, however if I wait for a few minuets the computer will boot perfectly. I tried to count the beeps and I get around 7-9 of them; the first two are noticeably closer together than the rest. [Edit: I'm now reasonably confident it's 1 long followed by 8 short beeps. That would be a display related issue: http://www.bioscentral.com/beepcodes/amibeep.htm] My BIOS is American Megatrends Inc and version P1.80, the Motherboard is an ASRock X58 Extreme (both according to dmidecode) Here's an output from LSPCI, I'm not sure what else might be useful but I can provide whatever's asked. 00:00.0 Host bridge: Intel Corporation 5520/5500/X58 I/O Hub to ESI Port (rev 13) 00:01.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 1 (rev 13) 00:03.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 3 (rev 13) 00:07.0 PCI bridge: Intel Corporation 5520/5500/X58 I/O Hub PCI Express Root Port 7 (rev 13) 00:14.0 PIC: Intel Corporation 5520/5500/X58 I/O Hub System Management Registers (rev 13) 00:14.1 PIC: Intel Corporation 5520/5500/X58 I/O Hub GPIO and Scratch Pad Registers (rev 13) 00:14.2 PIC: Intel Corporation 5520/5500/X58 I/O Hub Control Status and RAS Registers (rev 13) 00:14.3 PIC: Intel Corporation 5520/5500/X58 I/O Hub Throttle Registers (rev 13) 00:1a.0 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #4 00:1a.1 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #5 00:1a.2 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #6 00:1a.7 USB controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #2 00:1b.0 Audio device: Intel Corporation 82801JI (ICH10 Family) HD Audio Controller 00:1c.0 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 1 00:1c.1 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Port 2 00:1c.5 PCI bridge: Intel Corporation 82801JI (ICH10 Family) PCI Express Root Port 6 00:1d.0 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #1 00:1d.1 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #2 00:1d.2 USB controller: Intel Corporation 82801JI (ICH10 Family) USB UHCI Controller #3 00:1d.7 USB controller: Intel Corporation 82801JI (ICH10 Family) USB2 EHCI Controller #1 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev 90) 00:1f.0 ISA bridge: Intel Corporation 82801JIR (ICH10R) LPC Interface Controller 00:1f.2 SATA controller: Intel Corporation 82801JI (ICH10 Family) SATA AHCI Controller 00:1f.3 SMBus: Intel Corporation 82801JI (ICH10 Family) SMBus Controller 01:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 03) 02:00.0 FireWire (IEEE 1394): VIA Technologies, Inc. VT6315 Series Firewire Controller 02:00.1 IDE interface: VIA Technologies, Inc. VT6415 PATA IDE Host Controller (rev a0) 03:00.0 SATA controller: JMicron Technology Corp. JMB360 AHCI Controller (rev 02) 05:00.0 VGA compatible controller: nVidia Corporation GT200b [GeForce GTX 285] (rev a1) ff:00.0 Host bridge: Intel Corporation Xeon 5500/Core i7 QuickPath Architecture Generic Non-Core Registers (rev 05) ff:00.1 Host bridge: Intel Corporation Xeon 5500/Core i7 QuickPath Architecture System Address Decoder (rev 05) ff:02.0 Host bridge: Intel Corporation Xeon 5500/Core i7 QPI Link 0 (rev 05) ff:02.1 Host bridge: Intel Corporation Xeon 5500/Core i7 QPI Physical 0 (rev 05) ff:03.0 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller (rev 05) ff:03.1 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Target Address Decoder (rev 05) ff:03.4 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Test Registers (rev 05) ff:04.0 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 0 Control Registers (rev 05) ff:04.1 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 0 Address Registers (rev 05) ff:04.2 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 0 Rank Registers (rev 05) ff:04.3 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 0 Thermal Control Registers (rev 05) ff:05.0 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 1 Control Registers (rev 05) ff:05.1 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 1 Address Registers (rev 05) ff:05.2 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 1 Rank Registers (rev 05) ff:05.3 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 1 Thermal Control Registers (rev 05) ff:06.0 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 2 Control Registers (rev 05) ff:06.1 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 2 Address Registers (rev 05) ff:06.2 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 2 Rank Registers (rev 05) ff:06.3 Host bridge: Intel Corporation Xeon 5500/Core i7 Integrated Memory Controller Channel 2 Thermal Control Registers (rev 05) Update: ok I installed lm-sensors and here's the output. coretemp-isa-0000 Adapter: ISA adapter Core 0: +58.0°C (high = +80.0°C, crit = +100.0°C) Core 1: +59.0°C (high = +80.0°C, crit = +100.0°C) Core 2: +58.0°C (high = +80.0°C, crit = +100.0°C) Core 3: +57.0°C (high = +80.0°C, crit = +100.0°C) it8720-isa-0a10 Adapter: ISA adapter in0: +0.93 V (min = +0.00 V, max = +4.08 V) in1: +0.06 V (min = +0.00 V, max = +4.08 V) in2: +3.25 V (min = +0.00 V, max = +4.08 V) +5V: +2.91 V (min = +0.00 V, max = +4.08 V) in4: +3.04 V (min = +0.00 V, max = +4.08 V) in5: +2.94 V (min = +0.00 V, max = +4.08 V) in6: +2.14 V (min = +0.00 V, max = +4.08 V) 5VSB: +2.96 V (min = +0.00 V, max = +4.08 V) Vbat: +3.28 V fan1: 1869 RPM (min = 0 RPM) fan2: 0 RPM (min = 0 RPM) fan3: 0 RPM (min = 0 RPM) fan4: 1106 RPM (min = -1 RPM) fan5: 225000 RPM (min = -1 RPM) temp1: +39.0°C (low = +0.0°C, high = +127.0°C) sensor = thermistor temp2: +56.0°C (low = +0.0°C, high = +127.0°C) sensor = thermistor temp3: +127.0°C (low = +0.0°C, high = +127.0°C) sensor = thermistor cpu0_vid: +1.650 V intrusion0: ALARM If it helps here's the summery from sensors-detect Driver `it87': * ISA bus, address 0xa10 Chip `ITE IT8720F Super IO Sensors' (confidence: 9) Driver `adt7475': * Bus `NVIDIA i2c adapter 3 at 5:00.0' Busdriver `nvidia', I2C address 0x2e Chip `Analog Devices ADT7473' (confidence: 5) Driver `coretemp': * Chip `Intel digital thermal sensor' (confidence: 9)

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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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  • return a js file from asp.net mvc controller

    - by Erwin
    Hi all fellow programmer I'd like to have a separate js file for each MVC set I have in my application /Controllers/ -TestController.cs /Models/ /Views/ /Test/ -Index.aspx -script.js And I'd like to include the js in the Index.aspx by <script type="text/javascript" src="<%=UriHelper.GetBaseUrl()%>/Test/Js"></script> Or to put it easier, when I call http://localhost/Test/Js in the browser, it will show me the script.js file How to write the Action in the Controller? I know that this must be done with return File method, but I haven't successfully create the method :(

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  • WEBrick::HTTPStatus::LengthRequired error when accessing create method in controller

    - by Chris Bisignani
    I have a very simple controller set up: class LibrariesController < ApplicationController ... def create @user.libraries << Library.new(params) @user.save render :json => "success!" end ... end Basically, whenever I try to access the create method of LibrariesController using HTTParty.post I get a WEBrick::HTTPStatus::LengthRequired error on the server. The method is not even being accessed! Here is the stack trace (this is the full output server side - notice that the controller isn't even being accessed): [2010-04-16 00:35:39] ERROR WEBrick::HTTPStatus::LengthRequired [2010-04-16 00:35:39] ERROR HTTPRequest#fixup: WEBrick::HTTPStatus::LengthRequired occured. [2010-04-16 00:35:39] ERROR NoMethodError: private method `gsub!' called for #<Class:0x2362160> /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/htmlutils.rb:17:in `escape' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/httpresponse.rb:232:in `set_error' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/httpserver.rb:70:in `run' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/server.rb:173:in `start_thread' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/server.rb:162:in `start' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/server.rb:162:in `start_thread' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/server.rb:95:in `start' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/server.rb:92:in `each' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/server.rb:92:in `start' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/server.rb:23:in `start' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/1.8/webrick/server.rb:82:in `start' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/handler/webrick.rb:14:in `run' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/commands/server.rb:111 /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `gem_original_require' /usr/local/Cellar/ruby_187/1.8.7-p249/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in `require' script/server:3 I'm running rails 2.3.5 and ruby 1.8.7. Any help would be greatly appreciated. Let me know if you need more details.

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