Search Results

Search found 8342 results on 334 pages for 'audio player'.

Page 295/334 | < Previous Page | 291 292 293 294 295 296 297 298 299 300 301 302  | Next Page >

  • XNA Notes 001

    - by George Clingerman
    Just a quick recap of things I noticed going on in or around the XNA community this past week. I’m sure there’s a lot I missed (it’s a pretty big community with lots of different parts to it) but these where the things I caught that I thought were pretty cool. The XNA Team Michael Klucher gave a list of books every gamer should read. http://twitter.com/#!/mklucher/status/22313041135673344 Shawn Hargreaves posted Nelxon Studio posting about a cheatsheet for converting 3.1 to 4.0 http://blogs.msdn.com/b/shawnhar/archive/2011/01/04/xna-3-1-to-4-0-cheat-sheet.aspx?utm_source=twitterfeed&utm_medium=twitter XNA Game Studio won the Frontline award for Programming Tool by GameDev magazine! Congrats to the XNA team! http://www.gdmag.com/homepage.htm XNA MVPs In January several MVPs were up for re-election, Jim Perry, Andy ‘The ZMan’ Dunn, Glenn Wilson and myself were all re-award a Microsoft MVP award for their contributions to the XNA/DirectX communities. https://mvp.support.microsoft.com/communities/mvp.aspx?product=1&competency=XNA%2fDirectX A movement to get Michael McLaughlin an MVP award has started and you can join in too! http://twitter.com/#!/theBigDaddio/status/22744458621620224 http://www.xnadevelopment.com/MVP/MichaelMcLaughlinMVP.txt Don’t forget you can nominate ANYONE for a MVP award, that’s how they work. https://mvp.support.microsoft.com/gp/mvpbecoming  XNA Developers James Silva of Ska Studios hit 9,200 sales of ZP2KX and recommends you listen to Infected Mushroom. http://twitter.com/#!/Jamezila/status/22538865357094912 http://en.wikipedia.org/wiki/Infected_Mushroom Noogy creator of the upcoming XBLA title Dust an Elysian tail posts some details into his art creation. http://noogy.com/image/statue/statue.html Xbox LIVE Indie Game News Microsoft posts acknowledging there was an issue with the sales data that has been addressed and apologized for not posting about it sooner. http://forums.create.msdn.com/forums/p/71347/436154.aspx#436154 Winter Uprising sales still chugging along and being updated by Xalterax (by those developers willing to actually share sales numbers. Thanks for sharing guys, much appreciated!) http://forums.create.msdn.com/forums/t/70147.aspx Don’t forget about Dream Build Play coming up in February! http://www.dreambuildplay.com/Main/Home.aspx The Best Xbox LIVE Indie Games December Edition comes out on NeoGaf http://www.neogaf.com/forum/showthread.php?t=414485 The Greatest XBox LIVE Indie Games of 2010 on DealSpwn – Congrats to DrMistry and MStarGames for his #1 spot with his massive XBLIG Space Pirates From Tomorrow! http://www.dealspwn.com/xbligoty-2010/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Dealspwn+%28Dealspwn%29 XNA Game Development The future of XACT and WP7 has finally been confirmed and we finally know what our options are for looping audio seamlessly on WP7. http://forums.create.msdn.com/forums/p/61826/436639.aspx#436639  Super Mario 3 Design Notes is an interesting read for XBLIG developers, giving some insight to the training that natural occurs for players as they start playing the game. Good things for XBLIG developers to think about. http://www.significant-bits.com/super-mario-bros-3-level-design-lessons

    Read the article

  • Friday Fun: Play Your Favorite 8-Bit NES Games Online

    - by Mysticgeek
    We finally made it to another Friday and once again we bring you some NES fun to waste the rest of the day before the weekend. Today we take a look at a site that contains a lot of classic NES games you can play online. vNES VirtualNES.com contains hundreds of vintage NES games you can play online. If you’re old enough to remember, when the NES came out, it breathed life back into home console gaming. Here we will take a look at a few of the games they offer that will certainly bring back memories. Super Mario Bros 3 which is a personal favorite from the 8-bit era.   Play Super Mario Bros 3 Excite Bike was one of the coolest dirt bike racing games at the time as it even allowed you to create your own tracks.   Play ExciteBike Of course The Legend of Zelda was one of the first fantasy games many an hour have been spent on. Play The Legend of Zelda We’d be remiss if we didn’t bring up Pac-man since the game recently celebrated it’s 30th anniversary. Play Pac-Man If you don’t like the default keyboard controls you can change them on the Options page. Join their forum and more…this site will definitely bring you back to the good old 8-bit NES days.   The site contains hundreds of different games for you to get on your old school NES fix. If you’re sick of waiting for the whistle to blow, this site will bring you back to the good old days when you had nothing to do but mash buttons all day. Play NES Games at virtualnes.com Similar Articles Productive Geek Tips Friday Fun: Get Your Mario OnFriday Fun: Go Retro with PacmanFriday Fun: Five More Time Wasting Online GamesFriday Fun: Online Flash Games to Usher in the WeekendFriday Fun: Online Sports Flash Games TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Awesome World Cup Soccer Calendar Nice Websites To Watch TV Shows Online 24 Million Sites Windows Media Player Glass Icons (icons we like) How to Forecast Weather, without Gadgets Outlook Tools, one stop tweaking for any Outlook version

    Read the article

  • Enhance Your Gmail Account in Chrome

    - by Asian Angel
    Are you tired of items like the Chat and Invite Boxes cluttering up your Gmail account? Then join us as we look at the Better Gmail extension for Google Chrome. Before Here are some examples of items that you may be tired of looking at in your Gmail account such as the “Footer” below your “Inbox”, the “Chat Box”, and the “Invitation Box”. Perhaps you would also like to have the “New Window, Print all, & Create a document Commands” moved elsewhere. And of course there is everyone’s “favorite” sponsored links… Time to do some cleaning up and reorganizing. Better Gmail in Action As soon as you have installed Better Gmail a new tab will automatically open and present you with the available options. Place a “checkmark” in the box for each option that you would like activated and click on “Save” when finished. Note: The final option entry is a tie-in with two other “linked” extensions (Folders4Gmail & HTML Signature) while the middle listing is a link to an article for disabling Google Buzz. Once you have saved your changes in the “Options” you will be prompted to refresh your Gmail tab to see the changes. Going back to our “Inbox Area” everything looks so much more streamlined and clean now. Goodbye clutter! The “New Window, Print all, & Create a document Commands” definitely look a lot nicer as a small toolbar above our e-mail. And the right side…you can see for yourself just how much better that looks. No more distractions there to bother you as you read your e-mail. Conclusion If you have been wanting to get rid of the undesirable elements visible in your Gmail account then hurry over to the Better Gmail page, grab the extension and enjoy the better view. Links Download the Better Gmail extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Figure out which Online accounts are selling your email to spammersAdd a Remember The Milk Task Pane to Gmail in ChromeHow to Send and Receive Hotmail from Your Gmail AccountAdd Your Gmail To Windows Live MailOpen Your Gmail Account in a Popup Window TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Windows Media Player 12: Tweak Video & Sound with Playback Enhancements Own a cell phone, or does a cell phone own you? Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier Design Your Web Pages Using the Golden Ratio Worldwide Growth of the Internet

    Read the article

  • Game Center: Leaderboard score inconsistencies

    - by Hasyimi Bahrudin
    Background I'm currently developing a simple library that mirrors Game Center's functionalities locally. Basically, this library is a system that manages achievements and leaderboards, and optionally sync it with the Game Center. So, if the game is not GC enabled, the game will still have achievements and leaderboards (stored inside a plist). But of course, the leaderboards will then only contain the local player's scores (which is kind of useless, I know :P). Problem Currently I have coded both of the achievements and leaderboards subsystems. The achievements subsystem have already been tested and it works. I'm currently testing the leaderboards subsystem using multiple test user accounts. I loaded the test app on a device and on the simulator, both logged in with 2 different user accounts. Then I performed these steps: I first used the device to upload a score. Then, I ran the simulator, and the score submitted by the user on the device is shown. Which is cool. Then, I used the simulator to upload a score. But on the device, still, only one score is listed. I checked on the Game Center app (to see if the bug lies within my code), and I got the same thing. Under "All players", there is only one score on the device, but there are 2 scores on the simulator. I wanted to make sure that the simulator is not causing this, so I swapped the users on the device and the simulator, and the result is still the same. In other words, the first user is oblivious of the second user's score, but the second user can see the first user's score. Then I tried with a third user. The result: the third user can only see the scores of the first user and himself. The second user still sees the scores of the first user and himself. The first user only sees his own score. Now here comes the weird part. I then make the first user and the second user befriend each other. The result: under "Friends", the first user can see the second user's score, but under "All Players", the first user's score is the only one listed. Screenshots The first user sees this: The second user sees this: So, is this a normal thing when using sandboxed GC accounts? Is this behavior documented somewhere by Apple?

    Read the article

  • How to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

    Read the article

  • Game Review: God of Light

    Luckily I came across this title at a very early stage. If I remember correctly, I took notice of God of Light on Twitter right on the weekend it has been published on the Play Store. "Sit back and become immersed into the world of God of Light, the game that rethinks the physics puzzle genre with its unique environment exploration gameplay, amazing graphics and exclusive soundtrack created by electronic music icon UNKLE. Join cute game mascot, Shiny, on his way to saving the universe from the impending darkness. Play through a variety of exciting game worlds and dozens of levels with mind-blowing puzzles. Your goal is to explore game levels, seek for game objects that reflect, split, combine, paint, bend and teleport rays of light energy to activate the Sources of Life and bring light back to the universe." Mastering the various reflection items in God of Light is very easy to learn and new elements are introduced during the game. Amazing puzzle game Here's the initial review I posted on the Play Store: "Great change in puzzles Fantastic and refreshing concept of puzzle solving. The effects and the music match very well, putting the player in the right mood to game. Get enlightened and grow your skills until you are a true God of Light." And it remains true, even after completing the first realm completely. Similar to Quell it took me only a couple of hours during the evening to complete all levels in the available three realms, unfortunately. God of Light currently consists of 75 levels, well it's 25 in each realm to be precise, and the challenges are increasing. Compared to the iOS version from the AppStore, God of Light is available for free on Android - at least the first realm (25 levels). Unlocking the other two remaining realms is done through an in-app purchase. The visual appearance, the sound effects and the background music provided by UNKLE makes God of Light a superb package for any puzzle gamer. Whether it is simply reflecting light over multiple mirrors, or later on bending the rays of light with black holes, or using prisms to either split, enforce, or colourise your beam, God of Light is great fun and offers a good amount of joy. Check out the following screenshots for some impressions. God of Light: Astonishing graphics and visual appeal throughout the game God of Light - Introduction to the game during the first levels. New light items are introduced at each stage during the game play God of Light: Increasing complexity and puzzle fun Hopefully, Playmous is going to provide more astonishing looking realms and interesting gimmicks in future versions. Play Store: God of Light Also, check out the latest game updates on the official web site of Playmous

    Read the article

  • Desktop Fun: Runic Style Fonts

    - by Asian Angel
    Most of the time regular fonts are just what you need for documents, invitations, or adding text to images. But what if you are in the mood for something unusual or unique to add that perfect touch? If you like older runic style writing, then enjoy finding some new favorites for your collection with our Runic Style Fonts collection. Temple photo by ShinyShiny. Note: To manage the fonts on your Windows 7, Vista, & XP systems see our article here. The Runic Style Fonts Sable Download Worn Manuscript Download JSL Ancient Download Antropos Download Cave Gyrl Download The Roman Runes Alliance Download Ancient Geek Download Troll Download Runish Quill MK *includes two font types Download DS RUNEnglish 2 Download Runes Written *includes two font types Download Wolves And Ravens Download Art Greco Download Dalek Download Glagolitic AOE Download Linear B Download Cartouche Download Greywolf Glyphs *includes 62 individual characters Note: This group represents A – Z in all capital letters. Note: This group represents A – Z in all lower case letters. Note: This group represents the numbers 0 – 9. Download Africain *includes 62 individual characters Note: This group represents A – Z in all capital letters. Note: This group represents A – Z in all lower case letters. Note: This group represents the numbers 0 – 9. Download Cave Writings *includes 52 individual characters Note: This group represents A – Z in all capital letters. Note: This group represents A – Z in all lower case letters. Download For more great ways to customize your computer be certain to look through our Desktop Fun section. Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Five Sleek Audi R8 Car Themes for Chrome and Iron MS Notepad Replacement Metapad Returns with a New Beta Version Spybot Search and Destroy Now Available as a Portable App (PortableApps.com) ShapeShifter: What Are Dreams? [Video] This Computer Runs on Geek Power Wallpaper Bones, Clocks, and Counters; A Look at the First 35,000 Years of Computing

    Read the article

  • Will polishing my current project be a better learning experience than starting a new one?

    - by Alejandro Cámara
    I started programming many years ago. Now I'm trying to make games. I have read many recommendations to start cloning some well known games like galaga, tetris, arkanoid, etc. I have also read that I should go for the whole game (including menus, sound, score, etc.). Yesterday I finished the first complete version of my arkanoid clone. But it is far from over. I can still work on it for months (I program as a hobby in my free time) implementing a screen resolution switcher, remap of the control keys, power-ups falling from broken bricks, and a huge etc. But I do not want to be forever learning how to clone ONE game. I have the urge to get to the next clone in order to apply some design ideas I have come upon while developing this arkanoid clone (at the same time I am reading the GoF book and much source code from Ludum Dare 21 game contest). So the question is: Should I keep improving the arkanoid clone until it has all the features the original game had? or should I move to the next clone (there are almost infinite games to clone) and start mending the things I did wrong with the previous clone? This can be a very subjective question, so please restrain the answers to the most effective way to learn how to make my own games (not cloning someone ideas). Thank you! CLARIFICATION In order to clarify what I have implemented I make this list: Features implemented: Bouncing capabilities (the ball bounces on walls, on bricks, and on the bar). Sounds when bouncing on bricks and the bar, and when the player wins or loses. Basic title menu (new game and exit only). Also in-game menu and win/lose menus. Only three levels, but the map system is so easy I do not think it will teach me much (am I wrong?). Features not-implemented: Power-ups when breaking the bricks. Complex bricks (with more than one "hit point" and invincible). Better graphics (I am not really good at it). Programming polishing (use more intensively the design patterns). Here's a link to its (minimal) webpage: http://blog.acamara.es/piperine/ I kind of feel ashamed to show it, so please do not hit me too hard :-) My question was related to the not-implemented features. I wondered what was the fastest (optimal) path to learn. 1) implement the not-implemented features in this project which is getting big, or 2) make a new game which probably will teach me those lessons and new ones. ANSWER I choose @ashes999 answer because, in my case, I think I should polish more and try to "ship" the game. I think all the other answers are also important to bear in mind, so if you came here having the same question, before taking a rush decision read all the discussion. Thank you all!

    Read the article

  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

    Read the article

  • Web.NET: A Brief Retrospective

    - by Chris Massey
    It’s been several weeks since I had the pleasure of visiting Milan, and joining 150 enthusiastic web developers for a day of server-side frameworks and JavaScript. Lucky for me, I keep good notes. Overall the day went smoothly, with some solid logistics and very attentiveorganizerss, and an impressively diverse audience drawn by the fact that the event was ambitiously run in English. This was great in that it drew a truly pan-European audience (11 countries were represented on the day, and at least 1 visa had to be procured to get someone there!) It was trouble because, in some cases, it pushed speakers outside their comfort zone. Thankfully, despite a slightly rocky start, every session I attended was very well presented, and the consensus on the day was that the speakers were excellent. While I felt that a lot of the speakers had more that they wanted to cover, the topics were well-chosen, every room constantly had a stack of people in it, and all the sessions were pleasingly focused on code & demos. For all that the language barriers occasionally made networking a little challenging,organizerss Simone & Ugo nailed the logistics. Registration was slick, lunch was plentiful, and session management was great. The very generous Rui was kind enough to showcase a short video about Glimpse in his session, which seemed to go down well (Although the audio in the rooms was a little under-powered). Because I think you might need a mid-week chuckle, here are some out-takes.: And lets not forget the Hackathon. The idea was what having just learned about a stack of interesting technologies, attendees could spend an evening (fuelled by pizza and some good Github beer) hacking something together using them. Unfortunately, after a (great)10-hour day, and in many cases facing international travel in the morning, many of the attendees headed straight for their hotel rooms. This idea could work so beautifully, and I’m excited to see how it pans out in 2013. On top of the slick sessions, getting to finally meet Ugo and Simone in the flesh as a pleasure, as was the serendipitous introduction to the most excellent Rui. They’re all fantastic guys who are passionate about the web, and I’m looking forward to finding opportunities to work with them. Simone & Ugo put on a great event, and I’m excited to see what they do next year.

    Read the article

  • How to debug lag using Bluetooth connected mouse and A2DP headset?

    - by gertvdijk
    I own a Logitech M555b mouse (since a week) for use with my HP Elitebook 8570w laptop running Kubuntu 12.04. Works fine right after connecting using the KDE Bluetooth control module. However, after some time (seemingly random), it starts to lag. Movements are being delayed for roughly 500ms for a short period of time. Usually it recovers after some time too, but it can take minutes. All actions are being delayed: movements, click, scrolls. Additionally, the movements can be choppy during these times. A workaround that always works for the same short period of time is to disconnect an re-connect the mouse. This can be done using the same KDE Bluetooth control module. What did I try already? Running this at boot time: echo on > `readlink -f /sys/class/bluetooth/hci0`/../../../power/level To disable any power saving features on the Bluetooth hci0 device. Check the mouse's batteries (it's just a week old, other new batteries: same result) Checking logs and kernel messages about Bluetooth-related entries: none aside the expected messages on connect time. I'm running kernel 3.5.0-13-generic as provided in the xorg-edgers PPA. Booting the regular 3.2 Precise kernel results in the same behaviour. Some other information that may help: It happens when no other Bluetooth connections are active on the machine. Similar symptoms also occur on my Bluetooth stereo (A2DP) headset, but then it's audio lagging and skipping. Swapping Bluetooth profiles as described here then helps. Conclusion: it's not the mouse that's faulty. The headset always worked fine using my now dead Thinkpad T61p with built-in Bluetooth. The bluetooth module in my laptop is connected via USB and shows up as Bus 002 Device 003: ID 0a5c:21e1 Broadcom Corp. I'm mobile and several people around me are using Bluetooth at work (A2DP mostly). It also occurs at home, where my neighbours are probably using Bluetooth as well. It could just be radio interference, but I think Bluetooth connections should just hop to another channel. And, moreover, it just works properly instantly when re-connecting. Therefore I think it's a software driver issue and I'd like to debug it. Is there any way to get more verbose logging on the Bluetooth(-hid) modules?

    Read the article

  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

    Read the article

  • Wireless not working on Dell Inspirion 1501 after upgrading to Ubuntu 12.04 tried steps in other threads

    - by mark burton
    I updated to Ubuntu 12.04 and now my wireless is not working. No icon for it. Tried some of the troubleshooting in other threads but can't get it to work. Would really appreciate any help Thanks! " *-network description: Network controller product: BCM4311 802.11a/b/g vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:05:00.0 version: 01 width: 32 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=b43-pci-bridge latency=0 resources: irq:18 memory:c0200000-c0203fff *-network description: Ethernet interface product: BCM4401-B0 100Base-TX vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:08:00.0 logical name: eth0 version: 02 serial: 00:19:b9:5c:d1:52 size: 100Mbit/s capacity: 100Mbit/s width: 32 bits clock: 33MHz capabilities: pm bus_master cap_list ethernet physical mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=b44 driverversion=2.0 duplex=full ip=10.0.0.6 latency=64 link=yes multicast=yes port=twisted pair speed=100Mbit/s resources: irq:21 memory:c0300000-c0301fff " lsub results Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 002: ID 046d:c526 Logitech, Inc. Nano Receiver $ lspci 00:00.0 Host bridge: Advanced Micro Devices [AMD] nee ATI RS480 Host Bridge (rev 10) 00:01.0 PCI bridge: Advanced Micro Devices [AMD] nee ATI RS480 PCI Bridge 00:05.0 PCI bridge: Advanced Micro Devices [AMD] nee ATI RS480 PCI Bridge 00:06.0 PCI bridge: Advanced Micro Devices [AMD] nee ATI RS480 PCI Bridge 00:12.0 SATA controller: Advanced Micro Devices [AMD] nee ATI SB600 Non-Raid-5 SATA 00:13.0 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB (OHCI0) 00:13.1 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB (OHCI1) 00:13.2 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB (OHCI2) 00:13.3 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB (OHCI3) 00:13.4 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB (OHCI4) 00:13.5 USB controller: Advanced Micro Devices [AMD] nee ATI SB600 USB Controller (EHCI) 00:14.0 SMBus: Advanced Micro Devices [AMD] nee ATI SBx00 SMBus Controller (rev 13) 00:14.1 IDE interface: Advanced Micro Devices [AMD] nee ATI SB600 IDE 00:14.2 Audio device: Advanced Micro Devices [AMD] nee ATI SBx00 Azalia (Intel HDA) 00:14.3 ISA bridge: Advanced Micro Devices [AMD] nee ATI SB600 PCI to LPC Bridge 00:14.4 PCI bridge: Advanced Micro Devices [AMD] nee ATI SBx00 PCI to PCI Bridge 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 01:05.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RS482 [Radeon Xpress 200M] 05:00.0 Network controller: Broadcom Corporation BCM4311 802.11a/b/g (rev 01) 08:00.0 Ethernet controller: Broadcom Corporation BCM4401-B0 100Base-TX (rev 02) 08:01.0 SD Host controller: Ricoh Co Ltd R5C822 SD/SDIO/MMC/MS/MSPro Host Adapter (rev 19) 08:01.1 System peripheral: Ricoh Co Ltd R5C843 MMC Host Controller (rev 01) rfkill list all 0: dell-wifi: Wireless LAN Soft blocked: no Hard blocked: no

    Read the article

  • Height Map Mapping to "Chunked" Quadrilateralized Spherical Cube

    - by user3684950
    I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller "quads" or "patches" as the player approaches those faces. What I can't figure out is how to generate height maps for these patches. To generate the heights I am using a 3D ridged multi fractals algorithm. For now I can only displace the vertices of the patches directly using the output from the ridged multi fractals. I don't understand how I generate height maps that allow the vertices of a terrain patch to be mapped to pixels in the height map. The only thing I can think of is taking each vertex in a patch, plug that into the RMF and take that position and translate into u,v coordinates then determine the pixel position directly from the u,v coordinates and determine the grayscale color based on the height. I feel as if this is the right approach but there are a few other things that may further complicate my problem. First of all I intend to use "height maps" with a pixel resolution of 192x192 while the vertex "resolution" of each terrain patch is only 16x16 - meaning that I don't have any vertices to sample for the RMF for most of the pixels. The main reason the height map resolution is higher so that I can use it to generate a normal map (otherwise the height maps serve little purpose as I can just directly displace vertices as I currently am). I am pretty much following this paper very closely. This is, essentially, the part I am having trouble with. Using the cube-to-sphere mapping and the ridged multifractal algorithm previously described, a normalized height value ([0, 1]) is calculated. Using this height value, the terrain position is calculated and stored in the first three channels of the positionmap (RGB) – this will be used to calculate the normalmap. The fourth channel (A) is used to store the height value itself, to be used in the heightmap. The steps in the first sentence are my primary problem. I don't understand how the pixel positions correspond to positions on the sphere and what positions are sampled for the RMF to generate the pixels if only vertices cannot be used.

    Read the article

  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

    Read the article

  • Ubuntu 14.04 : Lost my sound randomly tried a few commands and I think I failed

    - by Marc-Antoine Théberge
    I lost my sound the other day and I tried to delete pulseaudio then reinstall, then I tried to delete it and install alsa, It did not work and I had to reinstall everything; overall bad idea... now I can't have any sound. Should I do a fresh install? I don't know how to boot an usb drive with GRUB... Here's my sysinfo System information report, generated by Sysinfo: 2014-05-28 05:45:58 http://sourceforge.net/projects/gsysinfo SYSTEM INFORMATION Running Ubuntu Linux, the Ubuntu 14.04 (trusty) release. GNOME: 3.8.4 (Ubuntu 2014-03-17) Kernel version: 3.13.0-27-generic (#50-Ubuntu SMP Thu May 15 18:08:16 UTC 2014) GCC: 4.8 (i686-linux-gnu) Xorg: 1.15.1 (16 April 2014 01:40:08PM) (16 April 2014 01:40:08PM) Hostname: mark-laptop Uptime: 0 days 11 h 43 min CPU INFORMATION GenuineIntel, Intel(R) Atom(TM) CPU N270 @ 1.60GHz Number of CPUs: 2 CPU clock currently at 1333.000 MHz with 512 KB cache Numbering: family(6) model(28) stepping(2) Bogomips: 3192.13 Flags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx constant_tsc arch_perfmon pebs bts aperfmperf pni dtes64 monitor ds_cpl est tm2 ssse3 xtpr pdcm movbe lahf_lm dtherm MEMORY INFORMATION Total memory: 2007 MB Total swap: 1953 MB STORAGE INFORMATION SCSI device - scsi0 Vendor: ATA Model: ST9160310AS HARDWARE INFORMATION MOTHERBOARD Host bridge Intel Corporation Mobile 945GSE Express Memory Controller Hub (rev 03) Subsystem: ASUSTeK Computer Inc. Device 8340 PCI bridge(s) Intel Corporation NM10/ICH7 Family PCI Express Port 1 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 2 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 4 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation 82801 Mobile PCI Bridge (rev e2) (prog-if 01 [Subtractive decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 1 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 2 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 4 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation 82801 Mobile PCI Bridge (rev e2) (prog-if 01 [Subtractive decode]) ISA bridge Intel Corporation 82801GBM (ICH7-M) LPC Interface Bridge (rev 02) Subsystem: ASUSTeK Computer Inc. Device 830f IDE interface Intel Corporation 82801GBM/GHM (ICH7-M Family) SATA Controller [IDE mode] (rev 02) (prog-if 80 [Master]) Subsystem: ASUSTeK Computer Inc. Device 830f GRAPHIC CARD VGA controller Intel Corporation Mobile 945GSE Express Integrated Graphics Controller (rev 03) (prog-if 00 [VGA controller]) Subsystem: ASUSTeK Computer Inc. Device 8340 SOUND CARD Multimedia controller Intel Corporation NM10/ICH7 Family High Definition Audio Controller (rev 02) Subsystem: ASUSTeK Computer Inc. Device 831a NETWORK Ethernet controller Qualcomm Atheros AR8121/AR8113/AR8114 Gigabit or Fast Ethernet (rev b0) Subsystem: ASUSTeK Computer Inc. Device 8324

    Read the article

  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

    Read the article

  • Media server...serving files...............for a limited time only

    - by Craig
    I’m new to Ubuntu and am seeking help with a media server I have built. I have a couple of HTPCs in my house running XBMC. I wanted to build one for the family room working double duty as a HTPC, and media server to share movies, TV shows, music, etc. on my Windows network. So using some spare old parts I had lying around I decided to go CRAZY and build my first Linux box. I used Ubuntu because it seemed to be the most user friendly variant, especially for people that are new to Linux. I had to do a few things to get the media files shared properly on my network: Made sure my two media drives auto-mount every time I boot the computer by editing the “fstab” file – “sudo nano /etc/fstab” Installed Samba - “sudo apt-get install samba” Set a password for Samba - “sudo smbpasswd –a USERNAME” Edited the Samba configuration file to make sure the computer was in my networks workgroup – “sudo nano /etc/samba/smb.conf” In the file manager (not sure if that’s the right name for it), I right-clicked my media folders and set the sharing and permissions. The sharing was done without guest access, and permissions were set to; Owner, Group, and Others - Access: Create and Delete Files. Adjusted the Power Management settings to never put the system into sleep mode. I checked to see if I had access to the files from a Windows 7 machine and I did (Woo Hoo!). But when I tried to play any of my video files from the Windows machine (using VLC media player), they would only play for about 2-5 minutes and then they would stop with an error message saying that the file could not be accessed (Booo...). I tried playing some files through XBMC running in Windows and they worked for a bit longer (about 10-15mins), but they also stopped playing. I installed the Linux version of XBMC on the server and played the files locally with no problems. It doesn’t seem to be an issue with the files themselves, it seems to be a sharing problem on my network. So my question to the Ubuntu gurus out there is: Did I miss adding/editing something in the Samba configuration file? Did I use the right method to share my media files (file manager vs. using the terminal)? Is it possible for the computer to still go to sleep without the screen going black (does that even make sense?). Are there any special settings in Ubuntu that I should be using since this computer as a media server (is there a media server mode?...!...?). Any help on this matter would be greatly appreciated. Thanks

    Read the article

  • Turn Chrome’s New Tab Page into an Ubuntu Forums Powerhouse

    - by Asian Angel
    There’s a lot of start page plug-ins for Google Chrome, but if you’re an Ubuntu Forums enthusiast, you might be interested in the powerful UbuntuForums.org Start Page extension. Using the Ubuntu Forums Chrome Start Page Once you’ve installed the extension and opened a new tab, you’ll notice quite a difference from the boring default “New Tab Page”. While you may look at this and wonder if what you see is all that there is to it, there’s actually a lot of hidden customization and functionality. The upper left corner is where you will control the content displayed in the “Ubuntu New Tab Page”. The “Buttons Toolbar” that you see at the top lets you shift between the types of content viewed, from RSS feeds to bookmarks and more. This entire set of links provides direct links to the appropriate section in the Ubuntu Forums. As with the set of links pictured above each of these will open in a new tab when clicked on. There’s even a feature to browse wallpapers from DesktopNexus with categories on the left and pictures to the right. If you want to return to the regular layout you should use the “Start Page Link” highlighted here. Options The options will allow you to customize the colors shown in the “Ubuntu New Tab Page” to create a very nice match to your current browser and/or system theme if desired. You can also do some customization to the fonts, “Bookmark Shortcuts”, and populate the “Custom Links Section” in the main page. Conclusion If you are an Ubuntu enthusiast then this will be a very useful extension to add to your browser. The wealth of direct links and built-in functionality make this extension worth trying. Links Download the Ubuntuforums.org Start Page extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Turn Off Auto-Play of Audio and Video CDs and DVDs in UbuntuScroll Backwards From the Ubuntu Server Command LineAnnouncing the How-To Geek ForumsDisable the System Beep on Ubuntu EdgyEnable Smooth fonts on Ubuntu Linux TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Gadfly is a cool Twitter/Silverlight app Enable DreamScene in Windows 7 Microsoft’s “How Do I ?” Videos Home Networks – How do they look like & the problems they cause Check Your IMAP Mail Offline In Thunderbird Follow Finder Finds You Twitter Users To Follow

    Read the article

  • New computer hangs on shutdown/reboot, how to troubleshoot?

    - by torbengb
    Summary: My machine hangs on shutdown/restart: all windows and the menu bar disappear but the desktop wallpaper remains, and it stays like that without disk activity forever (hours). It doesn't even show the shutdown screen (the one with the animated dots) where I could hit ESC and watch the shutdown text. How can I troubleshoot this? Details: I've just received a new nettop computer (Acer Aspire Revo 3700: CPU:Atom D525, GPU:Nvidia ION2). I've just made a clean install of Ubuntu 10.10 using the standard USB pendrive method. The machine boots okay and works OK including WLAN and audio, but the graphics are not OK. Ubuntu offered to install&activate the current recommended Nvidia driver, but the machine hangs on shutdown/restart which prevents the installation of the proper Nvidia driver. I have to cycle the power to reboot. I ran the Update Manager in the hope that the updates would fix the hang-up. At the end of the update-installation it asked to reboot - and got stuck just like before. I see no obvious cause of the freeze and I don't know if it's caused by graphics problems or anything else. The only USB attachment is a mouse/keyboard; I don't have any external storage attached; and I don't have any programs running (the machine freezes even when doing restart right after login). How can I determine what is causing the freeze? How can I fix this? I'm frankly rather disappointed because I bought this new machine in the hopes of getting the graphics to work, which failed miserably on my old machine, even though Ubuntu is supposed to be good with Nvidia. Being a fresh convert from Windows, I was hoping for a happier experience this time, so I'm very much looking forward to your suggestions! ... After posting this question, I see related questions in the right sidebar: this, this, and this. Don't know why these didn't show up while I composed by question. Those questions suggest some ACPI settings but I am not experienced enough to find/change those settings. I'll try the sudo shutdown -h now command when I get home and see if that works, then update this question. I did check the system BIOS but didn't see anything out of the ordinary.

    Read the article

  • "Package dependencies cannot be resolved" error when installing software

    - by Savitha
    Iam getting a problem while install media player packages. Package dependencies cannot be resolved This error could be caused by required additional software packages which are missing or not installable. Furthermore there could be a conflict between software packages which are not allowed to be installed at the same time. Depends: libc6 (>= 2.7) but 2.13-0ubuntu13 is to be installed Depends: libglib2.0-0 (>= 2.24.0) but 2.28.6-0ubuntu1 is to be installed Depends: libgstreamer-plugins-base0.10-0 (>= 0.10.22) but 0.10.32-1ubuntu5 is to be installed Depends: libgstreamer0.10-0 (>= 0.10.26) but 0.10.32-3ubuntu3 is to be installed Depends: liborc-0.4-0 (>= 1:0.4.10) but 1:0.4.11-2 is to be installed Depends: libpostproc-extra-51 (>= 4:0.6-1~) but 4:0.6.4-1ubuntu1+medibuntu1 is to be installed Depends: libswscale-extra-0 (>= 4:0.6-1~) but 4:0.6.4-1ubuntu1+medibuntu1 is to be installed gstreamer0.10-plugins-bad: Depends: libc6 (>= 2.7) but 2.13-0ubuntu13 is to be installed Depends: libcairo2 (>= 1.2.4) but 1.10.2-2ubuntu2 is to be installed Depends: libcdaudio1 (>= 0.99.12p2) but 0.99.12p2-9 is to be installed Depends: libdc1394-22 but it is not going to be installed Depends: libdirectfb-1.2-9 but it is not going to be installed Depends: libflite1 but it is not going to be installed Depends: libgcc1 (>= 1:4.1.1) but 1:4.5.2-8ubuntu4 is to be installed Depends: libglib2.0-0 (>= 2.26.0) but 2.28.6-0ubuntu1 is to be installed Depends: libgsm1 (>= 1.0.13) but it is not going to be installed Depends: libgstreamer-plugins-base0.10-0 (>= 0.10.32) but 0.10.32-1ubuntu5 is to be installed Depends: libgstreamer0.10-0 (>= 0.10.32) but 0.10.32-3ubuntu3 is to be installed Depends: libjasper1 (>= 1.900.1) but 1.900.1-7ubuntu2 is to be installed Depends: libmodplug1 but it is not going to be installed Depends: libmpcdec6 (>= 1:0.1~r435) but it is not going to be installed Depends: libmusicbrainz4c2a (>= 2.1.5) but it is not going to be installed Depends: libofa0 (>= 0.9.3) but it is not going to be installed Depends: liborc-0.4-0 (>= 1:0.4.10) but 1:0.4.11-2 is to be installed Depends: libpng12-0 (>= 1.2.13-4) but 1.2.44-1ubuntu3 is to be installed Depends: librsvg2-2 (>= 2.26.0) but 2.32.1-0ubuntu3 is to be installed Depends: librtmp0 (>= 2.3) but 2.3-2 is to be installed Depends: libschroedinger-1.0-0 (>= 1.0.9) but it is not going to be installed Depends: libsndfile1 (>= 1.0.20) but 1.0.23-1build1 is to be installed Depends: libstdc++6 (>= 4.1.1) but 4.5.2-8ubuntu4 is to be installed Depends: libvpx0 (>= 0.9.0) but it is not going to be installed gstreamer0.10-plugins-ugly: Depends: libc6 (>= 2.7) but 2.13-0ubuntu13 is to be installed Depends: libgcc1 (>= 1:4.1.1) but 1:4.5.2-8ubuntu4 is to be installed Depends: libglib2.0-0 (>= 2.24.0) but 2.28.6-0ubuntu1 is to be installed Depends: libgstreamer-plugins-base0.10-0 (>= 0.10.26) but 0.10.32-1ubuntu5 is to be installed Depends: libgstreamer0.10-0 (>= 0.10.26) but 0.10.32-3ubuntu3 is to be installed Depends: libid3tag0 (>= 0.15.1b) but it is not going to be installed Depends: libmad0 (>= 0.15.1b-3) but it is not going to be installed Depends: liborc-0.4-0 (>= 1:0.4.10) but 1:0.4.11-2 is to be installed Depends: libstdc++6 (>= 4.1.1) but 4.5.2-8ubuntu4 is to be installed

    Read the article

  • Loading levels from .txt or .XML for XNA

    - by Dave Voyles
    I'm attemptin to add multiple levels to my pong game. I'd like to simply exchange a few elements with each level, nothing crazy. Just the background texture, the color of the AI paddle (the one on the right side), and the music. It seems that the best way to go about this is by utilizing the StreamReader to read and write the files from XML. If there is a better, or more efficient alternative way then I'm all for it. In looking over the XNA Starter Platformer Kit provided by MS it seems that they've done it in this manner as well. I'm perplexed by a few things, however, namely parts within the Level class which aren't commented. /// <summary> /// Iterates over every tile in the structure file and loads its /// appearance and behavior. This method also validates that the /// file is well-formed with a player start point, exit, etc. /// </summary> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> private void LoadTiles(Stream fileStream) { // Load the level and ensure all of the lines are the same length. int width; List<string> lines = new List<string>(); using (StreamReader reader = new StreamReader(fileStream)) { string line = reader.ReadLine(); width = line.Length; while (line != null) { lines.Add(line); if (line.Length != width) throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count)); line = reader.ReadLine(); } } What does width = line.Length mean exactly? I mean I know how it reads the line, but what difference does it make if one line is longer than any of the others? Finally, their levels are simply text files that look like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### It can't be that easy..... Can it?

    Read the article

  • Do I need to create my own or use a commercial server for the features and matchmaking options I want my game to support?

    - by baptzmoffire
    So I'm developing an indie turn-based game for iOS and, in coding up a Game Center matchmaking class, I'm starting to question whether Game Center is even the best choice for what I want this game to do. I need to figure out whether I need to create my own server, invest in a preexisting client or server service, or if I even need to use a server at all. If I do need to use a ready-made service other than Game Center, which server would accomodate my game's needs best? I have limited resources and funds. Here is the list of features I want my game to support, ideally: Turn-based gameplay (a la "with Friends" and "with Buddies" games) Smart matchmaking (matching users up with other players of comparable skill/achievements) Random matchmaking Facebook matchmaking Specific username matchmaking Contact list matchmaking A way to select what "type" of match you want to challenge an opponent to. (In random, smart, and Facebook matchmaking, there will be different "wagers" the player can make. [e.g. "I wanna play a random opponent for 1000 points. Now, I wanna play my Facebook buddy for 1,000,000 points."] There will be a predetermined range of amounts you can play for. It won't be customizable.) Buddies list capability (Game-buddies, as opposed to contacts and Facebook) A higher concurrent game cap than Game Center offers (which I still can't really find a straight answer on) Scalability (it should support 2 or 20,000,000 players) Objective-C compatibility Flexibility (for all the stuff I haven't thought of yet) Am I dreaming, here? Is there even a service that can handle all of these features? Do I need to invest months in learning a networking language to build my own? If so, how much would I need to spend on hardware? I've been looking around all morning and, so far, the only seemingly viable option is SmartFox. Under "Everything and the kitchen sink" section here, it says they support "virtual world with Zones, Rooms and RoomGroups, create complex game challenges, send invitations, manage buddy lists, create custom permission profiles, oversee the security aspects and tons more." http://www.smartfoxserver.com/overview/platform Is there an option that Im just overlooking? Thanks for any help anyone can provide. Sorry for the long poast. One last question: Does anyone know which server Dice with Buddies uses? I was experimenting with how many concurrent games I could get going and my ADHD kicked in at about 80 games. 80 concurrent games would be great for my game, but again, I need the other features I mentioned too. Thanks again.

    Read the article

  • Retail in New York - a walk down 5th Avenue

    - by sarah.taylor(at)oracle.com
    It's the week of the NRF Big Show and all eyes in the retail industry are on New York. The Big Apple is famous for Big Retail -with a proliferation of incredibly iconic stores. The environment is exciting and familiar even to people visiting this small island for the first time. Most of us have travelled down Fifth Avenue watching movies and TV even if we have never set foot on American soil. I find it one of the most exciting retail cities in the world and I am thrilled this year to be here with so many of Oracle's International retail customers who are joining us for the Retail Exchange. The Oracle program brings retailers from all over the planet together to share ideas and be inspired by New York retail and the NRF event. The show celebrates its 100th year in 2011 and New York itself has been recognized globally as the capital of innovative retail for just as long.  Fifth Avenue is where many global brands have placed their flagship stores, and businesses are in constant competition to set themselves apart from their competitors - both in the store and from the street.  These flag ship retail destinations present what today's customers are finding most exciting and delightful about retail. For the tourist market, they may only visit these stores once, but the impression that a trip to a flagship store leaves with a customer can last a lifetime.  One of the stores that is currently turning heads on Fifth Avenue is Hollister, sister brand to Abercrombie and Fitch, which has filled its shop front with a massive live video (and audio) feed of surfers on the beach in California.  To complete the effect, they also have troughs of water in front of the video screens to bring the sea to the street.  And this isn't the only kind of surfing that retailers are considering today and multi-channel retail is a hot topic that all of the retailers joining the Retail Exchange are considering.   The rest of the world looks to the brands along Fifth Avenue for inspiration - how they take advantage of new opportunities, how they set themselves apart from their competitors and how they keep their products fresh and desirable. With these inspiring pioneers in New York, it's little wonder that NRF's Big Show is so popular, and that New York is viewed as one of the retail capitals of the world. It is a pleasure to be here with so many of the world's greatest international retailers.

    Read the article

  • How can I solve the same problems a CB-architecture is trying to solve without using hacks? [on hold]

    - by Jefffrey
    A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place).

    Read the article

< Previous Page | 291 292 293 294 295 296 297 298 299 300 301 302  | Next Page >