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  • R statistics, change ranked tables to paired

    - by cousin_pete
    I have data for many tables like: event_id player finish 1 a 1 1 b 2 1 c 3 1 d 4 2 b 1 2 e 2 2 f 3 2 a 3 2 g 5 Many event_id's, each from 5 to 20 players, finish may be tied. In order to use conditional logistic regression in R I would like to reformat the tables to be like: event_id player1 player2 result 1 a b 1 1 a c 1 1 a d 1 1 b c 1 1 b d 1 1 c d 1 2 b e 1 2 b f 1 2 b a 1 2 b g 1 2 e f 1 2 e a 1 2 e g 1 2 f a 0.5 2 f g 1 2 a g 1 An event_id of 4 players will have 4*3/2 = 6 records in the new table, 5 players will have 5*4/2 = 10 records and so on. If player "a" has "finish" less than player "b" the "result" is 1. If "finish" is equal the "result" is 0.5. If player "a" has finish greater than player "b" then the "result" would be 0. Any help appreciated!

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  • Big Data – Role of Cloud Computing in Big Data – Day 11 of 21

    - by Pinal Dave
    In yesterday’s blog post we learned the importance of the NewSQL. In this article we will understand the role of Cloud in Big Data Story What is Cloud? Cloud is the biggest buzzword around from last few years. Everyone knows about the Cloud and it is extremely well defined online. In this article we will discuss cloud in the context of the Big Data. Cloud computing is a method of providing a shared computing resources to the application which requires dynamic resources. These resources include applications, computing, storage, networking, development and various deployment platforms. The fundamentals of the cloud computing are that it shares pretty much share all the resources and deliver to end users as a service.  Examples of the Cloud Computing and Big Data are Google and Amazon.com. Both have fantastic Big Data offering with the help of the cloud. We will discuss this later in this blog post. There are two different Cloud Deployment Models: 1) The Public Cloud and 2) The Private Cloud Public Cloud Public Cloud is the cloud infrastructure build by commercial providers (Amazon, Rackspace etc.) creates a highly scalable data center that hides the complex infrastructure from the consumer and provides various services. Private Cloud Private Cloud is the cloud infrastructure build by a single organization where they are managing highly scalable data center internally. Here is the quick comparison between Public Cloud and Private Cloud from Wikipedia:   Public Cloud Private Cloud Initial cost Typically zero Typically high Running cost Unpredictable Unpredictable Customization Impossible Possible Privacy No (Host has access to the data Yes Single sign-on Impossible Possible Scaling up Easy while within defined limits Laborious but no limits Hybrid Cloud Hybrid Cloud is the cloud infrastructure build with the composition of two or more clouds like public and private cloud. Hybrid cloud gives best of the both the world as it combines multiple cloud deployment models together. Cloud and Big Data – Common Characteristics There are many characteristics of the Cloud Architecture and Cloud Computing which are also essentially important for Big Data as well. They highly overlap and at many places it just makes sense to use the power of both the architecture and build a highly scalable framework. Here is the list of all the characteristics of cloud computing important in Big Data Scalability Elasticity Ad-hoc Resource Pooling Low Cost to Setup Infastructure Pay on Use or Pay as you Go Highly Available Leading Big Data Cloud Providers There are many players in Big Data Cloud but we will list a few of the known players in this list. Amazon Amazon is arguably the most popular Infrastructure as a Service (IaaS) provider. The history of how Amazon started in this business is very interesting. They started out with a massive infrastructure to support their own business. Gradually they figured out that their own resources are underutilized most of the time. They decided to get the maximum out of the resources they have and hence  they launched their Amazon Elastic Compute Cloud (Amazon EC2) service in 2006. Their products have evolved a lot recently and now it is one of their primary business besides their retail selling. Amazon also offers Big Data services understand Amazon Web Services. Here is the list of the included services: Amazon Elastic MapReduce – It processes very high volumes of data Amazon DynammoDB – It is fully managed NoSQL (Not Only SQL) database service Amazon Simple Storage Services (S3) – A web-scale service designed to store and accommodate any amount of data Amazon High Performance Computing – It provides low-tenancy tuned high performance computing cluster Amazon RedShift – It is petabyte scale data warehousing service Google Though Google is known for Search Engine, we all know that it is much more than that. Google Compute Engine – It offers secure, flexible computing from energy efficient data centers Google Big Query – It allows SQL-like queries to run against large datasets Google Prediction API – It is a cloud based machine learning tool Other Players Besides Amazon and Google we also have other players in the Big Data market as well. Microsoft is also attempting Big Data with the Cloud with Microsoft Azure. Additionally Rackspace and NASA together have initiated OpenStack. The goal of Openstack is to provide a massively scaled, multitenant cloud that can run on any hardware. Thing to Watch The cloud based solutions provides a great integration with the Big Data’s story as well it is very economical to implement as well. However, there are few things one should be very careful when deploying Big Data on cloud solutions. Here is a list of a few things to watch: Data Integrity Initial Cost Recurring Cost Performance Data Access Security Location Compliance Every company have different approaches to Big Data and have different rules and regulations. Based on various factors, one can implement their own custom Big Data solution on a cloud. Tomorrow In tomorrow’s blog post we will discuss about various Operational Databases supporting Big Data. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Big Data, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • ASP.NET Podcast Show #144 - Windows Azure Part II - Worker Roles

    - by Wallym
    Original Url: http://aspnetpodcast.com/CS11/blogs/asp.net_podcast/archive/2010/10/28/asp-net-podcast-show-144-windows-azure-part-ii-worker-roles.aspx This show is on Web & Worker Roles in Azure, Blob Storage, and the Visual Studio 2010 Azure tools. Subscribe to everything. Subscribe to WMV. Subscribe to M4V for iPhone/iPad. Subscribe to MP3. Download WMV. Download MOV. Download M4V for iPhone/iPad. Download MP3.

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  • Design Pattern for Social Game Mission Mechanics

    - by Furkan ÇALISKAN
    When we want to design a mission sub-system like in the The Ville or Sims Social, what kind of design pattern / idea would fit the best? There may be relation between missions (first do this then this etc...) or not. What do you think sims social or the ville or any other social games is using for this? I'm looking for a best-practise method to contruct a mission framework for tha game. How the well-known game firms do this stuff for their large scale social facebook games? Giving missions to the players and wait players to complete them. when they finished the missions, providing a method to catch this mission complete events considering large user database by not using server-side not so much to prevent high-traffic / resource consumption. how should i design the database and server-client communication to achive this design condidering this trade-off.

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  • ASP.NET Podcast Show #149 - MonoDroid Development on the Apple Macintosh OSX

    - by Wallym
    Given that I have a cast on my arm, I installed the MonoDroid Development Framework for Apple Macs today.  I walked through it and found that things are pretty much the same as with the MonoDroid plugin for Visual Studio 2010.  This post shows the video displaying this.  This video is based on MonoDroid Preview 11.1. Subscribe to everything. Subscribe to WMV. Subscribe to M4V for iPhone/iPad. Subscribe to MP3. Download WMV. Download M4V. Download MP4. Download MP3.

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  • XNA extending an existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references? EDIT Selecting the correct content processor helped, it loads the audio file correctly. However, when I try to process some data, e.g: public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { int count = input.Data.Count; // With this commented out it works fine return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context) }; } It crashes with the following error: Managed Debugging Assistant 'PInvokeStackImbalance' has detected a problem in 'C:\Users\Maarten\Documents\Visual Studio 2010\Projects\AudioGame\DebugPipeline\bin\Debug\DebugPipeline.exe'. Additional Information: A call to PInvoke function 'Microsoft.Xna.Framework.Content.Pipeline!Microsoft.Xna.Framework.Content.Pipeline.UnsafeNativeMethods+AudioHelper::OpenAudioFile' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature. Information from logger right before crash: Using "BuildContent" task from assembly "Microsoft.Xna.Framework.Content.Pipel ine, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553". Task "BuildContent" Building gametrack.mp3 -> bin\x86\Debug\Content\gametrack.xnb Rebuilding because asset is new Importing gametrack.mp3 with Microsoft.Xna.Framework.Content.Pipeline.Mp3Imp orter Im experiencing exactly this: http://forums.create.msdn.com/forums/t/75996.aspx

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  • offline installation of video plugins

    - by israel
    Please help I installed Ubuntu11.10 32bit in an IBMTP41 notebook, that is NOT connected to the internet, tried running video files such as .mp4,.flv,.avi,.Xvid, in Movie Player but it asks for plugins, see the list below mp4: MPEG-4 AAC decoder; H.264 decoder flv: SorensonSpark Video decoder; MPEG-1 Layer3(MP3) decoder avi: MPEG-1 Layer3 (MP3) decoder; MPEG video decoder XviD: AC-3 (ATSC A/52) decoder; XviD MPEG-4 decoder how do i donwload (from another computer with internet) and install all these plugins and their dependencies. I also want to install the VLC Media player and its dependencies I assume this is related to the restricted codecs and I have tried donwnload/install them with no success. I'll appreciate all ur help

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  • ASP.NET Podcast Show #143 - Windows Azure Part I - Web Roles

    - by Wallym
    Original Url: http://aspnetpodcast.com/CS11/blogs/asp.net_podcast/archive/2010/10/25/asp-net-podcast-show-143-windows-azure-part-i-web-roles.aspx (forgot to post this here)This show is on Web Roles in Azure, Blob Storage, and the Visual Studio 2010 Azure tools. Subscribe to everything. Subscribe to WMV. Subscribe to M4V for iPhone/iPad. Subscribe to MP3. Download WMV. Download MOV. Download M4V for iPhone/iPad. Download MP3.

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  • No bass from the speakers

    - by Bhavesh Jogadia
    In Ubuntu 11.10 no bass sound at all when try to play mp3 or 2channels audio. I have 5.1/6 channels speakers. When I test speakers from the sound preference it works perfectly fine and then I try to play any MP3 there is no bass only the speakers work, I play 5.1 movies it plays fine bass sounds good. Also tried to to some changes as instructed with deamon.conf file but no go... When I turn my speakers on play speakers only mode it plays the bass but sound quality is not good compared to normal playing. I have a Creative 5.1 vx ca0160 sound card. In Windows also had the same problem unless I do bass redirection crossover frequency so is there any kinda software package or any kinda changes i can make in system file so that my speaker bass works fine or any thing who can let me change the bass redirection crossover frequency?

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  • Audiobooks for programmers?

    - by Zoot
    I'm a programmer with a two-hour round trip commute to work each day. I'd like to fill some of that time with audiobooks about software development. Any audiobooks that would help me become a better programmer would be appreciated. I'm thinking that books about design patterns and non-fiction about computing history might be good here, but I'm open to anything. Keeping in mind that I will be listening to this in a car, what are the best audiobooks that I can listen to? EDIT: Many people have also suggested podcasts. This is appreciated, but since podcasts arrive in a constantly arriving stream of data rather than as a finite amount of data, ways to juggle all of these different content streams would also be appreciated. To be more specific to my situation, my commuting vehicle has an MP3 CD player, USB input for MP3 files, and AUX input. I own Android and webOS devices that can be plugged into the AUX input.

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  • Detecting long held keys on keyboard

    - by Robinson Joaquin
    I just want to ask if can I check for "KEY"(keyboard) that is HOLD/PRESSED for a long time, because I am to create a clone of breakout with air hockey for 2 different human players. Here's the list of my concern: Do I need other/ 3rd party library for KEY HOLDS? Is multi-threading needed? I don't know anything about this multi-threading stuff and I don't think about using one(I'm just a NEWBIE). One more thing, what if the two players pressed their respective key at the same time, how can I program to avoid error or worse one player's key is prioritized first before the the key of the other. example: Player 1 = W for UP & S for DOWN Player 2 = O for UP & L for DOWN (example: W & L is pressed at the same time) PS: I use GLUT for the visuals of the game.

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

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

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  • 3 Trends for SMBs around Social, Mobile, and Sensor

    - by Socially_Aware_Enterprise
    While I often am talking to big companies or discussing enterprise solutions. There are times when individuals ask me about Small or Medium sized business trends.  Interestingly,  the Enterprise Social, Mobile, and Sensor initiatives I regularly discuss are in fact related to even the Mom and Pop storefront. The eco-system of new service players in the Social-Mobile-Sensor space generally emerge developing partnerships with enterprises as they develop and bring economy to scale to their services for the larger market. And of course Oracle has an entire division dedicated for delivering products and support to help emerging companies compete without the need to open an industrial strength credit line.. So here are some trends that we are helping large enterprises to deploy today, but small and medium businesses should be able to take advantage of by the end of this year and starting into 2015. 1) The typical small business is generally "Localized". But the ability to be "Hyper-Localized" will come as location based services become ubiquitous. Many small businesses have one or several storefronts and theirs are typically within a single regional economic footprint. While the internet provides global reach, it will be the businesses that invest in social, mobile and local that will win in the end.  Of course I am a huge SoMoLo evangelist. The SMBs' content and targeting with platforms for Geo-Fencing, Geo-Conquesting and Path-Matching to HHI are all going to be accessible to them, if not for Mobile Apps, then via Mobile messaging in Social Networks that offer it.. Expect to be able to target FaceBook messaging not by city, but by store or mall… This makes being able to be "Hyper-Local" even more important. And with new proximity services coming online more than ever before, SMBs will operate and service customers with pinpoint accuracy right down to where they stand in an aisle. Geo-Conquesting will be huge for small players to place ads when customers pass through competitors regions. Car Dealers are doing this now.. But also of course iBeacons are now very cheap and getting easier to put in retail stores. The ability for sales to happen anywhere in the store via a mobile phone or tablet is huge, as it will give the small shop the flexibility to not have to "Guard the Register" as more or most transactions will be digital. Thus, M-Commerce and T-Commerce will change the job of cashier dramatically.. 2) Intra-Brand Advocacy, the idea now is that rather than just depend on your trusty social media manager and his team, you are going to push more and more individuals with expertise inside the organization to help manage, reach-out, and utilize social channels to manage the incoming questions and answers customers need. While for years CRM was the tool of the enterprise, today CRMs enable this now "Salesforce et al" capability to trickle throughout the company. This gives greater pressure to organize roles, but also flatten out the organization. Internal collaboration around topics and customer needs is going to be the key for SMBs to finally get serious about customer experiences. Their customers are online and in social networks. This includes not just B2C SMBs but also B2B companies as well. Don't believe me? To find the players just use hashtag #SocialSelling and you will see… 3) The Visual Networks will begin to move from Content Aggregators to Content Collaboration platforms, which means Pinterest, Instagram, Vine, & others will begin to move to add more features brands want, first marketing platforms, rather than unique brand partnerships as they do today, but this will open ways for SMBs to engage with clear brand messaging and metrics. Eventually providing more "Collaboration" between Brand and Consumer.. Don't think for a minute Facebook bought Oculus Rift so you could see your timeline in 3-D. The Social Networks I advise customers to invest in are ones that are audio and visual intrinsically. Players from SoundCloud to Pinterest are deploying ways for brands to harness their interactive visual or audio based social networks to sell ad units aka brand messaging. While the Social Media revolution is going on, the emphasis was on the social, today it more and more about the media in social, that enterprises soon small and medium businesses will be connected to. 

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  • Multiplayer mobile games and coping with high latency

    - by liortal
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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  • Star Wars: An Infographic Flowchart

    - by Jason Fitzpatrick
    If you can’t get enough of Star Wars lore, this minimalist set of infographics details major characters, conflicts, and alliances in the Star Wars universe. Courtesy of designer Marc Morera, the series of Star Wars infographics give a quick summary, presents all the major players in the movies, and connects all the players and events via flowchart. Hit up the link below to see all of them in their high-resolution glory. Star Wars Infographic [via Cool Infographics] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • OnTriggerEnter not called

    - by Lautaro
    I am working on a fight game with 3D models but played like a 2D game. So the player characters have swords. The Player GameObject has several body parts that are colider triggers. The sword is a rigidbody colider. Ive had som problems with colisions not being detected. Ive added some Debug.Log and slowed downed the animations so what i can see is this: When players are close to each other the sword connects from a different angle. The OnTriggerStay is called several times BEFORE OnTriggerEnter is called if players are too close. Sometimes if too close the OnTriggerStay is called several times but the OnTriggerEnter is NEVER called. Any ideas on why this is?

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  • How would I balance a multiplayer competitive game

    - by Simon
    I'm looking at my first foray into developing a game, and would love to know whether you guys have any thoughts on game balancing on limited multiplayer games. The game I have in mind involves a neutral player that has to achieve a goal, with two supporting "deity" players who are one of 'good' and 'evil' - One of the deity players would try to help the player achieve their goal, while the other would try to thwart them. Any thoughts or pointers on how I can ensure the deities are balanced? If you want me to expand, I will, just didn't want to give away too much of the game play before I finish it.

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  • Video files from another partition or volume does not play

    - by user49523
    Some video files from another partition or volume does not display in some video displays but display on another and crashes on others. Seem to play on these video players: vlc smplayer gnome-mplayer Seem to have some issues in these video players: totem -some videos are play while others not banshee -some videos are play while others not bangarang -few videos are play while others not and it crashes and happens also in home folder of filesystem dragon player -crashes and seem not to display any video and happens also in home folder of filesystem Why this happens? Is this a bug? On ubuntu 11.10, every video display play all the video from another partition or from home filesystem.

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  • U1 Music Streaming: Is it possible to have album cover art for OGG files?

    - by Will Daniels
    Just started trying out the U1 music streaming service and so far very pleased. The one issue I have that could be a deal-breaker when it comes time to pay up is that half of my collection is OGG Vorbis and I cannot find a way to show album art for OGG files. I already tried adding a cover.jpg to the folder and embedding the image via easyTAG (works for MP3 but not OGG). Does anybody have a solution besides transcoding them all to MP3? Will this likely be supported in future?

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  • Interpolating between two networked states?

    - by Vaughan Hilts
    I have many entities on the client side that are simulated (their velocities are added to their positions on a per frame basis) and I let them dead reckon themselves. They send updates about where they were last seen and their velocity changes. This works great and other players see this work find. However, after a while these players begin to desync after some time. This is because of latency. I'd like to know how I can interpolate between states so they appear to be in the correct position. I know where the player was LAST seen and their current velocity but interpolating to the last seen state causes the player to actually move -backwards-. I could not use velocity at all for other clients and simply 'lerp' them towards the appropriate direction but I feel this would cause jaggy movement. What are the alternatives?

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  • Adaptive Characters: AI Solution Needs a Problem

    - by Roger F. Gay
    Have sophisticated adaptive programming, will travel - so to speak. I'm part of a group that developed sophisticated learning / adaptive software for robotics. The system "thinks" via its simulator, building and adapting code on its own; and then carries out the best solution. The software can also adapt to new situations, etc. http://mensnewsdaily.com/2007/05/16/robobusiness-robots-with-imagination/ It's easy to imagine using it with automated game characters that will adapt to the players moves and style - the easiest example would be fighting. The more the simulated fighter fights with the human player, the more it learns to counter that players fighting skills. But there should be more. Anyone have any ideas as to how adaptive characters might be interesting in games?

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  • No Sound in HTML5 and Google Chrome after update to 13.10

    - by rechengehirn
    After upgrading to Ubuntu 13.10 i have no sound for HTML5 players in Google Chrome Browser. Firefox works. Flash Players are working. No sound on Youtube when using HTML5. No sound on vimeo (They have html5 player as standard). When I open the soundapplication, google doesn't show up when I try to play a html5 video. But it shows up, when playing a Flash Video. Google Chrome Version is: 24.0.1312.52 Installed an updated via ppa: deb http://dl.google.com/linux/chrome/deb/ stable main

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  • Mobile Multiplayer games and coping with high latency

    - by spaceOwl
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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  • Automatically adding CD box art so that I can put it on my iPod.

    - by Seamus
    I know it's possible to automatically find CD covers for albums, because rhythmbox is doing it on the fly. (When I listen to stuff, it finds the CD cover online...) What I want is to get this information onto my ipod. As it stands pretty much all my songs have the default blank CD cover... I use gtkpod to transfer music to it. This needs to be an automatic process, because I have a large music library and I'm lazy and it's not exactly an important thing... I rip CDs I buy with the basic CD extractor, so all the files are in a Artist/Album/song.mp3 structure. (Yes I know, mp3 is evil, but iPod doesn't like .ogg so whatever)

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  • How to keep a data structure synchronized over a network?

    - by David Gouveia
    Context In the game I'm working on (a sort of a point and click graphic adventure), pretty much everything that happens in the game world is controlled by an action manager that is structured a bit like: So for instance if the result of examining an object should make the character say hello, walk a bit and then sit down, I simply spawn the following code: var actionGroup = actionManager.CreateGroup(); actionGroup.Add(new TalkAction("Guybrush", "Hello there!"); actionGroup.Add(new WalkAction("Guybrush", new Vector2(300, 300)); actionGroup.Add(new SetAnimationAction("Guybrush", "Sit")); This creates a new action group (an entire line in the image above) and adds it to the manager. All of the groups are executed in parallel, but actions within each group are chained together so that the second one only starts after the first one finishes. When the last action in a group finishes, the group is destroyed. Problem Now I need to replicate this information across a network, so that in a multiplayer session, all players see the same thing. Serializing the individual actions is not the problem. But I'm an absolute beginner when it comes to networking and I have a few questions. I think for the sake of simplicity in this discussion we can abstract the action manager component to being simply: var actionManager = new List<List<string>>(); How should I proceed to keep the contents of the above data structure syncronized between all players? Besides the core question, I'm also having a few other concerns related to it (i.e. all possible implications of the same problem above): If I use a server/client architecture (with one of the players acting as both a server and a client), and one of the clients has spawned a group of actions, should he add them directly to the manager, or only send a request to the server, which in turn will order every client to add that group? What about packet losses and the like? The game is deterministic, but I'm thinking that any discrepancy in the sequence of actions executed in a client could lead to inconsistent states of the world. How do I safeguard against that sort of problem? What if I add too many actions at once, won't that cause problems for the connection? Any way to alleviate that?

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