Search Results

Search found 16473 results on 659 pages for 'game logic'.

Page 31/659 | < Previous Page | 27 28 29 30 31 32 33 34 35 36 37 38  | Next Page >

  • C++: Platform indepentend game lib?

    - by Martijn Courteaux
    Hi, I want to write a serious 2D game, and it would be nice if I have a version for Linux and one for Windows (and eventually OSX). Java is fantastic because of its platform independent. But Java is to slow to write a serious game. So, I thought to write it in C++. But C++ isn't very cross-platform friendly. I can find game libraries for Windows and libraries for Linux, but I'm searching one that I can use for both, by recompiling the source on a Windows platform and on a Linux platform. Are there engines for this or is this idea irrelevant? Isn't it that easy (recompiling)? Any advice and information about C++ libraries would be very very very appreciated!

    Read the article

  • Starting Game dev on iPhone:iPad - learning path ??

    - by Tibi
    Hi there, I'm beginning in iPhone/iPad game dev and I'm searching to set up my learning path. The basic features I would like to learn (after the basic SDK iphone components programming) are : using a board like interface where I can move pawn with my fingers detect where the pawn was moved and triggers events in the game The board will be constitute by 6 tiles that may be organised randomly when starting the game : may i use an sdk component with a delegate and datasource to determine where the pawn was left and on which tile ? need to use dices (which kind of library may I use ?) ... Do you have any idea about where to start ? ;-) Many thanks, Tib.

    Read the article

  • Game Server Language Selection

    - by mr.LiKaShing
    I am planning to make a online-multiplayer game with my friends. The game is a browser card game (so, players act in turns) and players could host rooms in a lobby. Flex + actionscript will be used to write for the client side. We are discussing what should be used for the server side. I suggested C#/Java and my friend suggested PHP. I kw there are couple of questions asking for what language to use but I think it should depend on specific conditions. Is there any suggestion for us? Thanks.

    Read the article

  • Writing an AI for a turn-based board game

    - by Cyril
    Hi, i'm currently programming a board game (8x8) in which I need to develop an AI. I have read a lot of articles about AI in board games, minmax with or without alphabeta pruning, but I don't really know how to implements this, I don't know where to start... About my game, this is a turn-based game, each player has pieces on the board, they have to pick one and choose in moving this piece (1 or 2 cells max) or clone the piece (1 cell max). At the moment, I have a really stupid AI which choose a random piece then choose a random move to play... Could you please give me some clues, on how to implement this functionality ? Best regards

    Read the article

  • Simulate Golf Game Strategy

    - by Mitchel Sellers
    I am working on what at best could be considered a "primitive" golf game, where after a certain bit of randomness is introduced I need to play out a hole of golf. The hole is static and I am not concerned about the UI aspect as I just have to draw a line on a graphic of the hole after the ball has been hit showing where it traveled. I'm looking for input on thoughts of how to manage the "logic" side of the puzzle, below are some of my thoughts on the matter, input, suggestions, or references are greatly appreciated. Map out the hole into an array with a specific amount of precision, noting the type of surface: out of bounds, fairway, rough, green, sand, water, and most important the hole. Map out "regions" and if the ball is contained inside one of these regions setup parameters for "maximum" angle of departure. (For example the first part of the hole the shot must be between certain angles Using the current placement of the ball, and the region contained in #2, define a routine to randomly select the shooting angle, and power then move the ball, adjust the trajectory and move again. I know this isn't the "most elegant" solution, but in reality, we are looking for a quick and dirty solution, as I just have to do this a few times, set it and forget it afterward. From a languages perspective I'll be using ASP.NET and C# to get this done.

    Read the article

  • What language should an 11-year old start with to learn game programming?

    - by emsr
    I have a 11-year old son who wants to do game programming. I've started him on C++ (C++11) and he's learned iostreams, looping, functions, logic and flow control. I'm using the standard library and no memory management at all. But I would like to ask: What language would you suggest for a pre-teen (Python, ...)? What books would you suggest? We looked at one book that was just for console ASCII games. I liked the C++ that it taught but I think he'll get bored without some graphics at some point.

    Read the article

  • Technique to Solve Hard Programming logic

    - by Paresh Mayani
    I have heard about many techniques which are used by developer/software manager to solve hard programming logic or to create flow of an application and this flow will be implemented by developers to create an actual application. Some of the technique which i know, are: Flowchart Screen-Layout Data Flow Diagram E-R Diagram Algorithm of every programs I'd like to know about two facts: (1) Are there any techniques other than this ? (2) Which one is the most suitable to solve hard programming logic and process of application creation?

    Read the article

  • Downmix surround to Dolby Pro-Logic at the OS/driver level in Windows 7?

    - by davr
    First off, I'm talking about Dolby Pro-Logic, a really old tech for encoding 4 audio channels (L/R/C/SR) into two analog outputs, and then extracting them again. It was used in surround sound systems in the last century. I have a modern PC that can output 5.1 analog audio (Three outputs on the back carry six channels of audio). But I have a really old surround sound reciever that only has a two-channel, L/R input, which it extracts 4 channels of audio from, and outputs to 5.1 speakers. What I want is some way for the OS, Windows 7, to act as if I really had 5.1 audio channels available, so applications produce surround audio, but before outputting it out of the back of my PC, apply Dolby Pro-Logic matrix encoding so that it outputs over only two channels. These two channels would then get sent to my receiver via a RCA cable, which would decode it again and drive the surround speakers. Is anything like this possible? I'm pretty sure I could do it at an application / codec level, but I'm looking for something that I just have to set once.

    Read the article

  • I want to make video games, but I hate coding

    - by hoper
    I know this sounds eally crazy. However, I just want to ask. Now, I am studying C++ code in my school (My major is computer programming). Honestly, my grade is not so good, and assignments are really hard. Sometimes, I feel sad that I will spend 8~10 hours per day for coding (which is stressful) at the future for my job. But, I still want to make video games. Maybe this is the only one reason why I am taking all of stressful courses. I always write down plots, stories, characters, fictional gaming worlds. Once, I thought I should study artistic technology such as game design program not computer technology such as C++, C#, etc. However, most of popular game designers(or directors) such as Kojima, Miyamoto Shigeru, etc used to be good programmers. And, companies actaully assign programmers to directors because they understand how to make a game. I try to find other colleges or universities where teach game design program. However, one article that lists rank 10 game design schools in North America seems untrustful because the survey company only scores it from intervews of students. (Once, I tried to attend Art Institute of Vancouver which is rank 7 according to that article. However, one programmer who used to be an instructor in there told me the truth. That is the employement rate of graduated students is low) Do you guys have any advice for me?

    Read the article

  • minimax depth first search game tree

    - by Arvind
    Hi I want to build a game tree for nine men's morris game. I want to apply minimax algorithm on the tree for doing node evaluations. Minimax uses DFS to evaluate nodes. So should I build the tree first upto a given depth and then apply minimax or can the process of building the tree and evaluation occur together in recursive minimax DFS? Thank you Arvind

    Read the article

  • car race game collision condition.

    - by ashok patidar
    car race game in as3 in which car is fix but track is scrolling where ever my car move i want car should always on the track only when it try to move none directional track that time it has to be rotate at some angle so that it can move in track direction only. i am unable to think logic. i need movement like this "http://www.emanueleferonato.com/2007/05/15/create-a-flash-racing-game-tutorial/" track should be scrollable as **http://as3.mindmafya.com/GameAS/ScrollingMaps-1.php pl z provide me suitable solution for that.

    Read the article

  • PHP: Script for generating Crossword game?

    - by Prashant
    I need an script for generating crossword game. I have a list of 8 words for which I wnat to generate a crossword game, let's say for 15 column and 15 row. I am not getting the concept of this problem. How to generate this using PHP ?? Can anyone tell me how to do that ??

    Read the article

  • Rendering another screen on top of main game screen in fullscreen mode

    - by wolf
    my game runs in fullscreen mode and uses active rendering. The graphics are drawn on the fullscreen window in each game loop: public void render() { Window w = screen.getFullScreenWindow(); Graphics2D g = screen.getGraphics(); renderer.render(g, level, w.getWidth(), w.getHeight()); g.dispose(); screen.update(); } This is the screen.update() method: public void update(){ Window w = device.getFullScreenWindow(); if(w != null){ BufferStrategy s = w.getBufferStrategy(); if(!s.contentsLost()){ s.show(); } } } I want to display another screen on my main game screen (menu, inventory etc). Lets say I have a JPanel inventory, which has a grid of inventory cells (manually drawn) and some Swing components like JPopupMenu. So i tried adding that to my window and repainting it in the game loop, which worked okay most of the time... but sometimes the panel wouldn't get displayed. Blindly moving things around in the inventory worked, but it just didn't display. When i alt-tabbed out and back again, it displayed properly. I also tried drawing the rest of the inventory on my full screen window and using a JPanel to display only the buttons and popupmenus. The inventory displayed properly, but the Swing components keep flickering. I'm guessing this is because I don't know how to combine active and passive rendering. public void render() { Graphics2D g = screen.getGraphics(); invManager.render(g); g.dispose(); screen.update(); invPanel.repaint(); } Should i use something else instead of a JPanel? I don't really need active rendering for these screens, but I don't understand why they sometimes just don't display. Or maybe I should just make my own custom components instead of using Swing? I also read somewhere that using multiple panels/frames in a game is bad practice so should I draw everything on one window/frame/panel? If I CAN use JPanels for this, should I add and remove them every time the inventory is toggled? Or just change their visibility?

    Read the article

  • Hosting a flash game...

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

    Read the article

  • What technologies are used for Game development now days?

    - by Monika Michael
    Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However looking at games like God of War 3, I find it hard to believe that these games could be developed using such low level techniques. The sheer awesomeness of such games defy any comprehensible(for me) programming methodology. Besides the gaming hardware is really a monster now days. So it stands to reason that the developers would work at a higher level of abstraction. What is the latest development methodology in the gaming industry? How is it that a team of 30-35 developers (of which most is management and marketing fluff) able to make such mind boggling games? If the question seems too general could you explain the architecture of God of War 3? Or how you would go about producing a clone? That I think should be objectively answerable.

    Read the article

  • Help for choosing a cost effective game server for Flash client

    - by Sapots Thomas
    I am developing a flash-based game primarily for desktops, to be hosted on facebook platform (like cityville, sims social etc). The gameplay doesn't involve real-time communication between players unlike an mmorpg. Here each player plays in his own world without any knowledge of other online players. I've written almost 95% of the game logic in actionscript on the client side. I used Smartfox Server pro on the server side (mostly used for getting data from the DB) and the entire server code is an extension written in java. I'm using json as the protocol for communication. Although I love smartfox server, as an indie, its tough for me to afford the unlimited users license. Morever its limited just to one machine. So I'm looking for an alternative to smartfox server now. The reason for choosing smartfox server earlier was to use the server properties supported by it. Server properties on smartfox server take advantage of the socket connection and are essentially server side objects in java which store some data for the player which he can change frequently during the game. And when he logs out of the game, the extension can write out the final state in the DB (I'm using MySQL). This significantly reduces the number of DB UPDATE/INSERT calls made during the game. I love the way this works since the data is secure as its on the server side and smartfox server is known to be scalable. (although I'm not sure whether this approach is used widely by gaming industry or not, since this is not an mmorpg, I'm putting all player in the lobby). So my question is whether any of the free and community supported servers like reddwarf, firebase, BlazeDS etc can provide a similar architecture so that I can use server properties without many code changes? EDIT : I am not insisting on the exact same feature (thats asking too much!), but atleast a viable messaging system on the server so that I can send actionscript objects from the client using json/binary so that its fast. OR maybe some completely different way to implement what I need here. Thanks in advance.

    Read the article

  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

    Read the article

  • 3-d game programming

    - by Ygam
    what programming language/languages do they use to produce games lik Bioware's Dragon Age Origins and some other 3-d games like Call of Duty? If I would like to do 3d-game programming, where do I start? Are there even simple tutorials for this? I would like to do 3-d game programming for PC games:)

    Read the article

  • How can story and gameplay be artfully merged?

    - by NauticalMile
    Let me give some context. Three of my friends and I have a pretty good game idea cooking. It's based off of a prototype I made that's evolving into a cool game mechanic. The mechanic itself is a toy that's fun on its own, but we haven't designed any puzzles around it yet. We have a design document going, and we are answering a lot of questions about what's in the game. It's become clear early on that everyone (including myself) likes the characters and the story a lot. Considering what our favorite games are, this is unsurprising. A story driven game makes sense to me. I like the emphasis that Paper Mario: The Thousand-Year-Door, Portal 2, and Tomb Raider place on story, and I imagine our game will have a similar feel (lots of dialogue, plot twists, lovable characters). However, one team member raised this point in the design doc: I am feeling like [fleshing out the story] is our biggest hurdle right now for making more design decisions - like more specific decisions about levels etc. Is this true? I am uncertain about working on the story extensively before gameplay, and my uneasiness was reinforced when I read this question about story vs. gameplay. What I want to say is: "Let's continue to work on the story, but also start brainstorming and prototyping abstract puzzles and combat sequences, and we'll creatively match them together later." Is this a reasonable approach? If so, how much of the development of these elements should be done independently? Should I try and create a whole bunch of puzzles while my other teammates focus on story and aesthetics? Then when we have a lot of story and game 'chunks' we can match them with eachother to build something meaningful. Or should we focus on iterating individual levels as distinct units where puzzles, story, etc... are designed together? Or maybe we need to put our excitement about the story on hold and just focus on gameplay. Is there another approach to design that we can take? Am I missing something crucial? I have discussed story and gameplay because they seem the most likely to be at odds with each other, but we also have to consider user interface, music, art direction, etc... Can we design these independently as well?

    Read the article

  • Beginning Game Programming-ADVICES!

    - by udsha
    I like to continue my future career on way that I am looking to choose from few more ways I would like to do. Computer Game Programming / Networking(Security) ...etc Then It is good to know the risks having no those fields and how to begin it as a game programmer! I want those kind of advices and guidance . Can Anyone show me the path ?

    Read the article

  • Game engine with python scripting?

    - by Kayle
    Looking to put together a 3D side-scrolling action platformer. Since this is my first time trying to put together a non-simple adventure game, I'm at a loss for which engine to consider. I would prefer one that supports scripting in python, since that's my primary language. Without tight controls, the game will suck... so speed is a priority. Cross-platform is also important to me. Any suggestions?

    Read the article

  • iTorque for a simple arcade game

    - by Herfus
    I have a basic understanding of programming, but I am no programmer. I've had a couple of a semesters with java programming, so we're talking pretty basic here. I have some scripting experience with game editors where I've created a few (simple) encounters, boss AI, abilities, events and so on. I've mostly done level design with UDK, Source and several other toolsets for a few years now, but I'd like to divert some of the focus to iphone-development. I've participated in a few development projects (source, udk, daot) where I've had a variety of roles (yet never beyond simple scripting). I have just finished prototyping an Iphone game (using game maker) and begun a bit more precise planning on what I'll have to do for the real version. The game is fairly simple, perhaps the best comparison in scope and complexity would be Doodlejump for iPhone. The reason I created the prototype was not just to answer a few questions about the gameplay, but to get some insight into what kind of problems I might face when trying to develop the real thing. I've been looking for engines that I can use for this. iTorque looks, so far, like the best option with a scripting language and WYSIWYG-editor. However the price is fairly steep and I'd like to prepare myself as much as possible before jumping into this, which is why I'm going to ask a few questions here. What kind of difficulties do you think I might run into, considering what you've read so far? Not just with torque, but development in general. I'm making this question mostly to have someone to reality check me. I usually achieve to do what I'm trying to do with scripting, but something tells me there's a very big difference between scripting an AI or an event and creating game logic. Will it be too much of a leap? Just how simple is it to use the Torque scripting language? Obviously I don't expect to be prepared, I expect it to be a learning process. However, I'd still like to be at least a bit confident on the time I'll have to dedicate to this first.

    Read the article

  • XNA Moddable Game - Architecture Design and Reflection

    - by David K
    I've decided to embark on an XNA moddable game project of a simple rogue style. For all purposes of this question, I'm going to not be using a scripting engine, but rather allow modders to directly compile assemblies that are loaded by the game at run time. I know about the security problems this may raise. So in order to expose the moddable content, I have gone about creating a generic project in XNA called MyModel. This contains a number of interfaces that all inherit from IPlugin, such as IGameSystem, IRenderingSystem, IHud, IInputSystem etc. Then I've created another project called MyRogueModel. This references MyModel project, and holds interfaces such as IMonster, IPlayer, IDungeonGenerator, IInventorySystem. More rogue specific interfaces, but again, all interfaces in this project inherit from IPlugin. Then finally, I've created another project called MyRogueGame, that references both MyModel and MyRogueModel projects. This project will be the game that you run and play. Here I have put the actual implementation of the Monster, DungeonGenerator, InputSystem and RenderingSystem classes. This project will also scan the mods directory during run time and load any IPlugins it finds using reflection and override anything it finds from the default. For example if it finds a new implementation of the DungeonGenerator it will use that one instead. Now my question is, in order to get this far, I have effectively 2 projects that contain nothing but interfaces... which seems a little... strange ? For people to create mods for the game, I would give them both the MyModel and MyRogueModel assemblies in which they would reference. I'm not sure whether this is the right way to do it, but my reasoning goes as follows : If I write 1 input system, I can use it in any game I write. If I create 3 rogue like games, and a modder writes 1 rendering system, that modder could use the rendering system for all 3 games, because it all comes from the MyModel project. I come from a more web based C# role, so having empty interface projects doesn't seem wrong, its just something I haven't done before. Before I embark on something that might be crazy, I'd just like to know whether this is a foolish idea and whether there's a better (or established) design principle I should be following ?

    Read the article

  • XNA/C# Game Settings (Menu?)

    - by PCAddict
    It's my first time trying to make anything really interesting in C# and I was trying to make a simple form or game screen where the user could define a custom resolution/screen ratio etc. or to automatically detect the max screen size/ratio and output? its my first game, so I was wondering if it was possible or if there would be any major issues with such, rather than just setting it to 1366x768 (the resolution of all of my computers). Thanks in advance for any assistance.

    Read the article

  • How to spawn a character at certain point and walk to a set point

    - by Robert H.
    I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location (like a stand or cart that sells stuff), after they get to location I want them to interact with the cart. However, if another customer is already in a sale interaction then the others get in line in order of arrival. After the transaction the customers walk off screen. Any information on how I can do this and what game engine would be needed? Any one have any idea where I should go for this. I already have my game done up through Eclipse/Java without any game engine.

    Read the article

< Previous Page | 27 28 29 30 31 32 33 34 35 36 37 38  | Next Page >