Search Results

Search found 13565 results on 543 pages for '3d game'.

Page 37/543 | < Previous Page | 33 34 35 36 37 38 39 40 41 42 43 44  | Next Page >

  • Finding if a path between 2 sides of a game board exists

    - by Meny
    Hi, i'm currently working on a game as an assignment for school in java. the game cuurently is designed for Console. the game is for 2 players, one attacking from north to south, and the other from west to east. the purpose of the game is to build a "bridge"/"path" between the 2 of your sides before your opponent does. for example: A B C D E F 1 _ _ X _ _ _ 1 2 O X X _ _ _ 2 3 O X O O O O 3 4 O X O _ _ _ 4 5 X X _ _ _ _ 5 6 X O _ _ _ _ 6 A B C D E F player that attacks from north to south won (path/bridge from C to A) my problem is, what algorithm would be good to check if the user have managed to create a path (will be checked at the end of each turn). you're help would be very appreciated.

    Read the article

  • iPhone game w/ iTunes background music

    - by MrDatabase
    I've noticed some games in the app store that allow the user to play background music through iTunes. As a developer how can I add this functionality to my game? (I've searched for "open itunes from iphone game", "integrate itunes into iphone game" etc and no luck).

    Read the article

  • What's the best way to monetize Android Game ?

    - by zed_0xff
    I'm developing an Android game, it has 20k downloads so far. But I'm not in US region, so I can't just SELL it via Android Market, so it's free. So, I'm looking for a best legal way to earn some money from my game. PS: Game already has AdMob ads, and I'm looking for something better.

    Read the article

  • Conceptually, how does replay work in a game?

    - by SnOrfus
    I was kind of curious as to how replay might be implemented in a game. Initially, I thought that there would be just a command list of every player/ai action that was taken in the game, and it then 're-plays' the game and lets the engine render as usual. However, I have looked at replays in FPS/RTS games, and upon careful inspection even things like the particles and graphical/audible glitches are consistent (and those glitches are generally *in*consistent). So How does this happen. In fixed camera angle games I though it might just write every frame of the whole scene to a stream that gets stored and then just replays the stream back, but that doesn't seem like enough for games that allow you to pause and move the camera around. You'd have to store the locations of everything in the scene at all points in time (No?). So for things like particles, that's a lot of data to push which seems like a significant draw on the game's performance whilst playing.

    Read the article

  • Android game goes blank after pressing home and restarting

    - by sirconnorstack
    I am making an Android game with an Activity called Game, a SurfaceView called GameView and a Thread called GameThread. The Game's onCreate(), I make a new GameView, which makes a new GameThread, where all the game logic and canvas drawing is carried out. However, I'm having some lifecycle difficulties. When I press back and restart it, it works fine, but when I press home and restart it, all I see is a blank screen. Here are the GameView's onSurfaceCreated() and onSurfaceDestroyed(): @Override public void surfaceCreated(SurfaceHolder holder) { mThread.mRunning = true; mThread.mWidth = getWidth(); if(mThread.mWidth > 550) mThread.mWidth = 550; mThread.mHeight = getHeight(); try { mThread.start(); } catch(IllegalThreadStateException e) { } } @Override public void surfaceDestroyed(SurfaceHolder holder) { // Wait for the secondary thread to end before finishing boolean retry = true; mThread.mRunning = false; while (retry) { try { mThread.join(); retry = false; } catch (InterruptedException e) { } } }

    Read the article

  • My Android game runs out of memory when it is closed and opened and couple times.

    - by sirconnorstack
    I have an Android game that has an activity for the menu, and then another activity for the game that creates a SurfaceView and Thread to deal with canvas drawing and game logic. When you exit the game and start it up again too much or if you open and close the keyboard (thus restarting the activity), the game runs out of memory, usually when loading a bitmap: java.lang.OutOfMemoryError: bitmap size exceeds VM budget How can I keep all my images in memory without loading them again when the game changes state, or how can I release them from memory and let them reload when the game is restarted?

    Read the article

  • Iphone 3d games using Open Gl Es

    - by Dave
    Hi, I want to make 3d games for the iphone and with all this doubt about Unity and Apples new sdk agreement I'm wondering what the best way forward is? A lot of people recommend opengl es and point me in the direction of the open gl es bible and likewise, the problem is none of this actually talk about setting a game up i.e loading a character, scene , AI etc. Yet a lot of people are using Open GL es please could someone help me out, I really feel like I'm missing out on something. Are there any good tutorials/books that cover this? Thanks,

    Read the article

  • Windows Game Loop 50% CPU on Dual Core

    - by Dave18
    The game loop alone is using 50% of CPU Usage, I haven't done any rendering work yet. What i'm doing here? while(true) { if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if(msg.message == WM_QUIT || msg.message == WM_CLOSE || msg.message == WM_DESTROY) break; TranslateMessage(&msg); DispatchMessage(&msg); } else { //Run game code, break out of loop when the game is over } }

    Read the article

  • Suitable SDK to develop quick game?

    - by gRnt
    I'm currently undertaking a personal project at home that I need to turn around inside the next few months (which working full time and still learning programming makes it a tad difficult). I'm looking for suggestions on SDK's or tools (preferably free or that come with games, similar to steam tools) that I can use to develop a "game". I'm OK with coding but have no 3D development skills at all. I've very little experience with mod tools or SDK's at all but I'm hoping someone can point me in the direction of one that does the following: A decent library of prefab 3D models to build scenes. Ability to add scripting to the scene I've used Unity before and would prefer to continue to do so however I really have the worst 3D skills imaginable and can't waste time learning them. I'd be looking for pre-fab items that are both industrial and possibly more lush environments (trees etc). If it makes any difference (due to licencing and what-not) I WILL NOT be selling this game or marketing it in any way and I am a University Student if any places do educations licences. Another alternative would be to source free 3d models elsewhere but again while I'm still learning I have no idea where to look if someone could point me in the right direction I'll do the rest of the digging. Thanks

    Read the article

  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

    Read the article

  • Handling early/late/dropped packets for interpolation in a 3D multiplayer game

    - by Ben Cracknell
    I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress. Each network data packet will contain the 3D position of the target moving object. (this object could be another player) The packets are sent on a fixed interval, and linear interpolation will be used to smooth the transition between packets. Under normal circumstances, interpolation will occur between the second-to-last packet, and the last packet received. The linear interpolation algorithm is the same as this post: Interpolating positions in a multiplayer game I have the same issue as in that post, but the answers don't seem like they will work in my situation. Consider the following scenario: Normal packet timing, everything is okay The next expected packet is late. That's okay, we'll just extrapolate based on previous positions The late packet eventually arrives with corrections to our extrapolation. Now what do we do with its information? The answers on the above post suggest we should just interpolate to this new packet's position, but that would not work at all. If we have already extrapolated past that point in time, moving back would cause rubber-banding. The issue is similar in the case of an early or dropped packet. So I believe what I am looking for is some way to smoothly deal with new information in an ongoing interpolation/extrapolation process. Since I might be moving on to quadratic or even cubic interpolation, it would be great if the same solutiuon could be applied to those as well.

    Read the article

  • What are some good resources for creating a game engine in XNA?

    - by Glasser
    I'm currently a student game programmer working on an indie project. We have a team of eleven people (five programmers, four artists, and two audio designers) aboard, all working hard to help design this game. We've been meeting for months now and so far we have a pretty buffed out Game Design Document as well as much audio/visual concept art. Our programmers are itching to progress on our own end. Each person in our programming team is well versed in C++, but is very familiar with C#. We have enough experience and skill that we're confident that we will be successful with our game, and we're looking to build our own game engine in XNA as it seems like it would be worth our time and effort in the end. The game itself will be a 2D beat 'em up style game to be released over xbox live and the PC. It's play style will be similar to that of Castle Crashers or Scott Pilgrim vs The World. We want to design the game engine to allow us to better implement our assets into the game as well as to simplify the creation of design elements/mechanics. Currently between our programmers, we have books such as "XNA 4.0" and "Game Coding Complete, Third Edition," but we'd still like more information on both XNA and (especially) building a game engine from scratch. What are any other good books, websites, or resources we could use to further map out and program our game engine?

    Read the article

  • Is there a portal dedicated to HTML5 games?

    - by Bane
    Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not required (except the game publishing part, of course), for example, I consider Miniclip to be a flash game portal. The reason for defining this term is because I'm not sure if other people use it in this context. I recently (less than a year ago) got into HTML5 game development, nothing serious, just my own small projects that I didn't really show to a lot of people, and that certainly didn't end up somewhere on the web (although, I am planning to make a website for my next game). I am interested in the existence of an online portal where indie devs (or non-indie ones, doesn't really matter that much) can publish their own games, sort of like "by devs for devs", also a place where you can find some simple tutorials on basic HTML5 game development and so on... I doubt something like this exists for several reasons: You can't really commercialize an HTML5 game without a strong server-side and microtransactions The code can be easily copied HTML5 is simply new, and things need time to get their own portals somewhere... If a thing like this does not exist, I think I might get into making one some day...

    Read the article

  • Procedural content (settlement) generation

    - by instancedName
    I have, lets say, something like a homework or assignment to do. Roughly said I need to write an algorithm (pseudo code is not necessary, just in depth description) of procedure that would generate settlements, environment and a people to populate it with, as part of some larger world generation procedure. The genre of game is not specified, it could be any genre (rpg, strategy, colony simulation etc.) where interacting with large and extensive world is central to the game. Procedure should be called once per settlement. At the time of calling, world generation procedure makes geography, culture and history input available. Output should be map of the village and it's immediate area, and various potential additional information like myths, history, demographic facts etc. Bonus would be quest ant similar stuff, but that not really my focus at the moment. I will leave quality of the output for later when I actually dig little deeper into this topic. I am free to change parameters as long as I have strong explanation for doing so. Setting of the game is undetermined so I am free to use anything that I like the most. Ok, so my actual question is: Can anyone who has some experience in this field of game design recommend me some good literature, or point me in the direction where I should look/reed/study? I'm somewhat experienced game programmer, but I've never been into game design till now so any help will be great. I want to do this assignment as good as I can. As for deadline, it's not strictly set, but lets say I don't want it to take longer then few weeks, one month at worst case.

    Read the article

  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

    Read the article

  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

    Read the article

  • Artemis Is The Absolute Geekiest LAN Game You’ll Ever Play [Video]

    - by Jason Fitzpatrick
    Prepare to have your sense of what really geeky computer gaming look like with this Star Trek-like mockup that involves a projector, multiple monitors, and a crew of six. If you have five friends willing to pool some resources–because let us tell you, it’s not going to be cheap to build this gaming setup from scratch–you’re on your way to building a functional starship bridge in your rec room. You’ll need six computers and monitors, a projector to create the front-of-the-bridge-room effect, and a copy of the game–the full retail game is $40 but there is a free demo so you can take the starship simulation for a test spin. The base game is focused on simple simulations like defending your space station and fighting off waves of invaders, however, a recent update of the game supports user-created mission packs. The missions packs allow fans of the game to create intricate missions with objectives to expand the game much like fan-created RPG modules add game play value to table top role-playing games. Hit up the link below to read more about the game or just sit back and enjoy the entertaining video above of sci-fi bloggers manning a starship. Artemis HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

    Read the article

  • Game Review: Monument Valley

    Once again, it was a tweet that caught my attention... and the official description on the Play Store sounds good, too. "In Monument Valley you will manipulate impossible architecture and guide a silent princess through a stunningly beautiful world. Monument Valley is a surreal exploration through fantastical architecture and impossible geometry. Guide the silent princess Ida through mysterious monuments, uncovering hidden paths, unfolding optical illusions and outsmarting the enigmatic Crow People." So, let's check it out. What an interesting puzzle game Once again, I left some review on the Play Store: "Beautiful but short distraction Woohoo, what a great story behind the game. Using optical illusions and impossible geometries in this fantastic adventure of the silent princess just puts all the pieces perfectly together. Walking the amazing paths in the various levels and solving the riddles gives some decent hours of distraction but in the end you might have the urge to do more..." I can't remember exactly when and who tweeted about the game but honestly it caught my attention based on the simplicity of the design and the aspect that it seems to be an isometric design. The game relies heavily on optical illusions in order to guide to the silent princess Ida through her illusory adventure of impossible architecture and forgiveness. The game is set like a clockwork and you are turning, flipping and switching elements on the paths between the doors. Unfortunately, there aren't many levels and the game play lasted only some hours. Maybe there are more astonishing looking realms and interesting gimmicks in future versions. Play Store: Monument Valley Also, check out the latest game updates on the official web site of ustwo BTW, the game is also available on the Apple App Store and on Amazon Store for the Kindle Fire.

    Read the article

  • Rotating a full 360 degrees in WPF 3D

    - by sklitzz
    Hi, I have a ModelVisual3D of a cube and I want to animate it to rotate around its axis for 360 degrees. I make a RoationTransform3D which I tell to rotate 360 but it doesn't rotate at all, also if you say 270 degrees it rotates only 90 degrees but in the opposite direction. I guess he computer calculates the "shortest path" of the rotation. The best solution I have come up with is to make one animation turn 180 and after it finishes call another 180 to complete the full rotation. Is there a way to do it in one animation? RotateTransform3D rotateTransform = new RotateTransform3D(); myCube.Model.Transform = rotateTransform; AxisAngleRotation3D rotateAxis = new AxisAngleRotation3D(new Vector3D(0, 1, 0), 180/*or 360*/); Rotation3DAnimation rotateAnimation = new Rotation3DAnimation(rotateAxis, TimeSpan.FromSeconds(2)); rotateTransform.BeginAnimation(RotateTransform3D.RotationProperty, rotateAnimation);

    Read the article

  • Implement a 3D paint application: how to start?

    - by NewB
    Hello, I want to implement a paint-like application, which will enable kids to create and work with 3 dimensional objects. How can I start? What is the right approach? WPF, OpenGL, or Direct3D? (I prefer C# solutions, but C++ is OK also). Thank you all in advance! --NewB

    Read the article

  • Optimizing a 3D World Javascript Animation

    - by johnny
    Hi! I've recently come up with the idea to create a tag cloud like animation shaped like the earth. I've extracted the coastline coordinates from ngdc.noaa.gov and wrote a little script that displayed it in my browser. Now as you can imagine, the whole coastline consists of about 48919 points, which my script would individually render (each coordinate being represented by one span). Obviously no browser is capable of rendering this fluently - but it would be nice if I could render as much as let's say 200 spans (twice as much as now) on my old p4 2.8 Ghz (as a representative benchmark). Are there any javascript optimizations I could use in order to speed up the display of those spans? One 'coordinate': <div id="world_pixels"> <span id="wp_0" style="position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;" onmouseover="magnify_world_pixel('wp_0');" onmouseout="shrink_world_pixel('wp_0');" onClick="set_askcue_bar('', 'new york')">new york</span> </div> The script: $(document).ready(function(){ world_pixels = $("#world_pixels span"); world_pixels.spin(); setInterval("world_pixels.spin()",1500); }); z = new Array(); $.fn.spin = function () { for(i=0; i<this.length; i++) { /*actual screen coordinates: x/y/z --> left/font-size/top 300/13/0 300/6/300 | / |/ 0/13/300 ----|---- 600/13/300 /| / | 300/20/300 300/13/600 */ /*scale font size*/ var resize_x = 1; /*scale width*/ var resize_y = 2.5; /*scale height*/ var resize_z = 2.5; var from_left = 300; var from_top = 20; /*actual math coordinates: 1 -1 | / |/ 1 ----|---- -1 /| / | 1 -1 */ //var get_element = document.getElementById(); //var font_size = parseInt(this.style.fontSize); var font_size = parseInt($(this[i]).css("font-size")); var left = parseInt($(this[i]).css("left")); if (coast_line_array[i][1]) { } else { var top = parseInt($(this[i]).css("top")); z[i] = from_top + (top - (300 * resize_z)) / (300 * resize_z); //global beacause it's used in other functions later on var top_new = from_top + Math.round(Math.cos(coast_line_array[i][2]/90*Math.PI) * (300 * resize_z) + (300 * resize_z)); $(this[i]).css("top", top_new); coast_line_array[i][3] = 1; } var x = resize_x * (font_size - 13) / 7; var y = from_left + (left- (300 * resize_y)) / (300 * resize_y); if (y >= 0) { this[i].phi = Math.acos(x/(Math.sqrt(x^2 + y^2))); } else { this[i].phi = 2*Math.PI - Math.acos(x/(Math.sqrt(x^2 + y^2))); i } this[i].theta = Math.acos(z[i]/Math.sqrt(x^2 + y^2 + z[i]^2)); var font_size_new = resize_x * Math.round(Math.sin(coast_line_array[i][4]/90*Math.PI) * Math.cos(coast_line_array[i][0]/180*Math.PI) * 7 + 13); var left_new = from_left + Math.round(Math.sin(coast_line_array[i][5]/90*Math.PI) * Math.sin(coast_line_array[i][0]/180*Math.PI) * (300 * resize_y) + (300 * resize_y)); //coast_line_array[i][6] = coast_line_array[i][7]+1; if ((coast_line_array[i][0] + 1) > 180) { coast_line_array[i][0] = -180; } else { coast_line_array[i][0] = coast_line_array[i][0] + 0.25; } $(this[i]).css("font-size", font_size_new); $(this[i]).css("left", left_new); } } resize_x = 1; function magnify_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*30+"px" }, { duration: 1000 }); } function shrink_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*6+"px" }, { duration: 1000 }); } I'd appreciate any suggestions to optimize my script, maybe there is even a totally different approach on how to go about this. The whole .js file which stores the array for all the coordinates is available on my page, the file is about 2.9 mb, so you might consider pulling the .zip for local testing: metaroulette.com/files/31218.zip metaroulette.com/files/31218.js P.S. the php I use to create the spans: <?php //$arbitrary_characters = array('a','b','c','ddsfsdfsdf','e','f','g','h','isdfsdffd','j','k','l','mfdgcvbcvbs','n','o','p','q','r','s','t','uasdfsdf','v','w','x','y','z','0','1','2','3','4','5','6','7','8','9',); $arbitrary_characters = array('cat','table','cool','deloitte','askcue','what','more','less','adjective','nice','clinton','mars','jupiter','testversion','beta','hilarious','lolcatz','funny','obama','president','nice','what','misplaced','category','people','religion','global','skyscraper','new york','dubai','helsinki','volcano','iceland','peter','telephone','internet', 'dialer', 'cord', 'movie', 'party', 'chris', 'guitar', 'bentley', 'ford', 'ferrari', 'etc', 'de facto'); for ($i=0; $i<96; $i++) { $arb_digits = rand (0,45); $arbitrary_character = $arbitrary_characters[$arb_digits]; //$arbitrary_character = "."; echo "<span id=\"wp_$i\" style=\"position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;\" onmouseover=\"magnify_world_pixel('wp_$i');\" onmouseout=\"shrink_world_pixel('wp_$i');\" onClick=\"set_askcue_bar('', '$arbitrary_character')\">$arbitrary_character</span>\n"; } ?>

    Read the article

  • uniform generation of 3D points on cylinder/cone

    - by Myx
    Hello: I wish to randomly and uniformly generate points on a cylinder and a cone (separately). The cylinder is defined by its center, its radius and height. Same specifications for the cone. I am able to get the bounding box for each shape so I was thinking of generating points within the bounding box. However, I'm not sure how to project them onto the cylinder/cone or if this is the best idea. Any suggestions? Thanks.

    Read the article

  • make a 3D spotlight cone matrix

    - by Soubok
    How to create the transformation matrix (4x4) that transforms a cylinder (of height 1 and diameter 1) into a cone that represents my spotlight (position, direction and cutoff angle) ? --edit-- In other words: how to draw the cone that represents my spotlight by drawing a cylinder through a suitable transformation matrix.

    Read the article

  • Comparing Flash, HTML, Silverlight, X3D and Unity 3d

    - by Amira Elsayed
    I have to prepare a comparison between the following technologies to present it to my Project Manager, but I fell that I'm lost, so if any one can help I will be thankful I want to compare between them in the following areas: the support of online video streaming the budget of using each one Learning Time will be needed to learn the technology Which one is the standard and will target a lot of users The support if I found any problem Bugs and security issues connection to DB, SOA and web services supporting of multi player

    Read the article

< Previous Page | 33 34 35 36 37 38 39 40 41 42 43 44  | Next Page >