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  • recommended book for cocos2d?

    - by Paul Sanwald
    I'm an experienced programmer that recently got into iOS development by working through the big nerd ranch book by Aaron Hillegass and Joe Conway. I loved the way the book was structured in terms of typing in the code and doing the challenges. I'm interested in learning more about iOS gaming and cocos2d, but am a complete newbie in terms of game development/design. there are a number of books on amazon on cocos2d, can anyone recommend one in particular?

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  • Simple rendering produces minor stutter

    - by Ben
    For some reason, this game loop renders the movement of a simple rectangle with no stuttering. double currTime; double prevTime = System.nanoTime() / NANO_TO_SEC; double FPSTIMER = System.nanoTime(); double maxTimeDiff = 100.0 / 1000.0; double delta = 1.0 / 60.0; int processes = 0, frames = 0; while(true){ currTime = System.nanoTime() / NANO_TO_SEC; if(currTime - prevTime > maxTimeDiff) prevTime = currTime; if(currTime >= prevTime){ process(); processes++; prevTime += delta; if(currTime < prevTime){ render(); frames++; } } else{ try{ Thread.sleep((long) (1000 * (prevTime - currTime))); } catch(Exception e){} } if(System.nanoTime() - FPSTIMER > 1000000000.0){ System.out.println("Process: " + (1000 / processes) + "ms FPS: " + (1000 / frames) + "ms"); processes = frames = 0; FPSTIMER += 1000000000.0; } } But for this game loop, I get really minor stuttering where the movement does not look smooth. long prevTime = System.currentTimeMillis(); long prevRenderTime = 0; long currRenderTime = 0; long delta = 0; long msPerTick = 1000 / 60; int frames = 0; int ticks = 0; double FPSTIMER = System.currentTimeMillis(); while (true){ long currTime = System.currentTimeMillis(); delta += (currTime - prevTime) / msPerTick; prevTime = currTime; while (delta >= 1){ ticks++; process(); delta -= 1; } prevRenderTime = System.currentTimeMillis(); render(); frames++; currRenderTime = System.currentTimeMillis(); try{ Thread.sleep((long) ((1000 / FPS) - (currRenderTime - prevRenderTime))); } catch(Exception e){} if(System.currentTimeMillis() - FPSTIMER > 1000.0){ System.out.println("Process: " + (1000.0 / ticks) + "ms FPS: " + (1000.0 / frames) + "ms"); ticks = frames = 0; FPSTIMER += 1000.0; } Is there any critical difference that I'm missing here? The one thing I noticed is that if I uncap the fps for the second game loop, the stuttering goes away. It doesn't make sense to me. Also, the second game loop came from Notch's Minicraft code with just my thread sleeping code added in.

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  • Can I develop games for mobile platforms in C++?

    - by James Bern
    I have a good grasp in C++ and C and have also experience developing AAA game using C++. Now, I'm shamelessly thinking to dive into mobile game development either in iOS or Android. Unfortunately, I don't know objective-C and java and neither have courage to learn it. So, As above mentioned reason, Is there any possibility to do mobile development in C++ without using any single statement of JAVA and Objective-C ?

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  • Does one's choice of 3d modeling software used during asset creation affect performance at runtime?

    - by user134143
    Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an application merely by utilizing alternative development software during production of 3d assets? If you use two different applications to create a 3-dimensional image of a box, can one of them result in better performance if aspects of the image are identical? I am attempting to get the information I need without causing unnecessary debate over specific software choice.

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  • Should I use OpenGL while working with the C++ Software?

    - by Paralytic
    I am completely new to programming and game development for that matter. I am using the C++ software to create my Game Engine with the help of a beginners guide. I noticed it has a OpenGL option when starting up a new project. I've heard of OpenGL pertaining to game development, not sure what it is though. Should I be using OpenGL when creating my Game Engine? Will it matter if I just start with a blank slate?

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  • Using Single Image for Map in 2D Platformer

    - by Jon
    I'm fairly new to game development, and have been messing around with Slick2D. Currently, my map consists of objects that are represented as rectangles. If I wanted to use am image simlar to: How would I be able to use this image to make a level? That question is a bit vague, but like I said, I'm new to game development and am not familiar with terminology or procedures. But going along with this question, how would I also use non-rectangular objects/platforms? Thanks

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  • Question about design

    - by lukeluke
    Two fast questions about two design decisions: Suppose that you are checking collisions between game elements. When you find a collision between object 1 and object 2, do you play immediately a sound effect or do you insert it in a list and, in a later a stage, do you process all sound effects? Same question as above for user input. When the user presses key 'keypad left' do you insert the event in a queue and process it later or do you update character position immediately? Thx

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  • Game engine for all types of games [closed]

    - by Chorche
    I need a collection of libraries for game development. I don't know if it's called game engine. It should include everything i need to develope a game, so i could consentrate on the game development, without wasting my time choosing, and instaling libraries for everything. I don't need game engines that requires more than 100MB of diskspace. The engine, librarie collection or whatever it's called should only include tools for programing. So i need you help finding such an engine :)

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  • Should I use OpenGL while working with C++?

    - by Paralytic
    I am completely new to programming and game development for that matter. I am using the C++ software to create my Game Engine with the help of a beginners guide. I noticed it has a OpenGL option when starting up a new project. I've heard of OpenGL pertaining to game development, not sure what it is though. Should I be using OpenGL when creating my Game Engine? Will it matter if I just start with a blank slate?

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  • Best UI to be shown to User while his request is still in process behind the scenes ?

    - by Rachel
    I am currently involved with an Application where I need to design the UI part of the Application and current I am in the process of implementation of UI which would be displayed to end user while his or her request is being processed behind the scenes. So my question is that: What is the best UI approach/symbol/suggestions to be displayed to end User while his or her request is still being processed behind the scenes ? Thanks.

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  • Is there a way in PHP to keep a file open and process each line and subsequent lines?

    - by Chris Denman
    I want to write a php script that keeps the apache_log file open and "listen" to the log and deal with each log entry as it happens. I'm thinking that I need to open a file, get the number of lines, then do this again in a loop - and when the size is different, read the new lines and process them. Am I barking up the wrong tree, or is there a silly easy solution that I have missed? Chris

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  • What call from the Android Development Tools API should I use to poll project target loading?

    - by Ricardo Gladwell
    I'm writing my own eclipse plug-in that integrates with the Eclipse Android Development Tools (ADT). However, I'm getting a CoreException ("Project target not loaded yet.") thrown when I attempt to call IProject.build on an Android project as part of a unit test: IProject project = importProject(...); project.build(IncrementalProjectBuilder.FULL_BUILD, monitor); Should I be waiting for the project target to load before calling the above? If so, what call should I use to poll the project target loading status?

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  • How to call bash process from within django / wsgi?

    - by chang
    I'm using mod_wsgi apache2 adapter for a django site and I like to call some bash process within a view, using the usual ... p = subprocess.Popen("/home/example.com/restart-tomcat.sh", shell=True) sts = os.waitpid(p.pid, 0)[1] ... This code works perfectly from within a usual python shell but does nothing (I can trace right now) when called within django. Am I missing some wsgi constraints? The script has 755 perms, so it should be executable. Thanks.

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  • How can I get MTK development platform for MT series mobiles with English explanation?

    - by Robert
    You said in a post that you are an engineer and you have MTK development platform for MT series mobiles with English explanation. Can you please tell me how your company obtained it? Did you purchase it from MTK or you downloaded it? If you downloaded it please tell me your source. I am researching how i can develop application in the MTK platform so i hope you could help me with this information.

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  • Good source for studying professional software development with Visual Studio 2010?

    - by Ben
    I spent a lot of time reading blogs and tutorials on the Net regarding how to do this and that with VS2010, but I thought it would be better to learn it in a more systematic way. Do you know of a good website/book that will teach me how to use Visual Studio 2010/2008 Team System + Microsoft Project to perform various tasks from Project Management to code development and testing in the way the software was designed for? Thank you.

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  • Any downsides to UPX-ing my 32-bit Python 2.6.4 development environment EXE/PYD/DLL files?

    - by Malcolm
    Are there any downsides to UPX-ing my 32-bit Python 2.6.4 development environment EXE/PYD/DLL files? The reason I'm asking is that I frequently use a custom PY2EXE script that UPX's copies of these files on every build. Yes, I could get fancy and try to cache UPXed files, but I think a simpler, safer, and higher performance solution would be for me to just UPX my Python 2.6.4 directory once and be done with it. Thoughts? Malcolm

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  • Do you continue development in a branch or in the trunk?

    - by Sam McAfee
    Suppose you're developing a software product that has periodic releases. What are the best practices with regard to branching and merging? Slicing off periodic release branches to the public (or whomever your customer is) and then continuing development on the trunk, or considering the trunk the stable version, tagging it as a release periodically, and doing your experimental work in branches. What do folks think is the trunk considered "gold" or considered a "sand box"?

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