Search Results

Search found 32375 results on 1295 pages for 'dnn module development'.

Page 370/1295 | < Previous Page | 366 367 368 369 370 371 372 373 374 375 376 377  | Next Page >

  • Is KoboldTouch a good way to learn?

    - by JamerTheProgrammer
    Im thinking of buying a Cocos2D tutorial book called:Learn Cocos2d Game Development With Ios 5 I would buy it but it mentions something about KoboldTouch? Is this some sort of really simple way of coding a game? I wanna do it the best way possible to learn. What would be the best way? I love coding so I dont really want something to simplify the process unless its the best method. Any ideas? Thanks!

    Read the article

  • Which version of OpenGL for Android?

    - by akadouri
    I've been trying to learn OpenGL ES 2.0 to create a simple 2D game. I bought a book on android development, but after seeing that the author uses his own SDK that implements OpenGL ES 1.0 I decided to just use online tutorials. I've been so lost trying to find out what to use. The Matrices and shaders of 2.0 confuse me and I can't find any tutorial that just explains how to texture map a simple 2D image. Basically: OpenGL ES 1.x or 2.0 for simple 2D with little OpenGL experience If 2.0 Any good tutorials for 2.0, I've found so many for 1.0

    Read the article

  • Does an inventory limit in an MMORPG make sense?

    - by Philipp
    I am currently developing a simple 2d MMORPG. My current focus is the inventory system. I am currently wondering if I should implement a limit on what a player character can carry. Either in form of a maximum weight, a limited number of inventory slots, or a combination of both. Almost every MMORPG I ever played limits inventory space. But plausibility aside, is this really necessary from a gameplay point of view? Maybe it would in fact improve the game experience when I just let the players carry as much stuff as they want. tl;dr: What is the game development rationale behind limiting carrying capacity of player characters?

    Read the article

  • Is there ever a time when creating a level/world editor with your game is a bad idea?

    - by Borgel
    I have created a few smaller games on my own in the past. My approach has always been to create a completed editor where it has all the functionality needed to save a level file and load it into the game. This has always made most sense to me but I keep hearing from people that a game is never fully done in the editor. I have never worked in a game development team and so I don't have first hand experience, but not adding everything needed to make the game to the editor just seams wrong. Am I missing something? Is there ever a reason not to add a tool to the editor?

    Read the article

  • Good places for starting to learn Lua scripting [closed]

    - by Cascalho
    I want to start learning to script in lua for game development. I could start with the official Lua tutorials, but I would rather study scripts that were written specifically for games and learn the syntax from there as I believe this is faster and more related to what I want. Can you recommend tutorials in video or text that are very detailed in explaining the code? Or some open source game with heavily commented code? What I want is something detailed that walks me through it, so I start understanding both the syntax and how each piece relate to each other, like "First of all, install this, this and that." "So, here we are defining a new function that will make the player jump." "This is the main script that calls the other ones. It defines these variables." "This function tests if the player is alive."

    Read the article

  • how can I start developing games? [closed]

    - by miguelacho
    as you may know very well, every individual related with software development is somehow related to the science or the activity that the program was made for, I am currently working as a programmer for a company that is dedicated to build enterprise software for ensurance business, before this job, I was working with a travel agency developing extra modules for the CRM they use (VTiger), so I can say I am related to ERP/CRM, the fact is, I would like to change this to another activity, like developing video games. I'd like to start developing games, by getting a job or making my own project, but: 1) I have no experience developing video games, is that an obstacle if I want to get a job? if is that so, how can I solve it? 2) if I want to make my own project I will need more people, like a graphic disigner or some others, isn't there a way to make the whole game by my own?

    Read the article

  • Splashing Liquid Using Cocos2d

    - by Maverick
    I am new to game development in iOS. My problem is that I want to give a water splash effect on the screen as like someone has just randomly thrown water from any corner of the screen. I will be grateful to know any tutorials, or libraries that wil help me achieving this effect. Thanks in advance. Edit: Sample Liquid Simulation I wanted to simulate the behavior like this IMAGE. Like a liquid is poured in glass. I hope it clears what I asked. Thanks for your precious time.

    Read the article

  • Lost access to the unity interface how to fix? (ubuntu 11.10)

    - by Tal Galili
    o.k, this is embarrassing: I have installed Compiz Config Settings Manager and tried to fix it so that the transition time between changing tabs (using alt+tab) will be short. by accident I un-pressed V from something else, and it asked me about a conflict - I pressed the "x" button to close the window and as a result I stopped seeing the unity interface. That is - I can not see any buttons of the left side. I went to the terminal (ctrl+alt+F1) and ran ccsm As a result I got the following error: $ ccsm /usr/lib/python2.7/site-packages/gtk-2.0/gtk/__init__.py:57: GtkWarning: could not open display warnings.warn(str(e), _gtk.Warning) Traceback (most recent call last): File "/usr/bin/ccsm", line 93, in <module> import ccm File "/usr/lib/python2.7/site-packages/ccm/__init__.py", line 1, in <module> from ccm.Conflicts import * File "/usr/lib/python2.7/site-packages/ccm/Conflicts.py", line 26, in <module> from ccm.Constants import * File "/usr/lib/python2.7/site-packages/ccm/Constants.py", line 29, in <module> CurrentScreenNum = gtk.gdk.display_get_default().get_default_screen().get_number() AttributeError: 'NoneType' object has no attribute 'get_default_screen' What should I do next? Thanks.

    Read the article

  • Converting obj data to CSS3D

    - by Don Boots
    I found a ton of formulae and what not, but 3D isn't my forte so I'm at a loss of what specifically to use. My goal is to convert the data in an 3D .obj file (vertices, normals, faces) to CSS3D (width, height, rotateX,Y,Z and/or similar transforms). For example 2 simple planes g plane1 # simple along along Z axis v 0.0 0.0 0.0 v 0.0 0.0 1.0 v 0.0 1.0 1.0 v 0.0 1.0 0.0 g plane2 # plane rotated 90 degrees along Y-axis v 0.0 0.0 0.0 v 0.0 1.0 0.0 v 1.0 1.0 0.0 v 1.0 0.0 0.0 f 1 2 3 4 f 5 6 7 8 Could this data be converted to: #plane1 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } #plane2 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } /* Or something equivalent such as transform: matrix3d() */ In summary, while this may be too HTML/CSS-y for game development, the core question is how to get the X/Y/Z-rotation of a 4 point plane from it's matrix of x,y,z coordinates?

    Read the article

  • How to create a 2D map?

    - by Kaizer
    I'm new to game development and I want to try it out, like many others amongst us :) I need to create a gridmap. The map needs to be divided in squares. Each square represents a location. For example: x:10 - y:10 The width and height of the square should be able to be set. And offcourse also the amount of squared. I will develop in MVC .NET Can someone show me the right direction ? kind regards PS: Some nice tutorial links are always welcome :)

    Read the article

  • Key Handling mechanics

    - by Max
    I am new to game development and am working on my first game using OpenGL and C++. I have a game class which handles everything necessary in an update() function. Now i want to handle keyboard inputs. I use GLFW which supports key callbacks. However i wonder how to deal with inputs. Should i record the keys pressed and poll on it the next time my game updates or should the callback immediately perform the necessary actions? And why? Thanks :)

    Read the article

  • Where actually did they spend money? [on hold]

    - by WannabeProgrammer
    I am a total beginner in the field of game development. Every time I saw or read an interview session with any indie developer they mention about the amount of money they spend on developing a game. I want to know where exactly did they spend the money ? Just imagine that you are making a game for mobile devices from scratch , where and all will you be spending your money to make one ? Is it possible to make games for mobile devices without spending any ? If yes , then it makes more sense for a indie game developer who is talented but comes from a very weak financial background. Thank you.

    Read the article

  • Port flash game to native android

    - by wirate
    Alright here is the problem: the creators of a quite popular flash-based game have asked me to port their game to Android. They are not interested in any other platforms so we don't need to be worrying about iOS or PC. They want the best performance on just Android (I guess that's the point of porting a flash-based game. They could have just went with it) They found Unity 'slow'. How would the performance (on android) of other engines compare? Are they expecting too much i.e. finding Unity slow? I am in favor of Unity since development is a little easier with more things being visual (I am not experienced as you might have guessed). This would be an example of the type of game I am to port Thanks!

    Read the article

  • Android best source codes [on hold]

    - by lynndragon
    1) I would like to know best and simple android source code sites or forum for game development.. Especially, animation, graphics are needed.. 2) By the way, I'm now learning Adobe Air for Android ... Is it useful? I mean Adobe Air do not need to know programming knowledge..but it's simple.. Weakness of Adobe Air apps are that AdobeAir.apk must be installed...If not, they cannot run.. So,how is yours suggestions? Please answer me....Regards

    Read the article

  • Deploying Django on EC2 using Bitnami Djangostack: WSGI script cannot be loadded

    - by Arman
    I've been struggling to deploy Django application on Amazon EC2 using Bitnami Djangostack for the last couple of days. When I go to http://dewey.io I see the default bitnami page (/opt/bitnami/apache2/htdocs/index.html), however, when I open http://dewey.io/portnoy, I get 'Internal Server Error'. But it's known that if mod_wsgi is setup correctly, the DocumentRoot value from httpd.conf is ignored, thus, I should see my Django application when accessing http://dewey.io. Essentially, the main error is this - 'Target WSGI script cannot be loaded as Python module'. Two questions: 1) any ideas how to fix these mod_wsgi errors (the Apache logs are below)? 2) how to disable the default /opt/bitnami/apache2/htdocs/index.html page and show my homepage from django application when accessing http://dewey.io? Thank you in advance! The details On my EC2 instance I"m running 64-bit Ubuntu 12.04 with DjangoStack 1.4-1. My Django project is located here - /opt/bitnami/apps/django/django_projects/portnoy. root@dewey:/opt/bitnami/apps/django/django_projects/portnoy# ls manage.py README.md settings.py site_media users Procfile sandbox static test.py topics urls.py views.py __init__.pyc templates testviews.py Apache error logs (/opt/bitnami/apache2/logs/error_log): [Wed Jul 04 02:29:00 2012] [error] [client 140.180.6.212] File does not exist: /opt/bitnami/apache2/htdocs/favicon.ico [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] mod_wsgi (pid=3990): Target WSGI script '/opt/bitnami/apps/django/scripts/django.wsgi' cannot be loaded as Python module. [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] mod_wsgi (pid=3990): Exception occurred processing WSGI script '/opt/bitnami/apps/django/scripts/django.wsgi'. [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] Traceback (most recent call last): [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/apps/django/scripts/django.wsgi", line 8, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] import django.core.handlers.wsgi [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/apps/django/lib/python2.7/site-packages/django/core/handlers/wsgi.py", line 8, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] from django import http [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/apps/django/lib/python2.7/site-packages/django/http/__init__.py", line 119, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] from django.http.multipartparser import MultiPartParser [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/apps/django/lib/python2.7/site-packages/django/http/multipartparser.py", line 13, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] from django.utils.text import unescape_entities [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/apps/django/lib/python2.7/site-packages/django/utils/text.py", line 4, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] from gzip import GzipFile [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/python/lib/python2.7/gzip.py", line 10, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] import io [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File "/opt/bitnami/python/lib/python2.7/io.py", line 60, in <module> [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] import _io [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] ImportError: /opt/bitnami/python/lib/python2.7/lib-dynload/_io.so: undefined symbol: PyUnicodeUCS2_AsEncodedString [Wed Jul 04 02:29:15 2012] [error] [client 140.180.6.212] File does not exist: /opt/bitnami/apache2/htdocs/favicon.ico [Wed Jul 04 02:44:00 2012] [error] [client 140.180.6.212] File does not exist: /opt/bitnami/apache2/htdocs/favicon.ico Let me quickly introduce the contents of the files to make the case more concrete. This is my /etc/apache2/sites-available/default file <VirtualHost *:80> ServerAdmin [email protected] ServerName dewey.io Alias /site_media/ /opt/bitnami/apps/django/django_projects/portnoy/site_media/ Alias /static/ /opt/bitnami/apps/django/lib/python2.7/site-packages/django/contrib/admin/static/ Alias /robots.txt /opt/bitnami/apps/django/django_projects/portnoy/site_media/robots.txt Alias /favicon.ico /opt/bitnami/apps/django/django_projects/portnoy/site_media/favicon.ico CustomLog "|/usr/sbin/rotatelogs /opt/bitnami/apps/django/django_projects/logs/access.log.%Y%m%d-%H%M%S 5M" combined ErrorLog "|/usr/sbin/rotatelogs /opt/bitnami/apps/django/django_projects/logs/error.log.%Y%m%d-%H%M%S 5M" LogLevel warn WSGIProcessGroup dewey.io WSGIScriptAlias / /opt/bitnami/apps/django/scripts/django.wsgi <Directory /opt/bitnami/apps/django/django_projects/portnoy/site_media> Order deny,allow Allow from all Options -Indexes FollowSymLinks </Directory> <Directory /opt/bitnami/apps/django/django_projects/portnoy/conf/apache> Order deny,allow Allow from all </Directory> </VirtualHost> This is my /opt/bitnami/apps/django/scripts/django.wsgi file import os, sys sys.path.append('/opt/bitnami/apps/django/lib/python2.7/site-packages/') sys.path.append('/opt/bitnami/apps/django/django_projects') sys.path.append('/opt/bitnami/apps/django/django_projects/portnoy') os.environ['DJANGO_SETTINGS_MODULE'] = 'portnoy.settings' import django.core.handlers.wsgi application = django.core.handlers.wsgi.WSGIHandler() Here is the relevant portion of /opt/bitnami/apache2/conf/httpd.conf file: ServerRoot "/opt/bitnami/apache2" Listen 80 ServerName dewey.io DocumentRoot "/opt/bitnami/apache2/htdocs" LoadModule wsgi_module modules/mod_wsgi.so WSGIPythonHome /opt/bitnami/python Include "/opt/bitnami/apache2/conf/ssi.conf" Include "/opt/bitnami/apps/django/conf/django.conf" Include "/opt/bitnami/apache2/conf/bitnami/httpd.conf"

    Read the article

  • Hibernate exception

    - by Mark
    Hi all, im new to hibernate! i have followed the netbeans tutorial on creating a hibernate enabled application. after sucessfully creating a database in mysql workbench i reversed engineered the pojos etc and then tried to run a simple query(from Course) and got the following org.hibernate.MappingException: An association from the table coursemodule refers to an unmapped class: DAL.Module at org.hibernate.cfg.Configuration.secondPassCompileForeignKeys(Configuration.java:1252) at org.hibernate.cfg.Configuration.secondPassCompile(Configuration.java:1170) at org.hibernate.cfg.AnnotationConfiguration.secondPassCompile(AnnotationConfiguration.java:324) at org.hibernate.cfg.Configuration.buildSessionFactory(Configuration.java:1286) at org.hibernate.cfg.AnnotationConfiguration.buildSessionFactory(AnnotationConfiguration.java:859) heres the generated class for Course package DAL; // Generated 02-May-2010 16:41:16 by Hibernate Tools 3.2.1.GA import java.util.HashSet; import java.util.Set; /** * Course generated by hbm2java */ public class Course implements java.io.Serializable { private int id; private String name; private Set<Module> modules = new HashSet<Module>(0); public Course() { } public Course(int id, String name) { this.id = id; this.name = name; } public Course(int id, String name, Set<Module> modules) { this.id = id; this.name = name; this.modules = modules; } public int getId() { return this.id; } public void setId(int id) { this.id = id; } public String getName() { return this.name; } public void setName(String name) { this.name = name; } public Set<Module> getModules() { return this.modules; } public void setModules(Set<Module> modules) { this.modules = modules; } } and its config file course.hbm.xml <?xml version="1.0"?> <!DOCTYPE hibernate-mapping PUBLIC "-//Hibernate/Hibernate Mapping DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <!-- Generated 02-May-2010 16:41:16 by Hibernate Tools 3.2.1.GA --> <hibernate-mapping> <class name="DAL.Course" table="course" catalog="walkthrough"> <id name="id" type="int"> <column name="id" /> <generator class="assigned" /> </id> <property name="name" type="string"> <column name="name" not-null="true" /> </property> <set name="modules" inverse="false" table="coursemodule"> <key> <column name="courseId" not-null="true" unique="true" /> </key> <many-to-many entity-name="DAL.Module"> <column name="moduleId" not-null="true" unique="true" /> </many-to-many> </set> </class> </hibernate-mapping> hibernate.reveng.xml <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE hibernate-reverse-engineering PUBLIC "-//Hibernate/Hibernate Reverse Engineering DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-reverse-engineering-3.0.dtd"> <hibernate-reverse-engineering> <schema-selection match-catalog="Walkthrough"/> <table-filter match-name="walkthrough"/> <table-filter match-name="course"/> <table-filter match-name="module"/> <table-filter match-name="studentmodule"/> <table-filter match-name="attendee"/> <table-filter match-name="student"/> <table-filter match-name="coursemodule"/> <table-filter match-name="session"/> <table-filter match-name="test"/> </hibernate-reverse-engineering> hibernate.cfg.xml <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE hibernate-configuration PUBLIC "-//Hibernate/Hibernate Configuration DTD 3.0//EN" "http://hibernate.sourceforge.net/hibernate-configuration-3.0.dtd"> <hibernate-configuration> <session-factory> <property name="hibernate.dialect">org.hibernate.dialect.MySQLDialect</property> <property name="hibernate.connection.driver_class">com.mysql.jdbc.Driver</property> <property name="hibernate.connection.url">jdbc:mysql://localhost:3306/Walkthrough</property> <property name="hibernate.connection.username">root</property> <property name="hibernate.connection.password">password</property> <property name="hibernate.show_sql">true</property> <property name="hibernate.current_session_context_class">thread</property> <mapping resource="DAL/Student.hbm.xml"/> <mapping resource="DAL/Walkthrough.hbm.xml"/> <mapping resource="DAL/Test.hbm.xml"/> <mapping resource="DAL/Module.hbm.xml"/> <mapping resource="DAL/Session.hbm.xml"/> <mapping resource="DAL/Course.hbm.xml"/> </session-factory> </hibernate-configuration> any ideas on why im getting this exception? ps. test is just a table with an id in it and is not related to anything. running "from Test" works

    Read the article

  • Error when running a GWTTestCase using maven gwt plugin

    - by adancu
    Hi, I've created a test which extends GWTTestCase but I'm getting this error: mvn integration-test gwt:test Running com.myproject.test.ui. GwtTestMyFirstTestCase Translatable source found in... [WARN] No source path entries; expect subsequent failures [ERROR] Unable to find type 'java.lang.Object' [ERROR] Hint: Check that your module inherits 'com.google.gwt.core.Core' either directly or indirectly (most often by inheriting module 'com.google.gwt.user.User') Tests run: 1, Failures: 0, Errors: 1, Skipped: 0, Time elapsed: 2.1 sec <<< FAILURE! GwtTestMyFirstTestCase.java is in /src/test/java, while the GWT module is located in src/main/java. I assume this shouldn't be a problem. I've done everything required according to http://mojo.codehaus.org/gwt-maven-plugin/user-guide/testing.html and of course that my gwt module already has com.google.gwt.core.Core indirectly imported. http://maven.apache.org/maven-v4_0_0.xsd" 4.0.0 com.myproject main jar 0.0.1-SNAPSHOT Main Module <properties> <gwt.module>com.myproject.MainModule</gwt.module> </properties> <parent> <groupId>com.myproject</groupId> <artifactId>app</artifactId> <version>0.1.0-SNAPSHOT</version> </parent> <dependencies> <dependency> <groupId>com.myproject</groupId> <artifactId>app-commons</artifactId> <version>0.0.1-SNAPSHOT</version> </dependency> <dependency> <groupId>com.google.gwt</groupId> <artifactId>gwt-dev</artifactId> <version>${gwt.version}</version> <scope>provided</scope> </dependency> </dependencies> <build> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-dependency-plugin</artifactId> <configuration> <outputFile>../app/src/main/webapp/WEB-INF/main.tree</outputFile> </configuration> </plugin> <plugin> <groupId>org.codehaus.mojo</groupId> <artifactId>gwt-maven-plugin</artifactId> <executions> <execution> <goals> <goal>test</goal> </goals> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-jar-plugin</artifactId> <configuration> <classesDirectory> ${project.build.directory}/${project.build.finalName}/${gwt.module} </classesDirectory> </configuration> </plugin> </plugins> </build> Here is the test case, located in /src/test/java/com/myproject/test/ui public class GwtTestMyFirstTestCase extends GWTTestCase { @Override public String getModuleName() { return "com.myproject.MainModule"; } public void testSomething() { } } Here is the gwt module I'm trying to test, located in src/main/java/com/myproject/MainModule.gwt.xml: <inherits name='com.myproject.Commons' /> <source path="site" /> <source path="com.myproject.test.ui" /> <set-property name="gwt.suppressNonStaticFinalFieldWarnings" value="true" /> <entry-point class='com.myproject.site.SiteModuleEntry' /> Can anyone give me a hint or two about what I'm doing wrong? Thanks in advance.

    Read the article

  • UBJsonReader (Libgdx) unable to to read UBJson from Python(Blender)

    - by daniel
    I am working on an export tool from Blender to Libgdx, exports like custom attributes and other information (Almost completed), this is a very cool tool that will speed up a lot your works, after I completed I will send to public to contribute forum, Export format is uses python's Standard Json module and readable text, it of course works fine, but I wanna also have a Binary Json export for faster load, so users can Export Straight to Libgdx, but after I search I found that UBJson with draft9.py (simpleubjson 0.6.1) encode is seems matches with one FBXConverter's UBJsonWriter( Xoppa wrote), but when I export, I am not able to read the file, and send this errors (Java heap space) seems this is a different between byte sizes in UBJson(python) and UBJsonReader. how can I write a correct one in python that matches with Libgdx's UBJsonReader, and would be cross-platform? Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.OutOfMemoryError: Java heap space at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120) Caused by: java.lang.OutOfMemoryError: Java heap space at com.badlogic.gdx.utils.UBJsonReader.readString(UBJsonReader.java:162) at com.badlogic.gdx.utils.UBJsonReader.parseString(UBJsonReader.java:150) at com.badlogic.gdx.utils.UBJsonReader.parseObject(UBJsonReader.java:112) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:59) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:52) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:36) at com.badlogic.gdx.utils.UBJsonReader.parse(UBJsonReader.java:45) at com.me.gdximportexport.GdxImportExport.create(GdxImportExport.java:43) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:136) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Tested on UbuntuStudio 13.10 with OpenJdk 7, and Windows 7 with jdk 7 Thanks for any guides.

    Read the article

  • Loading Obj Files in Soya3d engine

    - by John Riselvato
    I recently just found soya3d and from what i have seen through the tutorials i will be able to make exactly what i wanted with python skills. Now i have built this map generator. The only issue is that i can not manage to understand from any documents how to load obj files. At first i figured that i had to convert it to a .data file, but i dont understand how to do this. I just want to load a simple model of a house. I tried using the soya_editor, but i can not figure out at all how to do anything with that. Heres my script so far: import sys, os, os.path, soya, soya.sdlconst width, height = 760, 375 soya.init("Generator 0.1", width, height) soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data")) scene = soya.World() model = soya.model.get("house") light = soya.Light(scene) light.set_xyz(0.5, 0.0, 2.0) camera = soya.Camera(scene) camera.z = 2.0 soya.set_root_widget(camera) soya.MainLoop(scene).main_loop() house is in .obj form at folder data/models The error i get is: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit... So i am figuring that because i dont understand how to turn my files into .data files, i will need to learn that. So my question is, how do i use my own models?

    Read the article

  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

    Read the article

  • Error instantiating Texture2D in MonoGame for Windows 8 Metro Apps

    - by JimmyBoh
    I have an game which builds for WindowsGL and Windows8. The WindowsGL works fine, but the Windows8 build throws an error when trying to instantiate a new Texture2D. The Code: var texture = new Texture2D(CurrentGame.SpriteBatch.GraphicsDevice, width, 1); // Error thrown here... texture.setData(FunctionThatReturnsColors()); You can find the rest of the code on Github. The Error: SharpDX.SharpDXException was unhandled by user code HResult=-2147024809 Message=HRESULT: [0x80070057], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: The parameter is incorrect. Source=SharpDX StackTrace: at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut) at SharpDX.Direct3D11.Texture2D..ctor(Device device, Texture2DDescription description) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipmap, SurfaceFormat format, Boolean renderTarget) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height) at BrewmasterEngine.Graphics.Content.Gradient.CreateHorizontal(Int32 width, Color left, Color right) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Graphics\Content\Gradient.cs:line 16 at SampleGame.Menu.Widgets.GradientBackground.UpdateBounds(Object sender, EventArgs args) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 39 at SampleGame.Menu.Widgets.GradientBackground..ctor(Color start, Color stop, Int32 scrollamount, Single scrollspeed, Boolean horizontal) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 25 at SampleGame.Scenes.IntroScene.Load(Action done) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Scenes\IntroScene.cs:line 23 at BrewmasterEngine.Scenes.Scene.LoadScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\Scene.cs:line 89 at BrewmasterEngine.Scenes.SceneManager.Load(String sceneName, Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 69 at BrewmasterEngine.Scenes.SceneManager.LoadDefaultScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 83 at BrewmasterEngine.Framework.Game2D.LoadContent() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 117 at Microsoft.Xna.Framework.Game.Initialize() at BrewmasterEngine.Framework.Game2D.Initialize() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 105 at Microsoft.Xna.Framework.Game.DoInitialize() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) at Microsoft.Xna.Framework.Game.Run() at Microsoft.Xna.Framework.MetroFrameworkView`1.Run() InnerException: Is this an error that needs to be solved in MonoGame, or is there something that I need to do differently in my engine and game?

    Read the article

  • How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?).

    - by lalan
    Recently I programmed an L-system module, It got me interested further. I am a Plants vs Zombies junkie as well, really liked the concept of Tree of Wisdom. Would love to create similar procedural art just for fun and learn more. Question: How should I approach the process of creating an artistic tree (2d perhaps with fixed camera/perspective) dynamically? Ideally I would like to start with a plant (only a stem with a leaf) and grow it dynamically using some influence (input/user action) over its structure. These influences may result in different type of branching, curves in branches, its spread, location of fruits, color of flowers, etc. Want it to be really full of life/spirit. :) Plants vs Zombies: Tree of wisdom It would be great to dynamically grow a similar tree, but with lot more variation and animations happening. My Background: Student / Programmer, have used few game engines (Ogre3d, cocos2d, unity). Haven't really programmed directly using openGL, trying to fix that :). I am ready to spend considerable time, Please let me know about the APIs? and how would an expert like you would take on this problem? Why 2D? I think it's easier to solve the problem only considering 2 dimensions. Artistic inspirations: Only the tree, with fruits and leaves, without the shrubs at the bottom The large tree (visible branches, green leaves, flowers, fruits, etc) on the left, behind monkey. PixelJunk's Eden (Art style inspiration). Procedurally Generated Apple Tree using Fractals Please let me know if it was easy for you to understand the question, I may elaborate further. I hope a discussion of various approach would be helpful for everyone. You guys are awesome.

    Read the article

  • Space Invaders-type game: Keeping the enemies aligned with each other as they turn around?

    - by CorundumGames
    OK, so here's the lowdown of the problem I'm trying to solve. I'm developing a game in PyGame that's a cross between Space Invaders and Columns. I'm trying to make the motion of the enemies similar to that of the aliens in Space Invaders; that is, they're all clustered in a grid, and if even one hits the side of the screen, the entire formation moves down and turns around. However, the motion of these aliens is continuous (as continuous as a monitor can be, anyway), not on a discrete grid like in the original. The enemies are instances of an Enemy class, and in turn they're held by a 2D array in a enemysquadron module (which, if you don't use Python, is in this case essentially a singleton due to the way Python modules work). Inside the Enemy class I have a class-scope velocity vector that is reversed every time an Enemy object touches the edge of the screen. This won't do, though, because as time goes on the enemies just become disorganized and jumbled (i.e. not in a grid as planned). I haven't implemented the Enemies going downward yet, so let's not worry about that right now. Any tips?

    Read the article

  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

    Read the article

  • Apache returns 403 Forbidden for alternative port vhost

    - by Wesley
    I'm having an issue getting vhosts to work on Apache 2.2, Debian 6. I have two VirtualHosts, one on port 80 and one on port 8888. The port 80 one has been created automatically by DirectAdmin, the 8888 is a custom one. It's configuration is as follows. <VirtualHost *:8888 > DocumentRoot /home/user/public_html/development ServerName www.myserver.nl ServerAlias myserver.nl <Directory "/home/user/public_html/development"> Options +Indexes +FollowSymLinks +MultiViews AllowOverride All Order Allow,deny Allow from all </Directory> </VirtualHost> Of course I also have a NameVirtualHost *:8888 The port 80 DocumentRoot is /home/user/public_html/production, which is perfectly accessible and works like a charm. The port 8888 docroot of /home/user/public_html/development is 403 forbidden though. I have compared the permissions for both folders. They seem fine to me. drwxr-xr-x 2 root root 4096 Aug 17 16:14 development drwxr-xr-x 4 root root 4096 Aug 18 04:29 production Also, the index.php file which is supposed to display when accessing through port 8888, located in /development/: -rwxr-xr-x 1 root root 41 Aug 17 16:14 index.html I have looked at my error_log and found many of the following entries, only being added to the log file when accessing through port 8888. [Sat Aug 18 04:35:09 2012] [error] [client 27.32.156.232] Symbolic link not allowed or link target not accessible: /home/user/public_html /home/user/public_html is a symbolic link that refers to /home/user/domains/mydomain/public_html. The symbolic link has the following permissions: lrwxrwxrwx 1 admin admin 29 Aug 17 15:56 public_html -> ./domains/mydomain/public_html I'm at a loss. It seems that everything is readable or executable. I've set the Directory to FollowSymLinks in the httpd.conf file, but that doesn't seem to make a difference. If I change that directory tag to <Directory "/home/admin/public_html"> (so it has FollowSymLinks on that as well) it still does not work. Any help is greatly appreciated. If I need to post more information, let me know. I'm pretty much a beginner at this stuff. .. .. UPDATE: I ended up changing the configuration to directly go to the actual path of the files, avoiding the public_html symlink altogether. That worked. Thanks for the suggestions folks. DocumentRoot /home/user/domains/mydomain/public_html/development instead of DocumentRoot /home/user/public_html/development

    Read the article

< Previous Page | 366 367 368 369 370 371 372 373 374 375 376 377  | Next Page >