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  • Dynamic body implementation

    - by ArturoVM
    I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to grow and shrink (as in actually growing, not just scaling), and it has to have collision detection (even if it's basic). Because of this requirements, it obviously can't be based on a sprite, so direct rendering of the shape should be the logical thing to do. I assume this is no easy task, but I just couldn't find a good physics engine that covers these requirements (or at least no tutorial on how to do it; I particularly searched for Box2D tutorials). Is there a way of doing this with Box2D, SDL, or any other physics or game engine out there? If not, what's a good place to start? I am really clueless as far as soft-body physics are concerned.

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  • Drawing different per-pixel data on the screen

    - by Amir Eldor
    I want to draw different per-pixel data on the screen, where each pixel has a specific value according to my needs. An example may be a random noise pattern where each pixel is randomly generated. I'm not sure what is the correct and fastest way to do this. Locking a texture/surface and manipulating the raw pixel data? How is this done in modern graphics programming? I'm currently trying to do this in Pygame but realized I will face the same problem if I go for C/SDL or OpenGL/DirectX.

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  • Handling buildings in isometric tile based games

    - by MustSeeMelons
    A simple question, to which i couldn't find a definitive answer - how to manage buildings on a tiled map? Should the building be sliced in to tiles or one big image? EDIT: The game is being built from scratch using C++/SDL 2.0, it will be a turn based strategy, something like Fallout 1 & 2 without the hex grid, a simple square grid, where the Y axis is squished by 50%. Buildings can span multiple tiles, the characters move tile by tile. For now, the terrain is completely flat. Some basic functionality is in place, so I'm aiming to advancing the terrain and levels them selves - adding buildings, gates, cliffs, not sure about the elevation.

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  • What are some alternatives to ASI iMIS Content Management Systems? [closed]

    - by SLY
    Possible Duplicate: Which Content Management System (CMS)/Wiki should I use? I am working with a team to select a new content management system for a large membership organization (around 25,000 members). The organization has revenue so I'm not looking for a dirt cheap solution. The site currently uses ASI iMIS which is based on ColdFusion. It's difficult to work with and not flexible for our needs. What other possible alternatives to ASI iMIS are there? Ideally the solution would have some sort of support from the vendor. So far I've come up with: Drupal/Acquia SDL Tridion Plone Ellington (probably too news like) Pinax (probably not developed enough)

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  • How to design a game engine in an object-oriented language?

    - by chuzzum
    Whenever I try and write a game in any object-oriented language, the first problem I always face (after thinking about what kind of game to write) is how to design the engine. Even if I'm using existing libraries or frameworks like SDL, I still find myself having to make certain decisions for every game, like whether to use a state machine to manage menus, what kind of class to use for resource loading, etc. What is a good design and how would it be implemented? What are some tradeoffs that have to be made and their pros/cons?

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  • I am new to game development, what do I need to know? [closed]

    - by farmdve
    I am unsure if this question is a duplicate, I hope it isn't. Are there any resources on the terminology when doing game development? Because, even if you tell me to learn some graphics API, how would I understand the things it does, if I am not well into the terminology(voxel,mesh,polygon,shading). What about the math that is involved in the game(geometry) or the concept of the gravity,collision detection in the game and their respective maths? I am very bad at math, never was good, because I have ADHD, but I won't give up just yet. I look at a game, and I see "textures", but how am I walking on them, how do they take substance so I don't fall off of them? And depth? This is what I need information about, not just a link to a library like SDL(which I have compiled under MinGW and MinGW-W64) and tell me to learn it and the cliché answer "start simple/small". I hope the question(s) are not too vague.

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  • Collision representation in game overworlds

    - by Akroy
    I'm implementing a 2D overworld where one can walk through an area that is not tile based. I was wondering the best way to implement collisions. In the past when I've done similar things, I've used one image (or set of images) to show an elaborately drawn world and then a second binary image that does nothing but differentiate "wall" and "not wall". Then, I'd use the first for all drawing to the screen, but the second for collision detection. Having another image of the same size to represent collisions seems like lots of overhead. Is there a better way to handle this? (I'm currently using C++ with SDL, although I'm more interested in general concepts)

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  • Particles are not moving correctly [closed]

    - by cr33p
    I want to make a particle explosion, after something gets destroyed, but somehow only one line of mixed colors show up on the screen. Here's the header: http://pastebin.com/JW5bPLj2 Here's the source: http://pastebin.com/KHmFqytD I don't get what's wrong, as it's nearly the same as in "Programming Linux Games" Can somebody help me fix that? PS: "Uint32 delta" is needed to update the pixels based on time. PSS: Maybe I should add that it's programmed in C and includes SDL. EDIT: Found the problem. It was the "drawParticles" function. The problem was, that I passed a double to "offset" (as particles[i].x, etc are all doubles). So I ended up with values like ~MAX_INT because I didn't cast the doubles properly to ints.

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  • How do you ensure consistent experience across multiple graphics cards (or even driver versions)?

    - by Grigory Javadyan
    So I was writing a simple 2D game with OpenGL and SDL and had this problem when there was awful tearing when running in windowed mode (even though I explicitly asked SDL_SetVideoMode to use double buffering). Didn't worry about it all too much because most of the time the game grabs the entire screen, windowed mode is just for debugging. Anyway, yesterday I updated my nVidia drivers and tearing disappeared, the game runs smooth and looks nice in windowed mode too. I can see how the problem may be in the graphics driver, but this leads to a question. Obviously, professional game developers have to deal with a lot of different hardware/software configurations. What are the techniques they use to make sure the game looks the roughly the same on different graphics cards or even the same model of graphics card, but with different driver versions?

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  • Adding multiplayer to an HTML5 game

    - by espais
    I am interested in making a game that I currently have a co-op experience, however I'm curious as to the best method of implementing this in HTML5. I have made games before using straight C sockets, and also with the Net library for SDL. What are some of my best options for doing this in a canvas-based environment? At present, all I can come up with are either AJAX/database solutions (with a high refresh rate), or somehow implementing a PHP server that would funnel the data through sockets. The overall gameplay would be a 2.5D platformer-ish type of game, so both clients would need to be continually updated with player positions, enemy positions, projectiles, environmental data, etc.

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  • Is OpenGL 1.x deprecated?

    - by QuasarDonkey
    I'm familiar with OpenGL 1.x. I typically use SDL with OpenGL 1.4 on Linux, and I've never run into problems, even on my modern system. I've read on the OpenGL site about deprecation and compatibility contexts, but I'm still unclear as to whether it's safe to continue to use old versions of OpenGL, as opposed to using old features in newer versions. When functionality is marked deprecated ... future versions of OpenGL may remove it. Does deprecation simply imply that those functions can't be used alongside newer features? More specifically, are there any systems today (other than embedded) where OpenGL 1.x isn't available? The old-skool stuff like, glBegin, glEnd, glDrawPixels, etc. Note: I'm not a professional games developer, so you'll have to excuse my ignorance. I'm working on a mostly 2D game that I would like to keep multi-platform, supporting at least Linux, Mac, and Windows.

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  • Knowledge of a Language vs. Games in Portfolio

    - by RedShft
    How important is the knowledge of a language versus the games that you have developed in your portfolio? To be more specific. Personally, I dislike C++ for several reason(mainly due to it's complexity, and pointers, and I prefer D as my language of choice thus far. Due to this, I've written two games in D instead of C++ that are my personal projects. Am I wasting my time with D? Should I start using C++ again? For reference, I have 6 months of experience in C++. It's the first language I learned. I have messed around with SDL/SFML and a bit of Direct3D with C++ as well. Even though I like D, i'd rather not waste my time learning it, if it in no way will help me get a job in the gaming industry.

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  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

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  • Separate parts of a game engine [on hold]

    - by user272716
    I'm pretty new in developing videogames. By now I only used SDL with C/C++ to create games. I'm currently learning OpenGL and I realized that to be fluid and easy to maintain the code must be logically separated. Since I want to use OpenGLES on iOS and Android I was wondering how the engine must be imagined in a technical way, some questions came up: Do I have to separate input/update functions from draw functions in different threads? Is there only one proper way to think a game engine/loop? What kind of assets should I use to create a 3D game using openGl ES to get better performance?

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  • Application window as polygon texture?

    - by nekome
    Is there a way, or method, to have some application rendered as texture in 3D scene on some polygon, and also have full interactivity with it? I'm talking about Windows platform, and maybe OpenGL but I guess it doesn't matter is it OGL or DX. For example: I run Calculator using WINAPI functions (preferably hidden, not showing on desktop) and I want to render it inside 3D scene on some polygon but still be able to type or click buttons and have it respond. My idea to realize this is to have WINAPI take screenshot (or render it to memory if possible) of that Calculator and pass it to OpenGL as texture for each frame (I'm experimenting with SDL through pygame) and for mouse interactivity to use coordination translation and calculate where on application window it would act, and then use WINAPI functions such as SetCursorPos to set cursor ant others to simulate click or something else. I haven't found any tutorials with topic similar to this one. Am I on a right track? Is there better way to do this if possible at all?

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  • Print SSRS Report / PDF automatically from SQL Server agent or Windows Service

    - by Jeremy Ramos
    Originally posted on: http://geekswithblogs.net/JeremyRamos/archive/2013/10/22/print-ssrs-report--pdf-from-sql-server-agent-or.aspxI have turned the Web upside-down to find a solution to this considering the least components and least maintenance as possible to achieve automated printing of an SSRS report. This is for the reason that we do not have a full software development team to maintain an app and we have to minimize the support overhead for the support team.Here is my setup:SQL Server 2008 R2 in Windows Server 2008 R2PDF format reports generated by SSRS Reports subscriptions to a Windows File ShareNetwork printerColoured reports with logo and brandingI have found and tested the following solutions to no avail:ProsConsCalling Adobe Acrobat Reader exe: "C:\Program Files (x86)\Adobe\Reader 11.0\Reader\acroRd32.exe" /n /s /o /h /t "C:\temp\print.pdf" \\printserver\printername"Very simple optionAdobe Acrobat reader requires to launch the GUI to send a job to a printer. Hence, this option cannot be used when printing from a service.Calling Adobe Acrobat Reader exe as a process from a .NET console appA bit harder than above, but still a simple solutionSame as cons abovePowershell script(Start-Process -FilePath "C:\temp\print.pdf" -Verb Print)Very simple optionUses default PDF client in quiet mode to Print, but also requires an active session.    Foxit ReaderVery simple optionRequires GUI same as Adobe Acrobat Reader Using the Reporting Services Web service to run and stream the report to an image object and then passed to the printerQuite complexThis is what we're trying to avoid  After pulling my hair out for two days, testing and evaluating the above solutions, I ended up learning more about printers (more than ever in my entire life) and how printer drivers work with PostScripts. I then bumped on to a PostScript interpreter called GhostScript (http://www.ghostscript.com/) and then the solution starts to get clearer and clearer.I managed to achieve a solution (maybe not be the simplest but efficient enough to achieve the least-maintenance-least-components goal) in 3-simple steps:Install GhostScript (http://www.ghostscript.com/download/) - this is an open-source PostScript and PDF interpreter. Printing directly using GhostScript only produces grayscale prints using the laserjet generic driver unless you save as BMP image and then interpret the colours using the imageInstall GSView (http://pages.cs.wisc.edu/~ghost/gsview/)- this is a GhostScript add-on to make it easier to directly print to a Windows printer. GSPrint automates the above  PDF -> BMP -> Printer Driver.Run the GSPrint command from SQL Server agent or Windows Service:"C:\Program Files\Ghostgum\gsview\gsprint.exe" -color -landscape -all -printer "printername" "C:\temp\print.pdf"Command line options are here: http://pages.cs.wisc.edu/~ghost/gsview/gsprint.htmAnother lesson learned is, since you are calling the script from the Service Account, it will not necessarily have the Printer mapped in its Windows profile (if it even has one). The workaround to this is by adding a local printer as you normally would and then map this printer to the network printer. Note that you may need to install the Printer Driver locally in the server.So, that's it! There are many ways to achieve a solution. The key thing is how you provide the smartest solution!

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  • Spin-off of "Project: Memory++" in Khan academy [on hold]

    - by smraj
    This is the link of the program that I am trying https://www.khanacademy.org/cs/memory-tile-game/5966959895642112 When I am placing the mouse over the block it should change to red colour and when it is released the image should be displayed but my issue is that when i place the mouse over the block it changes its color ,but on release the image is not displayed.I kindly request someone in solving this

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  • Web Site Performance and Assembly Versioning – Part 3 Versioning Combined Files Using Mercurial

    - by capgpilk
    Minification and Concatination of JavaScript and CSS Files Versioning Combined Files Using Subversion Versioning Combined Files Using Mercurial – this post I have worked on a project recently where there was a need to version the system (library dll, css and javascript files) by date and Mercurial revision number. This was in the format:- 0.12.524.407 {major}.{year}.{month}{date}.{mercurial revision} Each time there is an internal build using the CI server, it would label the files using this format. When it came time to do a major release, it became v1.{year}.{month}{date}.{mercurial revision}, with each public release having a major version increment. Also as a requirement, each assembly also had to have a new GUID on each build. So like in previous posts, we need to edit the csproj file, and add a couple of Default targets. 1: <?xml version="1.0" encoding="utf-8"?> 2: <Project ToolsVersion="4.0" DefaultTargets="Hg-Revision;AssemblyInfo;Build" 3: xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> 4: <PropertyGroup> Right below the closing tag of the entire project we add our two targets, the first is to get the Mercurial revision number. We first need to import the tasks for MSBuild which can be downloaded from http://msbuildhg.codeplex.com/ 1: <Import Project="..\Tools\MSBuild.Mercurial\MSBuild.Mercurial.Tasks" />   1: <Target Name="Hg-Revision"> 2: <HgVersion LocalPath="$(MSBuildProjectDirectory)" Timeout="5000" 3: LibraryLocation="C:\TortoiseHg\"> 4: <Output TaskParameter="Revision" PropertyName="Revision" /> 5: </HgVersion> 6: <Message Text="Last revision from HG: $(Revision)" /> 7: </Target> With the main Mercurial files being located at c:\TortoiseHg To get a valid GUID we need to escape from the csproj markup and call some c# code which we put in a property group for later reference. 1: <PropertyGroup> 2: <GuidGenFunction> 3: <![CDATA[ 4: public static string ScriptMain() { 5: return System.Guid.NewGuid().ToString().ToUpper(); 6: } 7: ]]> 8: </GuidGenFunction> 9: </PropertyGroup> Now we add in our target for generating the GUID. 1: <Target Name="AssemblyInfo"> 2: <Script Language="C#" Code="$(GuidGenFunction)"> 3: <Output TaskParameter="ReturnValue" PropertyName="NewGuid" /> 4: </Script> 5: <Time Format="yy"> 6: <Output TaskParameter="FormattedTime" PropertyName="year" /> 7: </Time> 8: <Time Format="Mdd"> 9: <Output TaskParameter="FormattedTime" PropertyName="daymonth" /> 10: </Time> 11: <AssemblyInfo CodeLanguage="CS" OutputFile="Properties\AssemblyInfo.cs" 12: AssemblyTitle="name" AssemblyDescription="description" 13: AssemblyCompany="none" AssemblyProduct="product" 14: AssemblyCopyright="Copyright ©" 15: ComVisible="false" CLSCompliant="true" Guid="$(NewGuid)" 16: AssemblyVersion="$(Major).$(year).$(daymonth).$(Revision)" 17: AssemblyFileVersion="$(Major).$(year).$(daymonth).$(Revision)" /> 18: </Target> So this will give use an AssemblyInfo.cs file like this just prior to calling the Build task:- 1: using System; 2: using System.Reflection; 3: using System.Runtime.CompilerServices; 4: using System.Runtime.InteropServices; 5:  6: [assembly: AssemblyTitle("name")] 7: [assembly: AssemblyDescription("description")] 8: [assembly: AssemblyCompany("none")] 9: [assembly: AssemblyProduct("product")] 10: [assembly: AssemblyCopyright("Copyright ©")] 11: [assembly: ComVisible(false)] 12: [assembly: CLSCompliant(true)] 13: [assembly: Guid("9C2C130E-40EF-4A20-B7AC-A23BA4B5F2B7")] 14: [assembly: AssemblyVersion("0.12.524.407")] 15: [assembly: AssemblyFileVersion("0.12.524.407")] Therefore giving us the correct version for the assembly. This can be referenced within your project whether web or Windows based like this:- 1: public static string AppVersion() 2: { 3: return Assembly.GetExecutingAssembly().GetName().Version.ToString(); 4: } As mentioned in previous posts in this series, you can label css and javascript files using this version number and the GetAssemblyIdentity task from the main MSBuild task library build into the .Net framework. 1: <GetAssemblyIdentity AssemblyFiles="bin\TheAssemblyFile.dll"> 2: <Output TaskParameter="Assemblies" ItemName="MyAssemblyIdentities" /> 3: </GetAssemblyIdentity> Then use this to write out the files:- 1: <WriteLinestoFile 2: File="Client\site-style-%(MyAssemblyIdentities.Version).combined.min.css" 3: Lines="@(CSSLinesSite)" Overwrite="true" />

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  • Show raw Text Code from a URL with CodePaste.NET

    - by Rick Strahl
    I introduced CodePaste.NET more than 2 years ago. In case you haven't checked it out it's a code-sharing site where you can post some code, assign a title and syntax scheme to it and then share it with others via a short URL. The idea is super simple and it's not the first time this has been done, but it's focused on Microsoft languages and caters to that crowd. Show your own code from the Web There's another feature that I tweeted about recently that's been there for some time, but is not used very much: CodePaste.NET has the ability to show raw text based code from a URL on the Web in syntax colored format for any of the formats provided. I use this all the time with code links to my Subversion repository which only displays code as plain text. Using CodePaste.NET allows me to show syntax colored versions of the same code. For example I can go from this URL: http://www.west-wind.com:8080/svn/WestwindWebToolkit/trunk/Westwind.Utilities/SupportClasses/PropertyBag.cs To a nicely colored source code view at this Url: http://codepaste.net/ShowUrl?url=http%3A%2F%2Fwww.west-wind.com%3A8080%2Fsvn%2FWestwindWebToolkit%2Ftrunk%2FWestwind.Utilities%2FSupportClasses%2FPropertyBag.cs&Language=C%23 which looks like this:   Use the Form or access URLs directly To get there navigate to the Web Code icon on the CodePaste.NET site and paste your original URL and select a language to display: The form creates a link shown above which has two query string parameters: url - The URL for the raw text on the Web language -  The code language used for syntax highlighting Note that parameters must be URL encoded to work especially the # in C# because otherwise the # will be interpreted by the browser as a hash tag to jump to in the target URL. The URL must be Web accessible so that CodePaste can download it and then apply the syntax coloring. It doesn't work with localhost urls for example. The code returned must be returned in plain text - HTML based text doesn't work. Hope some of you find this a useful feature. Enjoy…© Rick Strahl, West Wind Technologies, 2005-2011Posted in .NET   Tweet (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • What is the usage of Splay Trees in the real world?

    - by Meena
    I decided to learn about balanced search trees, so I picked 2-3-4 and splay trees. What are the examples of splay trees usage in the real world? In this Cornell: http://www.cs.cornell.edu/courses/cs3110/2009fa/recitations/rec-splay.html I read that splay trees are 'A good example is a network router'. But from rest of the explanation seams like network routers use hash tables and not splay trees since the lookup time is constant instead of O(log n).

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  • New book in the style of Advanced Programming Language Design by R. A. Finkel [closed]

    - by mfellner
    I am currently researching visual programming language design for a university paper and came across Advanced Programming Language Design by Raphael A. Finkel from 1996. Other, older discussions in the same vein on Stackoverflow have mentioned Language Implementation Patterns by Terence Parr and Programming Language Pragmatics* by Michael L. Scott. I was wondering if there is even more (and especially up-to-date) literature on the general topic of programming language design. *) http://www.cs.rochester.edu/~scott/pragmatics/

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  • Which points should be covered in basic Bachelors' level C++ course?

    - by Gulshan
    I have a young lecturer friend who is going to take the C++ course for the bachelors' degree in CS. He asked me for some suggestions regarding how the course should be organized. Now I am asking you. I have seen many trends in universities which leads to a nasty experience of C++. So, please suggest from a professional programmer's point of view. For your information, the students going to take the course, have taken course like "Introduction to programming with C" in previous semester.

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  • How do I check user's unlocked achievement and leaderboard scores via GPG plugin

    - by noob
    I need to load user's achievement and their scores from leaderboard in my game. But the Social.LoadScore() and Social.LoadAchievements() both returns a 0 size array in callback. When I checked the implementation in Google Play Gaming's PlayGamePlatform.cs, both the method has this summary - Not implemented yet. Calls the callback with an empty list. So my question is How do I get this data in Unity? Has anyone tried any other method to get the data?

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  • Defensive Programming Techniques.

    - by Pemdas
    I was attempting to identify an element of software engineering that I think is overlooked, not emphasized or not taught in typical undergraduate course work for CS or SE. What I came up is the concept of defensive programing. I would like to hear the communities options on defensive program and/or specific techniques that you use on a regular basis. Also, I would to know if there are any language specific techniques.

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