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  • Pygame Import Error, Python 3.2

    - by Treb Nicholas
    I'm having an issue with the Pygame module. I run Python 3.2 and installed the respective Pygame file, but now when I try to import it in the IDLE, it gives me this error: import pygame Traceback (most recent call last): File "", line 1, in import pygame File "C:\Python32\lib\site-packages\pygame__init__.py", line 95, in from pygame.base import * ImportError: DLL load failed: %1 is not a valid Win32 application. Any help will be appreciated.

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  • Game Engine that allows for objects being placed in-game

    - by user185812
    I am looking for a game engine with multiplayer support that allows for players to place objects in the terrain. (eg. in TF2 one can place teleporters, etc...or in minecraft one can place blocks). I don't need the placeable objects to be interactive like in TF2, but I just need an engine that won't make me code this from scratch. I have decent knowledge of Python, PHP, HTML, C++ and C# (and a small knowledge of Lua scripting, although I have only been at it for a few months) so I should be able to handle most engines. So far I have looked at UDK and Cryengine, and wasn't thrilled with either.

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  • Issue 15: SVP Focus

    - by rituchhibber
         SVP FOCUS FOCUS -- Chris Baker SVP Oracle Worldwide ISV-OEM-Java Sales Chris Baker is the Global Head of ISV/OEM Sales responsible for working with ISV/OEM partners to maximise Oracle's business through those partners, whilst maximising those partners’ business to their end users. Chris works with partners, customers, innovators, investors and employees to develop innovative business solutions using Oracle products, services and skills. RESOURCES -- Oracle PartnerNetwork (OPN) OPN Solutions Catalog Oracle Exastack Program Oracle Exastack Optimized Oracle Cloud Computing Oracle Engineered Systems Oracle and Java SUBSCRIBE FEEDBACK PREVIOUS ISSUES "By taking part in marketing activities, our partners accelerate their sales cycles." -- Firstly, could you please explain Oracle's current strategy for ISV partners, globally and in EMEA? Oracle customers use independent software vendor (ISV) applications to run their businesses. They use them to generate revenue and to fulfil obligations to their own customers. Our strategy is very straight-forward. We want all of our ISV partners and OEMs to concentrate on the things that they do the best—building applications to meet the unique industry and functional requirements of their customer. We want to ensure that we deliver a best-in-class application platform so ISVs are free to concentrate their effort on their application functionality and user experience We invest over four billion dollars in research and development every year, and we want our ISVs to benefit from all of that investment in operating systems, virtualisation, databases, middleware, engineered systems, and other hardware. By doing this, we help them to reduce their costs, gain more consistency and agility for quicker implementations, and also rapidly differentiate themselves from other application vendors. It's all about simplification because we believe that around 25 to 30 percent of the development costs incurred by many ISVs are caused by customising infrastructure and have nothing to do with their applications. Our strategy is to enable our ISV partners to standardise their application platform using engineered architecture, so they can write once to the Oracle stack and deploy seamlessly in the cloud, on-premise, or in hybrid deployments. It's really important that architecture is the same in order to keep cost and time overheads at a minimum, so we provide standardisation and an environment that enables our ISVs to concentrate on the core business that makes them the most money and brings them success. How do you believe this strategy is helping the ISVs to work hand-in-hand with Oracle to ensure that end customers get the industry-leading solutions that they need? We work with our ISVs not just to help them be successful, but also to help them market themselves. We have something called the 'Oracle Exastack Ready Program', which enables ISVs to publicise themselves as 'Ready' to run the core software platforms that run on Oracle's engineered systems including Exadata and Exalogic. So, for example, they can become 'Database Ready' which means that they use the latest version of Oracle Database and therefore can run their application without modification on Exadata or the Oracle Database Appliance. Alternatively, they can become WebLogic Ready, Oracle Linux Ready and Oracle Solaris Ready which means they run on the latest release and therefore can run their application, with no new porting work, on Oracle Exalogic. Those 'Ready' logos are important in helping ISVs advertise to their customers that they are using the latest technologies which have been fully tested. We now also have Exadata Ready and Exalogic Ready programmes which allow ISVs to promote the certification of their applications on these platforms. This highlights these partners to Oracle customers as having solutions that run fluently on the Oracle Exadata Database Machine, the Oracle Exalogic Elastic Cloud or one of our other engineered systems. This makes it easy for customers to identify solutions and provides ISVs with an avenue to connect with Oracle customers who are rapidly adopting engineered systems. We have also taken this programme to the next level in the shape of 'Oracle Exastack Optimized' for partners whose applications run best on the Oracle stack and have invested the time to fully optimise application performance. We ensure that Exastack Optimized partner status is promoted and supported by press releases, and we help our ISVs go to market and differentiate themselves through the use of our technology and the standardisation it delivers. To date we have had several hundred organisations successfully work through our Exastack Optimized programme. How does Oracle's strategy of offering pre-integrated open platform software and hardware allow ISVs to bring their products to market more quickly? One of the problems for many ISVs is that they have to think very carefully about the technology on which their solutions will be deployed, particularly in the cloud or hosted environments. They have to think hard about how they secure these environments, whether the concern is, for example, middleware, identity management, or securing personal data. If they don't use the technology that we build-in to our products to help them to fulfil these roles, they then have to build it themselves. This takes time, requires testing, and must be maintained. By taking advantage of our technology, partners will now know that they have a standard platform. They will know that they can confidently talk about implementation being the same every time they do it. Very large ISV applications could once take a year or two to be implemented at an on-premise environment. But it wasn't just the configuration of the application that took the time, it was actually the infrastructure - the different hardware configurations, operating systems and configurations of databases and middleware. Now we strongly believe that it's all about standardisation and repeatability. It's about making sure that our partners can do it once and are then able to roll it out many different times using standard componentry. What actions would you recommend for existing ISV partners that are looking to do more business with Oracle and its customer base, not only to maximise benefits, but also to maximise partner relationships? My team, around the world and in the EMEA region, is available and ready to talk to any of our ISVs and to explore the possibilities together. We run programmes like 'Excite' and 'Insight' to help us to understand how we can help ISVs with architecture and widen their environments. But we also want to work with, and look at, new opportunities - for example, the Machine-to-Machine (M2M) market or 'The Internet of Things'. Over the next few years, many millions, indeed billions of devices will be collecting massive amounts of data and communicating it back to the central systems where ISVs will be running their applications. The only way that our partners will be able to provide a single vendor 'end-to-end' solution is to use Oracle integrated systems at the back end and Java on the 'smart' devices collecting the data—a complete solution from device to data centre. So there are huge opportunities to work closely with our ISVs, using Oracle's complete M2M platform, to provide the infrastructure that enables them to extract maximum value from the data collected. If any partners don't know where to start or who to contact, then they can contact me directly at [email protected] or indeed any of our teams across the EMEA region. We want to work with ISVs to help them to be as successful as they possibly can through simplification and speed to market, and we also want all of the top ISVs in the world based on Oracle. What opportunities are immediately opened to new ISV partners joining the OPN? As you know OPN is very, very important. New members will discover a huge amount of content that instantly becomes accessible to them. They can access a wealth of no-cost training and enablement materials to build their expertise in Oracle technology. They can download Oracle software and use it for development projects. They can help themselves become more competent by becoming part of a true community and uncovering new opportunities by working with Oracle and their peers in the Oracle Partner Network. As well as publishing massive amounts of information on OPN, we also hold our global Oracle OpenWorld event, at which partners play a huge role. This takes place at the end of September and the beginning of October in San Francisco. Attending ISV partners have an unrivalled opportunity to contribute to elements such as the OpenWorld / OPN Exchange, at which they can talk to other partners and really begin thinking about how they can move their businesses on and play key roles in a very large ecosystem which revolves around technology and standardisation. Finally, are there any other messages that you would like to share with the Oracle ISV community? The crucial message that I always like to reinforce is architecture, architecture and architecture! The key opportunities that ISVs have today revolve around standardising their architectures so that they can confidently think: "I will I be able to do exactly the same thing whenever a customer is looking to deploy on-premise, hosted or in the cloud". The right architecture is critical to being competitive and to really start changing the game. We want to help our ISV partners to do just that; to establish standard architecture and to seize the opportunities it opens up for them. New market opportunities like M2M are enormous - just look at how many devices are all around you right now. We can help our partners to interface with these devices more effectively while thinking about their entire ecosystem, rather than just the piece that they have traditionally focused upon. With standardised architecture, we can help people dramatically improve their speed, reach, agility and delivery of enhanced customer satisfaction and value all the way from the Java side to their centralised systems. All Oracle ISV partners must take advantage of these opportunities, which is why Oracle will continue to invest in and support them. Oracle OpenWorld 2010 Whether you attended Oracle OpenWorld 2009 or not, don't forget to save the date now for Oracle OpenWorld 2010. The event will be held a little earlier next year, from 19th-23rd September, so please don't miss out. With thousands of sessions and hundreds of exhibits and demos already lined up, there's no better place to learn how to optimise your existing systems, get an inside line on upcoming technology breakthroughs, and meet with your partner peers, Oracle strategists and even the developers responsible for the products and services that help you get better results for your end customers. Register Now for Oracle OpenWorld 2010! Perhaps you are interested in learning more about Oracle OpenWorld 2010, but don't wish to register at this time? Great! Please just enter your contact information here and we will contact you at a later date. How to Exhibit at Oracle OpenWorld 2010 Sponsorship Opportunities at Oracle OpenWorld 2010 Advertising Opportunities at Oracle OpenWorld 2010 -- Back to the welcome page

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  • Oracle Unveils Oracle Fusion Tap for the iPad

    - by Richard Lefebvre
    Oracle Fusion Tap: Productivity Amplified Anywhere, Anytime Oracle today announced the availability of Oracle Fusion Tap, a native iPad application that redefines the level of productivity users can achieve while on-the-go.   Oracle Fusion Tap runs off cloud-based enterprise applications and across Oracle Application Cloud Services, requiring only one simple Apple App Store installation.   Automatically personalized to each user, Oracle Fusion Tap gives users exactly what they need at their fingertips and provides the long-sought, key functionalities to remain productive and to keep business moving, even when away from the desk.   Designed specifically for the iPad and the mobile workforce, Oracle Fusion Tap provides access with or without an Internet connection.   By grouping functional capabilities into three core areas of "connect," "analyze," and "work," users can easily and directly connect with what they need in the app, complete activities, and move on.   As organizations strive for a lean and agile workforce, Oracle Fusion Tap helps users find and make connections with the right people at the right time, obtaining answers to questions quickly and removing roadblocks faster.   Oracle Fusion Tap also provides users with secure access to actionable performance indicators and day-to-day management of their workforce and sales force automation. Supporting Quotes "Both the enterprise and technology providers must recognize the need to innovate and adapt for the increasing mobility of the workforce—not just for sales teams, but across the organization," said Carter Lusher, Research Fellow and Chief Analyst of Enterprise Applications Ecosystem, Ovum. "A mobile application that quickly and powerfully allows employees to make connections, analyze data, and complete activities at any time and wherever they may be located drives new levels of business value and enhances efficiency. Frankly, mobile access is no longer a 'nice to have' but a 'must have.'"   "The mobile workforce is a business reality, and Oracle Fusion Tap is an example of how Oracle delivers mobile and cloud innovations that fundamentally improve productivity and how we work," said Chris Leone, Senior Vice President of Application Development, Oracle. "With Oracle Fusion Tap users will have an all-in-one, easily extensible app that puts mission-critical data and colleague connection at their fingertips." Supporting Resources Oracle Fusion Tap Oracle Fusion Tap on App Store Oracle Fusion Tap YouTube Video Oracle CRM on Social Media @OracleCRM OracleCRM on Facebook OracleCRM on YouTube

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  • Oracle CloudWorld: Social, Mobile, Complete.

    - by Dana Singleterry
    Mobile, social, and cloud are redefining how business gets done. Discover what your company can do to take advantage of these new opportunities and gain a competitive advantage at Oracle CloudWorld. Experience insightful keynotes, real-world case studies, in-depth Q&A sessions, hands-on demos, face-to-face networking, and dedicated tracks for different audiences.In one day, you'll learn how Oracle Cloud can transform your organization. View Streams and Sessions. First event is coming soon: Dubai, UAE, January 15 followed by Los Angeles, US, January 29. Check out all the events around the world and find one that fits your schedule. Register Now!

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  • Oracle CloudWorld: Social, Mobile, Complete.

    - by Dana Singleterry
    Mobile, social, and cloud are redefining how business gets done. Discover what your company can do to take advantage of these new opportunities and gain a competitive advantage at Oracle CloudWorld. Experience insightful keynotes, real-world case studies, in-depth Q&A sessions, hands-on demos, face-to-face networking, and dedicated tracks for different audiences. In one day, you'll learn how Oracle Cloud can transform your organization. View Streams and Sessions. First event is coming soon: Dubai, UAE, January 15 followed by Los Angeles, US, January 29. Check out all the events around the world and find one that fits your schedule. Register Now!

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  • Tech-Ed 2012 North America &ndash; meet me there!

    - by Nikita Polyakov
    I’m excited to be near home in Orlando, FL next week for Tech-Ed 2012 NA. Here are the times you can come chat with me about the Windows Phone topics at the TLC stations in the main expo hall: Monday 7:00pm - 9:00pm Tuesday 12:30pm - 3:30pm Wednesday  12:30pm - 3:30pm Thursday 10:30am - 12:30pm This year I will be attending many new sessions on topics such as System Center 2012 and SharePoint. These topics are exciting and useful for me as part of my new role at Tribridge, in fact this trip is sponsored by Concerto Cloud Services where I am an Cloud Applications Engineer. Also, grab the Nikita application it should be updated just in time so you can have this schedule in your pocket :)

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  • Algorithm for spreading labels in a visually appealing and intuitive way

    - by mac
    Short version Is there a design pattern for distributing vehicle labels in a non-overlapping fashion, placing them as close as possible to the vehicle they refer to? If not, is any of the method I suggest viable? How would you implement this yourself? Extended version In the game I'm writing I have a bird-eye vision of my airborne vehicles. I also have next to each of the vehicles a small label with key-data about the vehicle. This is an actual screenshot: Now, since the vehicles could be flying at different altitudes, their icons could overlap. However I would like to never have their labels overlapping (or a label from vehicle 'A' overlap the icon of vehicle 'B'). Currently, I can detect collisions between sprites and I simply push away the offending label in a direction opposite to the otherwise-overlapped sprite. This works in most situations, but when the airspace get crowded, the label can get pushed very far away from its vehicle, even if there was an alternate "smarter" alternative. For example I get: B - label A -----------label C - label where it would be better (= label closer to the vehicle) to get: B - label label - A C - label EDIT: It also has to be considered that beside the overlapping vehicles case, there might be other configurations in which vehicles'labels could overlap (the ASCII-art examples show for example three very close vehicles in which the label of A would overlap the icon of B and C). I have two ideas on how to improve the present situation, but before spending time implementing them, I thought to turn to the community for advice (after all it seems like a "common enough problem" that a design pattern for it could exist). For what it's worth, here's the two ideas I was thinking to: Slot-isation of label space In this scenario I would divide all the screen into "slots" for the labels. Then, each vehicle would always have its label placed in the closest empty one (empty = no other sprites at that location. Spiralling search From the location of the vehicle on the screen, I would try to place the label at increasing angles and then at increasing radiuses, until a non-overlapping location is found. Something down the line of: try 0°, 10px try 10°, 10px try 20°, 10px ... try 350°, 10px try 0°, 20px try 10°, 20px ...

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  • As a game developer, which data structure use for develop the game? [duplicate]

    - by Rizwanabbasi
    This question already has an answer here: When should vector/list be used? 5 answers We are developing a game for bank robbery. The game plots a bank robbery. Lots of people witness that robbery. Our game will load the lists of suspected offenders while the players (witnesses) will have to identify the offenders of this robbery. Game should load list of offenders to identify the one as quickly as possible. Admin can add/remove offenders in the lists and two or more lists of offenders can also be merged into one (to show it to the player). As a game developer, which data structure we should use for develop the game? Justify your selection with solid arguments. Remember the most critical requirement is that the list should load super fast.

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  • GLSL subroutine not being used

    - by amoffat
    I'm using a gaussian blur fragment shader. In it, I thought it would be concise to include 2 subroutines: one for selecting the horizontal texture coordinate offsets, and another for the vertical texture coordinate offsets. This way, I just have one gaussian blur shader to manage. Here is the code for my shader. The {{NAME}} bits are template placeholders that I substitute in at shader compile time: #version 420 subroutine vec2 sample_coord_type(int i); subroutine uniform sample_coord_type sample_coord; in vec2 texcoord; out vec3 color; uniform sampler2D tex; uniform int texture_size; const float offsets[{{NUM_SAMPLES}}] = float[]({{SAMPLE_OFFSETS}}); const float weights[{{NUM_SAMPLES}}] = float[]({{SAMPLE_WEIGHTS}}); subroutine(sample_coord_type) vec2 vertical_coord(int i) { return vec2(0.0, offsets[i] / texture_size); } subroutine(sample_coord_type) vec2 horizontal_coord(int i) { //return vec2(offsets[i] / texture_size, 0.0); return vec2(0.0, 0.0); // just for testing if this subroutine gets used } void main(void) { color = vec3(0.0); for (int i=0; i<{{NUM_SAMPLES}}; i++) { color += texture(tex, texcoord + sample_coord(i)).rgb * weights[i]; color += texture(tex, texcoord - sample_coord(i)).rgb * weights[i]; } } Here is my code for selecting the subroutine: blur_program->start(); blur_program->set_subroutine("sample_coord", "vertical_coord", GL_FRAGMENT_SHADER); blur_program->set_int("texture_size", width); blur_program->set_texture("tex", *deferred_output); blur_program->draw(); // draws a quad for the fragment shader to run on and: void ShaderProgram::set_subroutine(constr name, constr routine, GLenum target) { GLuint routine_index = glGetSubroutineIndex(id, target, routine.c_str()); GLuint uniform_index = glGetSubroutineUniformLocation(id, target, name.c_str()); glUniformSubroutinesuiv(target, 1, &routine_index); // debugging int num_subs; glGetActiveSubroutineUniformiv(id, target, uniform_index, GL_NUM_COMPATIBLE_SUBROUTINES, &num_subs); std::cout << uniform_index << " " << routine_index << " " << num_subs << "\n"; } I've checked for errors, and there are none. When I pass in vertical_coord as the routine to use, my scene is blurred vertically, as it should be. The routine_index variable is also 1 (which is weird, because vertical_coord subroutine is the first listed in the shader code...but no matter, maybe the compiler is switching things around) However, when I pass in horizontal_coord, my scene is STILL blurred vertically, even though the value of routine_index is 0, suggesting that a different subroutine is being used. Yet the horizontal_coord subroutine explicitly does not blur. What's more is, whichever subroutine comes first in the shader, is the subroutine that the shader uses permanently. Right now, vertical_coord comes first, so the shader blurs vertically always. If I put horizontal_coord first, the scene is unblurred, as expected, but then I cannot select the vertical_coord subroutine! :) Also, the value of num_subs is 2, suggesting that there are 2 subroutines compatible with my sample_coord subroutine uniform. Just to re-iterate, all of my return values are fine, and there are no glGetError() errors happening. Any ideas?

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  • Pathfinding Java library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running AStar in Java, but for fancier stuff like DStar I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • Where do I place XNA content pipeline references?

    - by Zabby Wabby
    I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of .xml file I want to read. Here's the issue. I am trying to handle the reading of all XML content through use of an XMLHandler object that uses the intermediate deserializer. Any time reading of such data is required, the appropriate method within this object would be called. So, as a simple example, something like this would occur when a character levels: public Spell LevelUp(int levelAchived) { XMLHandler.FindSkillsForLevel(levelAchived); } This method would then read the proper .xml file, sending back the spell for the character to learn. However, the XMLHandler is having issues even being created. I cannot get it to use the using namespace of Microsoft.Xna.Framework.Content.Pipeline. I get an error on my using statement in the XMLHandler class: using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate; The error is a typical reference error: Type or namespace name "'Pipeline' does not exist in the namespace 'Microsoft.Xna.Framework.Content' (are you missing an assembly reference?)" I THINK this is because this namespace is already referenced in my game's content. I would really have no issue placing this object within my game's content (since that is ALL it deals with anyways), but the Content project does not seem capable of holding anything but content files. In summary, I need to use the Intermediate Deserializer in my main project's logic, but, as far as I can make out, I can't safely reference the associated namespace for it outside of the game's content. I'm not a terribly well-versed programmer, so I may be just missing some big detail I've never learned here. How can I make this object accessible for all projects within the solution? I will gladly post more information if needed!

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  • How can I use multiple meshes per entity without breaking one component of a single type per entity?

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • Can i make money with my Android Engine or should I focus on game-making?

    - by Roger Travis
    I have dedicated past few month to developing my own android 2d engine. You can see its description, demo and tutorials here http://www.aboxengine.com/ ( jar files will be up in a day or two ). While working on the engine I believed it to be better then most available alternatives ( such as andengine, etc. ) and that people would love to use it in their games and, hopefully, would give me some royalties. Yet as I started posting about my engine on other forums, it start looking like people are only interested in free/opensource engines. Based on your experience, what do you think, is there some way for me to make money with that engine or should I forget about selling it and more focus on making games with it myself? Thanks!

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  • How to draw image in memory manually in pyglet?

    - by Mossen
    In pyglet, I want to create an image buffer in memory, then set the bytes manually, then draw it. I tried making a 3x3 red square like this in my draw() function: imageData = pyglet.image.ImageData(3, 3, 'RGB', [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0 ]) imageData.blit(10, 10) ...but at runtime, Python complains: ctypes.ArgumentError: argument 9: <type 'exceptions.TypeError'>: wrong type Is this the right approach? Am I missing a step? How can I fix this?

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  • Block With Given ID Does Not Exist - Minecraft Mod

    - by inixsoftware
    I have tried to make my own Minecraft Block using Forge, but for some reason, when I use /give Playerxxx 1000 1 the game says, There is no block with id '1000' My Block Code: package net.minecraft.blockr; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class Basalt extends Block { public Basalt(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); } } Mod code: package net.minecraft.blockr; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; import net.minecraft.block.Block; import net.minecraft.block.material.Material; @Mod(modid="blockr", name="Blockr Mod", version="PreAlpha v0.0.1") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class BlockrMod { public static Block basalt; @Init public void load() { basalt = new Basalt(1000, Material.ground).setUnlocalizedName("basalt"); GameRegistry.registerBlock(basalt, basalt.getUnlocalizedName()); LanguageRegistry.addName(basalt, "Basalt Block"); } public String getVersion() { return "0.0.1"; } } What exactly is going wrong? My package is blockr (as my mod is called blockr) I know my mod was loaded as I see in Forge under Mods I see my mod

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  • Issue with distinguishing levels in isometric game

    - by Konrad
    I'm working on an isometric game however I am having trouble visually distinguishing between levels in the game. Take the example below, the first image shows concrete blocks at ground level and the following images show an attempt to build a few blocks a level above. As you can see the level above is visually swallowed the one below. I've tried shading to make lower levels darker with respect to camera, but this doesn't work that well.. any ideas?

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  • Is it possible to do freelancing with 3dsmax?

    - by Mirror51
    I am learning 3dsmax architecture for building models of houses. Is it possible to do freelancing with house modelling thing? For various reasons I have to stay at home. So I was wondering if I can earn some money by making some house models for someone. I really don't know how this works but may be someone can give some ideas. Would I need to go to construction or real estate companies and ask them if they want something like this?

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  • Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

    - by Patryk
    I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only one object of this class (or maybe make it a Singleton - this is not so important). The hardest part for me is whether the closedSet and openedSet should be attached to objects that can find the path for them or should be stored in pathfinder class ? I am opened to any hints and critique whatsoever. What is the best practice considering pathfinding in terms of design ?

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  • How do I set a touch listener in a child scene in AndEngine?

    - by Siddharth
    In my game, I want to implement touch listener for my child scene objects. Basically I tried all the possible way to implement this that I have usually done for my normal scenes, but those methods do not work here. Could somebody provide some guidance for setting touch area listener in child scene? Here is my code: menuScene.setTouchAreaBindingEnabled(true); menuScene.registerTouchArea(resumeButtonSprite); menuScene.registerTouchArea(retryButtonSprite); menuScene.registerTouchArea(exitButtonSprite); menuScene.setOnAreaTouchListener(new IOnAreaTouchListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, ITouchArea pTouchArea, float pTouchAreaLocalX, float pTouchAreaLocalY) { System.out.println("Touch"); return true; } }); In this code, menuScene was a child scene activity. Also after research I found that my engine was stopped while the child scene was activated so the touch event is not detected. I want to implement a pause menu in my game so any desirable solution for a pause menu implementation would help.

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • Get Unity to read in objects name without the need to hard code

    - by N0xus
    I'm trying to get away from having to hard code in the names of objects I want my code to use. For example, I'm use to do it this way: TextAsset test = new TextAsset(); test = (TextAsset)Resources.Load("test.txt", typeof(TextAsset)); What I want to know, is there a way to have so that when I drag my test.txt file onto my object in Unity, my code automatically gets the name of that object? I'm wanting to do this so once I write the code, I don't need to back in and change it should I wish re-use it.

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  • Importing an object from Blender into a scene, rotation on X axis?

    - by Arne
    This is my situation: I save the scene with blender no export with any processing steps. Blender has x right y up -z into the scene for the view coordinates (OpenGL) I have x right y up -z into the scene for the view coordinates (OpenGl) Bleneder has x/y plane and z up as world coordinates I have x/y plane and z up as world coordinates I load the mesh with assimp directly from the blend file with absolutely no post processing. The object is rotated abount p/2 on the x-axis. Why?

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  • XNA extending an existing Content type

    - by Maarten
    We are doing a game in XNA that reacts to music. We need to do some offline processing of the music data and therefore we need a custom type containing the Song and some additional data: // Project AudioGameLibrary namespace AudioGameLibrary { public class GameTrack { public Song Song; public string Extra; } } We've added a Content Pipeline extension: // Project GameTrackProcessor namespace GameTrackProcessor { [ContentSerializerRuntimeType("AudioGameLibrary.GameTrack, AudioGameLibrary")] public class GameTrackContent { public SongContent SongContent; public string Extra; } [ContentProcessor(DisplayName = "GameTrack Processor")] public class GameTrackProcessor : ContentProcessor<AudioContent, GameTrackContent> { public GameTrackProcessor(){} public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context), Extra = "Some extra data" // Here we can do our processing on 'input' }; } } } Both the Library and the Pipeline extension are added to the Game Solution and references are also added. When trying to use this extension to load "gametrack.mp3" we run into problems however: // Project AudioGame protected override void LoadContent() { AudioGameLibrary.GameTrack gameTrack = Content.Load<AudioGameLibrary.GameTrack>("gametrack"); MediaPlayer.Play(gameTrack.Song); } The error message: Error loading "gametrack". File contains Microsoft.Xna.Framework.Media.Song but trying to load as AudioGameLibrary.GameTrack. AudioGame contains references to both AudioGameLibrary and GameTrackProcessor. Are we maybe missing other references? EDIT Selecting the correct content processor helped, it loads the audio file correctly. However, when I try to process some data, e.g: public override GameTrackContent Process(AudioContent input, ContentProcessorContext context) { int count = input.Data.Count; // With this commented out it works fine return new GameTrackContent() { SongContent = new SongProcessor().Process(input, context) }; } It crashes with the following error: Managed Debugging Assistant 'PInvokeStackImbalance' has detected a problem in 'C:\Users\Maarten\Documents\Visual Studio 2010\Projects\AudioGame\DebugPipeline\bin\Debug\DebugPipeline.exe'. Additional Information: A call to PInvoke function 'Microsoft.Xna.Framework.Content.Pipeline!Microsoft.Xna.Framework.Content.Pipeline.UnsafeNativeMethods+AudioHelper::OpenAudioFile' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature. Information from logger right before crash: Using "BuildContent" task from assembly "Microsoft.Xna.Framework.Content.Pipel ine, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553". Task "BuildContent" Building gametrack.mp3 -> bin\x86\Debug\Content\gametrack.xnb Rebuilding because asset is new Importing gametrack.mp3 with Microsoft.Xna.Framework.Content.Pipeline.Mp3Imp orter Im experiencing exactly this: http://forums.create.msdn.com/forums/t/75996.aspx

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  • Mesa library vs Hardware accelerated OpenGL for my executable - it's just a linking problem?

    - by user827992
    Supposing that i have my program that is targeting a specific OpenGL version, let's say the 3.0, now i want to produce an executable that will support the software rendering with Mesa and another executable that will support the Hardware accelerated context, i can use the same source code for both without expecting any issues ? In another words, the instrunctions in this libraries are the same for my linking purpose ?

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