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  • Ubuntu 9.10 RSA authentication: ssh fails, filezilla runs fine

    - by MariusPontmercy
    This is quite a mistery for me. I usually use passwordless RSA authentication to login into my remote *nix servers with ssh and sftp. Never had any problem until now. I cannot connect to an Ubuntu 9.10 machine: user@myclient$ ssh -i .ssh/Ganymede_key [email protected] [...] debug1: Host 'ganymede.server.com' is known and matches the RSA host key. debug1: Found key in /home/user/.ssh/known_hosts:14 debug2: bits set: 494/1024 debug1: ssh_rsa_verify: signature correct debug2: kex_derive_keys debug2: set_newkeys: mode 1 debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug2: set_newkeys: mode 0 debug1: SSH2_MSG_NEWKEYS received debug1: SSH2_MSG_SERVICE_REQUEST sent debug2: service_accept: ssh-userauth debug1: SSH2_MSG_SERVICE_ACCEPT received debug2: key: .ssh/Ganymede_key (0xb96a0ef8) debug2: key: .ssh/Ganymede_key ((nil)) debug1: Authentications that can continue: publickey,password,keyboard-interactive debug1: Next authentication method: publickey debug1: Offering public key: .ssh/Ganymede_key debug2: we sent a publickey packet, wait for reply debug1: Authentications that can continue: publickey,password,keyboard-interactive debug1: Trying private key: .ssh/Ganymede_key debug1: read PEM private key done: type RSA debug2: we sent a publickey packet, wait for reply debug1: Authentications that can continue: publickey,password,keyboard-interactive debug2: we did not send a packet, disable method debug1: Next authentication method: keyboard-interactive debug2: userauth_kbdint debug2: we sent a keyboard-interactive packet, wait for reply debug2: input_userauth_info_req debug2: input_userauth_info_req: num_prompts 1 Then it falls back to password authentication. If I disable password authentication on the remote machine my connection attempt just fails with a "Permission denied (publickey)." state. Same thing for sftp from command line. The "funny" thing is that the exact same RSA key works like a charm with a Filezilla sftp session instead: 12:08:00 Trace: Offered public key from "/home/user/.filezilla/keys/Ganymede_key" 12:08:00 Trace: Offer of public key accepted, trying to authenticate using it. 12:08:01 Trace: Access granted 12:08:01 Trace: Opened channel for session 12:08:01 Trace: Started a shell/command 12:08:01 Status: Connected to ganymede.server.com 12:08:02 Trace: CSftpControlSocket::ConnectParseResponse() 12:08:02 Trace: CSftpControlSocket::ResetOperation(0) 12:08:02 Trace: CControlSocket::ResetOperation(0) 12:08:02 Status: Retrieving directory listing... 12:08:02 Trace: CSftpControlSocket::SendNextCommand() 12:08:02 Trace: CSftpControlSocket::ChangeDirSend() 12:08:02 Command: pwd 12:08:02 Response: Current directory is: "/root" 12:08:02 Trace: CSftpControlSocket::ResetOperation(0) 12:08:02 Trace: CControlSocket::ResetOperation(0) 12:08:02 Trace: CSftpControlSocket::ParseSubcommandResult(0) 12:08:02 Trace: CSftpControlSocket::ListSubcommandResult() 12:08:02 Trace: CSftpControlSocket::ResetOperation(0) 12:08:02 Trace: CControlSocket::ResetOperation(0) 12:08:02 Status: Directory listing successful Any thoughts? M

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  • Ubuntu 9.10 RSA authentication: ssh fails, filezilla runs fine

    - by MariusPontmercy
    This is quite a mistery for me. I usually use passwordless RSA authentication to login into my remote *nix servers with ssh and sftp. Never had any problem until now. I cannot connect to an Ubuntu 9.10 machine: user@myclient$ ssh -i .ssh/Ganymede_key [email protected] [...] debug1: Host 'ganymede.server.com' is known and matches the RSA host key. debug1: Found key in /home/user/.ssh/known_hosts:14 debug2: bits set: 494/1024 debug1: ssh_rsa_verify: signature correct debug2: kex_derive_keys debug2: set_newkeys: mode 1 debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug2: set_newkeys: mode 0 debug1: SSH2_MSG_NEWKEYS received debug1: SSH2_MSG_SERVICE_REQUEST sent debug2: service_accept: ssh-userauth debug1: SSH2_MSG_SERVICE_ACCEPT received debug2: key: .ssh/Ganymede_key (0xb96a0ef8) debug2: key: .ssh/Ganymede_key ((nil)) debug1: Authentications that can continue: publickey,password,keyboard-interactive debug1: Next authentication method: publickey debug1: Offering public key: .ssh/Ganymede_key debug2: we sent a publickey packet, wait for reply debug1: Authentications that can continue: publickey,password,keyboard-interactive debug1: Trying private key: .ssh/Ganymede_key debug1: read PEM private key done: type RSA debug2: we sent a publickey packet, wait for reply debug1: Authentications that can continue: publickey,password,keyboard-interactive debug2: we did not send a packet, disable method debug1: Next authentication method: keyboard-interactive debug2: userauth_kbdint debug2: we sent a keyboard-interactive packet, wait for reply debug2: input_userauth_info_req debug2: input_userauth_info_req: num_prompts 1 Then it falls back to password authentication. If I disable password authentication on the remote machine my connection attempt just fails with a "Permission denied (publickey)." state. Same thing for sftp from command line. The "funny" thing is that the exact same RSA key works like a charm with a Filezilla sftp session instead: 12:08:00 Trace: Offered public key from "/home/user/.filezilla/keys/Ganymede_key" 12:08:00 Trace: Offer of public key accepted, trying to authenticate using it. 12:08:01 Trace: Access granted 12:08:01 Trace: Opened channel for session 12:08:01 Trace: Started a shell/command 12:08:01 Status: Connected to ganymede.server.com 12:08:02 Trace: CSftpControlSocket::ConnectParseResponse() 12:08:02 Trace: CSftpControlSocket::ResetOperation(0) 12:08:02 Trace: CControlSocket::ResetOperation(0) 12:08:02 Status: Retrieving directory listing... 12:08:02 Trace: CSftpControlSocket::SendNextCommand() 12:08:02 Trace: CSftpControlSocket::ChangeDirSend() 12:08:02 Command: pwd 12:08:02 Response: Current directory is: "/root" 12:08:02 Trace: CSftpControlSocket::ResetOperation(0) 12:08:02 Trace: CControlSocket::ResetOperation(0) 12:08:02 Trace: CSftpControlSocket::ParseSubcommandResult(0) 12:08:02 Trace: CSftpControlSocket::ListSubcommandResult() 12:08:02 Trace: CSftpControlSocket::ResetOperation(0) 12:08:02 Trace: CControlSocket::ResetOperation(0) 12:08:02 Status: Directory listing successful Any thoughts? M

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  • Setting Up GLFW3 in Visual Studio

    - by sm81095
    I decided a couple of days ago that I was going to start trying to develop games in C++ with OpenGL, instead of C# Monogame like I have been doing for a while. I was looking around for libraries to use, to make OpenGL a little easier to use. I settled on GLEW and GLFW. GLEW was a super easy copy/paste, but GLFW3 was not. After looking around for a while and fighting with CMake, I got the GLFW2.lib file created, and I added the additional include directories, library directories, and linked my program to the glfw3.lib file I just created. The problem is, I get these linker errors when I try to run or build my program: Error 1 error LNK2019: unresolved external symbol _glfwInit referenced in function _main C:\Codex Interactive\Projects\OGLTest\OGLTest\test.obj OGLTest Error 2 error LNK2019: unresolved external symbol _glfwTerminate referenced in function _main C:\Codex Interactive\Projects\OGLTest\OGLTest\test.obj OGLTest Error 3 error LNK2019: unresolved external symbol _glfwSetErrorCallback referenced in function _main C:\Codex Interactive\Projects\OGLTest\OGLTest\test.obj OGLTest and 10 other LNK2019 errors, all talking about some glfw method, as well as: Error 14 error LNK1120: 13 unresolved externals C:\Codex Interactive\Projects\OGLTest\Debug\OGLTest.exe 1 1 OGLTest at the very bottom of the error list. I've looked up most of these errors on their own, and the solutions that I find either do nothing to solve the problem, or are people commenting on how dumb people are for not being about to solve this linker problem. Any assistance to solve these errors would be greatly appreciated. Info: I built GLFW3 on Cmake for Visual Studio 11, 32 bit and 64 bit, and both threw the same errors. The only extra libraries I linked were opengl32.lib, glu32.lib, and glfw3.lib Here is the test code (from GLFW3's latest tutorial): Code

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  • XNA Notes 009

    - by George Clingerman
    This past week the MVPs (myself included) were on Microsoft campus for the MVP summit. So I apologize in advance if you did something cool or heard of something cool happening with XNA and XBLIGs and it’s not in my notes. I did my best to stay on top of things, but honestly this community is fast and furious with what it’s doing and creating. I really can’t keep up and that’s fantastic! But here’s what I *did* notice while I was there on Microsoft Campus (and I did make sure to point out to the XNA team several of these very cool happenings while I had their ears). Time Critical XNA News: The XNA team wants you to know that Dream Build Play registration is now open! http://blogs.msdn.com/b/xna/archive/2011/02/28/registration-now-open-for-dream-build-play-2011-challenge.aspx Join the XNA-UK create on March 24, 2011 at the Microsoft Tech Days Conference http://xna-uk.net/blogs/darkgenesis/archive/2011/02/27/join-the-xna-uk-crew-at-the-microsoft-tech-days-conference-on-24th-march-2011.aspx XNA Team: Shawn Hargreaves shares one of the coolest things that’s happened in the XNA community http://blogs.msdn.com/b/shawnhar/archive/2011/03/02/xbox-indies-pivot-view.aspx Nick Gravelyn continues his unique marketing/work prioritization strategy as he tries to get to 5,000 Pixel Man users before he makes Pixel Man 2 (and he’s almost there!) http://nickgravelyn.com/pixelman2/ XNA MVPs: A lot of the XNA MVPs were at the Microsoft MVP Summit 2011. Due to NDAs, most things can’t be shared, but I’m sure if you’re curious you could ask them about the general vibe and feeling they got from the team and the future of XNA/XBLIG and more. Catalin Zima and team release the free WP7 game Chickens Can Dream http://twitter.com/CatalinZima/statuses/41174062923390976 http://www.amusedsloth.com/2011/02/chickens-can-dream-is-live/ Charles Humphrey (NemoKrad) posts his March talk source and PowerPoint http://xna-uk.net/blogs/randomchaos/archive/2011/03/04/march-2011-talk-post-processing-framework.aspx XNA Developers: Michael B. McLaughlin posts about ANTS Memory Profile and creates a CheckMemoryAllocationGame sample (extremely useful if you’re looking to see how much memory some operation allocates!) http://geekswithblogs.net/mikebmcl/archive/2011/02/28/ants-memory-profiler-7.0-review.aspx http://geekswithblogs.net/mikebmcl/archive/2011/03/01/checkmemoryallocationgame-sample.aspx Andy Schatz (2009 IGF winner for Monaco) talking XNA at GDC 2011 http://www.gamasutra.com/view/news/33313/GDC_2011_Andy_Schatz_Ill_Make_My_Last_Game_When_I_Die.php Xbox LIVE Indie Games (XBLIG): Clover: A Curious Tale by BinaryTweed is coming as a Deal of the Week during St. Patricks Day http://majornelson.com/archive/2011/03/03/comingsoontothexboxlivemarketplacemarchthird.aspx Ska Studios away at GDC but still very post happy as always http://www.ska-studios.com/2011/03/02/swamped-picture-pack/ http://www.ska-studios.com/2011/02/28/the-february-showcase/ http://www.ska-studios.com/2011/02/25/good-morning-gato-51-smelling-the-roses/ Just Press Start interviews Matthew Mikuszewski of Darkwind Media about Blocks Indie http://justpressstart.net/?p=516 Gamergeddon Xbox Indie Game Round Up - February 27th http://www.gamergeddon.com/2011/02/27/xbox-indie-game-round-up-february-27th/ http://www.gamergeddon.com/category/xbox-360/indie-games/ GameMarx does a round up of all the Xbox Live Indie Game podcasts that are currently available http://www.gamemarx.com/news/2011/02/27/xbox-live-indie-game-podcasts.aspx GameMarx episode 11 http://www.gamemarx.com/video/the-show/26/ep-11-february-25-2011.aspx In perhaps what I feel is the most exciting news I’ve heard all week, Michael C. Neel (ViNull of GameMarx fame) re-launch XboxIndies.com! http://www.gamemarx.com/news/2011/03/01/the-relaunch-of-xboxindies-com.aspx http://xboxindies.com/ Armless Octopus shares a little of what they heard from Luke Schneider of Radiangames during his GDC 2011 talk http://www.armlessoctopus.com/2011/03/02/gdc-2011-luke-schneider-offers-insight-into-radiangames-success/ VVGindiecast Episode 1 with guests Derek Strickland(Mr_Deeke), Kris Steele(Kriswd40 from FunInfused Games) and Dave Voyles(From armlessoctopus.com) http://vvgtv.com/2011/02/25/vvgindiecast-xblig-podcast/ If you’re doing Xbox LIVE Indie Game Reviews get in touch with XboxIndies.com to get into their aggregated feed http://forums.create.msdn.com/forums/p/76931/467189.aspx#467189 B.U.T.T.O.N and Flotilla represented XNA very well at the Independent Games Festival (are there any more games entered that were created using XNA? Stand up and be heard!) http://www.igf.com/php-bin/entry2011.php?id=374 Armless Ocotopus interview at GDC 2011 with Soulcaster creator Ian Stocker http://www.armlessoctopus.com/2011/03/04/gdc-2011-interview-with-soulcaster-creator-ian-stocker/ MommysBestGames gets a nod in the DarkBasic newsletter where it features the Explosionade Editor (just do a search for Explosionade to get to the interesting bits!) http://www.thegamecreators.com/pages/newsletters/newsletter_issue_98.html You may be hearing the cries of FortressCraft (coming soon to XBLIG) being so wrong for stealing the idea from MineCraft. But did you know the the game MineCraft started from was an XNA game called Infiniminer? XNA is getting it’s fingers into EVERYTHING! http://www.minecraftwiki.net/wiki/Infiniminer XNA Development: TorqueX is NOT dead thanks to the tremendous efforts of the XNA Community working on the CEV (special thanks to @PinoEire for all his hard work on making that happen!) http://www.garagegames.com/community/blogs/view/20878 http://torquecev.com/ Dave Henry has posted XNA 3.x adding platformer start kit to the network game state management on his new site http://twitter.com/#!/mort8088/status/43407715908853760 http://mort8088.com/2011/03/03/xna-3-x-adding-platformer-starter-kit-to-network-game-state-management/ Mark Bamford releases XNAViewer 4.0, great for running XNA games inside of a Windows Form (for building level editors, etc.) http://twitter.com/#!/xzodia04/status/43466830412660736 http://xnaviewer.codeplex.com/ Unit testing an XNA game with Resharper and NUnit http://smnbss.wordpress.com/2011/02/28/planetx-unit-testing-an-xna-game-with-resharper-and-nunit-wp7-xbox-xna/ XNA for Silverlight developers: Part 5 - Input (touch + gestures) http://ht.ly/1bxwUE Mike McLaughlin shares a link he stumbled across for those looking to understand vector and matrix math http://twitter.com/#!/mikebmcl/status/42587074725036032 http://chortle.ccsu.edu/VectorLessons/vectorIndex.html DigitalRune Resources Pooling in XNA (Part 1) http://www.digitalrune.com/Support/Blog/tabid/719/EntryId/84/DigitalRune-Helper-Library-Resource-Pooling-in-XNA-Part-1.aspx JohnK “bobthecbuilder” released a new SunBurn Update that lowers the requirements for Windows Games http://twitter.com/#!/bobthecbuilder/status/43457306578522112 http://www.synapsegaming.com/blogs/johnk/archive/2011/03/03/sunburn-update-windows-redistributable.aspx Quick update on the Indiefreaks Game Framework v0.4 development status http://indiefreaks.com/2011/03/04/quick-update-on-igf-v0-4-development/

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  • XNA Notes 004

    - by George Clingerman
    The XNA community has been crazy busy again. It always make me fee like such a slacker collecting all of these notes as I see the tremendous output from people all over the world and it’s incredible and humbling. There are some amazingly skilled people working with XNA. On another not, I’m going to take a minute to get on my soapbox and say, if you are developing ANYTHING and are not using some sort of source/revision control, START IMMEDIATELY. This applies to teams of one. Projects for fun. And “I back up my hard drive” or “I use dropbox!” does NOT count as using source control. You’ll be doing yourself a HUGE favor if you find one, learn to use it and integrate it into your everyday workflow. I personally use Subversion. It’s hosted offsite at xp.dev.com and I use TortoiseSVN as my front end to interface with the repository. It’s simple and easy to use and has saved me from myself so many time. Honestly, get setup with some type of source control immediately. If you don’t understand how, grab another developer that does and have them walk you through setup and the basics of using it. Ok, I’m done. On to the notes… The XNA Team Only 14 days left to Submit XNA GS 3.1 Games! http://blogs.msdn.com/b/xna/archive/2011/01/24/14-days-left-to-submit-xna-gs-3-1-games-on-app-hub.aspx Shawn Hargreaves shares some great information on Exception Handling best practices on the XNA forums http://forums.create.msdn.com/forums/p/73333/448556.aspx#448556 http://blogs.msdn.com/b/ericlippert/archive/2008/09/10/vexing-exceptions.aspx XNA MVPs @CatalinZima gives us a peek at Chicken’s Can’t Fly http://www.amusedsloth.com/games/chickens-cant-fly/ Screen-space deformations in XNA for WP7 from Catalin Zima http://twitter.com/CatalinZima/statuses/30313083767357440 http://www.amusedsloth.com/2011/01/screen-space-deformations-in-xna-for-windows-phone-7/ XNA Developers Going to GDC? Don’t miss the XNA panel hosted by a plethora of well known XNA community names! http://forums.create.msdn.com/forums/p/73576/448842.aspx#448842 MasterBlud does an interview with @Xalterax http://twitter.com/MasterBlud/statuses/28510774812999680 http://www.xboxhornet.com/wordpress/?p=7102 Luke Schneider of Radiangames posts about The Radiangames Style http://radiangames.com/?p=532 Holmade Games had a “vote for the new playable character” poll going on for Hurdle Turtle this past week http://holmadegames.blogspot.com/2011/01/new-level-pack-vote-for-your-favorite.html IGF v0.1.0.0 release post mortem http://indiefreaks.com/2011/01/24/v0-1-0-0-release-post-mortem/ James an Super Dunner post Good Morning Gato #46 and a look at the Vampire Smile box art http://www.ska-studios.com/2011/01/21/good-morning-gato-46/ http://www.ska-studios.com/2011/01/20/vampire-smiles-digital-box-art/ Alfredo Di Napoli creates Cow Pong using XNA and F#! http://alfredodinapoli.wordpress.com/2011/01/25/cow-pong-a-simple-xna-game-in-f/ Xbox LIVE Indie Games Signed In Podcast posts Episode #61 http://www.signedinpodcast.com/?p=559 Gamergeddon posts the January 23rd edition of XBLIG Round Up http://www.gamergeddon.com/2011/01/23/xbox-indie-games-round-up-january-23rd/ Indie Asylum posts Antipole Review http://www.indieasylum.com/reviews/38-xblig/112-antipole.html 1UPOrPosion Reviews OSR Unhinged http://www.1uporpoison.com/xblig/osr-unhinged/ DarkstarMatryx review Warbirds at Work http://www.darkstarmatryx.com/?p=185 Review of Aban Hawkins and the 1000 Spikes http://www.armlessoctopus.com/2011/01/24/xbox-indie-review-aban-hawkins-the-1000-spikes/ XboxHornet reviews Corrupted http://www.xboxhornet.com/wordpress/?p=7123 XBLIG 2010: The Best And The Worst http://www.gamasutra.com/blogs/JamieMann/20110121/6840/ Xbox LIVE Arcade Sales Analysis - an interesting read for XBLIG developers wondering how they’re doing compared to arcade.. http://www.gamerbytes.com/2011/01/xbla_sales_analysis_dec_2010.php Best of Indies for January 25th http://www.thisisfakediy.co.uk/articles/games/best-of-the-indies-25th-january-2011 Decimation X3 appears as an arcade machine in the wild! http://twitter.com/mdoucette/statuses/29605562484260864 XNA Game Development Guiseppe De Francesco (@PinoEire) announced Torque X 4.0 CEV is now in RC phase! http://www.garagegames.com/community/blogs/view/20779 DrMistry of mstargames shares his struggle (and mistakes) with learning to use the Content Pipeline http://www.mstargames.co.uk/mistryblogmain/35-genblog/181-pontent-cipeline-more-like-it.html New Tutorial posted XNA 2D Basic Collision Detection with Rotation from Ioannis Panagopoulos http://www.progware.org/Blog/post/XNA-2D-Basic-Collision-Detection-with-Rotation.aspx Sgt. Conker roars to life! Doing a much better (and prettier) job of collecting XNA news from around the interwebs. http://www.sgtconker.com/ http://www.sgtconker.com/2011/01/dedication-for-captain-boki/ http://www.sgtconker.com/2011/01/screen-space-deformations-in-xna-for-windows-phone-7/ http://www.sgtconker.com/2011/01/xna-4-0-light-pre-pass-2/ http://www.sgtconker.com/2011/01/indiefreaks-game-framework-0-1-0-0-released/ Offering a little free publicity for XBLIGs http://forums.create.msdn.com/forums/p/73465/448321.aspx#448321 Ben Kane writes about building loot tables from Excel using the Content Pipeline http://benkane.wordpress.com/2011/01/23/building-loot-tables-from-excel-using-the-content-pipeline/ Good tips on attracting a game artist AND an offer to create your cover art for FREE http://forums.create.msdn.com/forums/t/72998.aspx If you’re an XBLIG developer keeping your eye on places to release on the PC, might want to be watching the IndieCity blog. Seems like these guys are well on their way to constructing something worth watching. http://www.indiecity.com/blog/ DVMGames spotted a new crowd-funding site for Indies http://twitter.com/DVMGames/statuses/29947274767372289 http://www.8bitfunding.com/ Transmute continues to make progress and there’s a nice dev blog to follow along here http://forgottenstarstudios.com/blog/

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  • The Linux powered LAN Gaming House

    - by sachinghalot
    LAN parties offer the enjoyment of head to head gaming in a real-life social environment. In general, they are experiencing decline thanks to the convenience of Internet gaming, but Kenton Varda is a man who takes his LAN gaming very seriously. His LAN gaming house is a fascinating project, and best of all, Linux plays a part in making it all work.Varda has done his own write ups (short, long), so I'm only going to give an overview here. The setup is a large house with 12 gaming stations and a single server computer.The client computers themselves are rack mounted in a server room, and they are linked to the gaming stations on the floor above via extension cables (HDMI for video and audio and USB for mouse and keyboard). Each client computer, built into a 3U rack mount case, is a well specced gaming rig in its own right, sporting an Intel Core i5 processor, 4GB of RAM and an Nvidia GeForce 560 along with a 60GB SSD drive.Originally, the client computers ran Ubuntu Linux rather than Windows and the games executed under WINE, but Varda had to abandon this scheme. As he explains on his site:"Amazingly, a majority of games worked fine, although many had minor bugs (e.g. flickering mouse cursor, minor rendering artifacts, etc.). Some games, however, did not work, or had bad bugs that made them annoying to play."Subsequently, the gaming computers have been moved onto a more conventional gaming choice, Windows 7. It's a shame that WINE couldn't be made to work, but I can sympathize as it's rare to find modern games that work perfectly and at full native speed. Another problem with WINE is that it tends to suffer from regressions, which is hardly surprising when considering the difficulty of constantly improving the emulation of the Windows API. Varda points out that he preferred working with Linux clients as they were easier to modify and came with less licensing baggage.Linux still runs the server and all of the tools used are open source software. The hardware here is a Intel Xeon E3-1230 with 4GB of RAM. The storage hanging off this machine is a bit more complex than the clients. In addition to the 60GB SSD, it also has 2x1TB drives and a 240GB SDD.When the clients were running Linux, they booted over PXE using a toolchain that will be familiar to anyone who has setup Linux network booting. DHCP pointed the clients to the server which then supplied PXELINUX using TFTP. When booted, file access was accomplished through network block device (NBD). This is a very easy to use system that allows you to serve the contents of a file as a block device over the network. The client computer runs a user mode device driver and the device can be mounted within the file system using the mount command.One snag with offering file access via NBD is that it's difficult to impose any security restrictions on different areas of the file system as the server only sees a single file. The advantage is perfomance as the client operating system simply sees a block device, and besides, these security issues aren't relevant in this setup.Unfortunately, Windows 7 can't use NBD, so, Varda had to switch to iSCSI (which works in both server and client mode under Linux). His network cards are not compliant with this standard when doing a netboot, but fortunately, gPXE came to the rescue, and he boostraps it over PXE. gPXE is also available as an ISO image and is worth knowing about if you encounter an awkward machine that can't manage a network boot. It can also optionally boot from a HTTP server rather than the more traditional TFTP server.According to Varda, booting all 12 machines over the Gigabit Ethernet network is surprisingly fast, and once booted, the machines don't seem noticeably slower than if they were using local storage. Once loaded, most games attempt to load in as much data as possible, filling the RAM, and the the disk and network bandwidth required is small. It's worth noting that these are aspects of this project that might differ from some other thin client scenarios.At time of writing, it doesn't seem as though the local storage of the client machines is being utilized. Instead, the clients boot into Windows from an image on the server that contains the operating system and the games themselves. It uses the copy on write feature of LVM so that any writes from a client are added to a differencing image allocated to that client. As the administrator, Varda can log into the Linux server and authorize changes to the master image for updates etc.SummaryOverall, Varda estimates the total cost of the project at about $40,000, and of course, he needed a property that offered a large physical space in order to house the computers and the gaming workstations. Obviously, this project has stark differences to most thin client projects. The balance between storage, network usage, GPU power and security would not be typical of an office installation, for example. The only letdown is that WINE proved to be insufficiently compatible to run a wide variety of modern games, but that is, perhaps, asking too much of it, and hats off to Varda for trying to make it work.

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  • How have popular iPhone games been ported to Android?

    - by Cirrostratus
    I am not asking how could they have been, I want to know the real answer. Doodle Jump, Paper Toss and some others have versions on the iPhone and Android that are nearly exactly the same, with the iPhone version coming first. There is a small Objective-C compiler project for Android's NDK but the timing isn't right for these apps. There's also an Android port of Cocos2d but I doubt Doodle Jump used that. Titanium? Doubtful. As their respective code bases grow, I figure it'd get harder and harder to do an exact port from Objective-C to Java every release so I wonder if there is a better way. Are they sharing C++ code for example?

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  • In writing games that deal with scancodes, what do I need to know to support international keyboards

    - by sludge
    I am writing an input system for a game that needs to be able to handle keyboard schemes that are not just qwerty. In designing the system, I must take into consideration: Two types of input: standard shooter controls (lots of buttons being pressed and raw samples collected) and flight sim controls (the button's label is what the user presses to toggle something) Alternative software keyboard layouts (dvorak, azerty, etc) as supplied by the OS Alternative hardware keyboard layouts that supply Unicode characters My initial inclination is to sample the USB HID unicode scancodes. Interested on thoughts on what I need to do to be compatible with the world's input devices and recommendation of input APIs on both platforms.

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  • Can 3D OpenGL game written in Python look good and run fast?

    - by praavDa
    I am planning to write an simple 3d(isometric view) game in Java using jMonkeyEngine - nothing to fancy, I just want to learn something about OpenGL and writing efficient algorithms (random map generating ones). When I was planning what to do, I started wondering about switching to Python. I know that Python didn't come into existence to be a tool to write 3d games, but is it possible to write good looking games with this language? I have in mind 3d graphics, nice effects and free CPU time to power to rest of game engine? I had seen good looking java games - and too be honest, I was rather shocked when I saw level of detail achieved in Runescape HD. On the other hand, pygame.org has only 2d games, with some starting 3d projects. Are there any efficient 3d game engines for python? Is pyopengl the only alternative? Good looking games in python aren't popular or possible to achieve? I would be grateful for any information / feedback.

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  • Is JavaFx suitable for creating online multiplayer board/card games?

    - by Piniu
    In JavaFx i can easy create animations, moving pieces etc., but as far as i see there is better to write program logic and communication in java. Worst i see at the moment is calling javafx part as a result of data incoming from server. Is there any convenient way to do it or its better to change to other technology (flex, qt?) assuming it is not important if program will run in browser or outside as a standalone application? I just started to learn javafx but can drop it and move to other technology and consider c++ + wxWidgets or Qt which im more comforatable with.

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  • What category of combinatorial problems appear on the logic games section of the LSAT?

    - by Merjit
    There's a category of logic problem on the LSAT that goes like this: Seven consecutive time slots for a broadcast, numbered in chronological order I through 7, will be filled by six song tapes-G, H, L, O, P, S-and exactly one news tape. Each tape is to be assigned to a different time slot, and no tape is longer than any other tape. The broadcast is subject to the following restrictions: L must be played immediately before O. The news tape must be played at some time after L. There must be exactly two time slots between G and P, regardless of whether G comes before P or whether G comes after P. I'm interested in generating a list of permutations that satisfy the conditions as a way of studying for the test and as a programming challenge. However, I'm not sure what class of permutation problem this is. I've generalized the type problem as follows: Given an n-length array A: How many ways can a set of n unique items be arranged within A? Eg. How many ways are there to rearrange ABCDEFG? If the length of the set of unique items is less than the length of A, how many ways can the set be arranged within A if items in the set may occur more than once? Eg. ABCDEF = AABCDEF; ABBCDEF, etc. How many ways can a set of unique items be arranged within A if the items of the set are subject to "blocking conditions"? My thought is to encode the restrictions and then use something like Python's itertools to generate the permutations. Thoughts and suggestions are welcome.

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  • Level editor for 3D games with open format or API?

    - by furtelwart
    I would like to experiment with machine generated levels for a 3D game. I'm very open which game this will be. I just like the idea to run through a generated map. For this approach, it would be great if I can use an API or an open format for level designs. Is there an open source level system that can be used in several game engines (ego shooter or whatever)? I don't know if I explained my point clearly, so please add a comment with your question. I will try to clearify my point.

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  • Setup for games animation: How do I know JFrame is finished setting itself up?

    - by Jokkel
    I'm using javax.swing.JFrame to draw game animations using double buffer strategy. First, I set up the frame. JFrame frame = new JFrame(); frame.setVisible(true); Now, I draw an object (let it be a circle, doesn't matter) like this. frame.createBufferStrategy(2); bufferStrategy = frame.getBufferStrategy(); Graphics g = bufferStrategy.getDrawGraphics(); circle.draw(g); bufferStrategy.show(); The problem is that the frame is not always fully set-up when the drawing takes place. Seems like JFrame needs up to three steps in resizing itself, until it reaches it's final size. That makes the drawing slide out of frame or hinders it to appear completely from time to time. I already managed to delay things using SwingUtilities.invokeLater(). While this improved the result, there are still times when the drawing slides away / looks prematurely draw. Any idea / strategy? Thanks in advance. EDIT: Ok thanks so far. I didn't mention that I write a little Pong game in the first place. Sorry for the confusion What I actually looked for was the right setup for accelerated game animations done in Java. While reading through the suggestions I found my question answered (though indirectly) here and this example made things clear for me. A resume for this might be that for animating game graphics in Java, the first step is to get rid of the GUI logic overhead.

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  • sp_send_dbmail attach files stored as varbinary in database

    - by Mindstorm Interactive
    I have a two part question relating to sending query results as attachments using sp_send_dbmail. Problem 1: Only basic .txt files will open. Any other format like .pdf or .jpg are corrupted. Problem 2: When attempting to send multiple attachments, I receive one file with all file names glued together. I'm running SQL Server 2005 and I have a table storing uploaded documents: CREATE TABLE [dbo].[EmailAttachment]( [EmailAttachmentID] [int] IDENTITY(1,1) NOT NULL, [MassEmailID] [int] NULL, -- foreign key [FileData] [varbinary](max) NOT NULL, [FileName] [varchar](100) NOT NULL, [MimeType] [varchar](100) NOT NULL I also have a MassEmail table with standard email stuff. Here is the SQL Send Mail script. For brevity, I've excluded declare statements. while ( (select count(MassEmailID) from MassEmail where status = 20 )>0) begin select @MassEmailID = Min(MassEmailID) from MassEmail where status = 20 select @Subject = [Subject] from MassEmail where MassEmailID = @MassEmailID select @Body = Body from MassEmail where MassEmailID = @MassEmailID set @query = 'set nocount on; select cast(FileData as varchar(max)) from Mydatabase.dbo.EmailAttachment where MassEmailID = '+ CAST(@MassEmailID as varchar(100)) select @filename = '' select @filename = COALESCE(@filename+ ',', '') +FileName from EmailAttachment where MassEmailID = @MassEmailID exec msdb.dbo.sp_send_dbmail @profile_name = 'MASS_EMAIL', @recipients = '[email protected]', @subject = @Subject, @body =@Body, @body_format ='HTML', @query = @query, @query_attachment_filename = @filename, @attach_query_result_as_file = 1, @query_result_separator = '; ', @query_no_truncate = 1, @query_result_header = 0; update MassEmailset status= 30,SendDate = GetDate() where MassEmailID = @MassEmailID end I am able to successfully read files from the database so I know the binary data is not corrupted. .txt files only read when I cast FilaData to varchar. But clearly original headers are lost. It's also worth noting that attachment file sizes are different than the original files. That is most likely due to improper encoding as well. So I'm hoping there's a way to create file headers using the stored mimetype, or some way to include file headers in the binary data? I'm also not confident in the values of the last few parameters, and I know coalesce is not quite right, because it prepends the first file name with a comma. But good documentation is nearly impossible to find. Please help!

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  • Exception is swallowed by finally

    - by fiction
    static int retIntExc() throws Exception{ int result = 1; try { result = 2; throw new IOException("Exception rised."); } catch (ArrayIndexOutOfBoundsException e) { System.out.println(e.getMessage()); result = 3; } finally { return result; } } A friend of mine is a .NET developer and currently migrating to Java and he ask me the following question about this source. In theory this must throw IOException("Exception rised.") and the whole method retIntExc() must throws Exception. But nothing happens, the method returns 2. I've not tested his example, but I think that this isn't the expected behavior. EDIT: Thanks for all answers. Some of you have ignored the fact that method is called retIntExc, which means that this is only some test/experimental example, showing problem in throwing/catching mechanics. I didn't need 'fix', I needed explanation why this happens.

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  • Freshen the RTS genre

    - by William Michael Thorley
    This isn't really a question, but a request for feedback. RPS (Rock, Paper, Scissors) RTS (Real Time Strategy) Demo version is out: The game is simple. It is an RTS. Why has it been made? Many if not most RTS’s are about economy and large numbers of unit types. The genre hasn’t actually developed the gameplay drastically from the very first RTS’s produced, some lesson have been learned, but the games are really very similar to how they have always been. RPS brings new gameplay to the RTS genre. Through three means: • New combat mechanics: RPS has two unique modes (as well as the old favourite) of resolving weapon fire. These change how combat happens, and make application of the correct units vital to success. From this comes the requirement to run Intel on your enemies. • Fixed Resource Economy: Each player has a fixed amount of energy, This means that there is a definite end to the game. You can attrition your enemy and try to outlast them, or try to outspend your opponent and destroy them. There is a limit to how fast ships can be built, through the generation of construction blocks, but energy is the fast limit on economy. • Game Modes: Game modes add victory conditions and new game pieces. The game is overseen by a controller which literally runs the game. Games are no longer line them up, gun them down. This means that new tactics must be played making skirmish games fresh with novel tactics without adding huge amounts of new game units to learn. I’ve produced RPS from the ground. I will be running a kickstarter in the near future, but right now I want feedback and input from the game developing community. Regarding the concepts, where RPS is going, the game modes, the combat mechanics. How it plays. RPS will give fresh gameplay to the genre so it must be right. It works over the internet or a LAN and supports single player games. Get it. Play it. Tell me about your games. Thank you Demo: https://dl.dropbox.com/u/51850113/RPS%20Playtest.zip Tutorials: https://dl.dropbox.com/u/51850113/RPSGamePlay.zip

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  • Legal concerns with orchestrating a music submission contest

    - by Amplify91
    My team and I are getting pretty far along in the development of our latest game and have been thinking about audio. We decided to host an audio submission contest where we will offer a little cash and some equity stake in the game as prizes. We are also giving away copies of the game to participants. We hope not only to find audio for our game, but to meet some cool sound artists and promote the game a bit through the process. First of all, is this even a good idea? What are some potential dangers in doing this? Will it even be well received among artists? Secondly, I wrote up some Terms and Conditions in my best legal-speak to try to protect us and clarify how the contest will be run. Are these sufficient to make sure everyone involved is treated fairly and is legally protected? They are as follows: All submissions (The Submission) must be licensed under a Creative Commons Attribution 3.0 Unported License (CC-BY-3.0) By applying a CC-BY-3.0 license, you (The Submitter) expressly give Detour Games (and all members wherein) permission to copy, distribute, transmit, modify, adapt, and make commercial use of The Submission. The Submitter must own all rights to The Submission and be within their rights to license it as specified and submit it. The Submitter claims responsibility for the legality of The Submission. If The Submission is found to infringe on the rights of a person or entity other than those of The Submitter, Detour Games will not be held liable as all responsibility and liability for the legality of The Submission is that of The Submitter's. No more than two free copies of The Game per submitter. All flat cash prizes will only be disbursed pending the success of our first $5,000 Kickstarter campaign. These prizes will be disbursed 30 days after Detour Games receives the Kickstarter funds. All equity prizes (percentage of profits) are defined as the given percent of total profits after costs for a period of one year (12 months) after the release of RAW. These prizes will be disbursed semi-annually. All prize money will be disbursed through either an electronic fund transfer through a service such as PayPal or by a mailed money order. It is The Submitter's responsibility to cooperate with Detour Games in the disbursement of the funds. Detour Games reserves the right to change these Terms and Conditions at any time without notice. By participating in the contest, The Submitter agrees to and accepts all terms and conditions listed. What else could I do (legally) to protect everyone involved?

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  • Why are MVC & TDD not employed more in game architecture?

    - by secoif
    I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at game source code seriously hurts my head: "What is this view logic doing in with business logic? this needs refactoring... so does this, refactor, refactorrr" This worries me as I'm about to start a game project, and I'm not sure whether trying to mvc/tdd the dev process is going to hinder us or help us, as I don't see many game examples that use this or much push for better architectural practices it in the community. The following is an extract from a great article on prototyping games, though to me it seemed exactly the attitude many game devs seem to use when writing production game code: Mistake #4: Building a system, not a game ...if you ever find yourself working on something that isn’t directly moving your forward, stop right there. As programmers, we have a tendency to try to generalize our code, and make it elegant and be able to handle every situation. We find that an itch terribly hard not scratch, but we need to learn how. It took me many years to realize that it’s not about the code, it’s about the game you ship in the end. Don’t write an elegant game component system, skip the editor completely and hardwire the state in code, avoid the data-driven, self-parsing, XML craziness, and just code the damned thing. ... Just get stuff on the screen as quickly as you can. And don’t ever, ever, use the argument “if we take some extra time and do this the right way, we can reuse it in the game”. EVER. is it because games are (mostly) visually oriented so it makes sense that the code will be weighted heavily in the view, thus any benefits from moving stuff out to models/controllers, is fairly minimal, so why bother? I've heard the argument that MVC introduces a performance overhead, but this seems to me to be a premature optimisation, and that there'd more important performance issues to tackle before you worry about MVC overheads (eg render pipeline, AI algorithms, datastructure traversal, etc). Same thing regarding TDD. It's not often I see games employing test cases, but perhaps this is due to the design issues above (mixed view/business) and the fact that it's difficult to test visual components, or components that rely on probablistic results (eg operate within physics simulations). Perhaps I'm just looking at the wrong source code, but why do we not see more of these 'enterprise' practices employed in game design? Are games really so different in their requirements, or is a people/culture issue (ie game devs come from a different background and thus have different coding habits)?

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  • Best of both worlds: browser and desktop game?

    - by Ricket
    When considering a platform for a game, I've decided on multi-platform (Win/Lin/Mac) but can't make up my mind as far as browser vs. desktop. As I'm not all too far in development, and now having second thoughts, I'd like your opinion! Browser-based games using Java applets: market penetration is reasonably high (for version 6, it's somewhere around 60% I believe?) using JOGL, 3D performance/quality is decent; certainly good enough to render the crappy 3D graphics that I make there's the (small?) possibility of porting something to Android great for an audience of gamers who switch computers often; can sit down at any computer, load a webpage and play it also great for casual gamers or less knowledgeable gamers who are quite happy with playing games in a browser but don't want to install more things to their computer written in a high-level language which I am more familiar with than C++ - but at the same time, I would like to improve my skills with C++ as it is probably where I am headed in the game industry once I get out of school... easier update process: reload the page. Desktop games using good ol' C++ and OpenGL 100% market penetration, assuming complete cross-platform; however, that number reduces when you consider how many people will go through downloading and installing an executable compared to just browsing to a webpage and hitting "yes" to a security warning. more trouble to maintain the cross-platform; but again, for learning purposes I would embrace the challenge and the knowledge I would gain better performance all around true full screen, whereas browser games often struggle with smooth full screen graphics (especially on Linux, in my experience) can take advantage of distribution platforms such as Steam more likely to be considered a "real" game, whereas browser and Java games are often dismissed as not being real games and therefore not played by "hardcore gamers" installer can be large; don't have to worry so much about download times Is there a way to have the best of both worlds? I love Java applets, but I also really like the reasons to write a desktop game. I don't want to constantly port everything between a Java applet project and a C++ project; that would be twice the work! Unity chose to write their own web player plugin. I don't like this, because I am one of the people that will not install their web player for anything, and I don't see myself being able to convince my audience to install a browser plugin. What are my options? Are there other examples out there besides Unity, of games that have browser and desktop versions? Did I leave out anything in the pro/con lists above?

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  • Books and stories on programming culture, specifically in the 80's / early 90's

    - by Ivo van der Wijk
    I've enjoyed a number of (fiction/non-fiction books) about hacker culture and running a software business in the 80's, 90's. For some reason things seemed so much more exciting back then. Examples are: Microserfs (Douglas Coupland) Accidental Empires (Robert X. Cringely Almost Pefect (W.E. Peterson, online!) Coders at Work (Peter Seibel) Today I'm an entrepeneur and programmer. Back in the 80's a I was a young geek hacking DOS TSR's and coding GWBasic / QBasic. In the 90's I was a C.S. university student, experiencing the rise of the Internet world wide. When reading these books running a software business seemed so much more fun than it is nowadays. Things used to be so much simpler, opportunities seemed to be everywhere and the startups seemed to work with much more real problems (inventing spreadsheets, writing word processors in assembly on 6 different platforms) than all our current web 2.0 social networking toys. Does anyone share these feelings? Does anyone have any good (personal) stories from back then or know of other good books to read?

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  • Does it mean video card is broken?

    - by Sejanus
    Hello, I've just installed some sort of relatively old video card and now computer freezes while playing certain video games (Civilization 4, HOMM V). Some other video games with far better graphics works well (Dawn of War I). Note that "freezing" games runs nicely and smoothly for about 10-15 mins, no lag or any other indication that video card may be not good enough. And then PC suddenly freezes, nothing works but rebooting. The question is, is this a normal behavior of a video card which is simply "not good enough" for the games in question, or is there something broken? Card itself or motherboard or whatever? OS is Windows 7 if that matters, and I don't know exact videocard specs but that probably doesn't matter for this sort of question... thanks in advance!

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  • On Windows 7, how do I fix my cmd.exe icon and remove cruft from the jumplist

    - by sb3700
    Hi. When installing drivers for my Gigabyte motherboard, I installed a "Games" link which ran from a batch file. This was pinned to the taskbar by default. As a result, it changed the icon for cmd.exe to the icon for Games. I uninstalled the Games and it got rid of the icon leaving it with a white rectangle thing (I can post screenshots on request). There is also a link on the jumplist to open Games, which just opens a cmd window. I've tried rebuilding my icon cache as per Changing Windows 7 pinned taskbar icons, but this only removed the white rectangle icon, leaving me with no real icon. c:\windows\system32\cmd.exe still has the appropriate icon in explorer, just not on the taskbar. Any ideas on how to fix this annoyance?

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  • Font scaling issue in win 7

    - by NewProger
    I have a problem with font scaling in Win 7. I tried to search but found no apparent solution to this. About the problem: It manifest itself in older games (from Win 95 era). For example I get this in "Demise rise of the kutan", and in some other games I don't get any errors but the fonts are completely out of place/alignment/size etc. Is there way to fix it so that I can run older programs/games?

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