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  • Development costs of an indie multiplayer arcade shooter

    - by VorteX
    Me and a friend of mine have been wanting to remake one of our favorite games of all time (007: Nightfire) for a long time now. However, remaking a game likes this is really complicated because of the rights to the Bond-franchise. That site was created months ago, and by doing so we have found some great people (modelers, level designers, etc.) that want to help, but our plans have changed a little bit. Our current plan is to create a multiplayer-only remake of the original game, removing all the Bond-references so that the rights shouldn't be a problem anymore. We still want to create the game using the UDK and SteamWorks for both PC and Mac. Currently there's 3 things I need to find out: The costs of creating an arcade shooter like this. We want to use crowdfunding to fund the project. The best way to manage a project like this over the internet. Our current team consists of people all over the world, and we need a central place to discuss, collaborate and store our files. The best place to find suitable people for this project. We already have some modelers and level designers but we also need animators, artists, programmers, etc. I believe creating an arcade game like this with a small team is feasible. The game in a nutshell: ±10 maps, ±20 weapons, ±12 game modes, weapon/armor pickups, grapple hook gadget, no ADS, uses SteamWorks, online matchmaking, custom games, AI bots, appearance selection, level progression using XP (no unlocks), achievements. Does anyone know where to start? Any help is appreciated.

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  • Building the Ultimate SharePoint 2010 Development Environment

    - by Manesh Karunakaran
    It’s been more than a month since SharePoint 2010 RTMed. And a lot of people have downloaded and set up their very own SharePoint 2010 development rigs. And quite a few people have written blogs about setting up good development environments, there is even an MSDN article on it. Two of the blogs worth noting are from MVPs Sahil Malik and Wictor Wilén. Make sure that you check these out as well. Part of the bad side-effects of being a geek is the need to do the technical stuff the best way possible (pragmatic or otherwise), but the problem with this is that what is considered “best” is relative. Precisely the reason why you are reading this post now. Most of the posts that I read are out dated/need updations or are using the wrong OS’es or virtualization solutions (again, opinions vary) or using them the wrong way. Here’s a developer’s view of Building the Ultimate SharePoint 2010 Development Rig. If you are a sales guy, it’s time to close this window. Confusion 1: Which Host Operating System and Virtualization Solution to use? This point has been beaten to death in numerous blog posts in the past, if you have time to invest, read this excellent post by our very own SharePoint Joel on this subject. But if you are planning to build the Ultimate Development Rig, then Windows Server 2008 R2 with Hyper-V is the option that you should be looking at. I have been using this as my primary OS for about 6-7 months now, and I haven’t had any Driver issue or Application compatibility issue. In my experience all the Windows 7 drivers work fine with WIN2008 R2 also. You can enable Aero for eye candy (and the Windows 7 look and feel) and except for a few things like the Hibernation support (which a can be enabled if you really want it), Windows Server 2008 R2, is the best Workstation OS that I have used till date. But frankly the answer to this question of which OS to use depends primarily on one question - Are you willing to change your primary OS? If the answer to that is ‘Yes’, then Windows 2008 R2 with Hyper-V is the best option, if not look at vmWare or VirtualBox, both are equally good. Those who are familiar with a Virtual PC background might prefer Sun VirtualBox. Besides, these provide support for running 64 bit guest machines on 32 bit hosts if the underlying hardware is truly 64 bit. See my earlier post on this. Since we are going to make the ultimate rig, we will use Windows Server 2008 R2 with Hyper-V, for reasons mentioned above. Confusion 2: Should I use a multi-(virtual) server set up? A lot of people use multiple servers for their development environments - like Wictor Wilén is suggesting - one server hosting the Active directory, one hosting SharePoint Server and another one for SQL Server. True, this mimics the production environment the best possible way, but as somebody who has fallen for this set up earlier, I can tell you that you don’t really get anything by doing this. Microsoft has done well to ensure that if you can do it on one machine, you can do it in a farm environment as well. Besides, when you run multiple Server class machine instances in parallel, there are a lot of unwanted processor cycles wasted for no good use. In my personal experience, as somebody who needs to switch between MOSS 2007/SharePoint 2010 environments from time to time, the best possible solution is to Make the host Windows Server 2008 R2 machine your Domain Controller (AD Server) Make all your Virtual Guest OS’es join this domain. Have each Individual Guest OS Image have it’s own local SQL Server instance. The advantages are that you can reuse the users and groups in each of the Guest operating systems, you can manage the users in one place, AD is light weight and doesn't take too much resources on your host machine and also having separate SQL instances for each of the Development images gives you maximum flexibility in terms of configuration, for example your SharePoint rigs can have simpler DB configurations, compared to your MS BI blast pits. Confusion 3: Which Operating System should I use to run SharePoint 2010 Now that’s a no brainer. Use Windows 2008 R2 as your Guest OS. When you are building the ultimate rig, why compromise? If you are planning to run Windows Server 2008 as your Guest OS, there are a few patches that you need to install at different times during the installation, for that follow the steps mentioned here Okay now that we have made our choices, let’s get to the interesting part of building the rig, Step 1: Prepare the host machine – Install Windows Server 2008 R2 Install Windows Server 2008 R2 on your best Desktop/Laptop. If you have read this far, I am quite sure that you are somebody who can install an OS on your own, so go ahead and do that. Make sure that you run the compatibility wizard before you go ahead and nuke your current OS. There are plenty of blogs telling you how to make a good Windows 2008 R2 Workstation that feels and behaves like a Windows 7 machine, follow one and once you are done, head to Step 2. Step 2: Configure the host machine as a Domain Controller Before we begin this, let me tell you, this step is completely optional, you don’t really need to do this, you can simply use the local users on the Guest machines instead, but if this is a much cleaner approach to manage users and groups if you run multiple guest operating systems.  This post neatly explains how to configure your Windows Server 2008 R2 host machine as a Domain Controller. Follow those simple steps and you are good to go. If you are not able to get it to work, try this. Step 3: Prepare the guest machine – Install Windows Server 2008 R2 Open Hyper-V Manager Choose to Create a new Guest Operating system Allocate at least 2 GB of Memory to the Guest OS Choose the Windows 2008 R2 Installation Media Start the Virtual Machine to commence installation. Once the Installation is done, Activate the OS. Step 4: Make the Guest operating systems Join the Domain This step is quite simple, just follow these steps below, Fire up Hyper-V Manager, open your Guest OS Click on Start, and Right click on ‘Computer’ and choose ‘Properties’ On the window that pops-up, click on ‘Change Settings’ On the ‘System Properties’ Window that comes up, Click on the ‘Change’ button Now a window named ‘Computer Name/Domain Changes’ opens up, In the text box titled Domain, type in the Domain name from Step 2. Click Ok and windows will show you the welcome to domain message and ask you to restart the machine, click OK to restart. If the addition to domain fails, that means that you have not set up networking in Hyper-V for the Guest OS to communicate with the Host. To enable it, follow the steps I had mentioned in this post earlier. Step 5: Install SQL Server 2008 R2 on the Guest Machine SQL Server 2008 R2 gets installed with out hassle on Windows Server 2008 R2. SQL Server 2008 needs SP2 to work properly on WIN2008 R2. Also SQL Server 2008 R2 allows you to directly add PowerPivot support to SharePoint. Choose to install in SharePoint Integrated Mode in Reporting Server Configuration. Step 6: Install KB971831 and SharePoint 2010 Pre-requisites Now install the WCF Hotfix for Microsoft Windows (KB971831) from this location, and SharePoint 2010 Pre-requisites from the SP2010 Installation media. Step 7: Install and Configure SharePoint 2010 Install SharePoint 2010 from the installation media, after the installation is complete, you are prompted to start the SharePoint Products and Technologies Configuration Wizard. If you are using a local instance of Microsoft SQL Server 2008, install the Microsoft SQL Server 2008 KB 970315 x64 before starting the wizard. If your development environment uses a remote instance of Microsoft SQL Server 2008 or if it has a pre-existing installation of Microsoft SQL Server 2008 on which KB 970315 x64 has already been applied, this step is not necessary. With the wizard open, do the following: Install SQL Server 2008 KB 970315 x64. After the Microsoft SQL Server 2008 KB 970315 x64 installation is finished, complete the wizard. Alternatively, you can choose not to run the wizard by clearing the SharePoint Products and Technologies Configuration Wizard check box and closing the completed installation dialog box. Install SQL Server 2008 KB 970315 x64, and then manually start the SharePoint Products and Technologies Configuration Wizard by opening a Command Prompt window and executing the following command: C:\Program Files\Common Files\Microsoft Shared Debug\Web Server Extensions\14\BIN\psconfigui.exe The SharePoint Products and Technologies Configuration Wizard may fail if you are using a computer that is joined to a domain but that is not connected to a domain controller. Step 8: Install Visual Studio 2010 and SharePoint 2010 SDK Install Visual Studio 2010 Download and Install the Microsoft SharePoint 2010 SDK Step 9: Install PowerPivot for SharePoint and Configure Reporting Services Pop-In the SQLServer 2008 R2 installation media once again and install PowerPivot for SharePoint. This will get added as another instance named POWERPIVOT. Configure Reporting Services by following the steps mentioned here, if you need to get down to the details on how the integration between SharePoint 2010 and SQL Server 2008 R2 works, see Working Together: SQL Server 2008 R2 Reporting Services Integration in SharePoint 2010 an excellent article by Alan Le Marquand Step 10: Download and Install Sample Databases for Microsoft SQL Server 2008R2 SharePoint 2010 comes with a lot of cool stuff like PerformancePoint Services and BCS, if you need to try these out, you need to have data in your databases. So if you want to save yourself the trouble of creating sample data for your PerformancePoint and BCS experiments, download and install Sample Databases for Microsoft SQL Server 2008R2 from CodePlex. And you are done! Fire up your Visual Studio 2010 and Start Coding away!!

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  • Exitus Acta Probat: The Post-Processing Module

    - by Phil Factor
    Sometimes, one has to make certain ethical compromises to ensure the success of a corporate IT project. Exitus Acta Probat (literally 'the result validates the deeds' meaning that the ends justify the means)It was a while back, whilst working as a Technical Architect for a well-known international company, that I was given the task of designing the architecture of a rather specialized accounting system. We'd tried an off-the-shelf (OTS) Windows-based solution which crashed with dispiriting regularity, and didn't quite do what the business required. After a great deal of research and planning, we commissioned a Unux-based system that used X-terminals for the desktops of  the participating staff. X terminals are now obsolete, but were then hot stuff; stripped-down Unix workstations that provided client GUIs for networked applications long before the days of AJAX, Flash, Air and DHTML. I've never known a project go so smoothly: I'd been initially rather nervous about going the Unix route, believing then that  Unix programmers were excitable creatures who were prone to  indulge in role-play enactments of elves and wizards at the weekend, but the programmers I met from the company that did the work seemed to be rather donnish, earnest, people who quickly grasped our requirements and were faultlessly professional in their work.After thinking lofty thoughts for a while, there was considerable pummeling of keyboards by our suppliers, and a beautiful robust application was delivered to us ahead of dates.Soon, the department who had commissioned the work received shiny new X Terminals to replace their rather depressing lavatory-beige PCs. I modestly hung around as the application was commissioned and deployed to the department in order to receive the plaudits. They didn't come. Something was very wrong with the project. I couldn't put my finger on the problem, and the users weren't doing any more than desperately and futilely searching the application to find a fault with it.Many times in my life, I've come up against a predicament like this: The roll-out of an application goes wrong and you are hearing nothing that helps you to discern the cause but nit-*** noise. There is a limit to the emotional heat you can pack into a complaint about text being in the wrong font, or an input form being slightly cramped, but they tried their best. The answer is, of course, one that every IT executive should have tattooed prominently where they can read it in emergencies: In Vino Veritas (literally, 'in wine the truth', alcohol loosens the tongue. A roman proverb) It was time to slap the wallet and get the department down the pub with the tab in my name. It was an eye-watering investment, but hedged with an over-confident IT director who relished my discomfort. To cut a long story short, The real reason gushed out with the third round. We had deprived them of their PCs, which had been good for very little from the pure business perspective, but had provided them with many hours of happiness playing computer-based minesweeper and solitaire. There is no more agreeable way of passing away the interminable hours of wage-slavery than minesweeper or solitaire, and the employees had applauded the munificence of their employer who had provided them with the means to play it. I had, unthinkingly, deprived them of it.I held an emergency meeting with our suppliers the following day. I came over big with the notion that it was in their interests to provide a solution. They played it cool, probably knowing that it was my head on the block, not theirs. In the end, they came up with a compromise. they would temporarily descend from their lofty, cerebral stamping grounds  in order to write a server-based Minesweeper and Solitaire game for X Terminals, and install it in a concealed place within the system. We'd have to pay for it, though. I groaned. How could we do that? "Could we call it a 'post-processing module?" suggested their account executive.And so it came to pass. The application was a resounding success. Every now and then, the staff were able to indulge in some 'post-processing', with what turned out to be a very fine implementation of both minesweeper and solitaire. There were several refinements: A single click in a 'boss' button turned the games into what looked just like a financial spreadsheet.  They even threw in a multi-user version of Battleships. The extra payment for the post-processing module went through the change-control process without anyone untoward noticing, and peace once more descended. Only one thing niggles. Those games were good. Do they still survive, somewhere in a Linux library? If so, I'd like to claim a small part in their production.

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  • Game Center alternatives for non-iOS development

    - by Eat at Joes
    I have completed a game for iOS which integrates GameKit. I am happy with Game Center however my game also has an HTML5 web version and will soo have an Android version. My question is what alternatives do I have for non-iOS platforms but primarily for Android and to a lesser extent a Javascript/Web SDK. I looked at Openfeint a year ago and it seemed to be a good solution back then but am not sure if this is still the case? Note, I have no plans to replace what I already have in my iOS game and I understand the leader boards, users, and achievements won't be shared out of Game Center.

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  • Can't install graphic drivers in 12.04

    - by yinon
    The driver is ATI/AMD proprietary FGLRX graphics driver. After clicking Activate, it asks for my password and starts downloading. Then it shows an error message: 2012-10-03 16:16:04,227 DEBUG: updating <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> 2012-10-03 16:16:06,172 DEBUG: reading modalias file /lib/modules/3.2.0-29-generic-pae/modules.alias 2012-10-03 16:16:06,383 DEBUG: reading modalias file /usr/share/jockey/modaliases/b43 2012-10-03 16:16:06,386 DEBUG: reading modalias file /usr/share/jockey/modaliases/disable-upstream-nvidia 2012-10-03 16:16:06,456 DEBUG: loading custom handler /usr/share/jockey/handlers/pvr-omap4.py 2012-10-03 16:16:06,506 WARNING: modinfo for module omapdrm_pvr failed: ERROR: modinfo: could not find module omapdrm_pvr 2012-10-03 16:16:06,509 DEBUG: Instantiated Handler subclass __builtin__.PVROmap4Driver from name PVROmap4Driver 2012-10-03 16:16:06,682 DEBUG: PowerVR SGX proprietary graphics driver for OMAP 4 not available 2012-10-03 16:16:06,682 DEBUG: loading custom handler /usr/share/jockey/handlers/cdv.py 2012-10-03 16:16:06,727 WARNING: modinfo for module cedarview_gfx failed: ERROR: modinfo: could not find module cedarview_gfx 2012-10-03 16:16:06,728 DEBUG: Instantiated Handler subclass __builtin__.CdvDriver from name CdvDriver 2012-10-03 16:16:06,728 DEBUG: cdv.available: falling back to default 2012-10-03 16:16:06,772 DEBUG: Intel Cedarview graphics driver availability undetermined, adding to pool 2012-10-03 16:16:06,772 DEBUG: loading custom handler /usr/share/jockey/handlers/vmware-client.py 2012-10-03 16:16:06,781 WARNING: modinfo for module vmxnet failed: ERROR: modinfo: could not find module vmxnet 2012-10-03 16:16:06,781 DEBUG: Instantiated Handler subclass __builtin__.VmwareClientHandler from name VmwareClientHandler 2012-10-03 16:16:06,795 DEBUG: VMWare Client Tools availability undetermined, adding to pool 2012-10-03 16:16:06,796 DEBUG: loading custom handler /usr/share/jockey/handlers/fglrx.py 2012-10-03 16:16:06,801 WARNING: modinfo for module fglrx_updates failed: ERROR: modinfo: could not find module fglrx_updates 2012-10-03 16:16:06,805 DEBUG: Instantiated Handler subclass __builtin__.FglrxDriverUpdate from name FglrxDriverUpdate 2012-10-03 16:16:06,805 DEBUG: fglrx.available: falling back to default 2012-10-03 16:16:06,833 DEBUG: ATI/AMD proprietary FGLRX graphics driver (post-release updates) availability undetermined, adding to pool 2012-10-03 16:16:06,836 WARNING: modinfo for module fglrx failed: ERROR: modinfo: could not find module fglrx 2012-10-03 16:16:06,840 DEBUG: Instantiated Handler subclass __builtin__.FglrxDriver from name FglrxDriver 2012-10-03 16:16:06,840 DEBUG: fglrx.available: falling back to default 2012-10-03 16:16:06,873 DEBUG: ATI/AMD proprietary FGLRX graphics driver availability undetermined, adding to pool 2012-10-03 16:16:06,873 DEBUG: loading custom handler /usr/share/jockey/handlers/dvb_usb_firmware.py 2012-10-03 16:16:06,925 DEBUG: Instantiated Handler subclass __builtin__.DvbUsbFirmwareHandler from name DvbUsbFirmwareHandler 2012-10-03 16:16:06,926 DEBUG: Firmware for DVB cards not available 2012-10-03 16:16:06,926 DEBUG: loading custom handler /usr/share/jockey/handlers/nvidia.py 2012-10-03 16:16:06,961 WARNING: modinfo for module nvidia_96 failed: ERROR: modinfo: could not find module nvidia_96 2012-10-03 16:16:06,967 DEBUG: Instantiated Handler subclass __builtin__.NvidiaDriver96 from name NvidiaDriver96 2012-10-03 16:16:06,968 DEBUG: nvidia.available: falling back to default 2012-10-03 16:16:06,980 DEBUG: XorgDriverHandler(nvidia_96, nvidia-96, None): Disabling as package video ABI xorg-video-abi-10 does not match X.org video ABI xorg-video-abi-11 2012-10-03 16:16:06,980 DEBUG: NVIDIA accelerated graphics driver not available 2012-10-03 16:16:06,983 WARNING: modinfo for module nvidia_current failed: ERROR: modinfo: could not find module nvidia_current 2012-10-03 16:16:06,987 DEBUG: Instantiated Handler subclass __builtin__.NvidiaDriverCurrent from name NvidiaDriverCurrent 2012-10-03 16:16:06,987 DEBUG: nvidia.available: falling back to default 2012-10-03 16:16:07,015 DEBUG: NVIDIA accelerated graphics driver availability undetermined, adding to pool 2012-10-03 16:16:07,018 WARNING: modinfo for module nvidia_current_updates failed: ERROR: modinfo: could not find module nvidia_current_updates 2012-10-03 16:16:07,021 DEBUG: Instantiated Handler subclass __builtin__.NvidiaDriverCurrentUpdates from name NvidiaDriverCurrentUpdates 2012-10-03 16:16:07,022 DEBUG: nvidia.available: falling back to default 2012-10-03 16:16:07,066 DEBUG: NVIDIA accelerated graphics driver (post-release updates) availability undetermined, adding to pool 2012-10-03 16:16:07,069 WARNING: modinfo for module nvidia_173_updates failed: ERROR: modinfo: could not find module nvidia_173_updates 2012-10-03 16:16:07,072 DEBUG: Instantiated Handler subclass __builtin__.NvidiaDriver173Updates from name NvidiaDriver173Updates 2012-10-03 16:16:07,073 DEBUG: nvidia.available: falling back to default 2012-10-03 16:16:07,105 DEBUG: NVIDIA accelerated graphics driver (post-release updates) availability undetermined, adding to pool 2012-10-03 16:16:07,112 WARNING: modinfo for module nvidia_173 failed: ERROR: modinfo: could not find module nvidia_173 2012-10-03 16:16:07,118 DEBUG: Instantiated Handler subclass __builtin__.NvidiaDriver173 from name NvidiaDriver173 2012-10-03 16:16:07,119 DEBUG: nvidia.available: falling back to default 2012-10-03 16:16:07,159 DEBUG: NVIDIA accelerated graphics driver availability undetermined, adding to pool 2012-10-03 16:16:07,166 WARNING: modinfo for module nvidia_96_updates failed: ERROR: modinfo: could not find module nvidia_96_updates 2012-10-03 16:16:07,171 DEBUG: Instantiated Handler subclass __builtin__.NvidiaDriver96Updates from name NvidiaDriver96Updates 2012-10-03 16:16:07,171 DEBUG: nvidia.available: falling back to default 2012-10-03 16:16:07,188 DEBUG: XorgDriverHandler(nvidia_96_updates, nvidia-96-updates, None): Disabling as package video ABI xorg-video-abi-10 does not match X.org video ABI xorg-video-abi-11 2012-10-03 16:16:07,188 DEBUG: NVIDIA accelerated graphics driver (post-release updates) not available 2012-10-03 16:16:07,188 DEBUG: loading custom handler /usr/share/jockey/handlers/madwifi.py 2012-10-03 16:16:07,195 WARNING: modinfo for module ath_pci failed: ERROR: modinfo: could not find module ath_pci 2012-10-03 16:16:07,195 DEBUG: Instantiated Handler subclass __builtin__.MadwifiHandler from name MadwifiHandler 2012-10-03 16:16:07,196 DEBUG: Alternate Atheros "madwifi" driver availability undetermined, adding to pool 2012-10-03 16:16:07,196 DEBUG: loading custom handler /usr/share/jockey/handlers/sl_modem.py 2012-10-03 16:16:07,213 DEBUG: Instantiated Handler subclass __builtin__.SlModem from name SlModem 2012-10-03 16:16:07,234 DEBUG: Software modem not available 2012-10-03 16:16:07,234 DEBUG: loading custom handler /usr/share/jockey/handlers/broadcom_wl.py 2012-10-03 16:16:07,239 WARNING: modinfo for module wl failed: ERROR: modinfo: could not find module wl 2012-10-03 16:16:07,277 DEBUG: Instantiated Handler subclass __builtin__.BroadcomWLHandler from name BroadcomWLHandler 2012-10-03 16:16:07,277 DEBUG: Broadcom STA wireless driver availability undetermined, adding to pool 2012-10-03 16:16:07,278 DEBUG: all custom handlers loaded 2012-10-03 16:16:07,278 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'pci:v00008086d000027D8sv00001043sd000082EAbc04sc03i00') 2012-10-03 16:16:07,568 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'snd_hda_intel'} 2012-10-03 16:16:07,699 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'snd_hda_intel', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,699 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'snd_hda_intel'} 2012-10-03 16:16:07,699 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'snd_hda_intel', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,699 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'input:b0000v0000p0000e0000-e0,5,kramlsfw6,') 2012-10-03 16:16:07,704 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'evbug'} 2012-10-03 16:16:07,704 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'evbug', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,704 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'pci:v00008086d000027DAsv00001043sd00008179bc0Csc05i00') 2012-10-03 16:16:07,707 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'i2c_i801'} 2012-10-03 16:16:07,707 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'i2c_i801', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,707 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'acpi:PNP0C01:') 2012-10-03 16:16:07,707 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'acpi:PNP0B00:') 2012-10-03 16:16:07,707 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'pci:v00001969d00001026sv00001043sd00008304bc02sc00i00') 2012-10-03 16:16:07,710 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'atl1e'} 2012-10-03 16:16:07,710 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'atl1e', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,710 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'input:b0003v04F2p0816e0111-e0,1,4,11,14,k71,72,73,74,75,77,79,7A,7B,7C,7D,7E,7F,80,81,82,83,84,85,86,87,88,89,8A,8C,8E,96,98,9E,9F,A1,A3,A4,A5,A6,AD,B0,B1,B2,B3,B4,B7,B8,B9,BA,BB,BC,BD,BE,BF,C0,C1,C2,F0,ram4,l0,1,2,sfw') 2012-10-03 16:16:07,711 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'evbug'} 2012-10-03 16:16:07,711 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'evbug', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,711 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'mac_hid'} 2012-10-03 16:16:07,711 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'mac_hid', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,711 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'platform:pcspkr') 2012-10-03 16:16:07,711 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'pcspkr'} 2012-10-03 16:16:07,711 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'pcspkr', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,712 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'snd_pcsp'} 2012-10-03 16:16:07,712 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'snd_pcsp', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,712 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'usb:v1D6Bp0001d0302dc09dsc00dp00ic09isc00ip00') 2012-10-03 16:16:07,724 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'input:b0019v0000p0001e0000-e0,1,k74,ramlsfw') 2012-10-03 16:16:07,724 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'evbug'} 2012-10-03 16:16:07,724 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'evbug', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,724 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'mac_hid'} 2012-10-03 16:16:07,724 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'mac_hid', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,724 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'acpi:PNP0C04:') 2012-10-03 16:16:07,724 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'platform:eisa') 2012-10-03 16:16:07,725 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'pci:v00008086d000027CCsv00001043sd00008179bc0Csc03i20') 2012-10-03 16:16:07,728 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'platform:Fixed MDIO bus') 2012-10-03 16:16:07,728 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'pci:v00008086d000029C0sv00001043sd000082B0bc06sc00i00') 2012-10-03 16:16:07,731 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'usb:v045Ep0766d0101dcEFdsc02dp01ic01isc01ip00') 2012-10-03 16:16:07,777 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'snd_usb_audio'} 2012-10-03 16:16:07,777 DEBUG: no corresponding handler available for {'driver_type': 'kernel_module', 'kernel_module': 'snd_usb_audio', 'jockey_handler': 'KernelModuleHandler'} 2012-10-03 16:16:07,777 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'acpi:PNP0F03:PNP0F13:') 2012-10-03 16:16:07,777 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'acpi:PNP0000:') 2012-10-03 16:16:07,777 DEBUG: querying driver db <jockey.detection.LocalKernelModulesDriverDB instance at 0xb7231a0c> about HardwareID('modalias', 'pci:v00001002d000095C5sv0000174Bsd0000E400bc03sc00i00') 2012-10-03 16:16:08,072 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'fglrx_updates', 'package': 'fglrx-updates'} 2012-10-03 16:16:08,133 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/i386-linux-gnu/mesa/ld.so.conf other target alt None other current alt None 2012-10-03 16:16:08,134 DEBUG: fglrx_updates is not the alternative in use 2012-10-03 16:16:08,072 DEBUG: found match in handler pool xorg:fglrx_updates([FglrxDriverUpdate, nonfree, disabled] ATI/AMD proprietary FGLRX graphics driver (post-release updates)) 2012-10-03 16:16:08,136 WARNING: modinfo for module fglrx_updates failed: ERROR: modinfo: could not find module fglrx_updates 2012-10-03 16:16:08,147 DEBUG: fglrx.available: falling back to default 2012-10-03 16:16:08,173 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/i386-linux-gnu/mesa/ld.so.conf other target alt None other current alt None 2012-10-03 16:16:08,173 DEBUG: fglrx_updates is not the alternative in use 2012-10-03 16:16:08,162 DEBUG: got handler xorg:fglrx_updates([FglrxDriverUpdate, nonfree, disabled] ATI/AMD proprietary FGLRX graphics driver (post-release updates)) 2012-10-03 16:16:08,173 DEBUG: searching handler for driver ID {'driver_type': 'kernel_module', 'kernel_module': 'fglrx', 'package': 'fglrx'} 2012-10-03 16:16:08,184 DEBUG: fglrx.enabled(fglrx): target_alt None current_alt /usr/lib/i386-linux-gnu/mesa/ld.so.conf other target alt None other current alt None 2012-10-03 16:16:08,184 DEBUG: fglrx is not the alternative in use 2012-10-03 16:16:08,173 DEBUG: found match in handler pool xorg:fglrx([FglrxDriver, nonfree, disabled] ATI/AMD proprietary FGLRX graphics driver) 2012-10-03 16:16:08,187 WARNING: modinfo for module fglrx failed: ERROR: modinfo: could not find module fglrx 2012-10-03 16:16:08,190 DEBUG: fglrx.available: falling back to default 2012-10-03 16:16:08,216 DEBUG: fglrx.enabled(fglrx): target_alt None current_alt /usr/lib/i386-linux-gnu/mesa/ld.so.conf other target alt None other current alt None . . . 2012-10-03 16:18:10,552 DEBUG: install progress initramfs-tools 62.500000 2012-10-03 16:18:22,249 DEBUG: install progress libc-bin 62.500000 2012-10-03 16:18:23,251 DEBUG: Selecting previously unselected package dkms. (Reading database ... 142496 files and directories currently installed.) Unpacking dkms (from .../dkms_2.2.0.3-1ubuntu3_all.deb) ... Selecting previously unselected package fakeroot. Unpacking fakeroot (from .../fakeroot_1.18.2-1_i386.deb) ... Selecting previously unselected package fglrx-updates. Unpacking fglrx-updates (from .../fglrx-updates_2%3a8.960-0ubuntu1.1_i386.deb) ... Selecting previously unselected package fglrx-amdcccle-updates. Unpacking fglrx-amdcccle-updates (from .../fglrx-amdcccle-updates_2%3a8.960-0ubuntu1.1_i386.deb) ... Processing triggers for man-db ... Processing triggers for ureadahead ... ureadahead will be reprofiled on next reboot dpkg: error processing libxss1 (--configure): package libxss1 is already installed and configured dpkg: error processing chromium-codecs-ffmpeg (--configure): package chromium-codecs-ffmpeg is already installed and configured dpkg: error processing chromium-browser (--configure): package chromium-browser is already installed and configured dpkg: error processing chromium-browser-l10n (--configure): package chromium-browser-l10n is already installed and configured Setting up dkms (2.2.0.3-1ubuntu3) ... No apport report written because MaxReports is reached already No apport report written because MaxReports is reached already Setting up fakeroot (1.18.2-1) ... update-alternatives: using /usr/bin/fakeroot-sysv to provide /usr/bin/fakeroot (fakeroot) in auto mode. Setting up fglrx-updates (2:8.960-0ubuntu1.1) ... update-alternatives: using /usr/lib/fglrx/ld.so.conf to provide /etc/ld.so.conf.d/i386-linux-gnu_GL.conf (i386-linux-gnu_gl_conf) in auto mode. update-alternatives: warning: skip creation of /etc/OpenCL/vendors/amdocl64.icd because associated file /usr/lib/fglrx/etc/OpenCL/vendors/amdocl64.icd (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: warning: skip creation of /usr/lib32/libaticalcl.so because associated file /usr/lib32/fglrx/libaticalcl.so (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: warning: skip creation of /usr/lib32/libaticalrt.so because associated file /usr/lib32/fglrx/libaticalrt.so (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: using /usr/lib/fglrx/alt_ld.so.conf to provide /etc/ld.so.conf.d/x86_64-linux-gnu_GL.conf (x86_64-linux-gnu_gl_conf) in auto mode. update-initramfs: deferring update (trigger activated) Loading new fglrx-updates-8.960 DKMS files... First Installation: checking all kernels... Building only for 3.2.0-29-generic-pae Building for architecture i686 Building initial module for 3.2.0-29-generic-pae Done. fglrx_updates: Running module version sanity check. - Original module - No original module exists within this kernel - Installation - Installing to /lib/modules/3.2.0-29-generic-pae/updates/dkms/ depmod...... DKMS: install completed. update-initramfs: deferring update (trigger activated) Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Setting up fglrx-amdcccle-updates (2:8.960-0ubuntu1.1) ... Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-3.2.0-29-generic-pae Processing triggers for libc-bin ... ldconfig deferred processing now taking place Errors were encountered while processing: libxss1 chromium-codecs-ffmpeg chromium-browser chromium-browser-l10n Error in function: SystemError: E:Sub-process /usr/bin/dpkg returned an error code (1) 2012-10-03 16:18:23,256 ERROR: Package failed to install: Selecting previously unselected package dkms. (Reading database ... 142496 files and directories currently installed.) Unpacking dkms (from .../dkms_2.2.0.3-1ubuntu3_all.deb) ... Selecting previously unselected package fakeroot. Unpacking fakeroot (from .../fakeroot_1.18.2-1_i386.deb) ... Selecting previously unselected package fglrx-updates. Unpacking fglrx-updates (from .../fglrx-updates_2%3a8.960-0ubuntu1.1_i386.deb) ... Selecting previously unselected package fglrx-amdcccle-updates. Unpacking fglrx-amdcccle-updates (from .../fglrx-amdcccle-updates_2%3a8.960-0ubuntu1.1_i386.deb) ... Processing triggers for man-db ... Processing triggers for ureadahead ... ureadahead will be reprofiled on next reboot dpkg: error processing libxss1 (--configure): package libxss1 is already installed and configured dpkg: error processing chromium-codecs-ffmpeg (--configure): package chromium-codecs-ffmpeg is already installed and configured dpkg: error processing chromium-browser (--configure): package chromium-browser is already installed and configured dpkg: error processing chromium-browser-l10n (--configure): package chromium-browser-l10n is already installed and configured Setting up dkms (2.2.0.3-1ubuntu3) ... No apport report written because MaxReports is reached already No apport report written because MaxReports is reached already Setting up fakeroot (1.18.2-1) ... update-alternatives: using /usr/bin/fakeroot-sysv to provide /usr/bin/fakeroot (fakeroot) in auto mode. Setting up fglrx-updates (2:8.960-0ubuntu1.1) ... update-alternatives: using /usr/lib/fglrx/ld.so.conf to provide /etc/ld.so.conf.d/i386-linux-gnu_GL.conf (i386-linux-gnu_gl_conf) in auto mode. update-alternatives: warning: skip creation of /etc/OpenCL/vendors/amdocl64.icd because associated file /usr/lib/fglrx/etc/OpenCL/vendors/amdocl64.icd (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: warning: skip creation of /usr/lib32/libaticalcl.so because associated file /usr/lib32/fglrx/libaticalcl.so (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: warning: skip creation of /usr/lib32/libaticalrt.so because associated file /usr/lib32/fglrx/libaticalrt.so (of link group i386-linux-gnu_gl_conf) doesn't exist. update-alternatives: using /usr/lib/fglrx/alt_ld.so.conf to provide /etc/ld.so.conf.d/x86_64-linux-gnu_GL.conf (x86_64-linux-gnu_gl_conf) in auto mode. update-initramfs: deferring update (trigger activated) Loading new fglrx-updates-8.960 DKMS files... First Installation: checking all kernels... Building only for 3.2.0-29-generic-pae Building for architecture i686 Building initial module for 3.2.0-29-generic-pae Done. fglrx_updates: Running module version sanity check. - Original module - No original module exists within this kernel - Installation - Installing to /lib/modules/3.2.0-29-generic-pae/updates/dkms/ depmod...... DKMS: install completed. update-initramfs: deferring update (trigger activated) Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Setting up fglrx-amdcccle-updates (2:8.960-0ubuntu1.1) ... Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-3.2.0-29-generic-pae Processing triggers for libc-bin ... ldconfig deferred processing now taking place Errors were encountered while processing: libxss1 chromium-codecs-ffmpeg chromium-browser chromium-browser-l10n Error in function: SystemError: E:Sub-process /usr/bin/dpkg returned an error code (1) 2012-10-03 16:18:23,590 WARNING: /sys/module/fglrx_updates/drivers does not exist, cannot rebind fglrx_updates driver 2012-10-03 16:18:43,601 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-03 16:18:43,601 DEBUG: fglrx_updates is not the alternative in use 2012-10-03 16:18:43,617 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-03 16:18:43,617 DEBUG: fglrx_updates is not the alternative in use 2012-10-03 16:18:54,143 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-03 16:18:54,144 DEBUG: fglrx_updates is not the alternative in use 2012-10-03 16:18:54,154 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-03 16:18:54,154 DEBUG: fglrx_updates is not the alternative in use 2012-10-03 16:18:54,182 DEBUG: fglrx.enabled(fglrx): target_alt /usr/lib/fglrx/ld.so.conf current_alt /usr/lib/fglrx/ld.so.conf other target alt /usr/lib/fglrx/alt_ld.so.conf other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-03 16:18:54,182 DEBUG: XorgDriverHandler(%s, %s).enabled(): No X.org driver set, not checking 2012-10-03 16:18:54,215 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-03 16:18:54,215 DEBUG: fglrx_updates is not the alternative in use 2012-10-03 16:18:54,229 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-03 16:18:54,229 DEBUG: fglrx_updates is not the alternative in use 2012-10-03 16:18:54,268 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-03 16:18:54,268 DEBUG: fglrx_updates is not the alternative in use 2012-10-03 16:18:54,279 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-03 16:18:54,279 DEBUG: fglrx_updates is not the alternative in use 2012-10-03 16:18:54,298 DEBUG: fglrx.enabled(fglrx): target_alt /usr/lib/fglrx/ld.so.conf current_alt /usr/lib/fglrx/ld.so.conf other target alt /usr/lib/fglrx/alt_ld.so.conf other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-03 16:18:54,298 DEBUG: XorgDriverHandler(%s, %s).enabled(): No X.org driver set, not checking 2012-10-03 16:18:57,828 DEBUG: Shutting down I don't know how to troubleshoot from looking at the log file, could somebody assist me with this please? You can download the log file at: https://www.dropbox.com/s/a59d2hyabo02q5z/jockey.log

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  • Android development in Unreal with an existing project

    - by user1238929
    I am currently using an Unreal 3 project that has been targeted for multiple devices. Originally, it was targeted for iOS and now I want to try and build it for Android. The project is capable of doing it and I am in the process of testing it. I think I have everything I need in order to build it and launch it for an android device that I have set up and connected to my PC and is recognized by the Android SDK ABD. I am currently trying to build and launch the game through the Unreal Frontend but when I try, I am getting stuck at getting the Unreal Frontend to find my Android device as a platform to debug, like it would with a PC, Xbox360, or PS3. Right now, I am just trying to launch the game to see if I can get it to simply run on an Android device, I'm going to worry about the packaging later. So I have two questions: Am I on the right track in looking at the Unreal Frontend to cook and launch the project on Android or should I look somewhere else? How do I get Unreal to recognize my Android device as a platform to launch on? I would even settle for recognizing an emulator, but that seems even harder.

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  • Configurer un module Scaime eNod3-C en CANopen sur M340 en Unity, par Bruno Guérangé

    Contrairement à la série TSX57 Premium, la gamme M340 de Schneider ne comporte pas de carte de pesage. Pour ajouter des voies de pesage sur une configuration il faut donc installer et raccorder des modules externes sur l'automate. Nous avons donc cherché des modules raccordables sur le réseau CANopen, CANopen est un bus de terrain ouvert et rapide, de plus il est intégré de série sur certaines CPU de la gamme M340. Un des modules connectable sur le réseau CANopen est le transmetteur de pesage Scaime eNod3-C. Scaime est une marque reconnue dans le domaine du pesage et le module eNod3-C présente de très bonnes caractéristiques de mesure et filtrage. ...

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  • Cross-platform independent development

    - by Joe Wreschnig
    Some years ago, if you wrote in C and some subset of C++ and used a sufficient number of platform abstractions (via SDL or whatever), you could run on every platform an indie could get on - Linux, Windows, Mac OS of various versions, obscure stuff like BeOS, and the open consoles like the GP2X and post-death Dreamcast. If you got a contract for a closed platform at some point, you could port your game to that platform with "minimal" code changes as well. Today, indie developers must use XNA to get on the Xbox 360 (and upcoming Windows phone); must not use XNA to work anywhere else but Windows; until recently had to use Java on Android; Flash doesn't run on phones, HTML5 doesn't work on IE. Unlike e.g. DirectX vs. OpenGL or Windows vs. Unix, these are changes to the core language you write your code in and can't be papered over without, basically, writing a compiler. You can move some game logic into scripts and include an interpreter - except when you can't, because the iPhone SDK doesn't allow it, and performance suffers because no one allows JIT. So what can you do if you want a really cross-platform portable game, or even just a significant body of engine and logic code? Is this not a problem because the platforms have fundamentally diverged - it's just plain not worthwhile to try to target both an iPhone and the Xbox 360 with any shared code because such a game would be bad? (I find this very unlikely. I can easily see wanting to share a game between a Windows Mobile phone and an Android, or an Xbox 360 and an iPad.) Are interfaces so high-level now that porting time is negligible? (I might believe this for business applications, but not for games with strict performance requirements.) Is this going to become more pronounced in the future? Is the split going to be, somewhat scarily, still down vendor lines? Will we all rely on high-level middleware like Flash or Unity to get anything cross-platform done? tl;dr - Is porting a problem, is it going to be a bigger problem in the future, and if so how do we solve it?

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  • Python or C server hosting for indie development

    - by Richard Fabian
    I've written a lot of the game, but it's singleplayer. Now we want to join up and play together. I want to host it like an MMO, but haven't got any personal ability to host (no static IPs or direct access to a reasonable router that will allow me to port forward) so I wondered if there were any free / very cheap hosting solutions for people developing games that need to develop their MMO side. In my case it's a world server for a 2D game where the world map can be changed by the players. So, GAE sounds expensive, as there would be quite a few updates per second (I heard they bill for data updates but not for download, but can't find refernce to billing anywhere on the FAQs) I'd prefer to be able to write the server in python as that's what the game is written in (with pygame), but C is fine, and maybe even better as it might prompt me to write some more performant world generator code ;)

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  • HTML5 mobile game development vs. native game apps

    - by Vic Szpilman
    What is the current state of game engines, frameworks, libraries and conversions related to the HTML5 set of technologies (including CSS3 and JavaScript libraries such as RaphaelJS, Impact, gameQuery); and how does the best of that compare with developing a native app (especially for iOS and Android)? Especially in terms of performance, visuals and getting that "native feel". Thoughts on solutions such as Appcelerator and Corona SDK are also appreciated. In regards to Unity3D, is it possible to develop in it and still have the game be playable on a browser (such as current releases of Chrome or Firefox, at least) without any dependencies or having the user install anything (no unity web player). What I'm looking for is how to develop in web standards as to reach the maximum number of platforms (including outside mobile) while still retaining a native experience for mobile without having to implement the game anew for iOS and Android.

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  • First Person Shooter game agent development

    - by LangerHansIslands
    I would like to apply (program) the Artificial intelligence methods to create a intelligent game bots for a first person shooter game. Do you have any knowledge from where can I start to develop as a Linux user? Do you have a suggestion for an easy-to-start game for which I can develop bots easily, caring more about the result of my algorithms rather than spending a lot of time dealing with the game code? I've read some publications about the applied methods to Quake 3 (c) and Open Arena. But I couldn't find the source codes and manuals describing how to start coding( for compiling, developing ai and etc.). I appreciate your help.

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  • Learning to code first game, few questions on basic game development and 3D

    - by ProgrammerByDay
    I've been programming for a while, and I'm concurrently learning how to make a basic game and slimdx, and wanted to talk to someone to hopefully get a few pointers. I've read that Tetris is the "Hello, world" of game programming, which made sense to me, so I decided to give it a shot. I've been able to code up a basic version in a few hours, which I'm quite happy with, but I had a few questions about 3D programming. Right now I'm using Direct3D to do display the blocks without any textures (just colored squares). I have a data structure (2d array of bytes, where each byte denotes the presence of a block and its color) which is the "game board," and on every render() call I create a new vertex buffer of the existing squares in the game board, and draw those primitives. This feels very inefficient, and I wondering what would be the idiomatic way of doing this in a 3D world, with matrix/rotations/translation operations. I know 3D is overkill for such a project, but I want to learn any 3d concepts that I can while I'm doing it. I understand that what you'd usually want to do is keep the same vertices/vertex buffers but manipulate them with matrices to achieve rotations/translations, etc. To do so, I assume what would happen is I'd have one vertex buffer for the "active" piece, since that'll be constantly rotated and moved, and have one vertex buffer for the frozen pieces on the bottom of the board, which is pretty much stationary, but will need to be changed/recreated when the active piece becomes frozen. Right now I'm just clearing and redrawing on every render call, which seems like the easiest way to do things, although I wonder if there's a more efficient way to deal with changes. Obviously there are a lot of questions I'm asking here, but if you can even just point me a step or two ahead in terms of how I should be thinking, it'd be great. Thanks

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  • D, Vala or Go for game development [on hold]

    - by Sheosi
    I'm looking forward to choose some compiled language for my 3D engine. The engine it's written in C++, however I would like to help coders by using a language which is good for games. I came with these three: Vala, D and Go. The engine is being made to write as less code as posible, also the "main" language it's going to be Lua so any of these will be the "advanced" one (mainly things which could affect performance or . Because of all this and the fact that I heard that Go is good for small projects I thought it would be a pretty good option, however it does not seems to be made (at least originally) for games and also some say I can have trouble with garbage collection in games. So what do you think? Do you have any experience with any of these three in games? How was it?

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  • X doesn't find nvidia module when installing developer driver

    - by Nils
    I just downloaded the developer driver from Nvidia's CUDA Zone. Executed it and typed in restart gdm and the it worked. However after rebooting X didn't come up (xorg log), to fix it I can simply rerun the installer and the restart gdm again. What I don't understand is where it breaks and why X11 doesn't find the module?! I removed all (I think..) of the Nvidia packages which can with Ubuntu 10.10. I've also googled a bit and found some HOWTOs about manually installing the Nvidia driver. However all of them were for an earlier version of Ubuntu. Please do not respond telling me I should use the proprietary Nvidia driver supplied by Ubuntu, because I need the development drivers.

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  • Good Freelance models for web developers

    - by Matthew Underwood
    I am a web developer with four years of experience in PHP, MYSQL and experience in Javascript etc. One day I hope to develop a freelance career in web development. Areas of freelance that I am thinking of going towards includes Wordpress, Magento development along with bespoke applications. I am also thinking of doing some consultancy work for clients and businesses when I build up some more experience and technical knowledge. I want to offer a web development service to potential clients that plays on my strengths in what I know but most importantly has a market. Web development can cover so many subjects that its difficult to pick out the areas that have demand. I am also curious to find out if web developers offer services that bring in a monthly income e.g application maintenance or database maintenance? Is there a market for certain areas like WordPress plugins or bespoke applications? Are there certain things to avoid because of work duration, unrealistic client expectations or the fact that its impossible to find a market for it? As professional and experienced freelance web developers have you learned some important do's and don'ts? Is there certain services that the majority of web developers offer because its in high demand? This is the one area of web development freelancing that I cant get my head around. I know there is never a definitive answer but there must be some good practises and general consensus on this subject. Web designers design websites they offer a lump sum and get paid monthly sometimes to add new content, PPC and SEO consultants market sites to the top this will involve monthly payments, web development doesn’t seem so clear cut.

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  • First time android game development [on hold]

    - by Dave
    My friend and i are developing a android game. This is my first time develop android game, so we don't know how to code The game is 2d game and we develop it without 3rd party engine / framework. Now we got a few questions, hope you can help us. In game play, using 'Surfaceview' only to achieve it. Is it best practice? On 'Surfaceview', a lot of difference button(Menu, pause, game object..etc) is on it, but I don't know how to code it? (actually, i have already done, but...so stupid way. Detect the user touch position (x, y) to identify where they touch[rect(x1,y1,x2,y2).contain(x,y)] Is it right? Teach me how to do if wrong. View / Surfaceview / OpenGL, which is suitable for us? (if like Tetris) Thank you for your help. Ps: My english is not good, hope you can understand what i mean.

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  • Kinect sera disponible mondialement pour Noël, le module pour Xbox de Microsoft devrait coûter 150$

    Mise à jour du 16.06.2010 par Katleen Kinect sera disponible mondialement pour Noël, le module pour Xbox de Microsoft devrait coûter 150$ Lundi, Microsoft a présenté Kinect (le nouveau nom du projet Natal) lors du salon du jeu vidéo E3 à Los Angeles. Des journaliste ont même pu essayer l'engin. Lors de sa sortie, 15 jeux seront déjà disponibles avec la plateforme. Six ont déjà été présentés sur le salon. Il y Kinectimals, jeu d'interaction avec un bébé tigre qu'il faut caresser et faire jouer ; Kinect Sports (bowling, javelot, etc.) qui rappelle un titre similaire sur Wii ; Dance Central dont le but est de reproduire la chorégraphie à l'écran ; Kinect Your Shape, qui propose des exercices sportifs de...

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  • Naming the Weapons and Designing Weapons Based in Real-life During Game Development [duplicate]

    - by David Dimalanta
    This question already has an answer here: Do you need a license for weapon models? 6 answers Is it legit or copyright safe if I name the actual name of the gun model such as AK-47, M16, Remington 870, and so on? I'm on the works for making a simple 2D 3rd-person shooter game. One of the examples is the Counter Strike and the game listed the name of weapons based on the real life models and so developers decided to created this named it for the weapon designs. If not, should I make either falsify the name of weapons (e.g. 9mm instead of Glock 17 from a Syphon Filter game) or make fictional weapons like the ones developed behind Halo games?

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  • Career in Game Development

    - by cantbereached
    Hello, I currently study computer engineering and I want to lead my career towards game industry which I always want to be a part of. But I am not sure where to start. I applied some of the companies in the industry for internship and so but most of them wants experience and some work in game developing. Many asks whether I developed a simple game or something similar which I haven't done so far. I am proficient at C, C++, Java, JS, HTML etc. Any tips from people experienced in the industry on where to start ?

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  • Using C++11 for cross-platform Game Engine Development

    - by Samaursa
    Note: This is not a 'give your opinion' question about C++03 and C++11. Our game engine, written in C++03, is designed to be compiled on Windows, OSX and iOS. Linux support is planned for the (very) near future. Our experience is limited when it comes to consoles, which is why I am asking this question. Currently, we are debating whether switching to C++11 and using non-compatible features of the C++11 standard could pose a problem in the near future when we need to port our engine to any of the current gen consoles (perhaps the compilers supported by some console(s) do not support C++11 yet? We don't know...). So, game developers who have experience across multiple platforms and consoles, do you think we should stick to C++03 until the new generation of consoles arrive and most everybody has switched to C++11 standard (have they already?). Or are most consoles using/support compilers (VC++, GCC or variants?) that are already supporting C++11 features?

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  • How to begin in Game Development? [closed]

    - by Bladimir Ruiz
    It's been a while since I decide to get into game dev, but, there are so many ways to make a game, that i dont know where to begin, I got unity 3d license for PC/Android/Ios for free, but i Also got XNA dev tool, ALSO have CoronaSDK.. But I dont Know wich one to use. Till' now all i want is to make a Sidecroller lime Super Mario Bros, Just for start later on, i will like to make diferent games. In the future i would like to work in the game industry which tools will be the best to Start in that "Dream"?

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  • Game development: Pre-production stage

    - by piers
    I´m starting up a new project. It´s going to be a web browser game, developed using HTML5, JavaScript and CSS3. I have some general questions regarding the process of game developing. Should you know everything about your game by the time you start writing the first lines of code? I mean should you know all the details, all the things the player can and can not do? Basically: should you be done writing down new ideas before you begin coding? I understand the pre-production process is about documenting, doing research etc. What does that mean? Does it mean I should open up Word and write down everything about the game? For example what should happen when you click on different things etc. Thanks for your help!

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  • Please explain some of the features of URL Rewrite module for a newbie

    - by kunjaan
    I am learning to use the IIS Rewrite module and some of the "features" listed in the page is confusing me. It would be great if somebody could explain them to me and give a first hand account of when you would use the feature. Thanks a lot! Rewriting within the content of specific HTML tags Access to server variables and HTTP headers Rewriting of server variables and HTTP request headers What are the "server variables" and when would you redefine or define them? Rewriting of HTTP response headers HtmlEncode function Why would you use an HTMLEncode in the server? Reverse proxy rule template Support for IIS kernel-mode and user-mode output caching Failed Request Tracing support

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  • I want to learn the basics of Game Development [on hold]

    - by Mary
    I have programming experience and I would like to know how to start building games. I'm interested in building games for desktops and Android tablets. Could you list the general steps of Game Building? From the more common programming languages used to the software and frameworks available at each stage? I'm just trying to get the big picture of all the different options and tools I have at my disposal. Please leave some book recommendations and useful links!

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  • 'module' object has no attribute 'PY2'

    - by ManikandanV
    I am using ubuntu 14.04, was trying to install python-memcache. I have got an error like Downloading/unpacking python-memcached Downloading python-memcached-1.53.tar.gz Cleaning up... Exception: Traceback (most recent call last): File "/usr/lib/python2.7/dist-packages/pip/basecommand.py", line 122, in main status = self.run(options, args) File "/usr/lib/python2.7/dist-packages/pip/commands/install.py", line 278, in run requirement_set.prepare_files(finder, force_root_egg_info=self.bundle, bundle=self.bundle) File "/usr/lib/python2.7/dist-packages/pip/req.py", line 1229, in prepare_files req_to_install.run_egg_info() File "/usr/lib/python2.7/dist-packages/pip/req.py", line 292, in run_egg_info logger.notify('Running setup.py (path:%s) egg_info for package %s' % (self.setup_py, self.name)) File "/usr/lib/python2.7/dist-packages/pip/req.py", line 284, in setup_py if six.PY2 and isinstance(setup_py, six.text_type): AttributeError: 'module' object has no attribute 'PY2' Storing debug log for failure in /home/mani/.pip/pip.log I am getting the same error when installing Django-celery, pymongo etc

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