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  • String Conversion to Char for Java Game

    - by Jen
    Is there someone who could help me achieve the following points on this problems? I can't seem to get it. I tried using toCharArray and Scanner to achieve this, but it doesn't work, nor do I know how to make this things possible for my word game. :( · Get a popular name of person, place, verse, saying or event from the user. This may have a single or multiple words in it. · Create a copy of this string to an array where each letter is replaced with a hyphen (-) and each space is replaced with an underscore (_). Symbols and numbers will remain shown. · The program then asks a letter from the user. If the letter is in the inputted string, then it should be shown on the array at the same position it is shown in the string. Meaning, the letter replaces the hyphen (-) at the correct position of the array. · The program again prompts for a letter from the user and replaces the hyphen (-) of the array if it exists on the inputted string. This will be repeatedly done until such time each hyphen (-) is replaced with the correct letter. · If the user inputs an invalid letter, that is, a letter that does not exist on the inputted string, then the program should inform the user. If this happens 3 times while there is still at least one hyphen on the array, then the program should inform the user that he lost the game and showing him the whole correct string. · If the user completes the game, meaning, all hyphens have been replaced with the correct letters; then the program should congratulate the user for a job well done.

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  • Bending of track in a racing game

    - by caius
    I am trying to create a small racing game in which the track would be modeled using a BSpline curve for the path's center line and directional vectors to define the 'bending' of the track at each point. My problem is that I don't know how to calculate the correct bending / slope of the curve, in such a way that it would be optimal or at least visually nice for a car to 'bend in the corner'. My idea was to use the direction of the 2nd derivatives of the curve, however while this approach looks fine for most of the track, there are points in which the 2nd derivative makes sharp 'twists' / very quick 180 degree flips. I also read about 'knots' of bsplines, but I don't know if such 'twist' in 2nd derivatives is a knot or knots are something else. Can you tell me that using a BSpline: 1. How could I calculate a visually nice bending of a track for a racing game? 2. Is it possible to do this by using some simple calculations of centripertal force / gravity? 3. Is it possible to do this by using 1st, 2nd and 3rd derivatives of the BSpline curve? I am not looking for the 'physically correct' bending angle for the track, I would just like to create something which is visually pleasing in a simple game. I am using a framework which has a built-in class for BSpline, including support for 1st, 2nd and 3rd derivatives of the curve.

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

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  • Best way to solve the game 'bricolage'

    - by maggie
    I am trying to solve the following game http://www.hacker.org/brick/ using some kind of AI. The target of this game is to finally clear the board by clicking on groups of at least 3 bricks of the same color and removing them. If a group is disappearing the remaining bricks above will fall down or be moved left if a column got no bricks left. The higher the level - more colors and larger board. I already guessed that a pure bruteforce approach wont scale nice for higher levels. So i tried to implement a monte carlo like approach which worked ok for the first levels. But i am still not confident i will make the maximum level of 1052 with this. Currently i am stuck @~ level 100 :) The finding of the solution takes too much time... Hoping that there is a better way to do this i read some stuff about neural networks but i am really at the beginning of this. Before becoming obsessed by ANNs i want to be sure it is the right way for my problem. So my question is: Does it make any sense to apply an ANN to this game? Any suggestions?

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  • DIY Arcade Build Packed into an IKEA Console Table

    - by Jason Fitzpatrick
    If you checked out the Raspberry Pi-powered arcade table we shared earlier this week but want an all-in-one solution that doesn’t require as much configuration, this table uses a pre-programmed board that comes loaded with arcade classics. Courtesy of tinker Casper36, we’re treated to a compact build hidden inside an IKEA console table. One of the most polished aspects of this build is how well hidden the flush-mounted screen is under the dark glass tabletop–when the screen it just looks like the table has a patterned glass insert. Hit up the link below for the full photo build-log. IKEA Console Arcade Build [via Make] 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • In general, are programmers or artists paid better?

    - by jokoon
    I'm in a private game programming school where there also are 3D art classes; sadly, there seems to be a lot more students in those latter classes, something like 50% or 100% more. So I was wondering: in the real video game industry, which of the artist/modeler or the programmer is more likely to be wanted in a company, so who will be paid more ? I'm sure there are artists which are obviously paid better than other programmers and I'm sure there are other sorts of jobs in the game industry (sound, management, testers), but I wanted to know if there is a general tendency for one or the other. And sometime I wonder even if an artist can happen to write scripts...

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  • Play a New Random Game Each Day in Chrome

    - by Asian Angel
    Being able to unwind for a few moments each day can make the time pass so much better and help you feel refreshed. If your favorite method for relaxing is playing a quick game, then join us as we take a look at the Random Games from MyGiochi.net extension for Google Chrome. Random Games from MyGiochi.net in Action The really great thing about this extension is that each day you can have a new random game to play. If you love variety this is definitely going to be a perfect match for you. We got “Power Golf” as our random game of the day. Here is a look at things once we got started…this one can be a lot of fun to play. Time to move on to the third hole now… What if you want something different from the game available on any given day? In the upper right corner you will find links for “game categories” that you can look through (clicking on the links will open a new tab). Since the links are in Italian you might need to experiment a little bit to find the category that you want to browse through. We chose the “Games for Girls Category”. With Chrome’s new built in “Translation Bar” you can easily switch the page over to the language of your choice. Note: Translation Bar available in Dev Channel releases. Ready to choose a fun game to play! You really can have a lot of fun with the games available at My Giochi. With our “game of the day” we had a second option for other games to try. More games equals more fun! Conclusion If playing online games is your favorite way to relax then the MyGiochi.net extension will make a great addition to your browser. Have fun with all of those new games each day! Links Download the Random Games from MyGiochi.net extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Geek Fun: Play Alien Arena the Free FPS GamePlay Avalanche!! in Google ChromeFriday Fun: Get Your Mario OnFriday Fun: Play Bubble QuodFriday Fun: 13 Days in Hell TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional How to Browse Privately in Firefox Kill Processes Quickly with Process Assassin Need to Come Up with a Good Name? Try Wordoid StockFox puts a Lightweight Stock Ticker in your Statusbar Explore Google Public Data Visually The Ultimate Excel Cheatsheet

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  • GDC 2012: From Console to Chrome

    GDC 2012: From Console to Chrome (Pre-recorded GDC content) Cutting-edge HTML5 brings high performance console-style 3d games to the browser, but developing a modern HTML5 game engine can be a challenge. Adapting to HTML5 and Javascript can be bewildering to game programmers coming from C / C++. This talk is an overview of the tools, techniques, and topics you need to be familiar with to adapt to programming high performance 3D games for the web. Topics will include cutting edge HTML5 APIs, writing high performance Javascript, and profiling / debugging tools. Speaker: Lilli Thompson From: GoogleDevelopers Views: 3845 80 ratings Time: 01:02:14 More in Science & Technology

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  • Real-Time Strategy Gameplay

    - by Ahmad Alkhawaja
    I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define the gameplay (The Scoring, Unit Behaviors/Attributes). I am searching for links/articles/books about how to define the gameplay, for me this: The scoring Figuring out levels of control (in any RTS game, there is units, individuals and squads) Unit action/attributes/properties point timing (how long it will take to play?) Achievements ..etc I want to see how they usually define these areas in RTS games, I expect to see general document discussing this concept that I can use to build the gameplay. Any idea? Is my question clear or I need to provide more details?

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  • Package Manager Console For More Than Managing Packages

    - by Steve Michelotti
    Like most developers, I prefer to not have to pick up the mouse if I don’t have to. I use the Executor launcher for almost everything so it’s extremely rare for me to ever click the “Start” button in Windows. I also use shortcuts keys when I can so I don’t have to pick up the mouse. By now most people know that the Package Manager Console that comes with NuGet is PowerShell embedded inside of Visual Studio. It is based on its PowerConsole predecessor which was the first (that I’m aware of) to embed PowerShell inside of Visual Studio and give access to the Visual Studio automation DTE object. It does this through an inherent $dte variable that is automatically available and ready for use. This variable is also available inside of the NuGet Package Manager console. Adding a new class file to a Visual Studio project is one of those mundane tasks that should be easier. First I have to pick up the mouse. Then I have to right-click where I want it file to go and select “Add –> New Item…” or “Add –> Class…”   If you know the Ctrl+Shift+A shortcut, then you can avoid the mouse for adding a new item but you have to manually assign a shortcut for adding a new class. At this point it pops up a dialog just so I can enter the name of the class I want. Since this is one of the most common tasks developers do, I figure there has to be an easier way and a way that avoids picking up the mouse and popping up dialogs. This is where your embedded PowerShell prompt in Visual Studio comes in. The first thing you should do is to assign a keyboard shortcut so that you can get a PowerShell prompt (i.e., the Package Manager console) quickly without ever picking up the mouse. I assign “Ctrl+P, Ctrl+M” because “P + M” stands for “Package Manager” so it is easy to remember:   At this point I can type this command to add a new class: PM> $dte.ItemOperations.AddNewItem("Code\Class", "Foo.cs") which will result in the class being added: At this point I’ve satisfied my original goal of not having to pick up a mouse and not having the “Add New Item” dialog pop up. However, having to remember that $dte method call is not very user-friendly at all. The best thing to do is to make this a re-usable function that always loads when Visual Studio starts up. There is a $profile variable that you can use to figure out where that location is for your machine: PM> $profile C:\Users\steve.michelotti\Documents\WindowsPowerShell\NuGet_profile.ps1 If the NuGet_profile.ps1 file does not already exist, you can just create it yourself and place it in the directory. Now you can put a function inside like this: 1: function addClass($className) 2: { 3: if ($className.EndsWith(".cs") -eq $false) { 4: $className = $className + ".cs" 5: } 6: 7: $dte.ItemOperations.AddNewItem("Code\Class", $className) 8: } Since it’s in the NuGet_profile.ps1 file, this function will automatically always be available for me after starting Visual Studio. Now I can simply do this: PM> addClass Foo At this point, we have a *very* nice developer experience. All I did to add a new class was: “Ctrl-P, Ctrl-M”, then “addClass Foo”. No mouse, no pop up dialogs, no complex commands to remember. In fact, PowerShell gives you auto-completion as well. If I type “addc” followed by [TAB], then intellisense pops up: You can see my custom function appear in intellisense above. Now I can type the next letter “c” and [TAB] to auto-complete the command. And if that’s still too many key strokes for you, then you can create your own PowerShell custom alias for your function like this: PM> Set-Alias addc addClass PM> addc Foo While all this is very useful, I did run into some issues which prompted me to make even further customization. This command will add the new class file to the current active directory. Depending on your context, this may not be what you want. For example, by convention all view model objects go in the “Models” folder in an MVC project. So if the current document is in the Controllers folder, it will add your class to that folder which is not what you want. You want it to always add it to the “Models” folder if you are adding a new model in an MVC project. For this situation, I added a new function called “addModel” which looks like this: 1: function addModel($className) 2: { 3: if ($className.EndsWith(".cs") -eq $false) { 4: $className = $className + ".cs" 5: } 6: 7: $modelsDir = $dte.ActiveSolutionProjects[0].UniqueName.Replace(".csproj", "") + "\Models" 8: $dte.Windows.Item([EnvDTE.Constants]::vsWindowKindSolutionExplorer).Activate() 9: $dte.ActiveWindow.Object.GetItem($modelsDir).Select([EnvDTE.vsUISelectionType]::vsUISelectionTypeSelect) 10: $dte.ItemOperations.AddNewItem("Code\Class", $className) 11: } First I figure out the path to the Models directory on line #7. Then I activate the Solution Explorer window on line #8. Then I make sure the Models directory is selected so that my context is correct when I add the new class and it will be added to the Models directory as desired. These are just a couple of examples for things you can do with the PowerShell prompt that you have available in the Package Manager console. As developers we spend so much time in Visual Studio, why would you not customize it so that you can work in whatever way you want to work?! The next time you’re not happy about the way Visual Studio makes you do a particular task – automate it! The sky is the limit.

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  • 13.10 hangs on waking from suspend except when suspended from console

    - by Pavel
    I know waking from suspend is an issue, but this looks like a separate bug. When I suspend 13.10 on HP Pavillion dv6 (AMD 6770M/fglrx 13.10.10) from x, it suspends normally but freezes when waking. I get a black screen with a frozen cursor. But when I suspend from console with sudo pm-suspend, it wakes normally, and I can then get back my x with ctrl-alt-f7. If I suspend by closing lid under x, also freezes when waking up. If I suspend by closing lid under console, it wakes up into the x (?) login, then into a clean session.

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  • Moving camera, or camera with discrete "screens"?

    - by Jacob Millward
    I'm making a game with a friend, but having trouble deciding on a camera style. The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements. My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game. Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

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  • Where to start learning OpenGL with C++?

    - by NERDcustard
    I'm 16 years old and my name is Norbert. I have learnt C++ and made some cool text based games and such but I would love to start graphic's programming. I'm a decent artiest (I will have some of my work bellow) I know the base of C++ but I really would like to get into OpenGL. I need someone to show me some good tutorials for OpenGl with C++ so I can really get into game dev. My goal is to be able to program a simple 2d game by the end of the year and I have lots of time to do so. I'm en-rolled in a game dev next year and really need some help with starting off. http://imgur.com/QZjKX http://imgur.com/3CZy7

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  • What makes puzzle games addictive?

    - by Bryan Denny
    I'm currently developing a puzzle game for Android that is sort of along the lines of Alchemy. I was wondering what makes games like Alchemy or Bejeweled so addicting? How do I keep players interested in the game to want to play it over and over? Is it the scores? Level advancement? The challenges? What should I be doing to try and keep a player engaged with a puzzle game since they are often quite repetitive?

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  • SharePoint 2010 Console App, Project Template

    - by Sahil Malik
    SharePoint 2010 Training: more information I wish I had done this earlier, I have wasted so much time over the past 2 years doing the following. Create a console app Add reference to Microsoft.SharePoint.dll Hit F5, curse because I forgot to set the framework to .NET 3.5 Right click properties, change framework to .NET 3.5 Hit F5, curse again because I get a FileNotFoundException, because I forgot to make it a x64 app. Finally on my way, 2 minutes later – which has added to atleast 2 hours over the last year.   Well, no more! Presenting, the SharePoint console app project template. What? You want it too? Okay here it is. Read full article ....

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  • Why do consoles have so little memory compared to classic computers?

    - by jokoon
    I remember the Playstation having 2MB ram and 1MB graphic memory. The Playstation 3 now has only 256MB ram and 256MB graphic memory, and I'm sure that the day the console was released, even laptop's "standard" capacity was at least 1GB. So why do they put so little memory in their machines, while developers would benefit a lot by having more ? Or is the memory that much faster than desktops and thus more expensive ? Or is it not that much worth it for developers ? What are the Sony/XBox/Nintendo engineers thinking that seems to be the same reason ?

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  • How should I access frame buttons from a controller in an MVC approach?

    - by Loris
    I'm developing an italian card game using the mvc pattern. I have the class GameFrame that contains the view. The user's card are buttons (JButton objects). I have 3 controllers: GameController: to control the game in general. Contains the game loop. HumanPlayerController: to control the user input ComputerPlayerController: contains the AI of the computer PlayerController: is an interface with the makeTurn() method. It's implemented by HumanP.C. and ComputerP.C. HumanPlayerController implements ActionListener too. But what is the right way to access to the GameFrame buttons? I need it for understand which card was chosen. GameFrame and HumanPlayerController are in different packages. Should i make the JButtons public?

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  • It is worth planning before jumping in the code?

    - by Rushino
    I always thought that planning is important for a game. But i don't know at which point. Some are telling me to code instead of planning but i feel like its still important because when you will be in the code you will know what to do next more easily. I am currently working on a game that will have lots of content so i decided to start a design document introducing thoses content and at a side-level i am doing proofs of concept to check if it can be done. Parts of each proofs of concept then could be used later in the real game. EDIT: I am working alone on this project. So my question is : It is worth planning before jumping in the code ? Im still interested to know what others have to say about this. Cause i still get some poeple saying i should code instead of thinking.. so what your opinion on this ?

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  • XNA Monogame GameState Management not deserilaizing

    - by Pectus Excavatum
    I am having some trouble serializing/deserializing in a little game I am doing to teach myself monogame. Basically, I am using the gamestatemnanagement resources common to monogame (screen manager etc). Then I am serializing my screen manager component and all associated screens in the OnDeactivated method: protected override void OnDeactivated(Object sender, EventArgs args) { foreach (GameplayScreen screen in mScreenManager.GetScreens()) { DataManager.SaveData(screen.Level.LevelData); } mScreenManager.SerializeState(); } The Save data bit is to do with something else. Then I then override OnActivated to de serialize protected override void OnActivated(Object sender, EventArgs args) { //System.Diagnostics.Debug.WriteLine("here activating"); mScreenManager.DeserializeState(); } However, when this runs it just loads a blank screen - it goes into the game initialize and the game draw method, but doesnt go down into the screens initialize or draw methods. I have no idea why this might be - any help would be greatly appreciated. I am not the only one who has encountered this - I found this post also - https://monogame.codeplex.com/discussions/391117

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