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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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  • Suggest methods for testing changes to "pam.d/common-*" files

    - by Jamie
    How do I test the changes to the pam.d configuration files: Do I need to restart the PAM service to test the changes? Should I go through every service listed in the /etc/pam.d/ directory? I'm about to make changes to the pam.d/common-* files in an effort to put an Ubuntu box into an active directory controlled network. I'm just learning what to do, so I'm preparing the configuration in a VM, which I plan to deploy in metal in the coming week. It is a clean install of Ubuntu 10.04 Beta 2 server, so other than SSH daemon, all other services are stock.

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  • How to mount /tmp in /mnt on EC2?

    - by Claudio Poli
    I was wondering what is the best way to mount the /tmp endpoint in the ephemeral storage /mnt on an EC2 instance and give the ubuntu user default write permissions. Some suggest editing /etc/rc.local this way: mkdir -p /mnt/tmp && mount --bind -o nobootwait /mnt/tmp /tmp However that doesn't work for me (files differs). I tried editing the default fstab entry: /dev/xvdb /mnt auto defaults,nobootwait,comment=cloudconfig 0 2 replacing /mnt with /tmp and and giving it a umask=0777, however it doesn't work because of cloudconfig. I'm using Ubuntu 12.04. Thanks.

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  • Horde complains that Imp is not running

    - by Eric J.
    I'm a mostly-Windows guy tasked with setting up email on an Ubuntu 12.04 instance at AWS and hit the following error: When I browse to Horde, after entering my administrative credentials, I get the error message: A fatal error has occurred imp is not activated. Details have been logged for the administrator. I am following the following, quite detailed guide http://www.exratione.com/2012/05/a-mailserver-on-ubuntu-1204-postfix-dovecot-mysql/ This is happening at Step 20, at the text Now fire up you web browser and navigate to your server at http://mail.example.com/ to verify that you can log in as the configured administrative mail user. (of course I used my actual domain). Questions Where is Horde logging the "details"? Any thoughts on why this might happen? I found Google hits suggesting that php5-mcrypt might be missing, but I verified it is installed and up-to-date in my case.

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  • design of 'game engine' for small javascript games?

    - by Matt Ball
    I'm making a group of two or three simple javascript games for fun. After someone finishes one game, they'll be presented with a harder or easier version of another game depending on whether the original game was won or lost. I have a high-level question about the design of things: So far I've created a class for one game type that manages the interaction with the UI and the state of the game itself. But for tracking how many of the subgames have been won, or for understanding whether the next game presented should be more or less difficult, are there arguments to be made for making a 'game engine' class? How does the engine communicate to the games? For instance, when a game is won, how is that information relayed to the engine? Is there a better or more common design? (If you want to see what I have so far, the games are slowly taking shape here: https://github.com/yosemitebandit/candela and can be viewed at http://yosemitebandit.com/candela)

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  • Installing PHP Imagick with libmagickcore4

    - by Ali
    I have ImageMagick (version 6.6.9-7) on Ubuntu 12.04, which has libmagickcore4. When I tried to install PHP imagick, I received the following error: The following packages have unmet dependencies: php5-imagick : Depends: libmagickcore3 (>= 8:6.6.0.4) but it is not installable Depends: libmagickwand3 (>= 8:6.6.0.4) but it is not installable E: Unable to correct problems, you have held broken packages. Apparently, the problem is that php5-imagick is based on libmagickcore3 but a newer verion has been installed on my Ubuntu. Is there a way to instruct PHP imagick to use libmagickcore4?

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  • Interesting/Innovative Open Source tools for indie games

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • /var/lib/ureadahead/debugfs using up disk space

    - by Keyo
    Running Ubuntu 10.04 and nearly all my drive space is gone. # df -h Filesystem Size Used Avail Use% Mounted on /dev/mapper/ubuntu-root 7.3G 6.6G 327M 96% / none 245M 240K 244M 1% /dev none 249M 0 249M 0% /dev/shm none 249M 340K 249M 1% /var/run none 249M 0 249M 0% /var/lock none 249M 0 249M 0% /lib/init/rw /dev/sda1 228M 34M 183M 16% /boot Of course it's not mounted. I read that chmod 0 /sbin/debugfs could fix the problem, but now it just won't mount despite changing the permission to 777. This is a VM running on VirtualBox. I have done a file system check which ran fine. What is this directory and how can I remove it from the system?

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  • Crazy VM clock drift

    - by SimonJGreen
    This is taken from an Ubuntu 10.10 VM running on ESX5: Nov 3 21:58:50 server1 ntpd[21169]: adjusting local clock by 31.187370s Nov 3 22:02:36 server1 ntpd[21169]: adjusting local clock by 31.159808s Nov 3 22:05:18 server1 ntpd[21169]: adjusting local clock by 31.067579s Nov 3 22:07:59 server1 ntpd[21169]: adjusting local clock by 30.952187s Nov 3 22:11:38 server1 ntpd[21169]: adjusting local clock by 30.890147s According to the VMWare KB no kernel tweaks should be needed for Ubuntu 10.10 to maintain time to their standards. What's especially odd is the drift seems fairly consistent. Any help appreciated on this one!

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  • Playing Age of Empires II multiplayer in VirtualBox Over wi fi network

    - by Gaurav_Java
    I installed Age of Empires II (Expansion) in VirtualBox (hosting Windows XP). It works great in single player mode. Unfortunately, I tried playing multiplayer via WI-FI which I created on my Ubuntu machine and can't seem to join games. But when I connected to my WI-FI router other able to connect to my system and we can play multiplayer mode This is what I've done so far to try to resolve the issue: I noticed that the IP address of my virtual machine was 10.0.x.x, While the local IP on Ubuntu is 192.168.x.x, which I figured was a Problem. So I changed from NAT networking to bridged networking in VirtualBox . I turned off the Windows firewall in the virtual machine and don't have any ports blocked by Ubuntu, so no software firewall should be at fault. However I'm still unable to play multiplayer games, and suspect that some kind of networking issue lies at the heart of the problem. I'm not sure what else I would need to change, however. So essentially I was wondering if anyone else here has managed to play AOE2, or any similar game, inside VirtualBox from Ubuntu, and if so what you needed to do to make it possible. Or if anyone has suggestions on where else to look to figure out the problem, I'd appreciate that as well. Unfortunately AOE2 itself doesn't provide any debugging information to troubleshoot the inability to connect to network games. Here MY IP result both for Ubuntu and Virtualbox XP I want to play game on multiplayer mode in virtualbox on my system(Own Created on Ubuntu ) wi-fi on which other can connect and play hope someone will answer this

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  • Starting to make 2D games in C++

    - by Ashley
    I'm fairly experienced with C and C#, but I've only ever created console/windows applications. I'm also experienced with AS3 and I've made some flash games. I want to make proper 2D games in C++, but I have no idea where to begin with graphics. There are entire books devoted to game development in C++ that only work with console applications and I'm finding the lack of resources and tutorials for proper 2D games frustrating... I'm also not particularly interested in using existing engines because I want total control of what I create. I've heard of the Allegro library; is it something important/popular that I should look into? How will I use DirectX? Any resources or links to tutorials or information is greatly appreciated.

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  • Mount /tmp in /mnt on EC2

    - by Claudio Poli
    I was wondering what is the best way to mount the /tmp endpoint in the ephemeral storage /mnt on an EC2 instance and give the ubuntu user default write permissions. Some suggest editing /etc/rc.local this way: mkdir -p /mnt/tmp && mount --bind -o nobootwait /mnt/tmp /tmp However that doesn't work for me. I tried editing the fstab: /dev/xvdb /tmp auto defaults,nobootwait,comment=cloudconfig 0 2 and giving it a umask=0777, however it doesn't work because of cloudconfig. I'm using Ubuntu 12.04.

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  • Interesting/Innovative Open Source tools for indie games [closed]

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • Easiest turn-base games you can think of?

    - by Edgar Miranda
    I'm planning to get into the process of programming multiplayer turn-base games. I would like to start off by making some of the simplest (yet fun) multiplayer turn-base games out there. What are some that you can provide? For example... Tic-Tac-Toe Rock-Paper-Scissors Checkers Some not so easy games... 4 in a row chess poker In terms of "ease" of implementation I'm mainly looking at logic. For example, Rock-Paper-Scissors has very simple logic, while chess has logic that is more complicated. So far I have the following: Hexagon Heroes of Might and Magic Nine Men's Morris Connect 4 21 (card game) Pen the Pig (The Dot game) Memory Match

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  • store image installation error in UEC

    - by selvakumar
    to my college final year project we planned to setup the private cloud on the two machines. I recently installed Ubuntu Enterprise Cloud (UEC) on two of my machines . I was trying to install the store image through WebUI. I was able to download Ubuntu 10.04 - (i386) image but while installing, it's giving me following error: - Command 'euca-upload-bundle' returned status code 1: Checking bucket: image-store-1296600766 Traceback (most recent call last): File "/usr/bin/euca-upload-bundle", line 231, in main() File "/usr/bin/euca-upload-bundle", line 214, in main bucket_instance = ensure_bucket(conn, bucket, canned_acl) File "/usr/bin/euca-upload-bundle", line 87, in ensure_bucket bucket_instance = connection.get_bucket(bucket) File "/usr/lib/pymodules/python2.6/boto/s3/connection.py", line 275, in get_bucket rs = bucket.get_all_keys(headers, maxkeys=0) File "/usr/lib/pymodules/python2.6/boto/s3/bucket.py", line 204, in get_all_keys headers=headers, query_args=s) File "/usr/lib/pymodules/python2.6/boto/s3/connection.py", line 342, in make_request data, host, auth_path, sender) File "/usr/lib/pymodules/python2.6/boto/connection.py", line 459, in make_request return self._mexe(method, path, data, headers, host, sender) File "/usr/lib/pymodules/python2.6/boto/connection.py", line 437, in _mexe raise e socket.error: [Errno 110] Connection timed out could anyone please help me?

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  • After closing the ssh terminal, the thin server is down

    - by Keating Wang
    I have a rails project run on the thin server(1.3.1) on a ubuntu server. I ssh to the server and start thin with command 'thin start -C config/thin.yml', following the thin.yml, port: 3000 log: log/thin.log timeout: 30 chdir: /home/byht/56platform/dev/tracker environment: production servers: 1 daemonize: true After thin starts successfully, I visit the project and it works well. Then, I close the terminal, I can also visit the pages that have been visited, but when I visit the pages that not been visited before closing ssh terminal, a "500" error appears on the page. I didn't find the error messages in the log file. I have tried start thin with nohup and sudo, but they are useless. I sign in the ubuntu server locally, then the problem disappears. But I need sign in the server to stat thin with ssh when I'm home.

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  • Physics from other games

    - by Carlosrdz1
    I'm making a platform engine with XNA Game Studio, and I've solved almost everything about colliding stuff. But now, I'm searching for good physics for the player, I'm trying to emulate characters from other games like Mario from Super Mario World, or MegaMan X... do you know a website or something, where the physics from that games are revealed? I remember seen a page with something like that. Or what's the process you think is the best to emulate physics from other games? Just trial and error? Thank you.

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  • SVN help:: svn: invalid option: --trust-server-cert

    - by JP19
    Hi, I want to bypass certificate checking. I tried using svn --trust-server-cert update, but I get an error, svn: invalid option: --trust-server-cert. I am on ubuntu and the svn version is 1.5.4. Is there any other way to bypass the certificate? Ubuntu won't automatically update my svn to 1.6.xx, which I think has this option. (In any case, I have heard that 1.6.xx has compatibility problems with some apache modules so is not fully safe to install?). Anyone with a suggestion? Thanks JP

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  • mailman not relaying email to external address

    - by gozzilli
    I have a setup of mailman with postfix on an ubuntu server 12.04. My problem is that mailing list emails are not forwarded to email addresses external to my institution. However the initial welcome email is received by everyone, internally and externally. in fact, a simple email from command line with mail is successfully sent to anyone after that, mailing list emails are only forwarded to internal addresses. the domain name I'm using for the server is not that of my institution who is hosting the server. Here is my main.cf: myorigin = sub.myinstitution.tld mynetworks = 127.0.0.0/8 xxx.xxx.xxx.xxx/16 # this is my institution ip range relayhost = smtp.myinstitution.tld inet_interfaces = loopback-only local_transport = error:local delivery is disabled virtual_alias_maps = hash:/etc/postfix/virtual smtpd_recipient_restrictions = permit_mynetworks myhostname = mywebsite.tld mydestination = $myhostname, localhost.$mydomain, localhost I also found these two links on serverfault and ubuntu forums, but neither of these solutions seem to do the trick for me. Any help would be much appreciated.

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  • Install Rails on linux [migrated]

    - by Jseb
    I am trying to install Ruby on Rails. and i have followed the following link for the install https://www.digitalocean.com/community/articles/how-to-install-ruby-on-rails-on-ubuntu-12-04-lts-precise-pangolin-with-rvm. This link was helpful i was able to run it, and everything, however as soon has i restarted the computer i then go into my apps and run it again with rails s and this message occurs. The program 'rails' is currently not installed. You can install it by typing: sudo apt-get install rails But work before, what should i do, do i need to set the path of somesort?? I am not that great in linux so bear with me. I am using linux ubuntu 12.04 desktop and my user is john Thanks in advance

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  • Removing CrossOver Games from Unity Start panel

    - by Cássio Amary
    I'm new to Ubuntu and recently installed CrossOver Games Trial on Ubuntu 12.04, didn't like it, tried to uninstall it but simply refused to go away , so I just went on and deleted the folders in the File System. Problem is that now there are 4 icons left on the Unity Start Panel under "installed applications", and I don´t know how to remove it. Actually, could anyone tell me how to delete any shortcut that is created on the Start Panel? Is there a way to do it? Thank you very much!

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  • Upgrading Ubuntu(32 bit) 10.10 -> 11.04 fails and causes a kernel panic on boot

    - by Ubuntu Upgrade
    On Ubuntu 10.10 machine Upgrade to Ubuntu 11.04 using the update manager. The upgrade fails and leaves the system in an unstable state. When I reboot the system I get a kernel panic on boot. The error points to /opt/abc/runtime/lib/libc.so.6. By researching on this I found that there is a third party software abc causes problem. It has it's own runtime(libc) library. In /lib/ directory there is a link file /lib/ld-abc.so.2 ---/opt/abc/runtime/lib/ld-linux.so.2. If we rename this file to /lib/abc.so.2 or remove this file the the upgrade is success. Here is the upgrade log of where it crashes(apt-term.log) ===== Services restarted successfully. Processing triggers for libc-bin ... ldconfig deferred processing now taking place /usr/bin/dpkg: /opt/abc/runtime/lib/libc.so.6: version `GLIBC_2.11' not found (required by /usr/bin/dpkg) /usr/bin/dpkg: /opt/abc/runtime/lib/libc.so.6: version `GLIBC_2.8' not found (required by /lib/libselinux.so.1) ===== Could you please let me know what would be the problem of having a run time link library file in /lib directory. Does the ubuntu upgrade check the 3rd part runtime as well?

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  • Google Games Chat #7

    Google Games Chat #7 The Google Games Chat (official motto: "Now with 30% less swearing") is back! And we're ready to talk about all things Halloween related. Like zombies! And vampires! And things in games that scare us, like corrupt save game files. But we probably won't get Todd to talk about Amnesia: TDD, because he's too scared to play it. What a chicken. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Gaming

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  • how can I start developing games? [closed]

    - by miguelacho
    as you may know very well, every individual related with software development is somehow related to the science or the activity that the program was made for, I am currently working as a programmer for a company that is dedicated to build enterprise software for ensurance business, before this job, I was working with a travel agency developing extra modules for the CRM they use (VTiger), so I can say I am related to ERP/CRM, the fact is, I would like to change this to another activity, like developing video games. I'd like to start developing games, by getting a job or making my own project, but: 1) I have no experience developing video games, is that an obstacle if I want to get a job? if is that so, how can I solve it? 2) if I want to make my own project I will need more people, like a graphic disigner or some others, isn't there a way to make the whole game by my own?

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  • Google Games Chat #3!

    Google Games Chat #3! The Google Games Chat is back! Now with a little bit of structure! Come check out the hot new property that Web Pro News raved "a show", and what we here at Google call "45 minutes away from doing real work." We'll be chatting about games, industry trends, and making bold new predictions that will probably look ridiculously wrong in three years. As always, please ask questions in the Google Moderator section below, and we might even get around to answering one or two. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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