Search Results

Search found 12338 results on 494 pages for 'game ai'.

Page 51/494 | < Previous Page | 47 48 49 50 51 52 53 54 55 56 57 58  | Next Page >

  • Archery game programming algorithm

    - by Ricky
    I need the algorithm to animate the arrow based on 2 parameters, angle while shooting and power while drawing the bow. Ive tried to use y=asinx but it works only when shooting in up direction. Doesnt work well while shooting with straight or down direction. Thanks.

    Read the article

  • [IOS SDK] retrieving scores from game center

    - by Sam
    I got this code from apple's developer site. How do i process the score information to be viewed in a like a UITableView or something? (void) retrieveTopTenScores { GKLeaderboard *leaderboardRequest = [[GKLeaderboard alloc] init]; if (leaderboardRequest != nil) { leaderboardRequest.playerScope = GKLeaderboardPlayerScopeGlobal; leaderboardRequest.timeScope = GKLeaderboardTimeScopeAllTime; leaderboardRequest.range = NSMakeRange(1,10); [leaderboardRequest loadScoresWithCompletionHandler: ^(NSArray *scores, NSError *error) { if (error != nil) { // handle the error. } if (scores != nil) { // process the score information. } }]; } }

    Read the article

  • Good Tutorial To Learn C++ Development For Game Boy

    - by Nathan Campos
    I'm learning C++ with this book of Deitel: C++ How to Program, 5/e and some tutorials and resources of the internet, but i want to learn how i can develop Nintendo GameBoy Advance games using C++, but only in resources over the internet, because i don't want to spent money now with a thing that i only want to try.

    Read the article

  • Why is Lua considered a game language?

    - by Hoffmann
    I have been learning about Lua in the past month and I'm absolutely in love with the language, but all I see around that is built with lua are games. I mean, the syntax is very simple, there is no fuss, no special meaning characters that makes code look like regex, has all the good things about a script language and integrates so painlessly with other languages like C, Java, etc. The only down-side I saw so far is the prototype based object orientation that some people do not like (or lack of OO built-in). I do not see how ruby or python are better, surely not in performance ( http://shootout.alioth.debian.org/gp4/benchmark.php?test=all&lang=lua&lang2=python ). I was planning on writting a web app using lua with the Kepler framework and Javascript, but the lack of other projects that use lua as a web language makes me feel a bit uneasy since this is my first try with web development. Lua is considered a kids language, most of you on stackoverflow probably only know the language because of the WoW addons. I can't really see why that is... http://lua-users.org/wiki/LuaVersusPython this link provides some insights on Lua against Python, but this is clearly biased.

    Read the article

  • SET game odds simulation (MATLAB)

    - by yuk
    Here is an interesting problem for your weekend. :) I recently find the great card came - SET. Briefly, there are 81 cards with the four features: symbol (oval, squiggle or diamond), color (red, purple or green), number (one, two or three) or shading (solid, striped or open). The task is to find (from selected 12 cards) a SET of 3 cards, in which each of the four features is either all the same on each card or all different on each card (no 2+1 combination). In my free time I've decided to code it in MATLAB to find a solution and to estimate odds of having a set in randomly selected cards. Here is the code: %% initialization K = 12; % cards to draw NF = 4; % number of features (usually 3 or 4) setallcards = unique(nchoosek(repmat(1:3,1,NF),NF),'rows'); % all cards: rows - cards, columns - features setallcomb = nchoosek(1:K,3); % index of all combinations of K cards by 3 %% test tic NIter=1e2; % number of test iterations setexists = 0; % test results holder % C = progress('init'); % if you have progress function from FileExchange for d = 1:NIter % C = progress(C,d/NIter); % cards for current test setdrawncardidx = randi(size(setallcards,1),K,1); setdrawncards = setallcards(setdrawncardidx,:); % find all sets in current test iteration for setcombidx = 1:size(setallcomb,1) setcomb = setdrawncards(setallcomb(setcombidx,:),:); if all(arrayfun(@(x) numel(unique(setcomb(:,x))), 1:NF)~=2) % test one combination setexists = setexists + 1; break % to find only the first set end end end fprintf('Set:NoSet = %g:%g = %g:1\n', setexists, NIter-setexists, setexists/(NIter-setexists)) toc 100-1000 iterations are fast, but be careful with more. One million iterations takes about 15 hours on my home computer. Anyway, with 12 cards and 4 features I've got around 13:1 of having a set. This is actually a problem. The instruction book said this number should be 33:1. And it was recently confirmed by Peter Norvig. He provides the Python code, but I didn't test it. So can you find an error?

    Read the article

  • Android P2P Multiplayer game (with a) XMPP/Google talk b) JXTA peerdroid c) other way)

    - by Kristof
    Hi, I am an android developer and I made some board games. Now i want to make some of my board games multiplayer. I don't want to create and host my own web service, so i thought about P2P. The first thing i found was the XMPP protocol, however it's not real P2P, but if i can use the existing google talk service, i'm ready to go. Is this possible while using your existing google account without interfering with the normal working of your google talk client? Then i heard about JXTA, a real P2P solution, and it's already ported from J2ME to Android (http://code.google.com/p/peerdroid/). Maybe i am overcomplexing things here (as i do sometimes) I just want to know the easiest way to do simple P2P for a boardgame. All your opinions are welcome! Thanks in advance

    Read the article

  • What RESTful API would you use for a turn-based game server?

    - by Ross
    How would you model a turn-based game server as a RESTful API? For example, a chess server, where you could play a game of chess against another client of the same API. You would need some way of requesting and negotiating a game with the other client, and some way of playing the individual moves of the game. Is this a good candidate for a REST (RESTful) API? Or should this be modelled a different way?

    Read the article

  • Display a ranking grid for game : optimization of left outer join and find a player

    - by Jerome C.
    Hello, I want to do a ranking grid. I have a table with different values indexed by a key: Table SimpleValue : key varchar, value int, playerId int I have a player which have several SimpleValue. Table Player: id int, nickname varchar Now imagine these records: SimpleValue: Key value playerId for 1 1 int 2 1 agi 2 1 lvl 5 1 for 6 2 int 3 2 agi 1 2 lvl 4 2 Player: id nickname 1 Bob 2 John I want to display a rank of these players on various SimpleValue. Something like: nickname for lvl Bob 1 5 John 6 4 For the moment I generate an sql query based on which SimpleValue key you want to display and on which SimpleValue key you want to order players. eg: I want to display 'lvl' and 'for' of each player and order them on the 'lvl' The generated query is: SELECT p.nickname as nickname, v1.value as lvl, v2.value as for FROM Player p LEFT OUTER JOIN SimpleValue v1 ON p.id=v1.playerId and v1.key = 'lvl' LEFT OUTER JOIN SimpleValue v2 ON p.id=v2.playerId and v2.key = 'for' ORDER BY v1.value This query runs perfectly. BUT if I want to display 10 different values, it generates 10 'left outer join'. Is there a way to simplify this query ? I've got a second question: Is there a way to display a portion of this ranking. Imagine I've 1000 players and I want to display TOP 10, I use the LIMIT keyword. Now I want to display the rank of the player Bob which is 326/1000 and I want to display 5 rank player above and below (so from 321 to 331 position). How can I achieve it ? thanks.

    Read the article

  • Multiplayer game

    - by j-t-s
    Using either XNA OR just the usual c# win forms application, which would be the best way to create the feature that enables text messages to be sent from me to my friend over the internet? I don't know if this matters or not, but I now have 3 Mobile Broadband internet... so it's like... Wireless internet, does that matter?

    Read the article

  • Opinions on platform game actor/background collision resolving

    - by Kawa
    Imagine the following scenario: I have a level whose physical structure is built up from a collection of bounding rectangles, combined with prerendered bitmap backgrounds. My actors, including the player character, all have their own bounding rectangle. If an actor manages to get stuck inside a level block, partially or otherwise, it'll need to be shifted out again, so that it is flush against the block. The untested technique I thought up during bio break is as follows: If an actor's box is found to intersect a level box, determine where the centerpoints of each rect are. If the actor's center is higher than the level box's, move the actor so that the bottom of the actor's rect is flush with the top of the level's rect, and vice versa if it's lower. Then do a similar thing horizontally. Opinions on that? Suggestions on better methods? Actually, the bounding rects are XNA BoundingBlocks with their Z spanning from -1 to 1, but it's still 2D gameplay.

    Read the article

  • "Othello" game needs some clarification

    - by pappu
    I am trying to see if my understanding of "othello" fame is correct or not. According to the rules, we flip the dark/light sides if we get some sequence like X000X = XXXXX. The question I have is if in the process of flipping 0-X or X- 0, do we also need to consider the rows/columns/diagonals of newly flipped elements? e.g. consider board state as shown in above image(New element X is placed @ 2,3) When we update board, we mark elements from 2,3 to 6,3 as Xs but in this process elements like horizontal 4,3 to 4,5 and diagonal 2,3 to 4,5 are also eligible for update? so do we update those elements as well? or just the elements which have starting as 2,3 (i.e update rows/column/diagonal whose starting point is the element we are dealing with, in our case 2,3?) Please help me understand it

    Read the article

  • Game Objects Talking To Each Other

    - by PhilCK
    What is a good way of dealing with objects and having them talk to each other? Up until now all my games hobby/student have been small so this problem was generally solved in a rather ugly way, which lead to tight integration and circular dependencies. Which was fine for the size of projects I was doing. However my projects have been getting bigger in size and complexity and now I want to start re-using code, and making my head a simpler place. The main problem I have is generally along the lines of Player needs to know about the Map and so does the Enemy, this has usually descended into setting lots of pointers and having lots of dependencies, and this becomes a mess quickly. I have thought along the lines of a message style system. but I cant really see how this reduces the dependencies, as I would still be sending the pointers everywhere. Thanks. PS: I guess this has been discussed before, but I don't know what its called just the need I have.

    Read the article

  • Web applet game design

    - by Vlad
    I making web games in java and having troubles each time when getting to the GUI design, usually I'm looking at others codes and copy most of the design, and I can't decide which design should I use. I used Applet, Canvas, JFrame. What i need is the main loop and draw function that changing between different games. So what class should I use and what design, which is better, why, maybe links to useful tutorials and examples... Please explain. Thanks.

    Read the article

  • database design help for game / user levels / progress

    - by sprugman
    Sorry this got long and all prose-y. I'm creating my first truly gamified web app and could use some help thinking about how to structure the data. The Set-up Users need to accomplish tasks in each of several categories before they can move up a level. I've got my Users, Tasks, and Categories tables, and a UserTasks table which joins the three. ("User 3 has added Task 42 in Category 8. Now they've completed it.") That's all fine and working wonderfully. The Challenge I'm not sure of the best way to track the progress in the individual categories toward each level. The "business" rules are: You have to achieve a certain number of points in each category to move up. If you get the number of points needed in Cat 8, but still have other work to do to complete the level, any new Cat 8 points count toward your overall score, but don't "roll over" into the next level. The number of Categories is small (five currently) and unlikely to change often, but by no means absolutely fixed. The number of points needed to level-up will vary per level, probably by a formula, or perhaps a lookup table. So the challenge is to track each user's progress toward the next level in each category. I've thought of a few potential approaches: Possible Solutions Add a column to the users table for each category and reset them all to zero each time a user levels-up. Have a separate UserProgress table with a row for each category for each user and the number of points they have. (Basically a Many-to-Many version of #1.) Add a userLevel column to the UserTasks table and use that to derive their progress with some kind of SUM statement. Their current level will be a simple int in the User table. Pros & Cons (1) seems like by far the most straightforward, but it's also the least flexible. Perhaps I could use a naming convention based on the category ids to help overcome some of that. (With code like "select cats; for each cat, get the value from Users.progress_{cat.id}.") It's also the one where I lose the most data -- I won't know which points counted toward leveling up. I don't have a need in mind for that, so maybe I don't care about that. (2) seems complicated: every time I add or subtract a user or a category, I have to maintain the other table. I foresee synchronization challenges. (3) Is somewhere in between -- cleaner than #2, but less intuitive than #1. In order to find out where a user is, I'd have mildly complex SQL like: SELECT categoryId, SUM(points) from UserTasks WHERE userId={user.id} & countsTowardLevel={user.level} groupBy categoryId Hmm... that doesn't seem so bad. I think I'm talking myself into #3 here, but would love any input, advice or other ideas.

    Read the article

  • Mathematics and Game Programming

    - by Xfcn
    I want to program graphical 2D games more complex than the basic 2D stuff I already know. I don't want to do 3D programming. Just more complex 2D stuff. I dropped high school before I could learn a lot of stuff so I walked away with enough algebra knowledge to balance my checkbook and do some light 2D Cartesian programming. Are there any good resources out there for a guy with a limited attention span (say 20 minutes apiece for a subject I'm keenly interested in) to learn, gradually, how to do something more useful with math in programming?

    Read the article

  • OpenGL ES 2.0: Using VBOs?

    - by Bunkai.Satori
    OpenGL VBOs (vertex buffer objects) have been developed to improve performance of OpenGL (OpenGL ES 2.0 in my case). The logic is that with the help of VBOs, the data does not need to be copied from client memory to graphics card on per frame basis. However, as I see it, the game scene changes continuously: position of objects change, their scaling and rotating change, they get animated, they explode, they get spawn or disappear. In such highly dynamic environment, such as computer game scene is, what is the point of using VBOs, if the VBOs would need to be constructed on per-frame basis anyway? Can you please help me to understand how to practically take beneif of VBOs in computer games? Can there be more vertex based VBOs (say one per one object) or there must be always exactly only one VBO present for each draw cycle?

    Read the article

  • Legal question.

    - by Kjow
    Hi all, a question bounces in my head from some time. Copyright laws are different by nation to nation, but generally which is the border line to break a copyright? Suppose to make a game that is very similar to an other come out in the past, e.g. a Pacman clone or a Space Invaders clone, but nothing from original titles are grabbed and maybe they're not made in 2d, but in 3d. The titles aren't "Pacman clone - the return" or "Space Invaders - they did it again", and not also "Pocman" or "Space Evaders" (maybe this last could be fun for some "creative financers" that need to escape from earth :D). Finally suppose to call these some thing like "Popcorn, fruit and ghosts" (or the acronym: "PFG") and "Kill all enemy" (or the acronym: "KAE"). In this case (not grab- all self-made) and no references to original titles, but with a game that feels very similar to "ispiration ones"... they could be sold to somewhere like "Valve's Steam"? Regards, Kjow

    Read the article

  • Best solution for multiplayer realtime Android game

    - by piotrek
    I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best: Make server on PC, and client on mobile, all communition go through server ( ClientA - PC SERVER - All Clients ) Use bluetooth, I don't used yet, and I don't know is it hard to make multiplayer on bluetooth Make server on one of devices, and other devices connect ( through network, but I don't know is it hard to resolve problem with devices over NAT ? ) Other solution ?

    Read the article

  • C# in vedio game industry?

    - by kasparov
    Other than Indie game development, C# is also used for in house tool development at large studios. I have two questions -: 1) Is microsoft planning to release a native C# compiler sharing the backend code generator with the C++ compiler? http://www.compilerjobs.com/db/jobs_view.php?editid1=648 2) If microsoft IS planning a native C# compiler, then can C# replace C++ as the industry standard in AAA vedio games?

    Read the article

  • Online games programming basics

    - by Renkon
    I am writing with regard to an issue I am having nowadays. I have come up with an interesting idea of making an online game in C#, yet I do not have the knowledge to work with more than a player. Basic games like a TIC-TAC-TOE or a SNAKE were done already, and I would like to do a simple, but online, game. Would you mind giving me some tutorials or guides related to that? I would really like to learn how to work online with the client/server structure (though, I do know the basics about that structure). I look forward to reading from you. Yours faithfully, Renkon.

    Read the article

  • Do 2D games have a future? [closed]

    - by Griffin
    I'm currently working on a 2D soft-body physics engine (since none exist right now -_-), but I'm worried that there's no point to spending what will most likely be years on it. Although I love working on it, I doubt such an engine would get any income considering anyone willing to pay money for the library will likely to be working in 3D. Do 2D games have any sort of future in the game industry? Should I just drop my engine and find something meaningful to work on? Bonus: I've been trying to think of a unique way to implement my physics engine in a 2d game by looking at games that are multiple dimensions, but still in 2d perspective like Paper Mario. Any ideas?

    Read the article

  • Ideas for extending tic-tac-toe game?

    - by pimvdb
    I'm building a 3D tic-tac-toe game and this is what I've implemented so far: 3D renderer with texture mapping Playing against the computer Playing online (multiplayer) Now I'm a little lost what I could add. Obviously, tic-tac-toe isn't that exciting or advanced, but I just miss something to salt it a little bit. Therefore, could anyone please suggest some ideas that would be worth implementing? Thanks!

    Read the article

  • optimizing graphics for iOS flash game

    - by 1GR3
    Friend of mine and me are working on a flash developed iOS (and later Android) puzzle board game. He's a programmer and I'm a designer/developer so (no surprise) we have a different points of view. anyway, he's method: make small tiles (100x100px) in photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80's not in the good way) my method: precompose the whole board (960x640px+bleed) in photoshop and than mask active and inactive areas in flash what do you think? thank you in advance!

    Read the article

  • Importance of scripting engine at Cocos2d Game Engine

    - by Mahbubur R Aaman
    Each Game Engine is different and solves different problems in different ways, so the engine design does vary greatly from engine to engine (even though a lot of principles are shared from engine to engine). Cocos2D is a great product on it’s own, but it doesn’t expose engine functionality to a scripting Language like Lua, JavaScript etc. My Question: How much important to integrate a Scripting Engine at Cocos2d?

    Read the article

  • 2D Tile Game - Smooth Biome Terrain Transitions

    - by Cyral
    While working on my 2D tile based game, I encountered a problem. I use Perlin Noise to generate the terrain. Some biomes (Desert, Forest, etc) have different flatness values depending on terrain, which causes the end/start of a new biome to have a big cliff because the terrain is different. When 2 biomes have the same flatness, they are fine, but if they are different, this can happen. Is there any way to keep this from happening? Example (In programmer art)

    Read the article

< Previous Page | 47 48 49 50 51 52 53 54 55 56 57 58  | Next Page >