Search Results

Search found 25550 results on 1022 pages for 'umbraco development'.

Page 528/1022 | < Previous Page | 524 525 526 527 528 529 530 531 532 533 534 535  | Next Page >

  • Best database setup for one click games

    - by ewizard
    I am building a one click game website/mobile app, and I am debating between using MySQL and MongoDB for the backend. The way I have been exploring it is with a NodeJS/Express/Angular/Passport/MongoDB stack - I have also implemented Socket.io. I have gotten to the point where I am sending data from the flash game to the server (NodeJS). The only data that needs to be sent is basic user information, the players score at the end of each game, and some x,y positions for each players game (for anti-cheating). It seems like MySQL would work fine, but as I am already using MongoDB - are there any major drawbacks to continuing to work with MongoDB on this project?

    Read the article

  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

    Read the article

  • Can Google Translate's audio files be used in a game?

    - by ashes999
    For my game, I need text-to-speech. Since it's Android, I decided to settle for MP3s, since the range of words spoken is few. For my prototype, I'm using Google Translate to generate the audio since it has awesome pronounciation across multiple languages. But can I use it in production? What if I sell my game for $1 on the app store? All I can find on SE is that the API may be LGPL, and that the licensing page mentions the API is only available for academic research -- nothing more. My usage is a bit different; I'm actually capturing the audio bits and using those instead. I'm curious to know the license for this; I can't find anything with my Google-fu.

    Read the article

  • External classes positions don't work?

    - by SystemNetworks
    I have an external class which reads the user's mouse clicks. I gave a position where the user have to click, and when the user clicks on that position, it would turn my boolean "mouse" to true. But when I connect that to my game(state based) class, it does not work. Here's the code: External class public void UI(Input input, GameContainer gc, float posX, float posY) { int x = Mouse.getX(); int y = Mouse.getY(); if(posX<=100 && posY<=100) { if(Mouse.isButtonDown(1)) { mouse = true; } } } Game class(main) public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { int x = Mouse.getX(); int y = Mouse.getY(); civ.UI(input, gc, x,y); } The problem is when I click my mouse at posX<=100 && posY<=100. It does not work.

    Read the article

  • Will we see a trend of "3d" games coming up in the near future?

    - by Vish
    I've noticed that the trend of movies is diving into the world of movies with 3-dimensional camera.For me it provoked a thought as if it was the same feeling people got when they saw a colour movie for the first time, like in the transition from black and white to colour it is a whole new experience. For the first time we are experiencing the Z(depth) factor and I really mean when I said "experiencing". So my question is or maybe if not a question, but Is there a possibility of a genre of 3d camera games upcoming?

    Read the article

  • Isometric tile range aquisition

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bot left and bot right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? I've linked a picture of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

    Read the article

  • Facing a character towards the mouse

    - by ratata
    I'm trying to port a simple 2d top down shooter game from C++(Allegro) to Java and i'm having problems with rotating my character. Here's the code i used in c++ if (keys[A]) RotateRight(player, degree); if (keys[D]) RotateLeft(player, degree); void RotateLeft(Player& player, float& degree) { degree += player.rotatingSpeed; if ( degree >= 360 ) degree = 0; } void RotateRight(Player& player, float& degree) { degree -= player.rotatingSpeed; if ( degree <= 0) degree = 360; } And this is what i have in render section: al_draw_rotated_bitmap(player.image, player.frameWidth / 2, player.frameHeight / 2, player.x, player.y, degree * 3.14159 / 180, 0); Instead of using A-D keys i want to use mouse this time. I've been searching since last night and came up to few sample codes however noone of them worked. For example this just made my character to circle around the map: int centerX = width / 2; int centerY = height / 2; double angle = Math.atan2(centerY - mouseY, centerX - mouseX) - Math.PI / 2; ((Graphics2D)g).rotate(angle, centerX, centerY); g.fillRect(...); // draw your rectangle Any help is much appreciated.

    Read the article

  • How do I implement input and movement with characters that get into vehicles?

    - by Xkynar
    I'm making a game similar to GTA2. When the player enters the vehicle, what happens in terms of logic? Does the player becomes the vehicle? Does the vehicle override the player movement? The main question is how should it look at a vehicle? I want to understand if the player becomes the car or if the player has a "motion state" like "driving, walking, flying" depending on what he is doing in a moment, I know there are tons of ways to implement vehicles in a game.

    Read the article

  • 2-components color model

    - by Cyan
    RGB is the natural color model for OpenGL. But a lot of other color models exist. For example, CMY(K) for printers, YUV for JPEG, the little cousins YCbCr and YCoCg, HSL & HSV from the 70's, and so on. All these models tend to share a common property : they are based on 3 components. Therefore my question is : Does it exist a 2-components color model ? I'm surprised to not find any. I was expecting something along the line of Hue+light could exist. I guess it cannot be as "complete" as a true 3-components color model, but a fine-enough approximation will be good for my usecase. The end objective is to store the 2 components into a single BC5 texture (GL_COMPRESSED_RED_GREEN_RGTC2 in OpenGL). The 3rd component requires a second fetch into a second texture, which hurts performance.

    Read the article

  • Load previous (last) scene used in unity3d

    - by user3666251
    Im making a 2D game for android and I made over 200 levels/scenes.I also made a game over scene that opens when the players collides with an obscale.In the GameOver scene I added a retry button which I wanna make it so it opens the last level played.Im new in Unity and scripting.I've read other similar questions but none of them fixed my issue.Anyone has any idea that could help ? Im doing this because I don't wanna create over 200 game over scenes and edit each obscale in game. Thank you. Edit : Im using javascript.

    Read the article

  • C# Rendering Engine for Roguelike [closed]

    - by Haedrian
    I'm trying my hand at designing a roguelike, and I need a pretty simple 2D rendering engine that works with C# Its as simple as it gets, I want to be able to drop sprites somewhere on a grid, with some sort of menus/text on the side; that sort of thing. The (very complicated) game itself would be decoupled from the interface I've looked into a number of engines and they all seem to be very complicated/support much more things than I need. Right now I'm planning on making my own using either XNA or OpenTK - but I was wondering whether anyone has any suggestions for less-complicated rendering engines which might make my job easier. Thanks.

    Read the article

  • Need to produce an animated texture of Water where each image tiles in all directions

    - by ProfVersaggi
    I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of something the likes of Blender. The final result from Caustics Generator is 32 images that are actually animated such that when the full 32 images are played in a loop they will seamlessly loop forever. They will not only loop in time, but each image also tile in all directions. This is nice, but it comes in only one flavor so to speak. I'd like to accomplish the same thing with a Blender type tool, and I have actually gotten to the point where I generate the X number of images, but they do not tile in 'all' directions, nor are they slightly animated. I've tried Blender texture animations using offsets but with only limited success. Does anyone know of how to (or of a tool) which will animate textures such that they tile in all (4) directions? Many thanks in advance ....

    Read the article

  • Is it better to cut and store all sprites needed from a spritesheet in memory, or cut them out just-in-time?

    - by xLite
    I'm not sure what's best practice here as I have little experience with this. Essentially what I am asking is... if it's better to get your single PNG with all your different sprites on it for use in-game, cut out every sprite on startup and store them in memory, then access the already-cut-out sprite from memory quickly or Only have the single PNG with all the different sprites residing in memory, and when you need, for example, a tree. You cut out the tree from the PNG and then continue to use it as normal. I imagine the former is more CPU friendly than the latter but less memory friendly, vice versa for the latter. I want to know what the norm is for game dev. This is a pixel based game using 2D art. Each PNG is actually an avatar's sprite sheet with each body part separated and then later joined to form the full body of the avatar.

    Read the article

  • Unity gizmos vs. referenced game objects

    - by DuckMaestro
    I'm designing a Unity script that I intend to be highly reusable and as easy as possible to setup within the editor. To this end, a number of properties of this script really need some kind of visual representation on screen. It is an unresolved question to me whether the design of the script should require references to placeholder game objects, OR just Vector3's and float's that have associated gizmos drawn for them. Normally a gizmo would be a natural choice, except that Unity gizmos are not directly manipulable (as far as I can tell). Because of this shortcoming I'm having to consider whether depending on references to placeholder game objects is a more designer-friendly approach ultimately, in spite of the extra setup required, and that it might be counter-intuitive when the placeholder game objects disappear at run-time (which my script would do). Is there a community standard or preference here in this case? Can a Unity-experienced game programmer / designer speak to which approach they feel is more intuitive or more convenient to setup, when using a 3rd party script? Or is this just splitting hairs as long as I ship an example prefab with my script?

    Read the article

  • How can I render multiple windows with DirectX 9 in C++?

    - by Friso1990
    I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this: #include <d3d9.h> #include <Windows.h> #include <vector> #include "RAT_Renderer.h" namespace RAT_ENGINE { class RAT_RendererDX9 : public RAT_Renderer { public: RAT_RendererDX9(); ~RAT_RendererDX9(); void Init(RAT_WindowManager* argWMan); void CleanUp(); void ShowWin(); private: LPDIRECT3D9 renderInterface; // Used to create the D3DDevice LPDIRECT3DDEVICE9 renderDevice; // Our rendering device LPDIRECT3DSWAPCHAIN9* swapChain; // Swapchain to make multi-window rendering possible WNDCLASSEX wc; std::vector<HWND> hwindows; void Render(int argI); }; } And my .cpp file is this: #include "RAT_RendererDX9.h" static LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ); namespace RAT_ENGINE { RAT_RendererDX9::RAT_RendererDX9() : renderInterface(NULL), renderDevice(NULL) { } RAT_RendererDX9::~RAT_RendererDX9() { } void RAT_RendererDX9::Init(RAT_WindowManager* argWMan) { wMan = argWMan; // Register the window class WNDCLASSEX windowClass = { sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle( NULL ), NULL, NULL, NULL, NULL, "foo", NULL }; wc = windowClass; RegisterClassEx( &wc ); for (int i = 0; i< wMan->getWindows().size(); ++i) { HWND hWnd = CreateWindow( "foo", argWMan->getWindow(i)->getName().c_str(), WS_OVERLAPPEDWINDOW, argWMan->getWindow(i)->getX(), argWMan->getWindow(i)->getY(), argWMan->getWindow(i)->getWidth(), argWMan->getWindow(i)->getHeight(), NULL, NULL, wc.hInstance, NULL ); hwindows.push_back(hWnd); } // Create the D3D object, which is needed to create the D3DDevice. renderInterface = (LPDIRECT3D9)Direct3DCreate9( D3D_SDK_VERSION ); // Set up the structure used to create the D3DDevice. Most parameters are // zeroed out. We set Windowed to TRUE, since we want to do D3D in a // window, and then set the SwapEffect to "discard", which is the most // efficient method of presenting the back buffer to the display. And // we request a back buffer format that matches the current desktop display // format. D3DPRESENT_PARAMETERS deviceConfig; ZeroMemory( &deviceConfig, sizeof( deviceConfig ) ); deviceConfig.Windowed = TRUE; deviceConfig.SwapEffect = D3DSWAPEFFECT_DISCARD; deviceConfig.BackBufferFormat = D3DFMT_UNKNOWN; deviceConfig.BackBufferHeight = 1024; deviceConfig.BackBufferWidth = 768; deviceConfig.EnableAutoDepthStencil = TRUE; deviceConfig.AutoDepthStencilFormat = D3DFMT_D16; // Create the Direct3D device. Here we are using the default adapter (most // systems only have one, unless they have multiple graphics hardware cards // installed) and requesting the HAL (which is saying we want the hardware // device rather than a software one). Software vertex processing is // specified since we know it will work on all cards. On cards that support // hardware vertex processing, though, we would see a big performance gain // by specifying hardware vertex processing. renderInterface->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwindows[0], D3DCREATE_SOFTWARE_VERTEXPROCESSING, &deviceConfig, &renderDevice ); this->swapChain = new LPDIRECT3DSWAPCHAIN9[wMan->getWindows().size()]; this->renderDevice->GetSwapChain(0, &swapChain[0]); for (int i = 0; i < wMan->getWindows().size(); ++i) { renderDevice->CreateAdditionalSwapChain(&deviceConfig, &swapChain[i]); } renderDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); // Set cullmode to counterclockwise culling to save resources renderDevice->SetRenderState(D3DRS_AMBIENT, 0xffffffff); // Turn on ambient lighting renderDevice->SetRenderState(D3DRS_ZENABLE, TRUE); // Turn on the zbuffer } void RAT_RendererDX9::CleanUp() { renderDevice->Release(); renderInterface->Release(); } void RAT_RendererDX9::Render(int argI) { // Clear the backbuffer to a blue color renderDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 ); LPDIRECT3DSURFACE9 backBuffer = NULL; // Set draw target this->swapChain[argI]->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backBuffer); this->renderDevice->SetRenderTarget(0, backBuffer); // Begin the scene renderDevice->BeginScene(); // End the scene renderDevice->EndScene(); swapChain[argI]->Present(NULL, NULL, hwindows[argI], NULL, 0); } void RAT_RendererDX9::ShowWin() { for (int i = 0; i < wMan->getWindows().size(); ++i) { ShowWindow( hwindows[i], SW_SHOWDEFAULT ); UpdateWindow( hwindows[i] ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { if (PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Render(i); } } } } } LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: //CleanUp(); PostQuitMessage( 0 ); return 0; case WM_PAINT: //Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } I've made a sample function to make multiple windows: void RunSample1() { //Create the window manager. RAT_ENGINE::RAT_WindowManager* wMan = new RAT_ENGINE::RAT_WindowManager(); //Create the render manager. RAT_ENGINE::RAT_RenderManager* rMan = new RAT_ENGINE::RAT_RenderManager(); //Create a window. //This is currently needed to initialize the render manager and create a renderer. wMan->CreateRATWindow("Sample 1 - 1", 10, 20, 640, 480); wMan->CreateRATWindow("Sample 1 - 2", 150, 100, 480, 640); //Initialize the render manager. rMan->Init(wMan); //Show the window. rMan->getRenderer()->ShowWin(); } How do I get the multiple windows to work?

    Read the article

  • "Unclutter" units in RTS game

    - by TravisG
    For intentional reasons, certain units in the game I'm currently programming don't have any collision detection and response among each other. This enables them to clutter right on top of each other. This is a wanted behavior, since there will be situations in the game when the player does want them to stack like that. However, I want to make the process of uncluttering them easy for the player, so that they just have to press a hotkey or click some button on the screen and have the units disperse just enough so it's easy to select a group of them with the mouse (if they stand on top of each other one mouseclick selects all units). How could I do this without running a brute force N^2 nearest neighbor search on all units?

    Read the article

  • Enabling and Disabling components in Unity

    - by Blue
    I'm trying to create an enable/ disable game objects in Unity. I used GameObject.SetActiveRecursively but it only works one-way. I used a collider in which when an object enters the collider. The game objects become enabled. When they leave or get to a certain point, they disable. How would I make this a two way system, making it able to be enabled while inside the collider and disabled when outside the collider? -- The collider is in the game object who is being disabled and enabled. According to this information from Unity Answers, the object becomes disabled. So how would I make the object enabled?

    Read the article

  • BlockingCollection having issues with byte arrays

    - by MJLaukala
    I am having an issue where an object with a byte[20] is being passed into a BlockingCollection on one thread and another thread returning the object with a byte[0] using BlockingCollection.Take(). I think this is a threading issue but I do not know where or why this is happening considering that BlockingCollection is a concurrent collection. Sometimes on thread2, myclass2.mybytes equals byte[0]. Any information on how to fix this is greatly appreciated. MessageBuffer.cs public class MessageBuffer : BlockingCollection<Message> { } In the class that has Listener() and ReceivedMessageHandler(object messageProcessor) private MessageBuffer RecievedMessageBuffer; On Thread1 private void Listener() { while (this.IsListening) { try { Message message = Message.ReadMessage(this.Stream, this); if (message != null) { this.RecievedMessageBuffer.Add(message); } } catch (IOException ex) { if (!this.Client.Connected) { this.OnDisconnected(); } else { Logger.LogException(ex.ToString()); this.OnDisconnected(); } } catch (Exception ex) { Logger.LogException(ex.ToString()); this.OnDisconnected(); } } } Message.ReadMessage(NetworkStream stream, iTcpConnectClient client) public static Message ReadMessage(NetworkStream stream, iTcpConnectClient client) { int ClassType = -1; Message message = null; try { ClassType = stream.ReadByte(); if (ClassType == -1) { return null; } if (!Message.IDTOCLASS.ContainsKey((byte)ClassType)) { throw new IOException("Class type not found"); } message = Message.GetNewMessage((byte)ClassType); message.Client = client; message.ReadData(stream); if (message.Buffer.Length < message.MessageSize + Message.HeaderSize) { return null; } } catch (IOException ex) { Logger.LogException(ex.ToString()); throw ex; } catch (Exception ex) { Logger.LogException(ex.ToString()); //throw ex; } return message; } On Thread2 private void ReceivedMessageHandler(object messageProcessor) { if (messageProcessor != null) { while (this.IsListening) { Message message = this.RecievedMessageBuffer.Take(); message.Reconstruct(); message.HandleMessage(messageProcessor); } } else { while (this.IsListening) { Message message = this.RecievedMessageBuffer.Take(); message.Reconstruct(); message.HandleMessage(); } } } PlayerStateMessage.cs public class PlayerStateMessage : Message { public GameObject PlayerState; public override int MessageSize { get { return 12; } } public PlayerStateMessage() : base() { this.PlayerState = new GameObject(); } public PlayerStateMessage(GameObject playerState) { this.PlayerState = playerState; } public override void Reconstruct() { this.PlayerState.Poisiton = this.GetVector2FromBuffer(0); this.PlayerState.Rotation = this.GetFloatFromBuffer(8); base.Reconstruct(); } public override void Deconstruct() { this.CreateBuffer(); this.AddToBuffer(this.PlayerState.Poisiton, 0); this.AddToBuffer(this.PlayerState.Rotation, 8); base.Deconstruct(); } public override void HandleMessage(object messageProcessor) { ((MessageProcessor)messageProcessor).ProcessPlayerStateMessage(this); } } Message.GetVector2FromBuffer(int bufferlocation) This is where the exception is thrown because this.Buffer is byte[0] when it should be byte[20]. public Vector2 GetVector2FromBuffer(int bufferlocation) { return new Vector2( BitConverter.ToSingle(this.Buffer, Message.HeaderSize + bufferlocation), BitConverter.ToSingle(this.Buffer, Message.HeaderSize + bufferlocation + 4)); }

    Read the article

  • Whole continent simulation [on hold]

    - by user2309021
    Let's suppose I am planning to create a simulation of an entire continent at some point in the past (let's say, around 0 A.D). Is it feasible to spawn a hundred million actors that interact with each other and their environments? Having them reproduce, extract resources, etc? The fact is that I actually want to create a simulation that allows me to zoom in from a view of the entire continent up to a single village, and interact with it. (Think as if you could keep zooming in the campaign map of any Total War game and the transition to the battle map was seamless, not a change of the "game mode"). By the way, I have never made a game in my entire life (I have programmed normal desktop applications, though), so I am really having trouble wrapping my head around how to implement such a thing. Even while thinking about how to implement a simple population simulator, without a graphical interface, I think that the O(n) complexity of traversing an array and telling all people to get one year older each time the program ticks is kind of stupid. Any kind help would be greatly appreciated :) EDIT: After being put on hold, I shall specify a question. How would you implement a simulation of all basic human dynamics (reproduction, resource consumption) in an entire continent (with millions of people)?

    Read the article

  • How do I get a new license for gDEBugger after the 1 free year?

    - by Byte56
    I downloaded the gDEBugger from gremedy over a year ago, with their one year free license. The license has since expired and their site says that I'll be presented with the option for 1 year free license the first time I run it after install. This doesn't happen when re-installing, it just tells me the license has expired. How do I get a new license? I use this regularly for debugging shader problems and performance testing my game.

    Read the article

  • When to use Euler vs Axis angles vs Quaternions?

    - by manning18
    I understand the theory behind each but I was wondering if people could share their experiences in when one would use one over the other For instance, if you were implementing a chase camera, a FPS-style mouse look or writing some kinematic routine, what would be the factors you consider to go with one type over the other and when might you need to convert from one form of representation to the other? Are there certain things that only one system can do that the others can't? (eg smooth interpolation with quaternions)

    Read the article

  • How to animate the sprite along with action in Cocos2d?

    - by user1201239
    Cocos2d-android - I have an animation which has 5 Frames they are close cropped images. Now I want Sprite to do animation as well as Move in X direction.i.e. I have a player running which gets collided with obstacle and falls down .. Now I want sprite to run animation as well as moveBy in -ve x direction gameOverAnimation =CCSprite.sprite("gmovr00") gameOverAnimation.setAnchorPoint(0, 0); gameOverAnimation.setPosition(340.0f, 200.0f); addChild(gameOverAnimation,10); CCIntervalAction action1 = CCAnimate.action(mEndAnimation, false); action1.setDuration(1.0f); CCIntervalAction delay = CCDelayTime.action(0.68f); CCMoveBy actionBy = CCMoveBy.action(1.0f, CGPoint.ccp(-340,0)); CCIntervalAction seq1 = CCSpawn.actions(action1,actionBy); //CCSpawn spawn = CCSpawn.actions(action1, actionBy); CCSequence sequence1 = CCSequence.actions(seq1,CCCallFuncN.action(this,"gameOver")); gameOverAnimation.runAction(sequence1); Above code makes animation run first then moved in y direction Thanks for the help.. And can some one explaing me the concept of time with frame Animation or good example ?

    Read the article

  • Embedding Pygame to C++ [closed]

    - by Pendertuga
    If embedding Pygame to C++ to have a game be an executable, is there any extra process I would have to use in order to use Pygame functions when embedding into C++? As opposed to just writing embedding code in C++ for normal Python code? To clear cut the question I want to know if it's the same process without having to call different functions. EDIT: My question is if I have to call different functions in C++ when embedding Python code that uses Pygame modules. I am NOT using pygame2exe nor py2exe. I never even mentioned those. My question is solely about code embedding.

    Read the article

  • Visitor-pattern vs inheritance for rendering

    - by akaltar
    I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, this makes the code hard to optimize and hard to implement something like setting the quality of rendering: class sphere : public renderable { public: void render() { glDrawElements(...); } }; I was thinking about implementing a system where I would create a Renderer class that would render my objects: class sphere { void render( renderer* r ) { r->renderme( *this ); } }; class renderer { renderme( sphere& sphere ) { // magically get render resources here // magically render a sphere here } }; My main problem is where should I store the VBOs and where should I Create them when using this method? Should I even use this approach or stick to the current one, perhaps something else? PS: I already asked this question on SO but got no proper answers.

    Read the article

  • Brief pause after keypress

    - by user36324
    After i press and hold the key it goes forward once then pauses for a second or less then goes forward on forever. My problem is the brief pause I cant locate the issue. Thanks for your help. while(game){ while (SDL_PollEvent(&e)){ mainChar.manageEvents(e); } background.renderChar(); mainChar.renderChar(); SDL_RenderPresent(ren); } void Character::manageEvents(SDL_Event event) { switch(event.type){ case SDL_KEYDOWN: KEYS[event.key.keysym.sym] = true; printf("true"); handleInput(); break; case SDL_KEYUP: KEYS[event.key.keysym.sym] = false; printf("false"); break; default: break; } } void Character::handleInput() { if(KEYS[SDLK_a]) { dst.x--; } if(KEYS[SDLK_d]) { dst.x++; } if(KEYS[SDLK_w]) { dst.y++; } if(KEYS[SDLK_s]) { dst.y--; } }

    Read the article

< Previous Page | 524 525 526 527 528 529 530 531 532 533 534 535  | Next Page >