Search Results

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

Page 551/1022 | < Previous Page | 547 548 549 550 551 552 553 554 555 556 557 558  | Next Page >

  • How to populate a form list with buttons using javascript

    - by StealingMana
    I made a script that, when you press one button(accessories) the selection(mylist) populates with one array(accessoryData), and when you hit the other button(weapons) the other array(weaponData) populates the selection. However, in the current state of the code the second button press is not re-populating the selection. What is wrong here? Also if there is a more efficient way to do this, that might be helpful. Full code function runList(form, test) { var html = ""; var x; dataType(test); while (x < dataType.length) { html += "<option>" + dataType[x]; x++; } document.getElementById("mylist").innerHTML = html; }

    Read the article

  • Is OpenGL 1.x deprecated?

    - by QuasarDonkey
    I'm familiar with OpenGL 1.x. I typically use SDL with OpenGL 1.4 on Linux, and I've never run into problems, even on my modern system. I've read on the OpenGL site about deprecation and compatibility contexts, but I'm still unclear as to whether it's safe to continue to use old versions of OpenGL, as opposed to using old features in newer versions. When functionality is marked deprecated ... future versions of OpenGL may remove it. Does deprecation simply imply that those functions can't be used alongside newer features? More specifically, are there any systems today (other than embedded) where OpenGL 1.x isn't available? The old-skool stuff like, glBegin, glEnd, glDrawPixels, etc. Note: I'm not a professional games developer, so you'll have to excuse my ignorance. I'm working on a mostly 2D game that I would like to keep multi-platform, supporting at least Linux, Mac, and Windows.

    Read the article

  • Top Down bounds of vision

    - by Rorrik
    Obviously in a first person view point the player sees only what's in front of them (with the exception of radars and rearview mirrors, etc). My game has a top down perspective, but I still want to limit what the character sees based on their facing. I've already worked out having objects obstruct vision, but there are two other factors that I worry would be disorienting and want to do right. I want the player to have reduced peripheral vision and very little view behind them. The assumption is he can turn his head and so see fairly well out to the sides, but hardly at all behind without turning the whole body. How do I make it clear you are not seeing behind you? I want the map to turn so the player is always facing up. Part of the game is to experience kind of a maze and the player should be able to lose track of North. How can I turn the map rather than the player avatar without causing confusion?

    Read the article

  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

    Read the article

  • How to avoid the GameManager god object?

    - by lorancou
    I just read an answer to a question about structuring game code. It made me wonder about the ubiquitous GameManager class, and how it often becomes an issue in a production environment. Let me describe this. First, there's prototyping. Nobody cares about writing great code, we just try to get something running to see if the gameplay adds up. Then there's a greenlight, and in an effort to clean things up, somebody writes a GameManager. Probably to hold a bunch of GameStates, maybe to store a few GameObjects, nothing big, really. A cute, little, manager. In the peaceful realm of pre-production, the game is shaping up nicely. Coders have proper nights of sleep and plenty of ideas to architecture the thing with Great Design Patterns. Then production starts and soon, of course, there is crunch time. Balanced diet is long gone, the bug tracker is cracking with issues, people are stressed and the game has to be released yesterday. At that point, usually, the GameManager is a real big mess (to stay polite). The reason for that is simple. After all, when writing a game, well... all the source code is actually here to manage the game. It's easy to just add this little extra feature or bugfix in the GameManager, where everything else is already stored anyway. When time becomes an issue, no way to write a separate class, or to split this giant manager into sub-managers. Of course this is a classical anti-pattern: the god object. It's a bad thing, a pain to merge, a pain to maintain, a pain to understand, a pain to transform. What would you suggest to prevent this from happening?

    Read the article

  • Can I have a workspace that is both a git workspace and a svn workspace?

    - by Troy
    I have checked out now a local working copy of a codebase that lives in an svn repo. It's a big Java project that I use Eclipse to develop in. Eclipse of course builds everything on the fly, in it's own way with all the binaries ending up in [project root]/bin. That's perfectly fine with me, for development, but when the build runs on the build server, it looks quite a lot different (maven build, binaries end up in a different directory structure, etc). Sometimes I need to recreate the build server environment on my local development system to debug the build or what have you, so I usually end up downloading an entirely new working copy into a new workspace and running the build from there (prevents cluttering my development workspace with all the build artifacts and dirtying up the working copy). Of course sometimes I'm interested in running the full build on code that I don't want to check in yet, so I will manually copy over the "development" workspace onto the "build" workspace. Besides taking a lot of extra time copying a lot of files that I don't actually need (just overlaying the new over the old), this also screws up my svn metadata, meaning that I can't check in changes from that "build workspace" working copy, and I often end up having to re-download the code to get it back into a known state. So I'm thinking I make my svn working copy a local git repo, then "check out" the in-development code from the svn working copy/git master, into the local build workspace. Then I can build, revert my changes, have all the advantages of a version controlled working copy in the build workspace. Then if I need to make changes to the build, push those back into the git master (which is also a svn working copy), then check them into the main svn repo. |-------------| |main svn repo| <------- |---------------------| |-------------| |svn working copy | <------- |--------------------| | (svn dev workspace/ | | non-svn-versioned | | git master) | | build workspace | |---------------------| | (git working copy) | |--------------------| Just switching everything to git would obviously be better, but, big company, too many people using svn, too costly to change everything, etc. We're stuck with svn as the main repo for now. BTW, I know there is a maven plugin for Eclipse and everything, I'm mainly interested to know if there is a way to maintain a workspace that is both a git working copy and an svn working copy. Actually any distributed version control system would probably work (hg possibly?). Advice? How does everybody else handle this situation of having a to manage both a "development" build process and a "production" build process?

    Read the article

  • 16-bit PNGs in Slick2D

    - by Neglected
    I'm working on a project and I'm using some 3rd party sprites just to get it off the ground; recently I've come into a hitch. Slick2D doesn't seem to want to load my images. That is, it will warn me that images are the wrong bit-depth. All the images are in 16-bit PNG form (PNG is required for transparency). Is there any way I can disable the warning (being the bad guy programmer (the console print for each individual load REALLY SLOWS DOWN the image)) or is there another solution? I was thinking about converting all images (using imagemagick) to .gif (with an alpha channel). Would there be any loss in quality between formats? EDIT: I tried using imagemagick but some of the sprites use pure black so I can't do that without wrecking the image. EDIT2: using "identify" on any of the images show them as being 8-bit.. but Slick2D won't load them. What the hell? D: EDIT3: Issue solved (ish). If you are googling this then just disable the java png loader from slick by sticking this somewhere in your code (like the main method): System.setProperty("org.newdawn.slick.pngloader", "false");

    Read the article

  • Cannot find the Cocos2d templates

    - by PeterK
    I am about to upgrade to the last version of Cocos2d and would like to uninstall my current Cocos2d templates before installing the new one but cannot find the templates to delete. I have looked at a number of web comments on this such as Uninstall Cocos2D ans another uninstall example but to no avail. However, I still see Cocos2d in my Xcode (4.5) framework. I have been searching my directories but cannot find it. Is there anyone out there who can give me a hint where to find it so i can delete in?

    Read the article

  • Handling hitboxes

    - by TheBroodian
    So I have an issue that I'm laughing at myself about, because it really seems like it should be something that I should be able to figure out pretty quickly. I am designing a 2D action platformer; I have a playable character, and a dummy 'punching bag' character for testing purposes that I've created. I've just gotten enough of both of them done that I can start prototyping and testing them in runtime. Then I realized- neither of them have references of each other (intentionally so), so how do I check for hitboxes stored within my playable character from my dummy character? Long story short, how do I make my dummy know when he's been punched by my hero?

    Read the article

  • Detect click on Triangle and Circle buttons

    - by chr1s89
    How can i detect clicks on a texture (will be a button in my game) that has a form of a triangle or circle. I know only the rectangle solution where u can use the positions + the width/height but this dont work for that because clicks will be detected at the transparent pixels. I heard of pixel-perfect collision is it the right way for this? It would be great if someone can give me a example for such a solution or other.

    Read the article

  • XNA Spritebatch sorting by texture vs depth

    - by Motig
    I am refining my 2D game engine, and I want to look in to sorting sprite batches by texture (because I'm quite often using the same textures repeatedly). However, I also want to retain a few 'layers' of depth (i.e. ground < buildings < units < GUI etc). My question is, which of the following is the best approach (in terms of performance)? Create multiple SpriteBatches and Begin() and End() them in order; or... Create a single SpriteBatch and call Begin() and End() multiple times, once for each layer (in order)?

    Read the article

  • Help with Meshes, and Shading

    - by Brian Diehr
    In a game I'm making in LibGdx, I wish to incorporate a ripple effect. I'm confused as to how I get access to the individual pixels on the screen, or any way to influence them (apart from what I can do with sprite batch). I have my suspicions that I have to do it through openGL, and it has something to do with apply a mesh? This brings me to my question, what exactly is a mesh? I've been working on my game for about half a year, and am doing great with the other aspects of the game, but I find this more advance stuff isn't as well documented. Thanks!

    Read the article

  • CLR Profiler Allocated Bytes and XNA ContentManager

    - by Vackup
    I've been fighting with XNA ContentManager and memory allocations for some weeks because I'm trying to port my game from XNA (Windows) to ExEn / Monotouch (iphone). The problem is that after playing a few levels, my game exits unexpectedly on a real iPhone device (not simulator). Profiling memory usage on Windows with CLRProfile, I found some useful stuff but I also found something I dont understand. If I use 2 ContentManagers (1 for shared assets and 1 for level assets), when profiling, "Allocated Bytes" grows and grows after level through level but Memory consumption measured by Windows Task Manager stays constant (down when I unload the content manager and up again when I load content). Obviously, I contentManager.Unload() when level ends. After a few levels my game exits unexpectedly on an iPhone device. If I use 1 content manager, "CRLProfiler Allocated Bytes" stays constant on Windows and on the iPhone; I can play the game normally and it doesnt exit unexpectedly. I use the same assets level through level. It seems like in ios (iPhone) when loading and unloading the same assets, it allocates memory and consumes all device memory, so the ios kill it. Can anybody explain me how this really works? I've read quite a bit, but I still don't understand what's going on.

    Read the article

  • Position sprite at center of screen

    - by Wellie
    I am trying to get a sprite to position itself at the center of the screen but nothing seems to be working for me. I'm trying Viewport viewport = graphics.GraphicsDevice.Viewport; logoPosition = new Vector2((viewport.Width - towerImage.Width) / 2, (viewport.Height - towerImage.Height) / 2); and spriteBatch.Draw(towerImage, centre, null, Color.White, 0, baseOrigin, 1.0f, SpriteEffects.None, 0); This is my first time using XNA and I don't really have a clue what I'm doing.

    Read the article

  • Purchasing a TV show adaptation rights, how does it work?

    - by Mikalichov
    Basically, I was thinking about a game based on a TV show, just for fun, and ended up thinking "well, it's not like it can be made anyway". Or can it? In the present situation, developing a game by myself/ourselves on my/our free time, and then using crowdfunding to purchase the rights is not that crazy, if the show is really popular... and the rights not too expensive. Purchasing the rights of the whole show is obiously a sh!tload of money, but what about adaptation rights? What is the range of price it can be? Is it a percentage of the full rights? Does it depend on the kind of adaptation (novel vs. toy vs. game)? ps: if it can help answer, I was thinking about a MLPFIM retro RPG. Please don't laugh at me.

    Read the article

  • XNA 2D Rotated Rectangle Collision Response

    - by Kyle Uithoven
    I am using Rotated Rectangles which collide using the Separating Axis Theorem and they work perfectly fine for collision detection using Intersects and Contains. However, I am starting to use faster objects in my game now and there is the issue of the two object overlapping during collision due to their higher velocities. I would like to do a collision response where I find out how much they are overlapping in the X and Y and put position them outside of each other. I would like to use something like this: http://go.colorize.net/xna/2d_collision_response_xna/index.html. But I am having some issues trying to adapt this to handle the rotation of the bounds. Is this possible? Are there any resources out there that I can look at?

    Read the article

  • Why does this exported cube have too many vertices?

    - by Joewsh
    I'm trying to export md5mesh models. Just as a test I decided to export a simple cube (i.e. with 8 vertices). When I opened the .md5mesh file it lists the following: numverts 24 numtris 12 numweights 24 Obviously the number of triangles makes sense: 6 faces * 2 to triangulate = 12. The model only has one bone so again it even makes sense that there is one weight for each vertex. The question is though, why is the file listing 24 vertices? Is the problem the exporter or is this normal for md5mesh's? Is it something that you have to rectify when you come to parsing the file in engine? I don't want to be parsing or drawing duplicated vertices without reason. I'm guessing it's something to do with shading and normals. Is it a case of listing each vert 3 times, one for each facing normal?

    Read the article

  • Can anyone point me to some open source directX rendering engines or frameworks? [on hold]

    - by Jim
    I'm completely new to graphics API programmming, but not at all new to the theory and principle operation of game engines and rendering engines. That being said, I want to do some experiments of rendering very dense geometry scenes in a basic rendering engine or game engine. I don't need a lot of bells and whistles. What I need is enough control that I can implement my own scene graph algorithms and control the rendering pipeline very specifically. My ideal candidate engine would be either a rendering engine or game engine with a modular design that might be ready to go out of the box but would be simple enough in case I need to rip out some of the guts in the rendering management and implement my own. It's a tough call because I'm right at the level where it's almost better to go from scratch, but there's no sense in having to build every single basic thing such as heirarchical transforms, etc. I just want to work with rendering optimization to push dense geometry for maximum FPS. Does anyone have a suggestion for an engine or basic framework to use? I requested DirectX in my title because I figured it would likely be better supported and less likely for me to run into some obscure less-documented problem. But OpenGL might be acceptable if the recommended framework was definitely better than my other options. EDIT: I should add that I really want GPU tessellation support (part of adding to the density of geometry detail).

    Read the article

  • Android Bitmap: Collision Detecting

    - by Aekasitt Guruvanich
    I am writing an Android game right now and I would need some help in the collision of the Pawns on screen. I figured I could run a for loop on the Player class with all Pawn objects on the screen checking whether or not Width*Height intersects with each other, but is there a more efficient way to do this? And if you do it this way, many of the transparent pixel inside the rectangular area will also be considered as collision as well. Is there a way to check for collision between Bitmap on a Canvas that disregard transparent pixels? The class for player is below and the Pawn class uses the same method of display. Class Player { private Resources res; // Used for referencing Bitmap from predefined location private Bounds bounds; // Class that holds the boundary of the screen private Bitmap image; private float x, y; private Matrix position; private int width, height; private float velocity_x, velocity_y; public Player (Resources resources, Bounds boundary) { res = resources; bounds = boundary; image = BitmapFactory.decodeResource(res, R.drawable.player); width = image.getWidth(); height = image.getHeight(); position = new Matrix(); x = bounds.xMax / 2; // Initially puts the Player in the middle of screen y = bounds.yMax / 2; position.preTranslate(x,y); } public void draw(Canvas canvas) { canvas.drawBitmap(image, position, null); } }

    Read the article

  • How much isometric sprites can one optimize by mirroring and alike?

    - by Tom
    I am working on a basic isometric game, and am struggling to find the correct mirrors. I have managed to get SE out of SW, by scaling the sprite on X axis by -1. Same applies for NE angle. Something is bugging me, that I should be able to also mirror N to S, but I cannot manage to pull this one off. Am I just too sleepy and trying to do the impossible, or a basic -1 scale on Y axis is not enough? What are the common used mirror table for optimizing 8 angle (N, NE, E, SE, S, SW, W, NW) isometric sprites?

    Read the article

  • I am looking to make a spaceship tilt as it corners but I cant get it to return

    - by bobthemac
    I am using the TL game engine I am not allowed to use a physics engine but I need to make the spaceship lean as it corners, I can make it lean but cannot make it return to its starting position. I have looked at implementing some kind of spring physics but I don't understand it. Here is my code so far if(myEngine->KeyHeld(Key_A)) { car->RotateY(carSteer * frameTime); if(carSteer >= -carMaxSteer) { carSteer -= carSteerIncrement; car->RotateLocalZ(-(carSteer * frameTime)); } } if(!myEngine->KeyHeld(Key_A)) { if(carSteer < 0) { carSteer = 0; } } if(myEngine->KeyHeld(Key_D)) { car->RotateY(carSteer * frameTime); if(carSteer <= carMaxSteer) { carSteer += carSteerIncrement; car->RotateLocalZ(-(carSteer * frameTime)); } } if(!myEngine->KeyHeld(Key_D)) { if(carSteer > 0) { carSteer = 0; } } All the functions I am calling are built into the engine and I did not write them. Any Help Would Be Appreciated Thanks.

    Read the article

  • How can I tweak this A* search pathfinding algorithm to handle different terrain movement values?

    - by user422318
    I'm creating a 2D map-based action game with similar interaction design as Diablo II. In other words, the player clicks around a map to move their player. I just finished player movement and am moving on to pathfinding. In the game, enemies should charge the player's character. There are also five different terrain types that give different movement bonuses. I want the AI to take advantage of these terrain bonuses as they try to reach the player. I was told to check out the A* search algorithm (http://en.wikipedia.org/wiki/A*_search_algorithm). I'm doing this game in HTML5 and JavaScript, and found a version in JavaScript: http://www.briangrinstead.com/blog/astar-search-algorithm-in-javascript I'm trying to figure out how to tweak it though. Below are my ideas about what I need to change. What else do I need to worry about? When I create a graph, I will need to initialize the 2D array I pass in passed on with a traversal of a map that corresponds to the different terrain types. in graph.js: "GraphNodeType" definition needs to be modified to handle the 5 terrain types. There will be no walls. in astar.js: The g and h scoring will need to be modified. How should I do this? in astar.js: isWall() should probably be removed. My game doesn't have walls. in astar.js: I'm not sure what this is. I think it indicates a node that isn't valid to be processed. When would this happen, though? At a high level, how do I change this algorithm from "oh, is there a wall there?" to "will this terrain get me to the player faster than the terrain around me?" Because of time, I'm also debating reusing my Bresenham algorithm for the enemies. Unfortunately, the different terrain movement bonuses won't be used by the AI, which will make the game suck. :/ I'd really like to have this in for the prototype, but I'm not a developer by trade nor am I a computer scientist. :D If you know of any code that does what I'm looking for, please share! Sanity check tips for this are also appreciated.

    Read the article

  • Approaches for a clickable map of nations (such as a Risk game) with Spritekit

    - by Vukovitch
    I would like to create a political map where each country is clickable by tapping but I'm not sure the best way to determine which nation was selected. Imagine Risk where each country can be individually clicked to bring up additional information. My current approach is to make a sprite for each nation where every image is the size of the screen The images are mostly transparent except for the country, that way when all of the images are displayed the countries are in the correct place relative to one another. To determine if a click occurs on an individual country I look to see if the tapped location is a non transparent pixel and check that the sprite's name is one of the countries. Additionally the nation needs to glow or something when tapped as an indicator, however my current solution is yet another sprite that is displayed. This seems like a terrible approach and I was wondering what other solutions might achieve the same results. I'm pretty new to SpriteKit so I'm not entirely sure. The other idea I had was creating a single texture where each country is a different shade of gray, then when I get the tap location I do a lookup on the color at that location and get the corresponding country. However, I'm not sure how to create a hilight or glowing country effect with that method.

    Read the article

  • camera movement along with model

    - by noddy
    I am making a game in which a cube travels along a maze with the motive of crossing the maze safely. I have two problems in this. The cube needs to have a smooth movement like it is traveling on a frictionless surface. So could someone help me achieve this. I need to have this done in a event callback function I need to move the camera along with the cube. So could someone advice me a good tutorial about camera positions along with an object?

    Read the article

  • How do I swap two objects in a GC language without triggering GC?

    - by TenFour04
    I have two array lists. that I want to swap each frame. My question is, does the variable 'temp' need to be a member variable to avoid triggering GC, assuming this method is called on dozens of objects each frame? I'm not creating a new object, just a new reference to an object. public void LateUpdate(){ ArrayList<int> temp = previousFrameCollisions; previousFrameCollisions = currentFrameCollisions; currentFrameCollisions = temp; currentFrameCollisions.clear(); } I've been told there's no reason to make a primitive into a member variable just to avoid GC, so my best guess is that this also applies to object references.

    Read the article

< Previous Page | 547 548 549 550 551 552 553 554 555 556 557 558  | Next Page >