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  • Reading the memory of a N64

    - by toazron1
    I'm looking for a way to read the memory of a N64, while the game is running, in real time. I have a c# program which hooks into the memory of a running emulator and tracks SSB64 stats. I want to do the same thing with the physical N64. Currently it is possible to read the memory with a gameshark pro, however it's extremely slow, buggy, and not practical for what I am trying to accomplish. Would it be possible to tap into the gameshark, or the N64 directly, to access the memory in real time? Thanks!

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  • Rendering projectiles with DirectX and C++

    - by Chris
    I'm working on a simple game that has the user control a space ship that shoots small circular projectiles. However, I'm not sure how to render these. Right now I know how to make a LPDIREC3DSURFACE for a sprite and render it onto a LPDIRECT3DDEVICE9, but that's only for a single sprite. I assume I don't need to constantly create new surfaces and devices. How should projectile generation/rendering be handled? Thanks in advance.

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  • Really weird GL Behaviour, uniform not "hitting" proper mesh? LibGdx

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • What should be learned for someone starting in Android Games?

    - by user14544
    I know this might be a little subjective. But I've read the other questions. A lot of answers kept on popping up like to use box2d, libgdx, andEngine, etc. So the real question is, what would be the best to start off with as a beginner. I have some experience with java code, just by reading about in the Oracle Docs. I've gone through Flash and Eclipse. When i mean gone through, i don't mean i have actually created my own game from Flash or Eclipse, but i just learn things here and there. Currently I'm reading Beginning Android for Beginners but I don't have the knowledge to implement my own Ideas into the game tutorials because of lack of experience. I'm looking for a way to learn how to program to create games for Android. While at the same time get experience from programming. I do not want to learn those drag and drop game making applications such as GameMaker.

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  • Browser game in JSP? [closed]

    - by Constant
    I want to develop a browser-game (like ogame, travian) and I have some doubts in which technologies should I use. I was thinking in a server-side in JSP,Java and a client-side in HTML (or HTML5 if I learn to give it good use). Do you think my choices are right? I would like to make a board where many players could move simultaneously between tiles or squares. Do you think is possible in JSP or I should start with other language? Any suggestion aprecciated, and apologies for my english. Thank you! Regards!

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  • How do i add a start menu page to my java game?

    - by user2149407
    I have a rather cool space invaders game that my friend and I have been working on for a while, and we have decided it needs an opening page, with "Start" options, "Quit" options and so forth. I have looked at several methods online, but cant seem to get any of them to work! Does anybody have any ideas? P.S Using JFrame to draw the main frame Im just looking to do this within Java, so just a panel that appears at a state change (GAME, MENU). Id like it to contain a few buttons to start the game, and quit. Later, I will add achievements, but im after something really basic for now. But thanks for the suggestions!

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  • is this the correct way to use glTexCoordPointer?

    - by RubyKing
    Hey all Just trying to work out how to use this function glTexCoordPointer. Here is the man pages http://www.opengl.org/sdk/docs/man/xhtml/glTexCoordPointer.xml which states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f,-1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,-0.94f, 0.0f,1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f,1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly? like this glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast(29 * sizeof(float)) ); for the fifth element on the 2nd quad first row. any help is thankful

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  • Moving multiple objects on a map

    - by Dave
    I have multiple objects on my isometric game, for example, NPC's doing path finding automatically to walk around the map. Now there could be any number of them from 0 to infinity (hypthetical as no PC could handle that). My question is: is simply looping each one individually the smartest way to animate them all? Surely as the number of units increases you will notice a lag occuring on units near the end of loop still "waiting" for their next animation movement. The alternative is a swarm algorithm to move all objects together. Is that a smarter idea or do both situations apply depending on the circumstances of the game?

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • What are the challenges and benefits of writing games with a functional language?

    - by McMuttons
    While I know that functional languages aren't the most commonly used for game writing, there are a lot of benefits associate with them that seem like they would be interesting in any programming context. Especially the ease of parallelization I would think could be very useful as focus is moving toward more and more processors. Also, with F# as a new member of the .NET family, it can be used directly with XNA, for example, which lowers the threshold quite a bit, as opposed to going with LISP, Haskell, Erlang, etc. If anyone has experience writing games with functional code, what has turned out to be the positives and negatives? What was it suited for, what not? Edit: Finding it hard to decide that there's a single good answer for this, so it's probably better suited as a community wiki post.

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  • Change density of the body dynamically

    - by Siddharth
    In my game, I want to change density of my body object when it collide with other objects. I found something like following to change density but further I could not able to find any hint for this. So someone please help. Fixture fixture = goldenBoxArrayList.get(i) .getGoldenBoxBody() .getFixtureList().get(0); fixture.setDensity(0.5f); After setting fixture data I could not able to set it to the body.

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Easy Method to Change Color on UI Elements

    - by A13X
    This isn't a language-specific thing as far as I'm concerned. I was wondering what may be a quick way to change the COLOR of a certain on-screen element such as a button and its associated text. I would assume there is a trick to making a graphics engine so maybe individuals pixels or groups of sprites can have their colors easily shifted. A lot of game interface buttons and such have this so you know when an event like a click has occurred. Any pseudo code would be helpful and I am working in Android (not XML fluff), but again, this probably is not a very specific question, just an inquiry on how to go about this.

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  • Help with collision detection method [on hold]

    - by derek jones
    I was wondering if any of you could spare me some time to go over some collision detection on my platform engine. i tried XNA a few years back but for reasons i wont go into online could not continue, my health is now at a state where i am ready to try again but due to my current circumstances (and age) schooling is out of the question so i turn to you guys for help. Whilst i can adapt the MS sample ok and have some great features, you will agree modifying code is not really learning. So i have spent the last couple of week going over my old MS code and lots of stuff online and decided on what i want and have ported most of it over to code that i understand 90% of. I have my player class that moves about, jumps with gravity, has animations and a bounding box that follows it around. I have my map & basic level class to load levels from text files. Its just how i handle the collisions that i am struggling with as i will want per pixel collision on some tiles(i have code for this in a pong game i made so that should be ok). I'm pretty clear in my mind on what i need to do its just putting it in code and in the right place, here's what i was thinking. I was going to do it all in layers, have a tile layer, a collision layer & an item layer this way i could make a nice map editor in Win Forms at some point. Anyway i need to read in the collision layer the assign each tile a rectangle and collision property, and this is where i get me. Would any of you be able to spare some time and go over this with me ? I will post some code later Regards Del

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  • Knockback enemy based off of direction sprite is facing

    - by pengume
    Hey Everyone, Today I am trying to make it so if I hit the enemy then the enemy well be knocked backwards in the direction the sprite is facing. I am rotating the sprite around 360 degrees using a joystick on the screen and wanted to know the best practice or ways to accomplish this. I have come up with a few ideas but none of them make use of the sprites angle he is facing just a check to see if I hit the bottom then move him upward and so forth. I am just stumped on how to apply the sprites angle to the enemies x and y coordinate and move him accordingly. Has anyone tried this and have suggestions or things to look for? Thanks in advance.

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  • What could cause a sudden stop in Box2D?

    - by alexanderpine
    I'm using Box2d for a game, and I have a bug that's driving me nuts. I've simplified the situation down to a square player sliding back and forth frictionlessly on top of a floor composed of a series of square tiles, driven by the left and right keys (which apply a horizontal force). Works great, sliding back and forth across the whole floor. Except... Every once in a while, the player will suddenly stick at the edge of one of the tiles as if it is hitting a (nonexistent) wall. Further pushes in the same direction it was traveling will fail, but as soon as I push backwards once in the opposite direction, I can push forwards past the sticking point again. The sticking point seems to be random, except for being on the edge of a tile. Happens while going left or right. For debugging purposes, I keep the Positions/velocity values for the previous two update ticks and print them out when this stop occurs. As an example, here you see the player moving right, decelerating slightly; pos2 should be about 8.7, but it stops dead instead. tick0: pos= 8.4636 vel= 7.1875 tick1: pos= 8.5816 vel= 7.0833 tick2: pos= 8.5816 vel= 0.0000 So, as the player is 0.8 and the tiles 1.0 wide, the player is stopping just as it is about to cross onto the next tile (8.5816 + 0.8/2 = 8.9816). In fact, I get a collision message (which I ignore except noting that it happened). It only seems to happen at x.5816 (or -x.4184) while moving right, and x.4167 (or -x.5833) while moving left I said that it's like hitting a wall, but in fact, when it hits a wall, the numbers look more like: tick0: pos0= 12.4131 vel2= 8.4375 tick1: pos1= 12.5555 vel1= 8.5417 tick2: pos2= 12.5850 vel0= 0.0000 so it moves further right on the last tick, which puts it in contact with the wall. Anyone seen anything like this. Any suggestion on how I could be causing this behavior.

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  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

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  • Cocos2D Terminal Application

    - by Hasyimi Bahrudin
    Is it possible to create a terminal application which uses cocos2d? I've tried to make one using cocos2d 2.x, but it requires a MacGLView to be initialized. I need it so that I could program a terminal application that generates a screenshot given a TMX file and an optional preferred width or height parameter (for resizing). Then I can automate the generation of map previews for my game, instead of manually taking screenshots. It's not practical to load the actual TMX and resize it inside the game (what I'm currently doing), because each TMX file has 7 layers, my tile sheet is huge, and I have lots of levels.

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • OpenGL: Drawing to a texture

    - by Danran
    Well im just a bit stuck wondering how to draw an item to a texture. Specifically, i'm using; glDrawArrays(GL_LINE_STRIP, indices[0], indices.size()); Because what i'm drawing via the above function updates every-frame, i'm just totally not sure how to go about drawing what i have to a texture. Any help is greatly appreciated! Edit: Well unfortunately my graphics card doesn't support FrameBuffer Objects :/. So i've been trying to get the copy contents from backbuffer method working. Here's what i currently have; http://pastebin.com/dJpPt6Pd And sadly all i get is a white square. Its probably something stupid that i'm doing wrong. Just unsure what it could be?

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  • Determining whether two fast moving objects should be submitted for a collision check

    - by dreta
    I have a basic 2D physics engine running. It's pretty much a particle engine, just uses basic shapes like AABBs and circles, so no rotation is possible. I have CCD implemented that can give accurate TOI for two fast moving objects and everything is working smoothly. My issue now is that i can't figure out how to determine whether two fast moving objects should even be checked against each other in the first place. I'm using a quad tree for spacial partitioning and for each fast moving object, i check it against objects in each cell that it passes. This works fine for determining collision with static geometry, but it means that any other fast moving object that could collide with it, but isn't in any of the cells that are checked, is never considered. The only solution to this i can think of is to either have the cells large enough and cross fingers that this is enough, or to implement some sort of a brute force algorithm. Is there a proper way of dealing with this, maybe somebody solved this issue in an efficient manner. Or maybe there's a better way of partitioning space that accounts for this?

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  • Do open world games need less backstory?

    - by Raceimaztion
    I've played a few open-world games and really enjoyed them, though the ones I've really enjoyed have generally received complaints about how little story there is to them. The Saboteur is one example of this. Fully open-world, good enough story (for me, anyway), engaging gameplay, and still has received complaints in reviews about not having enough story. Do open-world games actually need a full, all-encompassing story? Or can fun and engaging gameplay fill in the gap and let the designer get away with a slightly less complete story?

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  • Best way to generate pieces in match-3 games, and then tracking them?

    - by JonLim
    I've been working on a match-3 style game in Actionscript using Flixel, and so far, I've been able to build the core mechanics of the game, including board generation, piece generation, piece swapping and movement, and checking algorithms. However, I am now running into issues with clearing out pieces and letting the above pieces fall down and generating new pieces. The reason I'm running into these issues is that when all of the pieces are generated, the pertinent values (position, sprite ID, and sprite object) are pushed into an array that helps me track everything, all the time. When pieces are moved, I swap the values of the corresponding arrays and life goes on. And that array is the core of my problem: if a row in the middle of the board clears out, ideally, all of the pieces above the cleared pieces should fall down to take their place and new pieces are generated at the top and also fall into place. Except if I try to do that now, all the pieces can fall down, but then I'd have to bump all of their values into the right arrays (oh god my head) and then generate new pieces and fit THOSE into the correct place in the array. Am I overthinking this? Or is there a far better way to track these pieces? Thanks guys!

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  • How to build a "traffic AI"?

    - by Lunikon
    A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes are generated automatically for crossings which themselves are interconnected by edges. When a character/agent spawns into the world it starts at some node and finds a path to a target node by means of a simply A* algorithm. The agent follows the path and ultimately reaches its destination. No problem so far. Now I need to enable the agents to avoid collisions and to handle complex traffic situations. Since I'm new to the field of AI I looked up several papers/articles on steering behavior but found them to be too low-level. My problem consists less of the actual collision avoidance (which is rather simple in this case because the agents follow strictly defined paths) but of situations like one agent leaving a dead-end while another one wants to enter exactly the same one. Or two agents meeting at a bottleneck which only allows one agent to pass at a time but both need to pass it (according to the optimal route found before) and they need to find a way to let the other one pass first. So basically the main aspect of the problem would be predicting traffic movement to avoid dead-locks. Difficult to describe, but I guess you get what I mean. Do you have any recommendations for me on where to start looking? Any papers, sample projects or similar things that could get me started? I appreciate your help!

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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