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  • What reference point/ tutorial could I use to help me make a "Ball rolling" game in flash?

    - by user1798964
    I am a complete newbie to programming, only took high school Computer science so I kind of know what im doing, I just want to know how I can make a ball rolling game that I want to make, could anyone show me an example of a good "ball rolling game" that has good physics and everything, I have tried to use Box2D for the physics portion of the game, but I found that using that is just code and I can't figure out how to make the graphics and details of the world I want to make in my game, all I would like to do would have a game that has the collision detection and physics of box2d only apply to one ball in it and use the left and right keys to move it. sorry if I am too unclear, if anyone could show a tutorial or something to me on how to make a proper "Ball rolling" game that has good physics that would be appreciated, thank you for taking the time to read this

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  • Can I legally make a free clone of a game and use the same name? [closed]

    - by BlueMonkMN
    I gather from Is it legally possible to make a clone of the game? and How closely can a game resemble another game without legal problems that I should not try to profit from a clone if it is using the same assets, and, I presume, the same name. My question is whether it's legal to make a game like "Set" or "Catch Phrase", using the same name, and release it for free. What would I be risking if I did so -- just a take down notice, or could there be financial risk too? Edit: I guess my real question is whether the legal freedom is greater for a free game than one that is trying to make a profit. I just want a version of the game I can play remotely. Edit 2: I don't understand why this is being considered off-topic. I read the FAQ and it says it'S OK to ask questions about project management, which includes Publishing. And naming a game is a key aspect to publishing. That's what my question is about - choosing a legal name for my game with the consideration that I might post/publish it.

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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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  • GL_INVALID_OPERATION in glEnd

    - by Killrazor
    Hello, I'm having problems drawing a simple sprite. When I draw: void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); //CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_TRIANGLE_STRIP)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glEnd()); //CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } I'm always get an GL_INVALID_OPERATION in glEnd(). I suspect that error is not here, but I can't detect where may be. Actually, the output render seems ok. But I want to solve this situation before to catch a subtle bug tomorrow. Any idea of what could be

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  • update(100) behaves slightly different than 10 times update(10) - is that a problem? [on hold]

    - by futlib
    While looking into some test failures, I've identified an curious issue with my update logic. This: game.update(100); Behaves slightly different from: for (int i = 0; i < 10; i++) game.update(10); The concrete example here is a rotating entity. It rotates by exactly 360 degrees in the first case, but only by about 352 in the second. This leads to slight variations in how things move, depending on the frame rate. Not enough to be noticeable in practice, but I did notice it when writing tests. Now my question is: Should this be fully deterministic, i.e. the outcome of update(1) * n should equal update(n) exactly? Or is it normal to have some variance and I should make my test assertions more generous?

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  • How can I create a rectangular SDL surface filled with a particular color?

    - by user3689
    I'm learning SDL. I'd like to create rectangular surface filled with a flat color (not an image). Below is my code -- it compiles fine, but doesn't work. I'm passing the function these parameters: SDL_Surface* m_screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); SDL_FillRect( m_screen, &m_screen->clip_rect, SDL_MapRGB(m_screen->format,0xFF, 0xFF, 0xFF) ); ... Button button(m_screen,0,0,50,50,255,0,0) ... ... Button::Button(SDL_Surface* screen,int x,int y,int w,int h,int R, int G, int B) { SDL_Rect box; SDL_Surface * ButtonSurface; ButtonSurface = NULL ; Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif box.x = x; box.y = y; box.w = w; box.h = h; ButtonSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, box.w,box.h, 32, rmask, gmask, bmask, amask); if(ButtonSurface == NULL) { LOG_MSG("Button::Button Button failed"); } SDL_FillRect(screen,&box,SDL_MapRGB ( ButtonSurface->format, R, G, B )); //ut.ApplySurface(0,0,ButtonSurface,screen); SDL_BlitSurface(ButtonSurface,NULL,screen,&box); } What am I doing wrong here?

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • I need a very rapid game engine with as many presets as possible [closed]

    - by GLycan
    I have to make a game about the immune system (with as many grotesque simplifications as I want) in roughly two weeks. I'm thinking of something along the lines of bubble tanks, but I think I can roll with pretty much anything that fits the following: Working engine that handles mouvement, objects The fighting system can be done in any way that allows a bare minimum of configuration Scripting should be, preferably, Python Art should be customizable I'm hoping that there is some existing game that I could adapt. Any sggestions (aside from not leaving projects until later) ?

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  • Drag and Drop Team Selection

    - by davidjwest
    I have a Fantasy F1 Website, currently users select their teams using dropdown menus. It works OK but isn't as user friendly as I would like. I would like to implement a drag and drop type of system, there's jQuery code out there that would go part of the way to allowing me to do this: http://jqueryui.com/demos/draggable/ But I am not sure about how to integrate that into PHP and MySQL, my jQuery skills are limited! I'd also need to stop them spending more than a certain amount of money, each driver has a value and the teams can only spend a certain amount of money. There's also limits for example you can only pick a driver once, but you can have three different drivers. Finally, how would you decide that the user had picked their team, I don't want a submit button as that kind of defeats the object of the exercise! Thanks for any advice, I don't expect anyone to write the code for me but some pointers would be greatly appreciated.

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  • Which one is better to get started? [closed]

    - by vanangamudi
    Which one of the open-source game engine is better to get started? I read several threads over several forums and found that it is better to write own game engine specific to application. But I need to know the requirements of a game engine, other than Graphics, Physics and AI... Many people suggested Unity, But I need open-source version so that I can have a look at implementation... so I google rigorously and found some unknown game engines(at least to me) Unvanquished Cube Spring Pyrogenesis Torque3D CrystalSpace Panda3D Delta3D Irrichlt OpenArena AlienArena (please list others if I missed anything....) FYI: my present focus is on FPS/TPS. Can you tell me which one is better at performance if possible? Torque3D claims to be the best opensource engine - is that true, and if so to what extent?

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  • Can I randomly generate an endless road?

    - by y26jin
    So suppose we stand on a position(x0, y0) of a map. We can only move on the horizontal plane(no jump and stuff) but we can move forward, left, or right (in a discrete math way, i.e. integer movement). As soon as we move to the next position(x1, y1), everything around us is generated randomly by a program. We could be surrounded by one of mountain, lake, and road. We can only move on the road. The road is always 2D as the map itself. My question is, are we able to play this game endlessly? "End" means that we come across a dead end and the only way out is to go backward.

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  • How can I implement smooth rotation from one direction to another?

    - by user1759052
    I'm having a problem with animating rotations with 1Matrix.CreateRotationY() with my basic 3D game. Based on where you click the mouse, I want the 3D object to rotate to that direction and then move. I am using this to determine the target direction: float rot = (float)(Math.Atan2(X, Z)); It gives me the correct value, but I am not sure how to handle the rotation animation from current direction to new direction. I've tried a few things, but to no avail. Do you guys know of any good ways of solving this issue?

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  • 2d array permutation proof [migrated]

    - by FGM
    I want to know if it's possible to get any possible combination of a 4x4 integer array given three rules: you may shift any column up or down you may shift any row left or right you may shift the entire array left, right, up, or down That is, you can transform: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] into any possible combination of a 4x4 array of the same 16 values, given those three rules. Basically, I just want to know if there are impossible combinations.

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  • Where can I find a collection of photorealistic scenes? [on hold]

    - by emchristiansen
    Where can I find a collection of 10-100 3D scenes with photorealistic levels of detail? For example, the scene rendered here contains photorealistic detail. Note I want the underlying object models, textures, etc, not final renderings. I'll be using these scenes to test a computer vision idea. BTW, this is a reposting of this question. I wasn't able to find a Stack Exchange site that is perfectly suited to the question, but as this is a modeling and rendering question, I'm hoping it is a good enough match for the venue.

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  • Sound Delay With AVAudio Player

    - by Will Youmans
    I'm using the following code in my viewDidLoad to load a sound: NSURL * url = [NSURL fileURLWithPath: [NSString stringWithFormat:@"%@/Moto - Hit Sound.mp3", [[NSBundle mainBundle] resourcePath]]]; NSError * error; hitSoundPlayer = [[AVAudioPlayer alloc]initWithContentsOfURL:url error:&error]; hitSoundPlayer.numberOfLoops = 0; Then I'm using this in a void method to play the sound: if(CGRectIntersectsRect(main.frame, enemy1.frame)){ [hitSoundPlayer play]; } This does seem to work, however the first time the sound is played there is a lot of lag and the game stops temporarily. I'm using this same method for when in an IBAction and it works fine, it must be the fact that it's also detecting a collision that makes the sound lag. If I want to be able to play sounds quickly and on the spot without any sort of lag am I doing the right thing? Do I want to use another method? I'm not using any frameworks like cocos2d. If you need to see any more code just ask.

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  • C++ game programming

    - by UnTraDe
    Until now I have been using C# with XNA for 2d and a little bit of 3d games, althought I dont remember that I finished any of them I want to start working with C++. I have a very very little exprience with C++ and my question is where to start? I plated a little bit with SFML and I encountered some problems with performance when I started to build a tile based game. I'm pretty sure that the problem is my code and not the library itself. Is there anything similiar to XNA for C++? I should keep try and work with SFML? Sorry for my bad english! Thanks in advance!

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  • Drawing chunks, and positioning the camera

    - by Troubleshoot
    I've seen many questions and answers regarding how to draw tiled maps but I can't really get my head around it. Many answers suggest either loading the visible part of the map, or loading and unloading chunks of the map. I've decided the best option would be to load chunks, but I'm slightly confused as to how this would be implemented. Currently I'm loading the full map to a 2D array of buffered images, then drawing it every time repaint is called. Q1: If I were to load chunks of the map, would I load the map as a whole then draw the necessary chunk(s), or load & unload the chunks as the player moves along, and if so, how? My second question regards the camera. I want the player to be in the centre of the X axis and the camera to follow it. I've thought of drawing everything in relation to the map and calculating the position of the camera in relation to the players coordinates on the map. So, to calculate the camera's X position I understand that I should use cameraX = playerX - (canvasWidth/2), but how should I calculate the Y position? I want the camera to only move up when the player reaches cameraHeight/2 but to move down when the player reaches 3/4(cameraHeight). Q2: Should I check for this in the same way I check for collision, and move the camera relative to the movement of the player until the player stops moving, or am I thinking about it in the wrong way?

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  • Saving to a file in C# [on hold]

    - by user36322
    If I use this code: using (StreamWriter streamWriter = new StreamWriter("Content/player.txt", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will not actually add "Hello!" to the file. However, if I use this code: using (StreamWriter streamWriter = new StreamWriter("C:/Users/Michael/Documents/Visual Studio 2010/Projects/PuzzleGame/PuzzleGame/PuzzleGameContent/player.TXT", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will work as intended and add "Hello!" to the save file. Is there any way I can do this without hardcoding the path?

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  • How to make the game wait for an animation to finish?

    - by petervaz
    I'm teaching myself andengine while trying to make a match-3 puzzle, so far I have a grid of gems that I populate and can move then around. Matching gems and new gems falling is working already. My problem is that the game keeps flowing while animations runs. How can I make the flow suspend until movement is done? I use entity modifiers for the gems animations. MoveYModifier for the fall and PathModifier for the swap.

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  • Letting the user draw a Polygon Body and Image

    - by Siddharth
    In my game, I want to provide the user with a drawing feature. By free hand drawing, the user creates a polygon shape. Then, in my game implementation, I have to create a body for the found vertices and generate an image based on that polygon shape. My problem is how to create an image that matches the user-provided vertices. I've heard that cocos2d has something called Image Masking. I don't understand how I could implement it in AndEngine. Could someone help?

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  • Bubble sorting my array does not sort it

    - by Trixmix
    I sort an array of chunks by doing this: for (int i =0; i<this.getQueue().size();i++) { for (int j =0; j<this.getQueue().size()-i-1;j++) { Chunk temp1 = this.getQueue().get(i); Chunk temp2 = this.getQueue().get(i+1); if (temp1 != null &&temp2 != null && temp2.getLocation().getY() < temp1.getLocation().getY()) { this.getQueue().set(i, temp2); this.getQueue().set(i+1, temp1); } } } What I want is the the chunks with the lowest Y coordinate will be at the start of the array and the ones with the bigger Y coordinate will be at the end of the array. And this is my result: 1024.0 944.0 1104.0 944.0 1104.0 ----BEFORE----- 944.0 1024.0 944.0 1104.0 1104.0 ---AFTER--- Why is this not working It seams fine. I dont want to use a comparator so dont suggest it. More info, the Y cords are floats. I got the result by for each looping on this queue and printed the Y locations.

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  • C++ Database vs Reading Files

    - by Ohmages
    Ive been programing a C++ game/server for the past year. I have been using MYSQL for character logins, items, monsters, etc, etc. (im on windows). My question is, what are some of the databases that some big time developers use. IE. Battle.net, Diablo II, Diablo III, mythos, hellgate , etc, etc, etc. Do they have their own database they built? Or do they use an existing framework for logins, and character transfers. I do know that in diablo II, they use character files to to transfer characters into the game world. But what about the login into battle.net. Would it be wiser for me to stick with MYSQL, or is there something out there faster and more stable, or should I create a login type of system that looks through a file to see if you provided the correct password. Can't wait to get some replies. Thanks! PS. Currently the framework is much like battle.net, where you login into a lobby, create, and join games. The game server/lobby server are different servers too. So im just wondering about the lobby server for logins because I'm expecting several hundred thousand connections/logins.

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  • STL for games, yea or nay?

    - by munificent
    Every programming language has its standard library of containers, algorithms, and other helpful stuff. With languages like C#, Java, and Python, it's practically inconceivable to use the language without its standard lib. Yet, on many C++ games I've worked on, we either didn't use the STL at all, used a tiny fraction of it, or used our own implementation. It's hard to tell if that was a sound decision for our games, or one simply made out of ignorance of the STL. So... is the STL a good fit or not?

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  • What's wrong with this answer? [migrated]

    - by MikeLJ
    I wrote an answer to this question, but I can't post it even though it's not opinion based. which tile size to choice for 16-bits What's wrong with my answer? The Answer: I'll use these classic 16-bit consoles as reference: http://en.wikipedia.org/wiki/History_of_video_game_consoles_(fourth_generation) Super Nintendo: Max Resolution: 512x478 Sprites On Screen: 128 Max Sprite Size: 8×8. TurboGrafx-16: Max Resolution: 565x242 "Normal" resolution: 256×239 Sprites On Screen: 64 Max Sprite Sizes: 32×64 Neo Geo: Display resolution: 320×224 "Normal" Resolution: 304x224 Sprites on screen: 380 Max Sprite Size: 16x512

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  • How should VertexBuffers be used with Multiple Monitors in DirectX 9

    - by Joshua C
    I am currently using DirectX 9 on a machine with two GPUs and three monitors. I am currently trying to draw a triangle on each monitor using vertexbuffers; A directx helloworld with multiple monitors if you will. I am familiar with some DirectX coding, but new to multiple monitor DirectX coding. I may be going about this the wrong way, so please do correct me if I'm doing something wrong. I have created a Direct3D Device for each enumerated adapter sharing the same Form handle. This allows me to successfully use all three monitors in full-screen mode. For Each Adapter In Direct3D.Adapters Dim PresentParameters As New PresentParameters 'Setup PresentParameters PresentParameters.Windowed = False PresentParameters.DeviceWindowHandle = MainForm.Handle Dim Device as New Device(Direct3D, Adapter.Adapter, DeviceType.Hardware, PresentParameters.DeviceWindowHandle, CreateFlags.HardwareVertexProcessing, PresentParameters) Device.SetRenderState(RenderState.Lighting, False) Devices.Add(Device) Next I can also draw text to each device successfully using a different Font for each Device. When I render a triangle using a different VertexBuffer for each Device, only two monitors display the triangle. One of the two monitors on the same GPU, and the monitor on it's own GPU display properly. VertexBuffer = New VertexBuffer(Device, 4 * Marshal.SizeOf(GetType(ColoredVertex)), Usage.WriteOnly, VertexFormat.None, Pool.Managed) Dim Verts = VertexBuffer.Lock(0, 0, LockFlags.None) Verts.WriteRange({ New ColoredVertex(-.5, -.5, 1, ForeColor), New ColoredVertex(0, .5, 1, ForeColor), New ColoredVertex(.5, -.5, 1, ForeColor) }) VertexBuffer.Unlock() VertexDeclaration = New VertexDeclaration(Device, { New VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), New VertexElement(0, 12, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0), VertexElement.VertexDeclarationEnd }) Render Code: Device.SetStreamSource(0, VertexBuffer, 0, Marshal.SizeOf(GetType(ColoredVertex))) Device.VertexDeclaration = VertexDeclaration Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1) I have to assume the fact that they share the same physical card comes into play. Should I use multiple buffers on the same card, and if so, how? Or what is the way I should access the VertexBuffer across Devices? Another thought I had was the non working monitor acts like there are no lights. Is turning off lighting on each device on the same card causing issues somehow?

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