Search Results

Search found 28031 results on 1122 pages for 'personal development'.

Page 585/1122 | < Previous Page | 581 582 583 584 585 586 587 588 589 590 591 592  | Next Page >

  • Resource Managers - Are they any good?

    - by The Communist Duck
    Hey. I've seen many a time in source code, things like this [well, this is more of a pseudo C++ idea of mine] type defshared_ptr ResourcePtr;// for ease ResourcePtr sound1 = resourceManager.Get("boom.ogg"); sound1-Play(); ResourcePtr sprite = resourceManager.Get("sprite.png"); I was just wondering how useful a class like this was, something that: Loaded media files Stored them in memory Did this at the start of a level - loading screen. Cleaned up Rather than having a system of: Resources are held by entities only, or loose. Responsible for own load into memory. The first is a 'manager' as such; something I feel indicates it's wrong to use. However, it allows for something like a vector of resource names to be passed, rather than having to scramble around finding everything that needs to be loaded.

    Read the article

  • Reasons why AppHub samples won't build?

    - by user13909
    I have an issue off of most downloaded projects where whenever I build it, VS2010 just crashes. I had this issue a while before, and it was widespread, I reinstalled, and it worked fine afterwards. If I create my own XNA project, and copy all of classes and assets over (which I admit, is super fun anyway) things build fine. But if I just download the project from here http://create.msdn.com/en-US/education/catalog/sample/roleplaying_game (RolePlayingGame_4_0_Win_Xbox.zip) and try to build, it automatically stops working, restarts, and reopens the project. If I Debug/Deploy to my Xbox, I do get a sucessful version to the Xbox, but VS2010 still stops and restarts. I've already repaired, and reinstalled again, still having the issue. Can anything think of plausible solutions?

    Read the article

  • Dynamic object creation with HashMap

    - by Salor
    I want to use a HashMap to dynamically create objects based on the key. I have a Random Map Generator that stores the maps in 3D Arrays of Type Integer[][][]. Upon creation of the actual map I iterate through this array and based on the Integer I want to create the right block. Example: Integer[][][] map ... map[6][6][6] = 3; 3 is a Earth-Block and now I want to initialize a new Block of this type and give it the right coordinates. Currently I store my Bindings from Integer to Class in a HashMap(Integer, String) and create my objects like that: int id = array[x][y][z]; String block_name = Blocks.map.get(id); Block block = (Block) Class.forName(block_name).newInstance(); block.setPosition(x,y,z); But I want to avoid newInstance() if possible. I've never worked that dynamically with Java before and I couldn't find a solution like changing the HashMap to (Integer, Class) or something. I just need to create a new Object based upon the Integer. Any ideas/solutions? Thanks in advance and have a wonderful day!

    Read the article

  • Twitter integration

    - by qaisjp
    My computer game is powered using Love2d in Lua, there is dead space in the menu of my game and I'd like to fill it up with something. So I'll like to put a twitter feed there, how can I receive all the twitter posts created by AND mentioned from @stickydestroyer; how can I make it look good and code the actual thing. I know I have to use some sort of cURL module, but how can I get the feed AND make it looking nicely?

    Read the article

  • 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

    Read the article

  • Is there any small linux distribution which comes with a complete C devleopment environment

    - by hits_lucky
    Hi, I have installed "Damn Small Linux" on my home computer for doing C development in unix. But the distribution doesn't by default come with the C development environment and I am facing some issues when trying to install the gcc. Is there any other small Linux distribution which by default has the required packages for the C development. And also I don't want additional software which takes up lot of space but still would like to have the graphical environment. Thanks

    Read the article

  • way to do if(x > x2) x = x2 with rotation?

    - by CyanPrime
    Alright, so I got this walking code, and some collision detection, now the collision detection returns a Vector3f of the closest point on the triangle that the projected position is at (pos + move), so then I project my position again in the walking method/function and if the projected position's x is the nearest point'x the projected position's x becomes the nearist point's x. same with their z points, but if I'm moving in a different direction from 0 degrees XZ how would I rotate the equation/condition? Here is what I got so far, and it's not working, as I go through walls, and such. Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.cos(Math.toRadians(yaw)); move.z = (float)-Math.sin(Math.toRadians(yaw)); // System.out.println("slopeNormal.z: " + slopeNormal.z + "move.z: " + move.z); move.normalise(); move.scale(movementSpeed * delta); float horizontaldotproduct = move.x * slopeNormal.x + move.z * slopeNormal.z; move.y = -horizontaldotproduct * slopeNormal.y; Vector3f dest = colCheck(pos, move, model, drawDist, movementSpeed, delta); Vector3f projPos = new Vector3f(pos); Vector3f.add(projPos, move, projPos); if(projPos.x > 0 && dest.x > 0 && projPos.x < dest.x) projPos.x = dest.x; else if(projPos.x < 0 && dest.x < 0 && projPos.x > dest.x) projPos.x = dest.x; if(projPos.z > 0 && dest.z > 0 && projPos.z < dest.z) projPos.z = dest.z; else if(projPos.z < 0 && dest.z < 0 && projPos.z > dest.z) projPos.z = dest.z; pos = new Vector3f(projPos);

    Read the article

  • How to obtain a camera stream from Unity without rendering it to the player's screen?

    - by aiguy
    I'd like to stream the output of two cameras to a separate process. Right now, it looks like the best way to do that is to grab the rendered camera views from the screen via platform specific screen capture hooks then compress them real time with h.264. Is there a way to grab the input of the cameras within unity and avoid rendering them to the screen? One solution I'm considering involves using Unity's multiplayer capability to run the game on a separate machine and grab it from that screen buffer, unbeknownst to the player.

    Read the article

  • 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.

    Read the article

  • Can i add friction in air?

    - by Diken
    I have issue regarding speed in air. When i jump and move simultaneously that time speed of player increase.For jump i am using impuls and for movement i am using force.I want to slow speed when player is in air. Thanks in advance Following is my update method ih HUDLayer -(void)update:(ccTime)dt :(b2Body *)ballBody :(CCSprite *)player1 :(b2World *)world { if (moveRight.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(maxSpeed,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } else if(moveLeft.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(-10,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } } Following is jump -(void)jump:(b2Body*)ballBody:(ccTime)dt:(BOOL)touch { if (touch) { if (jumpSprte.active==YES) { ballBody->SetActive(true); b2Vec2 locationWorld; //locationWorld=b2Vec2(0.0f,98.0f); locationWorld=b2Vec2(0,32); // double mass=ballBody->GetMass(); ballBody->ApplyLinearImpulse(locationWorld, ballBody->GetWorldCenter()); // ballBody->ApplyForce(mass*locationWorld, ballBody->GetWorldCenter()); ballBody->SetLinearDamping(1.2f); } } } So where i apply logic??

    Read the article

  • Should I be worrying about limiting the number of textures in my game?

    - by Donutz
    I am working on a GUI in XNA 4.0 at the moment. (Before you point out that there are many GUIs already in existance, this is as much a learning exercise as a practical project). As you may know, controls and dialogs in Windows actually consist of a number of system-level windows. For instance, a dialog box may consist of a window for the whole dialog, a child window for the client area, another window (barely showing) for the frame, and so on. This makes detecting mouse hits and doing clipping relatively easy. I'd like to design my XNA GUI along the same lines, but using overlapping Textures instead of windows obviously. My question (yes, there's actually a question in this drivel) is: am I at risk of adversely affecting game performance and/or running low in resources if I get too nuts with the creating of many small textures? I haven't been able to find much information on how resource-tight the XNA environment actually is. I grew up in the days of 64K ram so I'm used to obsessing about resources and optimization. Anyway, any feedback appreciated.

    Read the article

  • Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

    Read the article

  • 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.

    Read the article

  • Placing items randomly in a dynamically generated terrain

    - by Programlocura
    I'm currently working on a 'Tiny wings' like game. I've already asked about the angle of the items in curved lines and i solved (thank you for responses),i'm currently placing the items in random positions, but the terrain it's dynamically and i don't get this working. I've a vector with the points of the terrain, and i'm doing something similar to this (Iterating trough vector): if( _SPManager && i % 15 == 0 && i != 0 ) { if ( _settings.specialPoints && _currentPoints < _settings.specialPoints ) { _SPManager.addPoint( _hillsPosition[i].x , _hillsPosition[i].y ); _currentPoints++; } } But it isn't working as i expected. It isn't displaying the right number of items (Always shows less than i specified). How do i should place the items? Thanks :)

    Read the article

  • Entity System and rendering

    - by hayer
    Okey, what I know so far; The entity contains a component(data-storage) which holds information like; - Texture/sprite - Shader - etc And then I have a renderer system which draws all this. But what I don't understand is how the renderer should be designed. Should I have one component for each "visual type". One component without shader, one with shader, etc? Just need some input on whats the "correct way" to do this. Tips and pitfalls to watch out for.

    Read the article

  • Collision for mobile game

    - by zemiguel12
    I'm writing a little game in as3 using Starling, and I need to check collision between 2 boats that can rotate. I don't need the pixel perfect collision, but bounds collision is not enough too. The boat look more or less like this: I was thinking about create one square on the back of the boat and a triangle on the front, than for each boat, check if the square collide with the other boat square or triangle, and the same for the triangle. I just don't know how to do that, I don't know if it's possible with the Shape.hitTest, or if it's the best way to do that. What can I do?

    Read the article

  • SDK mouse relative motion, weird results

    - by zaftcoAgeiha
    I have a simple SDL application that tracks the relative change in mouse position But for some reason, the motion.xrel and motion.yrel give back massive numbers! my code: SDL_WM_GrabInput(SDL_GRAB_ON); SDL_ShowCursor(false); while(!quit){ // Draw the scene if (invalidated == 1){ on_render(); invalidated = 0; } // And poll for events SDL_PumpEvents(); SDL_Event event; while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_KEYDOWN: case SDL_KEYUP: on_key(event.key); break; case SDL_MOUSEMOTION: std::cerr << event.motion.xrel << ":" << event.motion.yrel << std::endl; invalidated = 1; break; ... and the printed results are ridiculous: 400:300 -11297:1705 -11215:1268 -10969:940 -10314:-43 -9986:-698 -9331:-1681 -9003:-2227 -8593:-2664 -8020:-3538 -7774:-3647 -7365:-4193 -7283:-4302 -7119:0 any idea why?? System is Ubuntu 12 running in virtual box

    Read the article

  • 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!

    Read the article

  • 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?

    Read the article

  • Java and Eclipse setup properly, how do I install JOGL or LWJGL?

    - by shadowprotocol
    I have my Java environment installed alongside Eclipse, and I was successfully able to create and run a new project (simple System.out.println("Yay I work!"); I have the OpenGL SuperBible, and I primarily want to code 3D things (I'll take my time using the book to learn how to draw shapes in 3D space, etc..) Can you help me get setup with OpenGL in Java? I dont really need LWJGL, although I WILL make games eventually. I just can't even figure out with all of these terrible (and old) tutorials floating around on the net how to install either JOGL or LWJGL. If you can give me a hand with that, I'd appreciate it. I'd like to feel I contributed by having this page show the answer to the question, so that other poor souls googling for this same information can benefit.

    Read the article

  • Is it legal to develop a game usung some version of D&D, something similar to Baldurs Gate?

    - by Max
    For a while now I've been thinking about trying my hand at creating a game similar in spirit and execution to Baldurs Gate, Icewind Dale and offshoots. I'd rather not face the full bulk of work in implementing my own RPG system - I'd like to use D&D rules. Now, reading about the subject it seems there is something called "The License" which allows a company to brand a game as D&D. This license seems to be exclusive, and let's just say I don't have the money to buy it :p. Is it still legal for me to implement and release such a game? Commercially or open-source? I'm not sure exactly which edition would fit the best, but since Baldurs Gate is based of 2nd edition, could I go ahead an implement that? in short: what are the issues concerning licensing and publishing when it comes to D&D? Also: Didn't see any similar question...

    Read the article

  • How to create a map-like (clouds) texture [duplicate]

    - by user16547
    This question already has an answer here: How do you generate tileable Perlin noise? 9 answers If you place a map of the world on a sphere, it will look like the image is continuous. Basically the left end of the image is sort of a continuation of the right end. You won't be able to see any cuts. I'm trying to create a clouds texture to add to my planet such that it will seem it has clouds. I managed to create the clouds in GIMP, however, I can't figure out how to make sure the left end of my image is a smooth continuation of the right end. For example if you were to map the below image to your sphere (I removed transparency to make it clearer), there would be a very obvious transition from the right end of the image back to the left end on your sphere. How would I create a texture such that I get rid of that? Sorry for my lack of terminology.

    Read the article

  • How to find collision detection side between two objects?

    - by user2362369
    I am using box2D and I have two objects, one is bouncy ball and the other one is block. I'd like to find which side of the block is collided with, so I can only make the ball bounce when it hits the top. I tried to implement many things like fixture data and by detecting position, using manifold but not get the accurate result. I also tried to calculate distance between two object but all went wrong.

    Read the article

  • I want to begin in this world, where can i meet information,help and people to start? [on hold]

    - by SYNOXYS
    So like the question says, I really want to begin to create something,or help creating something. I mess around with some 2d and 3d softwares like unity,gamemaker,UE... and tried to modelate (maya,3dmax),I use them a little,nothing professional, but all i've got is the sensation that i can't go really far. I feel like i am learning really slow, even having the will and some basics knows. But I want to change that, i want to really learn, to progress. I think that a good idea is meeting people like me, and start a non-commercial project or something. Thanks for your time,really. Greetings, SYNOXYS.

    Read the article

  • 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?

    Read the article

< Previous Page | 581 582 583 584 585 586 587 588 589 590 591 592  | Next Page >