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  • Questions about an Engine Java

    - by CJ Sculti
    so I am going to start developing Java games (3D) but I have a few questions. So I dont know if I should use an engine or make my own. I feel like I am "cheating" if I use an engine to make my game. Is it frowned upon in the game developing world? What are some advantages and disadvantages to using an engine for my game and is it really that much harder to make my own engine? I know that engines have built in models and textures with easy drag and drop interfaces, would I have any of that if I were to code my own engine? Thanks guys.

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  • Efficient skeletal animation

    - by Will
    I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In skeletal animation e.g. MD5 files, each individual vertex can be attached to an arbitrary number of joints. How can you efficiently support this whilst doing the interpolation in GLSL? Or do engines do their animation on the CPU? Or do engines set arbitrary limits on maximum joints per vertex and invoke nop multiplies for those joints that don't use the maximum number? Are there games that use skeletal animation in an RTS-like setting thus proving that on integrated graphics cards I have nothing to worry about in going the bones route?

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  • Procedural landscape generation but not just fractals

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • OT: NCAA Pick'em Returns...

    - by RickHeiges
    Every year in March, the Men's College Basketball Championship Tourney Begins. For the past few years, I've put together a "League". This year is no different. The prize... Bragging Rights - that's it - nothing else.... Follow the link below to sign up! Picks must be made by Thursday before the games begin. http://tournament.fantasysports.yahoo.com/t1/register/joinprivategroup_assign_team?GID=65521&P=sqlblog&P=sqlblog Share this post: email it! | bookmark it! | digg it! | reddit! | kick it!...(read more)

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  • 2D Tile-Based Concept Art App

    - by ashes999
    I'm making a bunch of 2D games (now and in the near future) that use a 2D, RPG-like interface. I would like to be able to quickly paint tiles down and drop character sprites to create concept art. Sure, I could do it in GIMP or Photoshop. But that would require manually adding each tile, layering on more tiles, cutting and pasting particular character sprites, etc. and I really don't need that level of granularity; I need a quick and fast way to churn out concept art. Is there a tool that I can use for this? Perhaps some sort of 2D tile editor which lets me draw sprites and tiles given that I can provide the graphics files.

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  • How to make a battle system in a mobile indie game more fun and engaging

    - by Matt Beckman
    I'm developing an indie game for mobile platforms, and part of the game involves a PvP battle system (where the target player is passive). My vision is simple: the active player can select a weapon/item, then attack/use, and display the calculated outcome. I have a concept for battle modifiers that affect stats to make it more interesting, but I'm not convinced the vision is complete. I've received some inspiration from the game engine that powers Modern War/Kingdom Age/Crime City, but I want more control to make it more fun. In those games, you don't have the option to select weapons or use items, and the "battling" screen is simply 3D eye candy. Since this will be an indie game, I won't be spending $$$ on a team of professional 3D artists/animators, so my edge needs to be different. How would you make a battle system like this more fun and engaging?

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  • Toolbox Mod Makes the Wii Ultra Portable

    - by Jason Fitzpatrick
    Given the social nature of most Wii games, modifying a toolbox to serve as a Wii briefcase to make toting it to a friend’s house easy is only fitting. Courtesy of tinker SpicaJames, we find this simple but effective toolbox modification. James originally started his search by investigating getting a Pelican case for his Wii and accessories. When he found the $125 price tag prohibitive (as many of us would for such a side project) he sought out alternatives. A cheap $12 toolbox, a little impact foam, and some handy work with a pair of tin snips to cut out shapes for the Wiimotes, and he had a super cheap and easy to pack and unpack Wii briefcase. Hit up the link below to check out the pictures of his build. Wii Briefcase (translated by Google Translate) [via Hack A Day] Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked

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  • Python or C server hosting for indie development

    - by Richard Fabian
    I've written a lot of the game, but it's singleplayer. Now we want to join up and play together. I want to host it like an MMO, but haven't got any personal ability to host (no static IPs or direct access to a reasonable router that will allow me to port forward) so I wondered if there were any free / very cheap hosting solutions for people developing games that need to develop their MMO side. In my case it's a world server for a 2D game where the world map can be changed by the players. So, GAE sounds expensive, as there would be quite a few updates per second (I heard they bill for data updates but not for download, but can't find refernce to billing anywhere on the FAQs) I'd prefer to be able to write the server in python as that's what the game is written in (with pygame), but C is fine, and maybe even better as it might prompt me to write some more performant world generator code ;)

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  • Advantages And Disadvantages Of Resource Serialization

    - by CPP_Person
    A good example is let's say I'm making a pong game. I have a PNG image for the ball and another PNG image for the paddles. Now which would be better, loading the PNG images with a PNG loader, or loading them in a separate program, serializing it, and de-serializing it in the game itself for use? The reason why this may be good to know is because it seems like game companies (or anyone in the long run) build all of their resources into some sort of file. For example, in the game Fallout: New Vegas the DLCs are loaded as a .ESM file, which includes everything it needs, all the game does is find it, serialize it, and it has the resources. Games like Penumbra: Black Plague take a different approch and add a folder which contains all the textures, sounds, scrips, ect that it needs, but not serialized (it does this with the game itself, and the DLC). Which is the better approch and why?

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  • Create edges in Blender

    - by Mikey
    I've worked with 3DS Max in Uni and am trying to learn Blender. My problem is I know a lot of simple techniques from 3DS max that I'm having trouble translating into Blender. So my question is: Say I have a poly in the middle of a mesh and I want to split it in two. Simply adding an edge between two edges. This would cause a two 5gons either side. It's a simple technique I use every now and then when I want to modify geometry. It's called "Edge connect" in 3DS Max. In Blender the only edge connect method I can find is to create edge loops, not helpful when aiming at low poly iPhone games. Is there an equivalent in blender?

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  • Can and should a game design be patented?

    - by Christian
    I have an idea for a game that I want to develop and I feel is unique, and I'm wondering if I should patent it. I read on the web that games can be patented, but just because it can be done doesn't mean that it makes sense to do it. I actually don't really want patent it (it's expensive, a hassle and I don't believe in patenting of ideas... unless it's something truly revolutionary). However, I'm concerned a bigger company could come along, with more experienced game designers and developers and steal the idea.

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  • Mac OS & Iphone development

    - by Oynn
    I am a graphics designer. How long would it take to become fluent in Objective-c for Mac and/or iPhone app development, from no programming background? I want to quit my day job as a designer. I really don't wanna work anymore cause I don't want to have a boss. I can be a writer, or I can become a app developer. Developing mini applications & games sounds excellent to me. That's really what I want to do :) I'm a patient person and I will do whatever it takes to learn & become a good developer. Should I take any courses about app development, or can I learn on my own? Any ideas, tips?

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  • This Week in Geek History: HAL Goes Live, First Alien Moon Landing, First Fighter Jet Ejection Seat

    - by Jason Fitzpatrick
    Every week we bring you interesting facts from the annuals of Geekdom. This week in Geek History saw the birth of HAL, the first landing on an alien moon, and the first real-world test of a fighter jet ejection seat. Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Calvin and Hobbes Mix It Up in this Fight Club Parody [Video] Choose from 124 Awesome HTML5 Games to Play at Mozilla Labs Game On Gallery Google Translate for Android Updates to Include Conversation Mode and More Move Your Photoshop Scratch Disk for Improved Performance Winter Storm Clouds on the Horizon Wallpaper Existential Angry Birds [Video]

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  • My Silverlight 4 talk at ConFoo Montreal

    Wednesday I did a Silverlight 4 talk at ConFoo (www.confoo.ca) very good conference in Montreal! As my public was mostly PHP dev I started by quickly introducing Silverlight, then showed several demos: Easy Painter: http://nokola.com/easypainter/ Physics Games: http://www.spritehand.com/ 3D: http://www.ingebrigtsen.info/silverlight/Balder/20100208/TestPage.html Bouncing Pane: http://weblogs.asp.net/lduveau/archive/2009/04/18/silverlight-3-the-amazing-bouncing-plane-demo.aspx ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Developing for Chrome App/Android?

    - by Johnny Quest
    I have been developing for win7 mobile (XNA/silverlight and will continue to do so, love everything about it) but I wanted to branch a few of my more polished games to google app store online, and perhaps android(though not sure, as with all the different versions it makes learning/loading applications a bit tricky) What is the most versatile language to start learning from chrome apps/android: Java would be excellent for android, but could I port it to a web app for chrome? (and its close to C#) Flash would work for a web app as I can just embed it into a html page (have done actionscript before, didn't care much for the IDE though), but would it also work on android? or I guess there is always C/C++ but haven't heard much about that, though I think it works for both (though C++ does interest me) Any advice would be excellent, thanks.

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  • Typical Method Of Building Puzzle Levels

    - by Josh Kahane
    Hi I am designing a puzzle game for the iphone and was wondering as most puzzle games consist of the player progressing through multiple levels. You see for example Angry Birds has over 100 levels. Once the basis of the game is made, how do developers typically go about building their levels? Do they generally build them from scratch each one more or less, or work of their own template or have some other method which they use to tailor these levels? I imagine building so many levels is a long process, certainly if building each one individually. Do they do this, or have a method which speeds it up once they have their basis? Thanks.

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  • Platforms for sharing content and expertise

    - by Thomas
    Are there any platforms / sites where people can share expertise in game development and where you can share (either payed or free) digital content (like images, sounds, animations but also frameworks or libraries) to be used in games? I'd also like the possibility to contact users and request specific pieces of content. I'd like to start out as an indie developer and have programming skills but I lack the experience and time to create ingame artwork and sound. Is there any site where I could locate other people (artists mostly) who would want to work on a game for free? I know I can get most technical questions answered on this site and I have some contacts but I'm affraid this won't be enough.

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  • Interesting conversation about the nature of info-wars

    - by Malcolm Anderson
    Over at Schlock Mercenary, Howard Taylor has started a facinating conversation on the nature of Info-Wars. As Howard puts it:   Somebody (I forget who) tweeted that the Wikileaks fight right now is the first infowar in history. I disagree. I think we've fought numerous infowars in the last fifteen years. And that's really what I want to see discussed in the comments. We can argue right and wrong until the eCows come 127.0.0.1 but nobody is going to walk away convinced. I want to see a list of information-age conflicts that you feel qualify as "infowar." Me, I think the RIAA vs file-sharing qualifies. My buddy Rodney suggested RBLs vs Spammers (the spammers won that one.) Somebody pointed out that the Secret Service raid on Steve Jackson Games back in the 80's might qualify.

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  • how to learn ios game development using swift.. good starting point?

    - by hamobi
    I've published a simple app on the app store using objective-c. That was a good learning experience but I never grew to love the language. Later on I jumped into learning cocos2d in order to begin developing a game.. but objective-c always seemed really cumbersome to write. Eventually I put my project aside. Now that swift has come out.. It has made me think about developing games again.. I know that xcode has some project types geared towards game development, but since I'm a beginner in this area I really need some hand holding (books / tutorials) to get started. Cocos2d seems like its really stuck in that objective-c world. What's the best way for a beginner to learn game development using swift?

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  • Will having many timers affect my game performance?

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • Alternative ways to make a battle system in a mobile indie game more fun and engaging

    - by Matt Beckman
    I'm developing an indie game for mobile platforms, and part of the game involves a PvP battle system (where the target player is passive). My vision is simple: the active player can select a weapon/item, then attack/use, and display the calculated outcome. I have a concept for battle modifiers that affect stats to make it more interesting, but I'm not convinced this by itself will add enough of a fun factor. I've received some inspiration from the game engine that powers Modern War/Kingdom Age/Crime City, but I want more control to make it more fun. In those games, you don't have the option to select weapons or use items, and the "battling" screen is simply 3D eye candy. Since this will be an indie game, I won't be spending $$$ on a team of professional 3D artists/animators, so my edge needs to be different. What are some alternatives to expensive eye candy that you or others have used to make a non-3D PvP game more fun and engaging? Did the alternative concepts survive the release?

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  • car crash android game

    - by Axarydax
    I'd like to make a simple 2d car crashing game, where the player would drive his car into moving traffic and try to cause as much damage as possible in each level (some Burnout games had a mode like this). The physics part of the game is the most important, I can worry about graphics later. Would engine like emini or box2d work for this kind of game? Would Android devices have enough power to handle this? For example if there were about 20 cars colliding, along with some buildings, it would be nice if I could get 20 fps.

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  • Simple 2d game pathfinding

    - by Kooi Nam Ng
    So I was trying to implement a simple pathfinding on iOS and but the outcome seems less satisfactory than what I intended to achieve.The thing is units in games like Warcraft and Red Alert move in all direction whereas units in my case only move in at most 8 directions as these 8 directions direct to the next available node.What should I do in order to achieve the result as stated above?Shrink the tile size? The screenshot intended for illustration. Those rocks are the obstacles whereas the both ends of the green path are the starting and end of the path.The red line is the path that I want to achieve. http://i.stack.imgur.com/lr19c.jpg

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  • Sony steps back from Linux?

    - by EmbeddedInsider
    In Cnet today I saw something interesting: According to Sony, it plans to release PlayStation 3 firmware version 3.21 on Thursday to achieve one goal: eliminate the "Other OS" option currently available in all pre-Slim models of the video game console. The feature allowed PS3 owners to install an operating system--in almost every case, Linux--onto the PlayStation 3. No surprise. l  Sony is a company heavily invested with legacy IP (games, all that music and Blueray).  They know that content can be nowhere near the GPL. http://news.cnet.com/8301-13506_3-10471356-17.html?tag=rtcol;pop

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  • The annoyed configuration of java-6-openjdk

    - by kit.yang
    I want to change the java environment to java-6-openjdk. /etc/environment: PATH="/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games" JAVA_HOME=/usr/lib/jvm/java-6-openjdk/ CLASSPATH=.:$CLASSPATH:$JAVA_HOME/lib java -version: java version "1.6.0_20" OpenJDK Runtime Environment (IcedTea6 1.9.5) (6b20-1.9.5-0ubuntu1~10.04.1) OpenJDK 64-Bit Server VM (build 19.0-b09, mixed mode) javac -version:javac 1.6.0_20 But in the shell: the echo $JAVA_HOME result is /usr/lib/jvm/java-6-sun-1.6.0.22 while the $CLASSPATH is /usr/lib/jvm/java-6-sun-1.6.0.22/lib. How to find the other files in which $JAVA_HOME & $CLASSPATH value is setted by the java-6-sun-1.6.0.22 location?

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