Search Results

Search found 35343 results on 1414 pages for 'development tools'.

Page 657/1414 | < Previous Page | 653 654 655 656 657 658 659 660 661 662 663 664  | Next Page >

  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

    Read the article

  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

    Read the article

  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

    Read the article

  • What is the correct install process to setup Node.js with Windows Azure Emulator

    - by PazoozaTest Pazman
    This question is related to this question: Node.js running under IIS Express Keeps Crashing to which I need help with reinstalling and getting node.js up and running in windows emulator working. Hello I am reinstalling my machine: Toshiha Laptop 2 GB Ram 32 bit processor What is the correct procedure from start to finish to get node.js development working, so far nothing has worked and the emulator (IIS Express) worker processor keeps crashing. No matter how many instances they all end up crashing. Up until two weeks ago my node development was working fine, but I had to do a reinstall, and since then I haven't been doing any node.js development on windows emulator because the latest June 2012 Azure SDK for Node.js is buggy. These are the steps I have taken: 1) Reformat HD 2) Insert Windows 7 N SP1 CD 3) Reboot machine into CD installation 4) Follow and wait until Windows 7 installed 5) Run Add/Remove programs + enable IIS + IIS management tools 6) Run Windows Update (installed about 53 updates) 7) Go here http://www.windowsazure.com/en-us/develop/nodejs/ 8) Click Windows Installer June 2012 and install Windows Azure SDK for Node.js - June 2012 9) Run Azure Powershell 10) Navigate to c:\node\testSite\webrole1 11) launch site: start-azureemulator -launch 12) Play around on website (then crash!) Problem signature: Problem Event Name: APPCRASH Application Name: iisexpress.exe Application Version: 8.0.8298.0 Application Timestamp: 4f620349 Fault Module Name: iiscore.dll Fault Module Version: 8.0.8298.0 Fault Module Timestamp: 4f63b65c Exception Code: c0000005 Exception Offset: 00021767 OS Version: 6.1.7601.2.1.0.256.28 Locale ID: 1033 Additional Information 1: f66d Additional Information 2: f66d807b515d6b2dc6f28f66db769a01 Additional Information 3: 7b2f Additional Information 4: 7b2f6797d07ebc2c23f2b227e779722e Am I missing a step in my resintall process? Do I have all the required files to do node.js windows azure emulator development? Why is IIS Express crashing all the time? Can I still do node.js windows azure emulator development without using IIS Express and use my local Windows 7 N (SP1) IIS 7.x that comes shipped?

    Read the article

  • Why doesn't this ContentLoader project (VS2010 e) recognize Microsoft.Build.dll?

    - by IAbstract
    I am working with an XNA content loader sample. In the references for the project (VS 2010 Express) there are: Microsoft.Build Microsoft.Build.Framework //as well as the standard XNA framework and graphics references To emulate this project, I am trying to first add a reference to Microsoft.Build.dll. But Visual Studio warns me that it cannot load the .dll. I looked at MSDN and the document referenced Microsoft.Build.Evaluation. This is suppose to be available in the Microsoft.Build.dll and then I'll have access to the Project class. Has anyone had any experience with this?

    Read the article

  • How can I track a falling ball with a camera?

    - by Jason
    I have been trying to get my camera to follow a falling ball but with no success. here is the code float cameraY = (FrustumHeight / 2)+((ball.getPosition().y) /2) - (FrustumHeight /2); if (cameraY < FrustumHeight/2 ) cameraY = FrustumHeight/2; camera.position.set(0f,cameraY, 0f); Gdx.app.log("test",camera.position.toString()); camera.update(); camera.apply(Gdx.gl10); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(backgroundRegion, camera.position.x - FrustumWidth / 2, -cameraY - (FrustumHeight/2) , 320, 480); batch.draw(ballTexture, (camera.position.x - FrustumWidth / 2) + ball.getPosition().x,-cameraY + ball.getPosition().y - (FrustumHeight/2) , 32, 32); I'm sure I am doing this completely wrong - what is the correct way to do this?

    Read the article

  • If I were to start an Android or iPhone app or game, what program should I use?

    - by John
    I don't really know a lot about programming and the only things I do is using codes with Gamemaker, but I have read that it is too basic and it can't be used with iPhone or Android. Is there anything free that I can use to make games for those platforms? Or if not, any suggestions for engines or anything else? I was wondering about Unity, for example, is that a good investment to use for making games?

    Read the article

  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

    Read the article

  • Fog with Blend in OpenGL

    - by MhdAljobory
    I want to add fog in my scene which contain transparent textures made by Blend , when i enable the fog the transparent textures appear white From a distance but when i disable it the textures appear well. What is the solution to the problem of whiteness? Fog Code: GLfloat fogColor[4]= {0.5f, 0.5f, 0.5f, 1.0f}; glClearColor(0.5f,0.5f,0.5f,1.0f); glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.35f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 1.0f); glFogf(GL_FOG_END, 1000.0f); glEnable(GL_FOG); Screenshot

    Read the article

  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

    Read the article

  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

    Read the article

  • CreateDXGIFactory Doesn't Let Program Exit

    - by smoth190
    I'm using CreateDXGIFactory to get the graphics adapters and display modes. When I call it, it works fine and I get all the data. However, when I exit my program, the main Win32 thread exits, but something stays open because it keeps debugging. Does CreateDXGIFactory create an extra thread and I'm not closing it? I don't understand. The only thing I would suspect is that in the documentation it says it doesn't work if it's called from DllMain. It is in a DLL, but it's not called from DllMain. And it doesn't fail, either. I'm using DirectX 11.

    Read the article

  • How can a pygame image be colored?

    - by Juicy
    I'm writing a 2d particle system for a game in Pygame[1]. For the particles, I have an image surface loaded from a file -- basically a white primitive drawn over a transparent background. I'd like the particle engine to emit variously colored particles, but I'm not sure how to tell Pygame to color the surface. I've looked through what passes for documentation, but I'm having trouble finding anything. [1] Yeah, I don't really like Pygame, but my course insists I write this project in Python.

    Read the article

  • Using git (or any version control) regarding migration from one language to another [on hold]

    - by Max Benin
    I'm polishing an old project that i released some years ago, and the main purpose on that, is to arrange some folder structures and port the entire code from actionscript to haxe. All the game features, assets and design will remain the same. I have some doubts regarding versioning the project in this circumstance. Assuming that the only thing that will be drastically changed is the code migration, is it correct maintaining the new project changes on the same repository ? I was thinking in tagging it something like V1.1 or Branch the entire project. But i'm afraid that i'm gonna deviate from the versioning patterns. How can i use this version control issue in the best practice way ? Thanks.

    Read the article

  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

    Read the article

  • best way of rendering more 3D models in three.js that not slow down page?

    - by GDevLearner
    I am in the way of creating a 3D web game using threeJS library. This is a multi-player game that players are 3D human models in game, and I need to add a human 3D model for each player that enters the game. Additionally, I want to animate the humans while they walking, but the problem, here is that adding a 3D model and animating that for each player will slow down the game or maybe cause the browser to crash. question: what is the better way of showing and animating the player's models that will not slow down the game?

    Read the article

  • What precaution should I take to hire online freelancer designers? [on hold]

    - by tomDev
    For quite some time my company is super busy with our apps, and a few days ago someone contacted me by email offering his services to help me as a graphic designer. He has a fair price, a flickr portfolio (with great stuff but not popular at all), same on Twitter. I was really considering in hiring him for some specific service, but the question is... what precaution should I take when hiring someone I have no idea who is? I can't even be sure I have his real name and his real country. How do I make a contract? How do I pay? How do I know he will not sue us after the graphics reach the App Store asking for more money? And of course, how do I know he will actually do the service and not steal from some stock service? Am I a bit paranoiac or is this a common deal with graphics designers? PS: if someone asks I can provide his flickr, but I think this is a general question and not specific for this designer.

    Read the article

  • How to update a mesh position base on a pressed key?

    - by steven166
    I have a mesh loaded from a file, like a tiger mesh. At the first time it locates at A position, then if I press a left key, it will moves to B position but the problem is if I press a left key one more time, it will move from B position to C position. It means that the amount I want to move the mesh will base on the current position instead of the first time rendering position. I can do it if I have a array vertices then I just update the vertex buffer, but a mesh loaded from a file does not have an array vertices, so how to do it? Anybody help me, please?

    Read the article

  • Transition Player Position

    - by Lycrios
    I'm currently working on a java MMO with a pretty solid start, but I've come across an issue I need a little help with. I'm working on player position's. Meaning there X/Y on the screen, if the PlayerA has a higher FPS(Frames Per Second) then other players, the resulting action will be that PlayerA will move faster than everyone else. I know the reasoning for this, it's because when the game draws I just use: x++; What would a better method be?

    Read the article

  • Cocos2D: Change animation based on joystick direction

    - by Blade
    I'm trying to get my figure to look in the right directions, based on the input of the joystick. So if I tilt left it looks left and the left animation is used, if I used right, it looks right and right animation is used, if up, then up, down, down and so on. I just get animation for front and back. Also if I press up I see the back of the figure correctly, but it won't go back into the original state when I don't press up anymore. -(void)applyJoystick:(SneakyJoystick *)aJoystick forTimeDelta:(float) deltaTime { CGPoint scaledVelocity = ccpMult(aJoystick.velocity, 128.0f); CGPoint oldPosition = [self position]; CGPoint newPosition = ccp(oldPosition.x + scaledVelocity.x * deltaTime, oldPosition.y + scaledVelocity.y * deltaTime); [self setPosition:newPosition]; id action = nil; int extra = 50; if ((int) aJoystick.degrees > 180 - extra && aJoystick.degrees < 180 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimLeft restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 360 - extra && aJoystick.degrees < 360 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimRight restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 90 - extra && aJoystick.degrees < 90 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimBack restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 270 - extra && aJoystick.degrees < 270 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimFront restoreOriginalFrame:NO]; } if (action != nil) { [self runAction:action]; } } }

    Read the article

  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

    Read the article

  • Targeting a vehicle with complex movement?

    - by e100
    Targeting a vehicle with known constant velocity is simple, and collision is guaranteed. Imprecise AI can be modeled by adding a small error factor. But how would one go about targeting a vehicle whose movements are more complex? Perhaps it's evading the AI or another game object. I've been thinking about how I'd do it myself in a FPS (in which bullets have finite speed) and think there might need to be at least couple of targeting modes based on the target's movement in the previous second or so: If it's near linear (peak acceleration in a certain range) target with the linear model If it's highly irregular (perhaps size of bounding box of recent positions could be used?) , target at an average For now I can assume 2d space, AI is stationary and projectile moves linearly.

    Read the article

  • 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!

    Read the article

  • 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!

    Read the article

< Previous Page | 653 654 655 656 657 658 659 660 661 662 663 664  | Next Page >