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  • Need game development sandbox like Etoys to do 2D games prototyping

    - by Dimitry Tato
    I am new to game development, and currently working on development a mobile 2D game (for android). As the part of the development process, I need to build a prototype and playtest it, to see if the game mechanics and user interaction is ok For example: if I have a starship shooting at ememies, I need to see what's the best size for my starship. what trajectories should the enemy ships fly and what velocity. Should the enemy ships be coming only from left to right, or also from top Should the enemy ships form a 'flock' or just fly by themselves what's the best 'powerup' pickup mechanics: to shoot it, or to pick it with the ship etc Implementing these details directly in Java (Android) is time consuming and as many of the 'hypotheses' will be rejected, I also don't want to invest a lot of time to code thigs, majority of which gonna be rejected. I found 'tool' Etoys http://www.youtube.com/watch?v=34cWCnLC5nM&feature=related and official website http://www.squeakland.org/ which helps to build 'prototype' quickly, but Etoys is meant for children learning programming and is too basic. SO MY QUESTION IS: Is there any prototyping tool, as simple as Etoys and with better prototype quality?

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  • Performance tracking/monitoring in games

    - by vitaliy kotik
    Let's say I have an online game with a downloadable client / browser plugin. I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, physics step calc. time, whatever... I also want tools to perform data analysis: per session stats, per hardware stats, avgs, totals, diagrams, etc. So that I could see what are the real world hotspots / bottlenecks. Is there any common out-of-the-box / SaS solution?

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  • 45minute video on introduction to Windows Azure and running Ruby on Rails in the cloud

    - by Eric Nelson
    Last week I presented at Cloud and Grid Exchange 2010. I did an introduction to Windows Azure and a demo of Ruby on Rails running on Azure. My slides and links can be found here – but just spotted that the excellent Skills Matter folks have already published the video. Watch the video at http://skillsmatter.com/podcast/cloud-grid/looking-at-the-clouds-through-dirty-windows  P.S. I really need to shed a few pounds!

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Comparison between these video cards?

    - by seedeg
    Currently I have a GeForce 8600GT as a video card. I started playing EVE online and it is not that smooth (Apart from the fact that my Windows 7 is starting to become slow so it needs a format). Now I have these 3 video cards on my mind: 1GB Gainward GF GT240 PCI-Express Video Card 1GB Gainward GF9800GT PCI-Express Video Card 1GB Gainward GF GT240-GS PCI-Express Video Card I tried comparing them from nvidia's site: HelpMeChoose but the GT240-GS is not available for comparison. However, when I tried comparing the GT240 with the 9800GT, the latter was the winner. You must keep in consideration that the cheapest one is the GT2400. The 9800GT is in the middle, and the one which is not available for comparison, the GT240-GS is the most expensive one (about 6 euros more than the 9800GT). Is the GT240-GS the best video card from these? Thanks in advance for your responses.

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  • TableTop: Wil Weaton, Morgan Webb, and Friends Review Pandemic [Video]

    - by Jason Fitzpatrick
    In the newest edition of TableTop, the board gaming video blog, Wil Weaton and his friends take a look at Pandemic–a challenging cooperative board game that pits players against a viral outbreak. Check out the above video for an overview of the game (although be forewarned they’re playing it on the highest difficulty setting) and then, for more information about it, hit up the Pandemic entry at BoardGameGeek. [via GeekDad] 7 Ways To Free Up Hard Disk Space On Windows HTG Explains: How System Restore Works in Windows HTG Explains: How Antivirus Software Works

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  • How should I do 3D games through Java on a mac?

    - by Steven Rogers
    I have been self-teaching myself Java on the mac mostly because the language is cross-platform. Recently, I have been only able to develop 2D games using the Graphics2D class. Now, I want to learn how to make 3D games in Java. I used to model and animate stuff in 3D, so my knowledge of 3-Dimensional stuff is okay. I have spent the last 3 hours using google to look up ways of making 3D games in java. Apparently the best one to use is OpenGL, so i looked up a tutorial on it and i cannot find a tutorial that shows how to (if there is a way) install JOGL on the Mac platform. Should i continue to use Java? How can i make 3D games using Java? What is the best way to make 3D games on a mac?

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  • Are there any windows applications that serve video from a local disk to h264 flash viewable through the browser on your local network?

    - by Matt
    Are there any windows applications that serve video from a server's local disk to h264 flash viewable through the browser on your local network? I'm thinking that on machine1, I'd have a folder with a ton of videos. This program would serve the videos on a website visible at http://machine1/myvids and that it would serve them in h264 and do the h264 conversion on the fly using the GPU. I know it's a lofty set of reqs but I'm wondering if anything like this is out there.

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  • Multiplayer mobile games and coping with high latency

    - by liortal
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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  • how to convert avi (xvid) to mkv or mp4 (h264)

    - by bcsteeve
    Very noob when it comes to video. I'm trying to make sense of what I"m finding via Google... but its mostly Greek to me. I have a bunch of Avi files that won't play in my WD TV Play box. Mediainfo tells me they are xvid. Specs for the box show that should be fine... but digging through forums says its hit-and-miss. So I'd like to try converting them to h264 encoded MKV or mp4 files. I gather avconv is the tool, but reading the manual just has me really really confused. I tried the very basic example of: avconv -i file.avi -c copy file.mp4 it took less than 4 seconds. And it worked... sort of. It "played" in that something came up on the screen... but there was horrible artifacting and scenes would just sort of melt into each other. I want to preserve quality if possible. I'm not concerned about file size. I'm not terribly concerned with the time it takes either, provided I can do them in a batch. Can someone familiar with the process please give me a command with the options? Thank you for your help. I'm posting the mediainfo in case it helps: General Complete name : \\SERVER\Video\Public\test.avi Format : AVI Format/Info : Audio Video Interleave File size : 189 MiB Duration : 11mn 18s Overall bit rate : 2 335 Kbps Writing application : Lavf52.32.0 Video ID : 0 Format : MPEG-4 Visual Format profile : Advanced Simple@L5 Format settings, BVOP : 2 Format settings, QPel : No Format settings, GMC : No warppoints Format settings, Matrix : Default (H.263) Muxing mode : Packed bitstream Codec ID : XVID Codec ID/Hint : XviD Duration : 11mn 18s Bit rate : 2 129 Kbps Width : 720 pixels Height : 480 pixels Display aspect ratio : 16:9 Frame rate : 29.970 fps Standard : NTSC Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 bits Scan type : Progressive Compression mode : Lossy Bits/(Pixel*Frame) : 0.206 Stream size : 172 MiB (91%) Writing library : XviD 1.2.1 (UTC 2008-12-04) Audio ID : 1 Format : MPEG Audio Format version : Version 1 Format profile : Layer 3 Mode : Joint stereo Mode extension : MS Stereo Codec ID : 55 Codec ID/Hint : MP3 Duration : 11mn 18s Bit rate mode : Constant Bit rate : 192 Kbps Channel(s) : 2 channels Sampling rate : 48.0 KHz Compression mode : Lossy Stream size : 15.5 MiB (8%) Alignment : Aligned on interleaves Interleave, duration : 24 ms (0.72 video frame)

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  • Oracle ADF Mobile Video Series: Overview

    - by Michelle Kimihira
    Many of you have asked for some information around Oracle ADF Mobile which announced availability on October 22nd. Today's video is a quick 3 minute overview of what ADFMobile brings to the mobile application developer community.  Next Wednesday's video will show our enthusiastic developers how to create an ADF Mobile application and deploying to a device.   Additional Information Product Information on OTN: ADF Mobile Product Information on Oracle.com: Oracle Fusion Middleware Follow us on Twitter and Facebook Subscribe to our regular Fusion Middleware Newsletter

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  • Embed Unity3D and load multiple games from a single app

    - by Rafael Steil
    Is is possible to export an entire unity3d project/game as an AssetBundle and load it on iOS/Android/Windows on an app that doesn't know anything about such game beforehand? What I have in mind is something like the web plugin does - it loads a series of .unity3d files over http, and render inline in the browser window. Is it even possible to do something closer for iOS/Android? I have read a lot of docs so far, but still can't be sure: http://floored.com/blog/2013/integrating-unity3d-within-ios-native-application.html http://docs.unity3d.com/Manual/LoadingResourcesatRuntime.html http://docs.unity3d.com/Manual/AssetBundlesIntro.html The code from the post at http://forum.unity3d.com/threads/112703-Override-Unity-Data-folder-path?p=749108&viewfull=1#post749108 works for Android, but how about iOS and other platforms?

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  • Understanding how to create/use textures for games when limited by power of two sizes

    - by Matthias Reisner
    I have some questions about the creating graphics for a game. As an example. I want to create a motorbike. (1pixel = 1centimeter) So my motorbike will have 200 width and 150 height. (200x150) But the libgdx only allows to load sizes with the power of 2?! (2,4,8,16,...) First I thought about that way. I will create my bike with the size (200x150) and save it as png. Than I will open it again (e.g. with gimp) resize the image to a size which uses values with power of 2 (128x128). I will load that as texture in the programm and set width as 200 and height as 150. But wouldn't it be a problem? Because I will lose some pixel information when I make the first conversation.?! Isn't it?

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  • QuickTime X incorrect aspect ratio for H.264 video

    - by Adam Robinson
    I'm running Snow Leopard and have a serious issue with QuickTime X. I have a Samsung HMX-H100N/XAA camcorder that records H.264 video in either 720p or 1080i. In either of these resolutions, QuickTime X (and, by extension, all QuickTime-associated applications like FCP, iMovie, etc.) displays an incorrect aspect ratio for all video produced by this camcorder. For example, 720p video is reported as being 1280x720 in the movie inspector (which is normal), but the displayed size is always at an aspect ratio of something like 63:20 (never heard of such a ratio) with sizes like 1700x539. If I open the video in QuickTime 7 player on the same computer, it is displayed correctly. If I process the video through something like MPEG Streamclip to transcode it, it displays correctly. As it stands right now I have to transcode all of my video in order to use it in any iLive (or other QT-based application) unless I want it to look ridiculous. I've tried installing Perian, but that seemed to have no effect.

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  • Physics-based dynamic audio generation in games

    - by alexc
    I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?

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  • What are effective marketing strategies for iPhone games?

    - by Artemix
    So, long story short, some days ago I published an iPhone game, I think the game wasn't that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and that's all? Somehow I think that even if you have an awesome game if you don't do that "marketing magic" correctly you will not exist in the store. Now I'm making a second game, completely different, and I want to know how to do things right. If anyone knows something about this topic, let me know.

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  • Du 22 au 24 aout, venez programmer un jeu vidéo sur le chat de Developpez.com

    Du 22 au 24 aout, venez programmer un jeu vidéo sur le chat de Developpez.comAmies programmeuses, amis programmeurs,La quatrième édition arrive enfin ! J'ai l'honneur de vous annoncer que vous pouvez dès à présent réserver le week-end du 22 au 24 août pour développer un jeu vidéo avec les membres de Developpez.com. Préparez-vous, commandez les pizza, faites un stock de red bull, expulsez votre copain/copine (sauf s'il/elle sait dessiner), car vous allez passer un week-end intense pour réaliser un...

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