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  • Phillips SAA7139 TV tuner card not working

    - by Gaurav Butola
    When I had windows 7 installed on my computer, My TV tuner card used to work fine after installing the drivers but on ubuntu it is not working. I have tried several Softwares to get it working but none helped. Today I installed Me Tv and when I open it, I get an error saying "There are no DVB devices available". What can I do to get my Philips TV Tuner card working. I have a PCI card and here is the output of lspi command 04:00.0 Multimedia controller: Philips Semiconductors SAA7130 Video Broadcast Decoder (rev 01)

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Different methods of ammo resupply

    - by Chris Mantle
    I'm writing a small game at the moment. Presently, I have one or two design elements that aren't locked down yet, and I wanted to ask for input on one of these. For dramatic effect, the player's character in my game is immobilised, alone and has a supposedly limited amount of ammo for their weapons. However, I would like to periodically resupply the player with ammo (for the purpose of balancing the level of difficulty and to allow the player to continue if they're doing well). I'm trying to think of a method of resupply that's different to the more familiar strategies of making ammo magically appear or having the antagonists drop some when they die. I'd like to emphasise the notion of the player's isolation as much as possible, and finding a way of 'sneaking' ammo to the player without removing too much of that emphasis is basically what I'm trying to think of (it's definitely a valid argument that resupplying the player removes it anyway) I have considered a sort of simple in-game 'store', where kills get you points that you can spend on ammo for your favourite weapon. This might work well, and may also be good for supporting a simple micro-transaction business model within the game. However, you'd have to pause the game often to make purchases, which would interrupt the action, and it works against the notion of isolation. Any thoughts?

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  • How can I make video games if I don't like programming?

    - by hoper
    I am studying C++ code in my school (my major is computer programming). Honestly, my grades are not so good, and assignments are really hard. Sometimes I feel sad that I will spend 8-10 hours per day coding (which is stressful) in the future for my job. But I still want to make video games. Maybe this is the only reason why I am taking all of these stressful courses. I always write down plots, stories, characters, fictional gaming worlds... Once, I thought I should study artistic technology such as game design and not computer technology such as C++, C#, etc. However, most of popular game designers (or directors) such as Kojima, Miyamoto, etc. used to be good programmers. Companies actaully assign programmers to directors because they understand how to make a game. I've try to find other colleges or universities where they teach game design programs. However, one article that lists rank 10 game design schools in North America seems untrustful because the survey company only scores it from intervews of students. Once, I tried to attend Art Institute of Vancouver which is rank 7 according to that article. However, one programmer who used to be an instructor in there told me the truth: the employement rate of graduated students is low. How can I have a future making games if I don't like programming?

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  • How much info can I store in a cookie?

    - by Artemix
    Hi guys, Im developing a flash game and I'd like to know how much info can I store in a browser cookie. The game is simple, but it needs to store several variables in order to save all the details of your current progress. The game is only one swf file, no server, no nothing. I need to know how should I use the cookies to achieve this, and if they have the posibility of doing it, of course. (several = 200 variables i.e)

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  • Game Center: Leaderboard score inconsistencies

    - by Hasyimi Bahrudin
    Background I'm currently developing a simple library that mirrors Game Center's functionalities locally. Basically, this library is a system that manages achievements and leaderboards, and optionally sync it with the Game Center. So, if the game is not GC enabled, the game will still have achievements and leaderboards (stored inside a plist). But of course, the leaderboards will then only contain the local player's scores (which is kind of useless, I know :P). Problem Currently I have coded both of the achievements and leaderboards subsystems. The achievements subsystem have already been tested and it works. I'm currently testing the leaderboards subsystem using multiple test user accounts. I loaded the test app on a device and on the simulator, both logged in with 2 different user accounts. Then I performed these steps: I first used the device to upload a score. Then, I ran the simulator, and the score submitted by the user on the device is shown. Which is cool. Then, I used the simulator to upload a score. But on the device, still, only one score is listed. I checked on the Game Center app (to see if the bug lies within my code), and I got the same thing. Under "All players", there is only one score on the device, but there are 2 scores on the simulator. I wanted to make sure that the simulator is not causing this, so I swapped the users on the device and the simulator, and the result is still the same. In other words, the first user is oblivious of the second user's score, but the second user can see the first user's score. Then I tried with a third user. The result: the third user can only see the scores of the first user and himself. The second user still sees the scores of the first user and himself. The first user only sees his own score. Now here comes the weird part. I then make the first user and the second user befriend each other. The result: under "Friends", the first user can see the second user's score, but under "All Players", the first user's score is the only one listed. Screenshots The first user sees this: The second user sees this: So, is this a normal thing when using sandboxed GC accounts? Is this behavior documented somewhere by Apple?

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  • How to handle a player's level and its consequent privileges?

    - by Songo
    I'm building a game similar to Mafia Wars where a player can do tasks for his gang and gain experience and thus advancing his level. The game is built using PHP and a Mysql database. In the game I want to limit the resources allowed to player based on his level. For example: ________| (Max gold) | (Max army size) | (Max moves) | ... Level 1 | 1000 | 100 | 10 | ... Level 2 | 1500 | 200 | 20 | ... Level 3 | 3000 | 300 | 25 | ... . . . In addition certain features of the game won't be allowed until a certain level is reached such as players under Level 10 can't trade in the game market, players under Level 20 can't create alliances,...etc. The way I have modeled it is by implementing a very loooong ACL (Access Control List) with about 100 entries (an entry for each level). However, I think there may be a simpler approach to this seeing that this feature have been implemented in many games before.

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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  • Need some help on how to replay the last game of a java maze game

    - by Marty
    Hello, I am working on creating a Java maze game for a project. The maze is displayed on the console as standard output not in an applet. I have created most of hte code I need, however I am stuck at one problem and that is I need a user to be able to replay the last game i.e redraw the maze with the users moves but without any input from the user. I am not sure on what course of action to take, i was thinking about copying each users move or the position of each move into another array, as you can see i have 2 variables which hold the position of the player, plyrX and plyrY do you think copying these values into a new array after each move would solve my problem and how would i go about this? I have updated my code, apologies about the textIO.java class not being present, not sure how to resolve that exept post a link to TextIO.java [TextIO.java][1] My code below is updated with a new array of type char to hold values from the original maze (read in from text file and displayed using unicode characters) and also to new variables c_plyrX and c_plyrY which I am thinking should hold the values of plyrX and plyrY and copy them into the new array. When I try to call the replayGame(); method from the menu the maze loads for a second then the console exits so im not sure what I am doing wrong Thanks public class MazeGame { //unicode characters that will define the maze walls, //pathways, and in game characters. final static char WALL = '\u2588'; //wall final static char PATH = '\u2591'; //pathway final static char PLAYER = '\u25EF'; //player final static char ENTRANCE = 'E'; //entrance final static char EXIT = '\u2716'; //exit //declaring member variables which will hold the maze co-ordinates //X = rows, Y = columns static int entX = 0; //entrance X co-ordinate static int entY = 1; //entrance y co-ordinate static int plyrX = 0; static int plyrY = 1; static int exitX = 24; //exit X co-ordinate static int exitY = 37; //exit Y co-ordinate //static member variables which hold maze values //used so values can be accessed from different methods static int rows; //rows variable static int cols; //columns variable static char[][] maze; //defines 2 dimensional array to hold the maze //variables that hold player movement values static char dir; //direction static int spaces; //amount of spaces user can travel //variable to hold amount of moves the user has taken; static int movesTaken = 0; //new array to hold player moves for replaying game static char[][] mazeCopy; static int c_plyrX; static int c_plyrY; /** userMenu method for displaying the user menu which will provide various options for * the user to choose such as play a maze game, get instructions, etc. */ public static void userMenu(){ TextIO.putln("Maze Game"); TextIO.putln("*********"); TextIO.putln("Choose an option."); TextIO.putln(""); TextIO.putln("1. Play the Maze Game."); TextIO.putln("2. View Instructions."); TextIO.putln("3. Replay the last game."); TextIO.putln("4. Exit the Maze Game."); TextIO.putln(""); int option; //variable for holding users option TextIO.put("Type your choice: "); option = TextIO.getlnInt(); //gets users option //switch statement for processing menu options switch(option){ case 1: playMazeGame(); case 2: instructions(); case 3: if (c_plyrX == plyrX && c_plyrY == plyrY)replayGame(); else { TextIO.putln("Option not available yet, you need to play a game first."); TextIO.putln(); userMenu(); } case 4: System.exit(0); //exits the user out of the console default: TextIO.put("Option must be 1, 2, 3 or 4"); } } //end of userMenu /**main method, will call the userMenu and get the users choice and call * the relevant method to execute the users choice. */ public static void main(String[]args){ userMenu(); //calls the userMenu method } //end of main method /**instructions method, displays instructions on how to play * the game to the user/ */ public static void instructions(){ TextIO.putln("To beat the Maze Game you have to move your character"); TextIO.putln("through the maze and reach the exit in as few moves as possible."); TextIO.putln(""); TextIO.putln("Your characer is displayed as a " + PLAYER); TextIO.putln("The maze exit is displayed as a " + EXIT); TextIO.putln("Reach the exit and you have won escaped the maze."); TextIO.putln("To control your character type the direction you want to go"); TextIO.putln("and how many spaces you want to move"); TextIO.putln("for example 'D3' will move your character"); TextIO.putln("down 3 spaces."); TextIO.putln("Remember you can't walk through walls!"); boolean insOption; //boolean variable TextIO.putln(""); TextIO.put("Do you want to play the Maze Game now? (Y or N) "); insOption = TextIO.getlnBoolean(); if (insOption == true)playMazeGame(); else userMenu(); } //end of instructions method /**playMazeGame method, calls the loadMaze method and the charMove method * to start playing the Maze Game. */ public static void playMazeGame(){ loadMaze(); plyrMoves(); } //end of playMazeGame method /**loadMaze method, loads the 39x25 maze from the MazeGame.txt text file * and inserts values from the text file into the maze array and * displays the maze on screen using the unicode block characters. * plyrX and plyrY variables are set at their staring co ordinates so that when * a game is completed and the user selects to play a new game * the player character will always be at position 01. */ public static void loadMaze(){ plyrX = 0; plyrY = 1; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end of loadMaze method /**redrawMaze method, method for redrawing the maze after each move. * */ public static void redrawMaze(){ TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end redrawMaze method /**replay game method * */ public static void replayGame(){ c_plyrX = plyrX; c_plyrY = plyrY; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions mazeCopy = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ mazeCopy[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == c_plyrX && j == c_plyrY){ c_plyrX = i; c_plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (mazeCopy[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (mazeCopy[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (mazeCopy[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (mazeCopy[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end replayGame method /**plyrMoves method, method for moving the players character * around the maze. */ public static void plyrMoves(){ int nplyrX = plyrX; int nplyrY = plyrY; int pMoves; direction(); //UP if (dir == 'U' || dir == 'u'){ nplyrX = plyrX; nplyrY = plyrY; for(pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrX =plyrX + 1; } else { plyrX = plyrX-spaces; c_plyrX = plyrX; movesTaken++; } } }//end UP if //DOWN if (dir == 'D' || dir == 'd'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves ++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrX = plyrX+1; } else{ plyrX = plyrX+spaces; c_plyrX = plyrX; movesTaken++; } } } //end DOWN if //LEFT if (dir == 'L' || dir =='l'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrY = plyrY + 1; } else{ plyrY = plyrY-spaces; c_plyrY = plyrY; movesTaken++; } } } //end LEFT if //RIGHT if (dir == 'R' || dir == 'r'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrY += 1; } else{ plyrY = plyrY+spaces; c_plyrY = plyrY; movesTaken++; } } } //end RIGHT if //prints message if player escapes from the maze. if (maze[plyrX][plyrY] == '3'){ TextIO.putln("****Congratulations****"); TextIO.putln(); TextIO.putln("You have escaped from the maze."); TextIO.putln(); userMenu(); } else{ movesTaken++; redrawMaze(); plyrMoves(); } } //end of plyrMoves method /**direction, method * */ public static char direction(){ TextIO.putln("Enter the direction you wish to move in and the distance"); TextIO.putln("i.e D3 = move down 3 spaces"); TextIO.putln("U - Up, D - Down, L - Left, R - Right: "); dir = TextIO.getChar(); if (dir =='U' || dir == 'D' || dir == 'L' || dir == 'R' || dir == 'u' || dir == 'd' || dir == 'l' || dir == 'r'){ spacesMoved(); } else{ loadMaze(); TextIO.putln("Invalid direction!"); TextIO.put("Direction must be one of U, D, L or R"); direction(); } return dir; //returns the value of dir (direction) } //end direction method /**spaces method, gets the amount of spaces the user wants to move * */ public static int spacesMoved(){ TextIO.putln(" "); spaces = TextIO.getlnInt(); if (spaces <= 0){ loadMaze(); TextIO.put("Invalid amount of spaces, try again"); spacesMoved(); } return spaces; } //end spacesMoved method } //end of MazeGame class

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  • create a simple game board android

    - by user2819446
    I am a beginner in Android and I want to create a very simple 2D game. I've already programmed a Tic-Tac-Toe game. The drawing of the game board and connecting it with my game and input logic was quite difficult (as it was done separately, canvas drawing, calculating positions, etc). By now I figured out that there must be a simpler way. All I want is a simple grid; something like this: http://www.blelb.com/deutsch/blelbspots/spot29/images/hermannneg.gif. The edges should be visible and black, and each cell editable, containing either an image or nothing, so I can detect if the player is on that cell or not, move it... Think of it as Chess or something similar. Searching the internet during the last days, I am a bit overwhelmed of all the different options. After all, I think Gridview or Gridlayout is what I am searching for, but I'm still stuck. I hope you can help me with some good advice or maybe a link to a nice tutorial. I have checked several already, and none were exactly what I was searching for.

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  • Help to organize game cycle in Java

    - by ASIO22
    I'm pretty new here (as though to a game development). So here's my question. I'm trying to organize a really simple game cycle in my public static main() as follows: Scanner sc = new Scanner(System.in); //Running the game cycle boolean flag=true; while (flag) { int action; System.out.println("Type your action please:"); System.out.println("0: Exit app"); try { action = sc.nextInt(); switch (action) { case 0: flag=false; break; case 1: break; } } catch (InputMismatchException ex) { System.out.println(ex.getClass() + "\n" + "Please type a correct input\n"); //action = sc.nextInt(); continue; } What's wrong with this cycle: I want to catch an exception when user types text instead of number, show a message, warning user, and the continue game cycle, read user input etc. But instead of that, when users types wrong data, it goes into a eternal cycle without even prompting user. What I did wrong?

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  • Simple Multiplayer CCG System

    - by TobiHeidi
    I am working on a cross plattform Multiplayer CCG (web, android, ios). Here are my goals in design: I want to game to be easly accessible and understandable for non CCG players within the first minute of play. a single game should be played by 2 - 4 players a once, without problems if one players drops out during play. players should make their next turn simultaneous (without waiting for other to make their turns) My current approach: each Card has a point value for four Elements. In each Turn an Element is (randomly) selected and every Player chooses 1 card out of 3. The Player choosen the card with the highest value for that element wins the Round. After 10 Rounds the players a ranked by how many rounds they won. Why does this approach seems not optimal? It seems really to easy to determin the next best turn. Your own turn is to little affected by the play style of the others. I would love the have a system where some cards are better against other cards. A bit of rock paper scissors where you have to think about what next turn the other players will make or so. But really think freely. I would love to hear ideas may it be additions or new systems to make a CCG with roughly the stated design goals. Thanks

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  • Is there a simple isometric graphical game engine (using vectors?) that could be used for a (multiplayer) crafting/farming game? [closed]

    - by Renier Wijnen
    Possible Duplicate: Good, free isometric game engine? With little game development experience (albeit having graphical skills and some programming knowledge) a group currently working on a game used to explain permaculture through interaction would like to create a simple concept game. Is there a specific engine or set of tools we could used to achieve this? Being able to make it an (online) multiplayer game would be much preferred. Thank you in advance for your input.

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  • No GLX on Intel card with multiseat with additional nVidia card

    - by MeanEYE
    I have multiseat configured and my Xorg has 2 server layouts. One is for nVidia card and other is for Intel card. They both work, but display server assigned to Intel card doesn't have hardware acceleration since DRI and GLX module being used is from nVidia driver. So my question is, can I configure layouts somehow to use right DRI and GLX with each card? My Xorg.conf: Section "ServerLayout" Identifier "Default" Screen 0 "Screen0" 0 0 Option "Xinerama" "0" EndSection Section "ServerLayout" Identifier "TV" Screen 0 "Screen1" 0 0 Option "Xinerama" "0" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL E198WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor1" VendorName "Unknown" Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 610" EndSection Section "Device" Identifier "Device1" Driver "intel" BusID "PCI:0:2:0" Option "AccelMethod" "uxa" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "Stereo" "0" Option "nvidiaXineramaInfoOrder" "DFP-1" Option "metamodes" "DFP-0: nvidia-auto-select +1440+0, DFP-1: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 SubSection "Display" Depth 24 EndSubSection EndSection Log file for Intel: [ 18.239] X.Org X Server 1.13.0 Release Date: 2012-09-05 [ 18.239] X Protocol Version 11, Revision 0 [ 18.239] Build Operating System: Linux 2.6.24-32-xen x86_64 Ubuntu [ 18.239] Current Operating System: Linux bytewiper 3.5.0-18-generic #29-Ubuntu SMP Fri Oct 19 10:26:51 UTC 2012 x86_64 [ 18.239] Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.5.0-18-generic root=UUID=fc0616fd-f212-4846-9241-ba4a492f0513 ro quiet splash [ 18.239] Build Date: 20 September 2012 11:55:20AM [ 18.239] xorg-server 2:1.13.0+git20120920.70e57668-0ubuntu0ricotz (For technical support please see http://www.ubuntu.com/support) [ 18.239] Current version of pixman: 0.26.0 [ 18.239] Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. [ 18.239] Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. [ 18.239] (==) Log file: "/var/log/Xorg.1.log", Time: Wed Nov 21 18:32:14 2012 [ 18.239] (==) Using config file: "/etc/X11/xorg.conf" [ 18.239] (==) Using system config directory "/usr/share/X11/xorg.conf.d" [ 18.239] (++) ServerLayout "TV" [ 18.239] (**) |-->Screen "Screen1" (0) [ 18.239] (**) | |-->Monitor "Monitor1" [ 18.240] (**) | |-->Device "Device1" [ 18.240] (**) Option "Xinerama" "0" [ 18.240] (==) Automatically adding devices [ 18.240] (==) Automatically enabling devices [ 18.240] (==) Automatically adding GPU devices [ 18.240] (WW) The directory "/usr/share/fonts/X11/cyrillic" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (WW) The directory "/usr/share/fonts/X11/100dpi/" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (WW) The directory "/usr/share/fonts/X11/75dpi/" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (WW) The directory "/usr/share/fonts/X11/100dpi" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (WW) The directory "/usr/share/fonts/X11/75dpi" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (WW) The directory "/var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (==) FontPath set to: /usr/share/fonts/X11/misc, /usr/share/fonts/X11/Type1, built-ins [ 18.240] (==) ModulePath set to "/usr/lib/x86_64-linux-gnu/xorg/extra-modules,/usr/lib/xorg/extra-modules,/usr/lib/xorg/modules" [ 18.240] (II) The server relies on udev to provide the list of input devices. If no devices become available, reconfigure udev or disable AutoAddDevices. [ 18.240] (II) Loader magic: 0x7f6917944c40 [ 18.240] (II) Module ABI versions: [ 18.240] X.Org ANSI C Emulation: 0.4 [ 18.240] X.Org Video Driver: 13.0 [ 18.240] X.Org XInput driver : 18.0 [ 18.240] X.Org Server Extension : 7.0 [ 18.240] (II) config/udev: Adding drm device (/dev/dri/card0) [ 18.241] (--) PCI: (0:0:2:0) 8086:0152:1043:84ca rev 9, Mem @ 0xf7400000/4194304, 0xd0000000/268435456, I/O @ 0x0000f000/64 [ 18.241] (--) PCI:*(0:1:0:0) 10de:104a:1458:3546 rev 161, Mem @ 0xf6000000/16777216, 0xe0000000/134217728, 0xe8000000/33554432, I/O @ 0x0000e000/128, BIOS @ 0x????????/524288 [ 18.241] (II) Open ACPI successful (/var/run/acpid.socket) [ 18.241] Initializing built-in extension Generic Event Extension [ 18.241] Initializing built-in extension SHAPE [ 18.241] Initializing built-in extension MIT-SHM [ 18.241] Initializing built-in extension XInputExtension [ 18.241] Initializing built-in extension XTEST [ 18.241] Initializing built-in extension BIG-REQUESTS [ 18.241] Initializing built-in extension SYNC [ 18.241] Initializing built-in extension XKEYBOARD [ 18.241] Initializing built-in extension XC-MISC [ 18.241] Initializing built-in extension SECURITY [ 18.241] Initializing built-in extension XINERAMA [ 18.241] Initializing built-in extension XFIXES [ 18.241] Initializing built-in extension RENDER [ 18.241] Initializing built-in extension RANDR [ 18.241] Initializing built-in extension COMPOSITE [ 18.241] Initializing built-in extension DAMAGE [ 18.241] Initializing built-in extension MIT-SCREEN-SAVER [ 18.241] Initializing built-in extension DOUBLE-BUFFER [ 18.241] Initializing built-in extension RECORD [ 18.241] Initializing built-in extension DPMS [ 18.241] Initializing built-in extension X-Resource [ 18.241] Initializing built-in extension XVideo [ 18.241] Initializing built-in extension XVideo-MotionCompensation [ 18.241] Initializing built-in extension XFree86-VidModeExtension [ 18.241] Initializing built-in extension XFree86-DGA [ 18.241] Initializing built-in extension XFree86-DRI [ 18.241] Initializing built-in extension DRI2 [ 18.241] (II) LoadModule: "glx" [ 18.241] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/libglx.so [ 18.247] (II) Module glx: vendor="NVIDIA Corporation" [ 18.247] compiled for 4.0.2, module version = 1.0.0 [ 18.247] Module class: X.Org Server Extension [ 18.247] (II) NVIDIA GLX Module 310.19 Thu Nov 8 01:12:43 PST 2012 [ 18.247] Loading extension GLX [ 18.247] (II) LoadModule: "intel" [ 18.248] (II) Loading /usr/lib/xorg/modules/drivers/intel_drv.so [ 18.248] (II) Module intel: vendor="X.Org Foundation" [ 18.248] compiled for 1.13.0, module version = 2.20.13 [ 18.248] Module class: X.Org Video Driver [ 18.248] ABI class: X.Org Video Driver, version 13.0 [ 18.248] (II) intel: Driver for Intel Integrated Graphics Chipsets: i810, i810-dc100, i810e, i815, i830M, 845G, 854, 852GM/855GM, 865G, 915G, E7221 (i915), 915GM, 945G, 945GM, 945GME, Pineview GM, Pineview G, 965G, G35, 965Q, 946GZ, 965GM, 965GME/GLE, G33, Q35, Q33, GM45, 4 Series, G45/G43, Q45/Q43, G41, B43, B43, Clarkdale, Arrandale, Sandybridge Desktop (GT1), Sandybridge Desktop (GT2), Sandybridge Desktop (GT2+), Sandybridge Mobile (GT1), Sandybridge Mobile (GT2), Sandybridge Mobile (GT2+), Sandybridge Server, Ivybridge Mobile (GT1), Ivybridge Mobile (GT2), Ivybridge Desktop (GT1), Ivybridge Desktop (GT2), Ivybridge Server, Ivybridge Server (GT2), Haswell Desktop (GT1), Haswell Desktop (GT2), Haswell Desktop (GT2+), Haswell Mobile (GT1), Haswell Mobile (GT2), Haswell Mobile (GT2+), Haswell Server (GT1), Haswell Server (GT2), Haswell Server (GT2+), Haswell SDV Desktop (GT1), Haswell SDV Desktop (GT2), Haswell SDV Desktop (GT2+), Haswell SDV Mobile (GT1), Haswell SDV Mobile (GT2), Haswell SDV Mobile (GT2+), Haswell SDV Server (GT1), Haswell SDV Server (GT2), Haswell SDV Server (GT2+), Haswell ULT Desktop (GT1), Haswell ULT Desktop (GT2), Haswell ULT Desktop (GT2+), Haswell ULT Mobile (GT1), Haswell ULT Mobile (GT2), Haswell ULT Mobile (GT2+), Haswell ULT Server (GT1), Haswell ULT Server (GT2), Haswell ULT Server (GT2+), Haswell CRW Desktop (GT1), Haswell CRW Desktop (GT2), Haswell CRW Desktop (GT2+), Haswell CRW Mobile (GT1), Haswell CRW Mobile (GT2), Haswell CRW Mobile (GT2+), Haswell CRW Server (GT1), Haswell CRW Server (GT2), Haswell CRW Server (GT2+), ValleyView PO board [ 18.248] (++) using VT number 8 [ 18.593] (II) intel(0): using device path '/dev/dri/card0' [ 18.593] (**) intel(0): Depth 24, (--) framebuffer bpp 32 [ 18.593] (==) intel(0): RGB weight 888 [ 18.593] (==) intel(0): Default visual is TrueColor [ 18.593] (**) intel(0): Option "AccelMethod" "uxa" [ 18.593] (--) intel(0): Integrated Graphics Chipset: Intel(R) Ivybridge Desktop (GT1) [ 18.593] (**) intel(0): Relaxed fencing enabled [ 18.593] (**) intel(0): Wait on SwapBuffers? enabled [ 18.593] (**) intel(0): Triple buffering? enabled [ 18.593] (**) intel(0): Framebuffer tiled [ 18.593] (**) intel(0): Pixmaps tiled [ 18.593] (**) intel(0): 3D buffers tiled [ 18.593] (**) intel(0): SwapBuffers wait enabled ... [ 20.312] (II) Module fb: vendor="X.Org Foundation" [ 20.312] compiled for 1.13.0, module version = 1.0.0 [ 20.312] ABI class: X.Org ANSI C Emulation, version 0.4 [ 20.312] (II) Loading sub module "dri2" [ 20.312] (II) LoadModule: "dri2" [ 20.312] (II) Module "dri2" already built-in [ 20.312] (==) Depth 24 pixmap format is 32 bpp [ 20.312] (II) intel(0): [DRI2] Setup complete [ 20.312] (II) intel(0): [DRI2] DRI driver: i965 [ 20.312] (II) intel(0): Allocated new frame buffer 1920x1080 stride 7680, tiled [ 20.312] (II) UXA(0): Driver registered support for the following operations: [ 20.312] (II) solid [ 20.312] (II) copy [ 20.312] (II) composite (RENDER acceleration) [ 20.312] (II) put_image [ 20.312] (II) get_image [ 20.312] (==) intel(0): Backing store disabled [ 20.312] (==) intel(0): Silken mouse enabled [ 20.312] (II) intel(0): Initializing HW Cursor [ 20.312] (II) intel(0): RandR 1.2 enabled, ignore the following RandR disabled message. [ 20.313] (**) intel(0): DPMS enabled [ 20.313] (==) intel(0): Intel XvMC decoder enabled [ 20.313] (II) intel(0): Set up textured video [ 20.313] (II) intel(0): [XvMC] xvmc_vld driver initialized. [ 20.313] (II) intel(0): direct rendering: DRI2 Enabled [ 20.313] (==) intel(0): hotplug detection: "enabled" [ 20.332] (--) RandR disabled [ 20.335] (EE) Failed to initialize GLX extension (Compatible NVIDIA X driver not found) [ 20.335] (II) intel(0): Setting screen physical size to 508 x 285 [ 20.338] (II) XKB: reuse xkmfile /var/lib/xkb/server-B20D7FC79C7F597315E3E501AEF10E0D866E8E92.xkm [ 20.340] (II) config/udev: Adding input device Power Button (/dev/input/event1) [ 20.340] (**) Power Button: Applying InputClass "evdev keyboard catchall" [ 20.340] (II) LoadModule: "evdev" [ 20.340] (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so

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  • Getting into game/game engine programming

    - by Darkslash
    So I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have openGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesnt teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? Im sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Mixing Objective-C and C++: Game Loop Parts

    - by Peteyslatts
    I'm trying to write all of my game in C++ except for drawing and game loop timing. Those parts are going to be in Objective-C for iOS. Right now, I have ViewController handling the update cycle, but I want to create a GameModel class that ViewController could update. I want GameModel to be in C++. I know how to integrate these two classes. My problem is how to have these two parts interact with the drawing and image loading. GameModel will keep track of a list of children of type GameObject. These GameObjects update every frame, and then need to pass position and visibility data to whatever class or method will handle drawing. I feel like I'm answering my own question now (talking it out helps) but would it be a good idea to put all of the visible game objects into an array at the end of the update method, return it, and use that to update graphics inside ViewController?

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  • Implementation of Race Game Tree

    - by Mert Toka
    I build a racing game right in OpenGL using Glut, and I'm a bit lost in all the details. First of all, any suggestions as a road map would be more than great. So far what I thought is this: Tree implementation for transformations. Simulated dynamics.(*) Octree implementation for collusion detection. Actual collusion detection.(*) Modelling in Maya and export them as .OBJs. Polishing the game with GLSL or something like that for graphics quality. (*): I am not sure the order of these two. So I started with the simulated dynamics without tree, and it turned out to be a huge chaos for me. Is there any way you can think of such that could help me to build such tree to use in racing game? I thought something like this but I have no idea how to implement it. Reds are static, yellows are dynamic nodes

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  • component Initialization in component-based game architectures

    - by liortal
    I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed functionality as components, i'm now faced with an issue -- who should initialize components? Are components usually passed in initialized into an entity, or some other entity initialized them? In my current design, i have an issue where the component, when created, requires knowledge regarding an attached entity, however these 2 events may not happen at the same time (component construction, attaching to a game entity). I am looking for a standard approach or examples of implementations that work, that overcome this issue or present a clear way to resolve it

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  • Implement 2x speed in tower of defense type game

    - by Siddharth
    I was currently developing tower of defense game and I want to implement 2x feature for my game. Game usually run with 1x speed that was normal speed of the game. Here what 1x and 2x mean : 1x - mention normal speed of the game, 2x - mention the game object moves with double speed means user experience the fast game play. I want to implement such functionality for my game. The functionality that I want contains in the game Medieval Castle game that was available in the market. https://play.google.com/store/apps/details?id=com.nova.root&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5ub3ZhLnJvb3QiXQ.. The screen shot also shows the 1x and 2x button in that game. I think for 2x speed of the game I have to increase the speed of each object that were in the game. So any member please help what to do for that implementation. Only idea become enough for me.

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  • Title of a specific retro game with color absorption

    - by Rene B
    I am looking for the title a free multiplayer (on one machine) DOS game i can't remember Players are steering (with cursors/WASD keys) kind of ufos which looks like donuts from top-down view. These 'ufos' attract colored particles. When your particles collide with particles from other players (in a different color), the colors will mix. If the particles are more your color than the other players color, they will start following you. The only remaining player (with the most color particles) wins the game. Can you please give me the game title? THANK YOU!

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  • How to make this game loop deterministic

    - by Lanaru
    I am using the following game loop for my pacman clone: long prevTime = System.currentTimeMillis(); while (running) { long curTime = System.currentTimeMillis(); float frameTime = (curTime - prevTime) / 1000f; prevTime = curTime; while (frameTime > 0.0f) { final float deltaTime = Math.min(frameTime, TIME_STEP); update(deltaTime); frameTime -= deltaTime; } repaint(); } The thing is, I don't always get the same ghost movement every time I run the game (their logic is deterministic), so it must be the game loop. I imagine it's due to the final float deltaTime = Math.min(frameTime, TIME_STEP); line. What's the best way of modifying this to perform the exact same way every time I run it? Also, any further improvements I can make?

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  • Can somebody guide me asto how I can make a game for playing cards [closed]

    - by user2558
    In college me and my friends use to play cards all the time. I want to make a game for that. It's quite similar to hearts, a kind of modified hearts which we made up. I want to make a multiplayer game which could be played over the internet. Plus there should also be an option for computer to play if less players availiable at the time. I don't want to make a exe. I want to play in browser. How should I go about it.

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  • Using XNA to learn to build a game, but wanna move on [closed]

    - by Daniel Ribeiro
    I've been building a 2D isometric game (with learning purposes) in C# using XNA. I found it's really easy to manage sprite sheets loading, collision, basic physics and such with the XNA api. The thing is, I want to move on. My real goal is to learn C++ and develop a game using that language. What engine/library would you guys recommend for me to keep going on that same 2D isometric game direction using pretty much sprite sheets for the graphical part of the game?

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