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  • How to manage two video cards on a laptop (ATI and Intel)?

    - by Marc-François Cochaux-Laberge
    I have a laptop with two video cards. One ATI and on integrated Intel. On Windows, I can choose which video card I want to use. For example, I use the Intel card for normal use and for gaming, I switch to my ATI card for better performance, but a shorter battery life. In Ubuntu 10.10, only the Intel driver is installed, the ATI driver for my card doesn't work at all and there's heat coming out of my computer all the time, like when I'm playing video games on Windows. I think both cards are active, but only the Intel one is usefull. How can I solve this by making sure Ubuntu is aware of the two video cards and by disabling my ATI. Or may be I am all wrong about this?

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  • Google I/O 2012 - App Engine Overview

    Google I/O 2012 - App Engine Overview Doug Orr, Jesse Jiang, Alexander Power Be the first to hear about the exciting new platform products which you can use to work better in the cloud. Discover how the Google Cloud Platform is expanding to meet your current and future needs. Learn how the over 150k developers in startups and businesses building mobile, games and modern web apps are already enjoying the benefits of the platform. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1781 16 ratings Time: 54:04 More in Science & Technology

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  • Music for Kids Game!

    - by Dane
    I'm developing a Multimedia Software for Kindergarten Kids. It introduce them to animals, Alphabets, Simple Math, Colors and it contain some simple games. Music is very crucial for my project and it is very important to choose the right sort of music for different sections. But unfortunately I know nothing about music. Is there a music consultant firm which can help me to choose melodies and rythmes for my project from free music available in internet. My Budget is limited but as this is mandatory and I have no knowledge or taste about music, I think I can afford to pay for this.

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  • How To Enable 3D Acceleration and Use Windows Aero in VirtualBox

    - by Chris Hoffman
    VirtualBox’s experimental 3D acceleration allows you to use Windows 7’s Aero interface in a virtual machine. You can also run older 3D games in a virtual machine – newer ones probably won’t run very well. If you installed Windows 7 in VirtualBox, you may have been disappointed to see the Windows 7 Basic interface instead of Aero – but you can enable Aero with a few quick tweaks. How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Web development for people who mainly do client side..

    - by kamziro
    Okay, I'm sure there are a lot of us that has plenty of experience developing c++/opengl/objective C on the iPhone, java development on android, python games, etc (any client side stuff) while having little to no experience on web-based development. So what skillset should one learn in order to be able to work on web projects, say, to make a facebook clone (I kid), or maybe a startup that specializes on connecting random fashionistas with pics etc. I actualy do have some experience with C#/VB.net back-end development a while back, but as part of a team, I had a lot of support from the senior devs. Is C# considered a decent web development language?

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  • MatheMagics - Guess My Age By Cards 1 - 80

    - by PointsToShare
    © 2011 By: Dov Trietsch. All rights reserved MatheMagics – Guess My Age By Using Cards 1-80 This is an interesting game. If you are under 80 – yes we discriminate – look at the 8 cards and click the check-box underneath each card where you age is listed. When this is done you have 2 options. 1: Let the Mathemagician tell you your age, or 2: click submit. To get to the game, go to: www.mgsltns.com/games.htm and then click on the link to Guess My age 1-80 or go directly to:  http://www.mgsltns.com/GMAJSBase3.htm If you want to learn how it works, click the the how it works link at the bottom-right of the game page. That’s All Folks

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  • Programming Language vs. Game Engine [on hold]

    - by hunteroatway17
    I understand that this question has been asked multiple times before. I am just asking this quick and simple question. I have been learning programming in C#, Java and C++ for the past 6 months; Just experimenting with each. I think that C++ is the one that I like most. What I would like to know and am wondering about is should I learn a programming language and use a 2D framework like Allegro; Or should I learn Unity and make 2D games in that because it is probably faster and easier. I want to learn something that I can get pretty good at, seeing as I am pursuing a career in indie game development. I also have a programmer's mind set and I am a left brain thinker so learning a language is not a issue. I just want to best and most future proof choice. Thanks.

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  • High CPU usage on Pong clone

    - by max
    I just made my first game, a clone of Pong, using OpenGL and C++. But its using ~50% of the CPU, which I guess is very high for a game like this. How can I improve that? Can you please look up my code and tell me what all things I am doing wrong? Any feedback is welcome. http://pastebin.com/L5zE3axh Also it would be extremely helpful if you give some general points on how to develop games in OpenGL efficiently.. Thanks in advance!

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  • Is good practice to optimize FPS even when it's above the lower limit to give illusion of movement?

    - by rraallvv
    I started over 50 FPS on the iPhone, but now I'm bellow 30 PFS, I've seen most iPhone games clamped to either 60 or 30 FPS, even when 24 or less would give the illusion of movement. I've concidered my limit to be a little bit over 15 FPS, in fact my physics simulation is updated at that rate (15.84 steps/s) as that is the lowest that still give fluid movement, a bit lower gives jerky motion. Is there a practical reason why to clamp FPS way above the lower limit? Update: The following image could help to clarify I can independently set the physic simulation step, frame rate, and simulation interval update. My concern is why should I clamp any of those to values greater than the minimum? For instance to conserve battery life I could just to choose the lower limits, but it seems that 60 or 30 FPS are the most used values.

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  • Look after your tribe of Pygmies with Java ME technology

    - by hinkmond
    Here's a game that is crossing over from the iDrone to the more lucrative Java ME cell phone market. See: Pocket God on Java ME Here's a quote: Massive casual iPhone hit Pocket God has parted the format waves and walked over to the land of Java mobiles, courtesy of AMA. The game sees you take control of an omnipotent, omnipresent, and (possibly) naughty deity, looking after your tribe of Pygmies... Everyone knows that there are more Java ME feature phones than grains of sand on a Pocket God island beach. So, when iDrone games are done piddlying around on a lesser platform, they move over to Java ME where things are really happening. Hinkmond

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  • Is it a good idea to use a formula to balance a game's complexity, in order to keep players in constant flow?

    - by user1107412
    I read a lot about Flow theory and its applications to video games, and I got an idea sticking in my mind. If a number of weight values are applied to different parameters of a certain game level (i.e. the size of the level, the number of enemies, their overal strength, the variance in their behavior, etc), then it should be technically possible to find an overal score mechanism for each level in the game. If a constant ratio of complexity increase were empirically defined, for instance 1,3333, or say, the Golden Ratio, would it be a good idea to arrange the levels in such an order that the increase of overal complexity tends to increase that much? Has somebody tried it?

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  • Child object free movement on Parent object

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. Okay, I know upon viewing this, some may have little to no clue what I mean, so I'll put it like this to explain what I mean : Imagine a third person game with a simple model of a character. Now, say I have an object as a torso of a character in a game. Now Say I have an object as a head of the character. How could I keep the head as a child of the torso, but at the same time, allow it to move with the camera angle.

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  • Collaboration platforms

    - by Thomas
    Are there any good collaboration platforms for game development? This would include the following features: Easy way to find various people you need to build games (programmer, artist etc) and forming a team like for example codeplex Online portfolio for users where they can offer their services (either paid or free) Posibility to create a game specific blog or site with social media integration to show the world what's being created Easy way to manage game content / resources with sufficient online storage, version control and if possible source control Manage all phases of game development (startup, creating concept, finding a team, creating proof of concept, production phase etc) and publish specific information for each phase also on social media etc. Manage asset creation flow (request for specific content like a sound, production of sound, uploading the sound, notification to the requester, implementation of the file, retouching in several cycles etc)

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  • Math major as a viable degree

    - by Zak O'Keefe
    While I realize there are many topics about CS vs software engineering vs game school programs, I haven't found anything relating to whether pure math degrees (with CS minor and electives) would also be a viable program. By this I mean: Would having a math major, CS minor put one at competitive disadvantage as compared to a pure CS program? This relates specifically to game engine programming, more on the graphics side. Background (for those who care): Currently a math major, CS minor at school and looking to land a career doing graphics engine programming. Admittedly, I love math and if at all possible would like to stay my current program as long as it doesn't put me at a competitive disadvantage trying to land a job post-graduation. That being said, I'm strong in the traditional C/C++ languages, strong concurrent programming skills, and currently produce self-made games for iOS. As an employer, how badly is the math major hurting me? Just want to get some advice from people already in the field!

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  • Desktop interface crashes after software updates

    - by N.C. Weber
    Recently, after installing Ubuntu software updates on the evening of December 7th, 2012, my desktop interface crashes regularly leaving me with a command line screen with a long string of automated commands showing (I assume what goes on behind the pretty desktop). At first, I thought it was only crashing whenever I played DirectX games in WINE, but now it crashes if I open the native Firefox browser or if it's doing nothing at all but sitting there. Apport attempts to report the bugs after restart, but often they crash as well. I've done a SMART check on the hard drive, and everything report OK. No read errors, no bad sectors. I am using an Acer Extensa 4620Z Memory: 2.0 GiB Processor: Intel Pentium Dual CPU T2370 @ 1.73GHz x 2 GraphicsL: Intel 965GM x86/MMX/SSE2 OS: Ubuntu 12.10 32-bit Disk: 116.0 GB with 33.4 GB Available

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  • What makes Instagram so valuable? [closed]

    - by ????
    If as in the FAQ, that topics about business (computer industry) is allowed here, I'd like to find out why Instagram can be so valuable, that it is acquired for $1 billion dollars (USD). To put it simply, isn't it just a photo enhancement app (such as making a photo vintage look), plus sharing those photos on Facebook? That's because in contrast, PlayFish had superb Facebook games, and many of them, and are so much more sophisticated (such as Restaurant City and Pet Society). And PlayFish was merely acquired for $400 million. Some companies such as RockYou, had the number one app on Facebook, but wasn't even acquired for a low price like $200 million. And now just a photo filter app and sharing photos, and it is a business considered to be worth a billion dollars. Why is that?

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  • How to handle animations?

    - by Bane
    I am coding a simple 2D engine to be used with HTML5. I already have classes such as Picture, Scene, Camera and Renderer, but now I need to work on Animations. Picture is basocally a wrapper for a normal image object, with it's own draw method, but this is unrelated, I'm interested in how animation in 2D games is usually done. What I planned to do, is to have the Animation class as well act like a wrapper for a few image objects, and then have methods such as getCurrentImage, next and animate (which would use intervals to quickly change the current image). I meant to feed the animation a couple of PNG's at inicialisation. Is quickly swapping PNG images acceptable for 2D animation? Are there some standard ways of doing this, or are there flaws in my ways?

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  • One-way platforms in UDK

    - by Jordaan Mylonas
    I'm looking to make a multi-player platforming game using UDK. I'm currently doing feasibility research, to make sure I will reasonably be able to do all of the technical things I want to do. The first major hurdle I've come across without being able to find as answer, are one-way platforms. That is to say, platforms through which a player can jump up, but not fall through (unless they choose to). These are commonly seen in games like Mario, Kirby and Smash Bros. Does anyone know how such a system would work within UDK? I can think of solutions that might work for single-player, but not multi.

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  • How is the terrain generated in Commandos and Commandos game clones/look-alikes?

    - by teodron
    The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone made the series a best-seller, the graphics eye-candy was also a much appreciated asset of that game. I was very curious on what was the technique used to model and adorn the realistic terrains in those titles? Below are some screenshots that could be relevant as a reference for whomever has a candidate answer: The tiny details and patternless distribution of ornamental textures make me think that these terrains were not generated using a standard heightmap-blendmap method.

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  • MatheMagiics _Guess My Age using cards 1 - 63

    - by PointsToShare
    © 2011 By: Dov Trietsch. All rights reserved MatheMagics – Guess My Age By Using Cards 1-63 This is an interesting game. If you are under 63 – yes we discriminate – look at the 6 cards and click the check-box underneath each card where you age is listed. When this is done you have 2 options. 1: Let the Mathemagician tell you your age, or 2: click submit. To get to the game, go to: www.mgsltns.com/games.htm and then click on the link to Guess My age 1-63 or go directly to:  http://www.mgsltns.com/GMAJS.htm If you want to learn how it works, click the the how it works link at the bottom-right of the game page. That’s All Folks

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  • Adaptive Characters: AI Solution Needs a Problem

    - by Roger F. Gay
    Have sophisticated adaptive programming, will travel - so to speak. I'm part of a group that developed sophisticated learning / adaptive software for robotics. The system "thinks" via its simulator, building and adapting code on its own; and then carries out the best solution. The software can also adapt to new situations, etc. http://mensnewsdaily.com/2007/05/16/robobusiness-robots-with-imagination/ It's easy to imagine using it with automated game characters that will adapt to the players moves and style - the easiest example would be fighting. The more the simulated fighter fights with the human player, the more it learns to counter that players fighting skills. But there should be more. Anyone have any ideas as to how adaptive characters might be interesting in games?

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  • Creating my own kill cam

    - by DalexL
    I plan on creating my own kill cam system for a sandbox tool set. After thinking about the mechanics of the kill cam itself, however, I'm quite lost. I'm trying to recreate the ones commonly seen in call of duty games that show, from the view of the killer, the actual killing scene. My Thoughts: -I can't just keep in memory when people kill others because I wouldn't know when to start the 'recording process'. There is on way for me to accurately determine when somebody is 'about' to kill someone. -My only real idea so far is to have a complete duplicate of everything loaded off to the side copying all the movement from the original world but with a 10 second delay. That way, all the kill cams would be 10 seconds long and the persons camera would just be moved to the second world of their killer. My Questions: Is there already an accepted way to do this? Does anybody have any good ideas for something like this? Thanks if you can!

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  • How does a collision engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platform games to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • How can I use WebGL to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • downgrade ppa packages to versions available at a previous point in time

    - by Will
    The backstory is that the normal Intel GPU drivers don't do the various OpenGL extensions that my hobby coding and some games want. So I have to install xorg-edgers and then its happy. However, last Wednesday or so there was an update to xorg-edgers - lots of packages - and it broke badly; the drivers lock up and take the whole computer with them; hard reset required. So how can you downgrade - select package versions in a PPA that represent a point in the past, ignoring versions newer than that?

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