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  • How to slow down a sprite that updates every frame?

    - by xiaohouzi79
    I am going through a Allegro 5 tutorial which has a game loop. There is also a variable "active" which determines if a key is being held down. Thus if the left key is being held down active is on and it begins looping through the row on the sprite sheet that corresponds to moving left. The problem is that this logic is checked everytime the loop is performed thus at approximately 60 fps the three images that are used to do the left walking animation cycle round super fast which means my character looks like it is in a rush. Total beginner question: so what is the correct way to slow down the transition between sprites so that the walking looks like it is done at a moderate pace. Here is the code used to transition across the sprite between the three different phases of the person walking: if (active) { sourceX += al_get_bitmap_width(player) / 3; } else { sourceX = 32; } if (sourceX >= al_get_bitmap_width(player)) { sourceX = 0; } I can kind of guess what it should be in plain English: update sourceX only every certain part of a second but I can't think of how to put this into code.

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  • Nec USB 3.0 controller drops connection - Ubuntu 12.04.1

    - by Tom
    I have some serious problems with Technaxx pci-e 302p card. It has uPD720200a NEC chip with 4020 firmware. BIOS recognises it. Sometimes it recognises devices and system mounts them and are functional for few minutes, other times they can't be mount and error occours. After fresh install card worked fine, but after kernel and firmware update it behaves as mentioned. Outputs: uname -a Linux asd-GA-MA770-UD3 3.2.0-30-generic #48-Ubuntu SMP Fri Aug 24 16:52:48 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux lspci -vvv USB controller: NEC Corporation uPD720200 USB 3.0 Host Controller (rev 04) (prog-if 30 [XHCI]) Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Interrupt: pin A routed to IRQ 17 Region 0: Memory at fd8fe000 (64-bit, non-prefetchable) [size=8K] Capabilities: <access denied> Kernel driver in use: xhci_hcd lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 008 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 009 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 003: ID 07d1:3c0a D-Link System DWA-140 RangeBooster N Adapter(rev.B2) [Ralink RT3072] Bus 005 Device 004: ID 1997:1221 Bus 005 Device 003: ID 15c2:003c SoundGraph Inc. lsmod Module Size Used by nls_iso8859_1 12713 0 nls_cp437 16991 0 vfat 17585 0 fat 61512 1 vfat vesafb 13844 1 saa7134_alsa 18602 1 rfcomm 47604 0 bnep 18281 2 bluetooth 180104 10 rfcomm,bnep tda827x 18182 1 snd_hda_codec_hdmi 32474 1 ir_lirc_codec 12859 0 lirc_dev 19204 1 ir_lirc_codec tda8290 22616 1 arc4 12529 2 snd_hda_codec_realtek 224173 1 ir_mce_kbd_decoder 12777 0 ir_sony_decoder 12510 0 ir_jvc_decoder 12507 0 tuner 27428 1 ir_rc6_decoder 12507 0 snd_hda_intel 33773 5 rt2800usb 22684 0 rt2800lib 58925 1 rt2800usb crc_ccitt 12667 1 rt2800lib rt2x00usb 20762 1 rt2800usb rt2x00lib 51144 3 rt2800usb,rt2800lib,rt2x00usb mac80211 506816 3 rt2800lib,rt2x00usb,rt2x00lib ir_rc5_decoder 12507 0 rc_avermedia_m135a 12526 0 rc_imon_pad 12505 0 ir_nec_decoder 12507 0 cfg80211 205544 2 rt2x00lib,mac80211 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel snd_ctxfi 111202 2 snd_hwdep 13668 1 snd_hda_codec imon 32839 0 snd_pcm 97188 5 saa7134_alsa,snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec,snd_ctxfi snd_seq_midi 13324 0 saa7134 181851 1 saa7134_alsa videobuf_dma_sg 19354 2 saa7134_alsa,saa7134 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi joydev 17693 0 rc_core 26412 13 ir_lirc_codec,ir_mce_kbd_decoder,ir_sony_decoder,ir_jvc_decoder,ir_rc6_decoder,ir_rc5_decoder,rc_avermedia_m135a,rc_imon_pad,ir_nec_decoder,imon,saa7134 snd_seq 61896 2 snd_seq_midi,snd_seq_midi_event fglrx 3263886 101 videobuf_core 26390 2 saa7134,videobuf_dma_sg v4l2_common 16454 2 tuner,saa7134 videodev 98259 3 tuner,saa7134,v4l2_common sp5100_tco 13791 0 snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq snd 78855 28 saa7134_alsa,snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_ctxfi,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device v4l2_compat_ioctl32 17128 1 videodev tveeprom 21249 1 saa7134 i2c_piix4 13301 0 soundcore 15091 1 snd edac_core 53746 0 serio_raw 13211 0 snd_page_alloc 18529 3 snd_hda_intel,snd_ctxfi,snd_pcm edac_mce_amd 23709 0 wmi 19256 0 mac_hid 13253 0 ppdev 17113 0 parport_pc 32866 1 k10temp 13166 0 lp 17799 0 parport 46562 3 ppdev,parport_pc,lp usb_storage 49198 0 uas 18180 0 usbhid 47199 0 hid 99559 1 usbhid firewire_ohci 41000 0 firewire_core 63558 1 firewire_ohci crc_itu_t 12707 1 firewire_core floppy 70365 0 pata_atiixp 13204 2 r8169 62099 0 dmesg | tail after plugging to usb 3.0 port [ 834.871296] sd 9:0:0:0: rejecting I/O to offline device [ 834.871308] sd 9:0:0:0: rejecting I/O to offline device [ 834.871319] sd 9:0:0:0: rejecting I/O to offline device [ 834.871330] sd 9:0:0:0: rejecting I/O to offline device [ 834.871530] sd 9:0:0:0: [sdd] Unhandled error code [ 834.871536] sd 9:0:0:0: [sdd] Result: hostbyte=DID_NO_CONNECT driverbyte=DRIVER_OK [ 834.871545] sd 9:0:0:0: [sdd] CDB: Read(10): 28 00 0e 8e 48 0a 00 00 3e 00 [ 834.871564] end_request: I/O error, dev sdd, sector 244205578 [ 834.875497] sd 8:0:0:1: Device offlined - not ready after error recovery [ 834.885339] usb 9-2: USB disconnect, device number 2 Are there any other outputs need for answering? I'll post them ASAP. I could of course reject updating the system but I think it's halfway solution. Any help appreciated. BTW USB 2.0 and 1.1 ports run well, card itself runs under win7 as charm. Tom

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  • wifi hardware switch doesn't work on a Dell 1018

    - by user42566
    I have a problem with my Dell 1018 Inspiron. I can't switch the wifi on, through the key on the keyboard. I think it's a driver problem since Ubuntu 11.10. This are the versions i tried: Ubuntu 10.04 / 10.10 It's possible to install the driver by hand: sudo add-apt-repository ppa:lexical/hwe-wireless sudo apt-get update sudo apt-get install rtl8192ce-dkms Ubuntu 11.04 It works out of the box Ubuntu 11.10 / 12.04 I haven’t found any solution for these versions. The "ppa:lexical/hwe-wireless" doesn't work for these versions. It says Can not find package rtl8192ce-dkms. The window of additional drivers is empty. So I can't install the driver. The wired network works good. Here is some information: 0: dell-wifi: Wireless LAN Soft blocked: no Hard blocked: no 1: phy0: Wireless LAN Soft blocked: no Hard blocked: yes sudo lshw -class network *-network description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:05:00.0 logical name: eth0 version: 05 serial: 5c:26:0a:0d:20:10 size: 10Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half firmware=rtl_nic/rtl8105e-1.fw latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:43 ioport:2000(size=256) memory:f0f2c000-f0f2cfff memory:f0f18000-f0f1bfff *-network description: Wireless interface product: RTL8188CE 802.11b/g/n WiFi Adapter vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:07:00.0 logical name: wlan0 version: 01 serial: 70:f1:a1:fe:15:bd width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=rtl8192ce driverversion=3.2.0-22-generic-pae firmware=N/A ip=192.168.1.76 latency=0 link=yes multicast=yes wireless=IEEE 802.11bgn resources: irq:17 ioport:3000(size=256) memory:f0100000-f0103fff mark@mark-Inspiron-1018:~$ mark@mark-Inspiron-1018:~$ sudo lspci -nn 00:00.0 Host bridge [0600]: Intel Corporation N10 Family DMI Bridge [8086:a010] 00:02.0 VGA compatible controller [0300]: Intel Corporation N10 Family Integrated Graphics Controller [8086:a011] 00:02.1 Display controller [0380]: Intel Corporation N10 Family Integrated Graphics Controller [8086:a012] 00:1b.0 Audio device [0403]: Intel Corporation N10/ICH 7 Family High Definition Audio Controller [8086:27d8] (rev 02) 00:1c.0 PCI bridge [0604]: Intel Corporation N10/ICH 7 Family PCI Express Port 1 [8086:27d0] (rev 02) 00:1c.1 PCI bridge [0604]: Intel Corporation N10/ICH 7 Family PCI Express Port 2 [8086:27d2] (rev 02) 00:1d.0 USB controller [0c03]: Intel Corporation N10/ICH 7 Family USB UHCI Controller #1 [8086:27c8] (rev 02) 00:1d.1 USB controller [0c03]: Intel Corporation N10/ICH 7 Family USB UHCI Controller #2 [8086:27c9] (rev 02) 00:1d.2 USB controller [0c03]: Intel Corporation N10/ICH 7 Family USB UHCI Controller #3 [8086:27ca] (rev 02) 00:1d.3 USB controller [0c03]: Intel Corporation N10/ICH 7 Family USB UHCI Controller #4 [8086:27cb] (rev 02) 00:1d.7 USB controller [0c03]: Intel Corporation N10/ICH 7 Family USB2 EHCI Controller [8086:27cc] (rev 02) 00:1e.0 PCI bridge [0604]: Intel Corporation 82801 Mobile PCI Bridge [8086:2448] (rev e2) 00:1f.0 ISA bridge [0601]: Intel Corporation NM10 Family LPC Controller [8086:27bc] (rev 02) 00:1f.2 SATA controller [0106]: Intel Corporation N10/ICH7 Family SATA Controller [AHCI mode] [8086:27c1] (rev 02) 00:1f.3 SMBus [0c05]: Intel Corporation N10/ICH 7 Family SMBus Controller [8086:27da] (rev 02) 05:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller [10ec:8136] (rev 05) 07:00.0 Network controller [0280]: Realtek Semiconductor Co., Ltd. RTL8188CE 802.11b/g/n WiFi Adapter [10ec:8176] (rev 01) mark@mark-Inspiron-1018:~$ mark@mark-Inspiron-1018:~$ lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 002: ID 174f:1127 Syntek mark@mark-Inspiron-1018:~$

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  • Stuck at enemy movement

    - by Syed
    I am making a TD game in unity, Initially I made all of my enemy movements frame rate dependent say: I had a grid point1 at -22.65 and other at -21.1, diagrammatically: (-22.65) _________(-21.1)_______(-21.1+1.55) ...... so the distance on x axis between two points is 1.55, divided it by 25 jumps with each enemy jump of 0.062 of each frame. On reaching on next point of grid the enemy find again its path. All went fine until I have requirement of FastForward and Pause feature. I used timeScale property of unity but it wont work as they are frame dependent. I also tried double speed of enemy on clicking fast forward button at any time, it has some issues that enemy jumps are now less and it fails to reach on next grid point. Could someone suggest me solution to my problem. Do I need to change the enemy movement code to make it frame independent ?? I need the enemy to reach on the grid specific point I also need later to slow down any one enemy's speed when tower fires on it. Thnx

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  • 2D/Isometric map algorithm

    - by Icarus Cocksson
    First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I don't want to waste my time coding things, and realise they're utterly crap and lose my motivation. Let's imagine the following map. (2D - top view - A square) X: 0 to 500 Y: 0 to 500 My character currently stands at X:250,Y:400, somewhere near center of 100px above bottom and I can control him with my keyboard buttons. LEFT button does X--, UP button does Y-- etc. This one is kid's play. I'm asking this because I know there are some engines that automate this task. For example, games like Diablo 3 uses an engine. You can pretty much drag drop a rock to map, and it is automatically being placed here - making player unable to pass through/detect the collision. But what the engine exactly does in the background? Generates a map like mine, places a rock at the center, and checks it like: unmovableObjects = array('50,50'); //we placed a rock at 50,50 location if(Map.hasUnmovableObject(CurrentPlayerX, CurrentPlayerY)) { //unable to move } else { //able to move } My question is: Is this how 2D/Isometric maps are being generated or there is a different and more complex logic behind them?

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  • Collision Resolution

    - by ultifinitus
    Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject,secondObject)) firstObject.resolve_collision(xAxisOffset); where yAxisOffset is only set if the first object's previous y position was outside the second object's collision frame, respectively xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck," on the stack. What's I think is happening is the object's collision system checks and resolves for collisions based on creation time, so If I check one axis, then the other, the object will "sink" object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check the object that I've already sunk into, my object's position is resolved to it's original position... All this is great, and I'm sure if I bang my head against a wall long enough i'll come up with a working algorithm, but I'd rather not =). So what in the heck do you think I should do? How could I change my collision resolution system to fix this? Here's the program (temporary link, not sure how long it'll last) (notes: arrow keys to navigate, click to drop block, x to jump) I'd appreciate any help you can offer!

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  • Smarphone Apps. music, licenses and fees .. nightmare

    - by mm24
    I have recently asked a question about music in games like Guitar Hero. I have found that that in Europe (at least) if I do want to use a track composed by a musician member of a royalty collecting society I need to pay a flat fee to the society and not only to the member. So a "one-to-one" agreement is not valid and the society can come up to me and ask me for money for each download. Even if for FREE! This is a fee sheet list of the UK agency: for fee, see "Permanent download services" It is about 1,200 GBP for less than 22,000 copies and they DON'T specify anything more and they said me on the phone that I need to wait and see how many downloads I get before knowing the price. This is kind of crazy as If I give away the App for free I will have to PAY 1,200 GBP!! I am shocked and I feel very bad. One agency suggested me to use a fake name of the artist, but in this way is not fair to my collaborators as what they hope is that the App gets lots of downloads and in this way that other people will get to know about them and hopefully commission them more work. The other solution is to work only with non registered musicians. The question here to you is.. has anyone found a legal way to do use music from registered authors in a game?

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  • Dell 3721 Wifi problem Ubuntu 13.04

    - by Sebastian
    I have a Dell 3721 which comes original with windows 8. I managed it to install ubuntu 12.10 on this laptop, even there was no out of the box drivers. With 12.10 I was forces to install this .deb package couple of times. After installing it, it was ok for some weeks before I have to install it again. Maybe some security updates destroy something which made in necessary to install it again... http://jas.gemnetworks.com/debian/pool/main/w/wireless-bcm43142/wireless-bcm43142-dkms_6.20.55.19-1_amd64.deb My problem is, that this package isnt working with ubuntu 13.04 anymore. So I cant use Wifi now. Also my display is almost dark, I cant change the brightness level with ubuntu 13.04. Hope you can give me some advice. Dell:~$ sudo lspci -nn 00:00.0 Host bridge [0600]: Intel Corporation 3rd Gen Core processor DRAM Controller [8086:0154] (rev 09) 00:02.0 VGA compatible controller [0300]: Intel Corporation 3rd Gen Core processor Graphics Controller [8086:0166] (rev 09) 00:14.0 USB controller [0c03]: Intel Corporation 7 Series/C210 Series Chipset Family USB xHCI Host Controller [8086:1e31] (rev 04) 00:16.0 Communication controller [0780]: Intel Corporation 7 Series/C210 Series Chipset Family MEI Controller #1 [8086:1e3a] (rev 04) 00:1a.0 USB controller [0c03]: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #2 [8086:1e2d] (rev 04) 00:1b.0 Audio device [0403]: Intel Corporation 7 Series/C210 Series Chipset Family High Definition Audio Controller [8086:1e20] (rev 04) 00:1c.0 PCI bridge [0604]: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 1 [8086:1e10] (rev c4) 00:1c.1 PCI bridge [0604]: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 2 [8086:1e12] (rev c4) 00:1d.0 USB controller [0c03]: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #1 [8086:1e26] (rev 04) 00:1f.0 ISA bridge [0601]: Intel Corporation HM76 Express Chipset LPC Controller [8086:1e59] (rev 04) 00:1f.2 SATA controller [0106]: Intel Corporation 7 Series Chipset Family 6-port SATA Controller [AHCI mode] [8086:1e03] (rev 04) 00:1f.3 SMBus [0c05]: Intel Corporation 7 Series/C210 Series Chipset Family SMBus Controller [8086:1e22] (rev 04) 01:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller [10ec:8136] (rev 05) 02:00.0 Network controller [0280]: Broadcom Corporation BCM43142 802.11b/g/n [14e4:4365] (rev 01) @Dell:~$ lsusb Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 003: ID 0a5c:21d7 Broadcom Corp. Bus 001 Device 004: ID 0bda:0129 Realtek Semiconductor Corp. Bus 001 Device 005: ID 0c45:64ad Microdia @Dell:~$ lspci -nn | grep VGA 00:02.0 VGA compatible controller [0300]: Intel Corporation 3rd Gen Core processor Graphics Controller [8086:0166] (rev 09) @Dell:~$ sudo lshw -class network *-network Beschreibung: Ethernet interface Produkt: RTL8101E/RTL8102E PCI Express Fast Ethernet controller Hersteller: Realtek Semiconductor Co., Ltd. Physische ID: 0 Bus-Informationen: pci@0000:01:00.0 Logischer Name: eth0 Version: 05 Seriennummer: xx:xx:xx:xx:xx:xx Größe: 100Mbit/s Kapazität: 100Mbit/s Breite: 64 bits Takt: 33MHz Fähigkeiten: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation Konfiguration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl_nic/rtl8105e-1.fw ip=192.168.2.103 latency=0 link=yes multicast=yes port=MII speed=100Mbit/s Ressourcen: irq:42 ioport:2000(Größe=256) memory:c0404000-c0404fff memory:c0400000-c0403fff *-network UNGEFORDERT Beschreibung: Network controller Produkt: BCM43142 802.11b/g/n Hersteller: Broadcom Corporation Physische ID: 0 Bus-Informationen: pci@0000:02:00.0 Version: 01 Breite: 64 bits Takt: 33MHz Fähigkeiten: pm msi pciexpress bus_master cap_list Konfiguration: latency=0 Ressourcen: memory:c0500000-c0507fff

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  • C# Cursor stuck on busy state

    - by Ben
    So I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, the window doesn't allow me to close the program and the cursor is stuck on the busy icon. I have to go into visual studio and stop the program manually. Here's the loop at the moment public void run() { int updates = 0; int frames = 0; double msPerTick = 1000.0 / 60.0; double threshhold = 0; long lastTime = getCurrentTime(); long lastTimer = getCurrentTime(); while (true) { long currTime = getCurrentTime(); threshhold += (currTime - lastTime) / msPerTick; lastTime = currTime; while (threshhold >= 1) { update(); updates++; threshhold -= 1; } this.Refresh(); frames++; if ((getCurrentTime() - lastTimer) >= 1000) { this.Text = updates + " updates and " + frames + " frames per second"; updates = 0; frames = 0; lastTimer += 1000; } } }

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  • How to monetize and protect a engine's and its framework's copyrights and patents?

    - by Arthur Wulf White
    I created a game engine that handles: Rendering levels with 2d textured curved surfaces Collisions with curved surfaces Animationn paths on and navigation in 2d-sapce I have also made a framework for: Procedural organic level generation with round surfaces Level editing Light weight sprite design The engine and framework are written in AS3 and I am in the process of translating the code into HaXe to better support other platforms. I am also interested in adding Animated curved platforms More advanced level editing features Currently, I have a part time job and any time I spend on this engine is either taken out of my limited free time (I'm a student working to support myself through school) or out my time working at my job. I really believe this engine can make life much easier for people designing Tower Defence games, Shooters and and Platformers while also possibly improving their results. It could also support RTS, RPGs and racing games very well. It continains original algorithms that could be used for procedural generation of organic round and smooth levels. The algorithms I used are new and are not available in any other level editor I've seen. In order to constantly improve the Engine and have it tested thoroughly I think the best route is releasing it to the public. What are the best ways to benefit myself and others with my new framework? I want to have some lisence, allowing me to share the framework and still benefit from it. Any advice would be appreciated. This issue has been on my mind a lot this year. I am hoping to find a solution that will bring me some relief. I am thinking of designing three sample games, releasing them and starting a kickstarter, any advice and thoughts on the matter would be valuable. My goal is like Markus von Broady suggested, to get people involved in developing the engine and let people use it for games for either a symbolic fee or for free and charge for support. That or use some form of croud sourcing. Do I need to hire a lawyer to get some sort of legal document to protect my work?

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  • What's a way to implement a flexible buff/debuff system?

    - by gkimsey
    Overview: Lots of games which RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." The specifics of each type of buff aren't really relevant. I'm looking for a (presumably object-oriented) way to handle arbitrary buffs. Details: In my particular case, I have multiple characters in a turn-based battle environment, so I envisioned buffs being tied to events like "OnTurnStart", "OnReceiveDamage", etc. Perhaps each buff is a subclass of a main Buff abstract class, where only the relevant events are overloaded. Then each character could have a vector of buffs currently applied. Does this solution make sense? I can certainly see dozens of event types being necessary, it feels like making a new subclass for each buff is overkill, and it doesn't seem to allow for any buff "interactions". That is, if I wanted to implement a cap on damage boosts so that even if you had 10 different buffs which all give 25% extra damage, you only do 100% extra instead of 250% extra. And there's more complicated situations that ideally I could control. I'm sure everyone can come up with examples of how more sophisticated buffs can potentially interact with each other in a way that as a game developer I may not want. As a relatively inexperienced C++ programmer (I generally have used C in embedded systems), I feel like my solution is simplistic and probably doesn't take full advantage of the object-oriented language. Thoughts? Has anyone here designed a fairly robust buff system before?

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  • Creating shooting arrow class [on hold]

    - by I.Hristov
    OK I am trying to write an XNA game with one controllable by the player entity, while the rest are bots (enemy and friendly) wondering around and... shooting each other from range. Now the shooting I suppose should be done with a separate class Arrow (for example). The resulting object would be the arrow appearing on screen moving from shooting entity to target entity. When target is reached arrow is no longer active, probably removed from the list. I plan to make a class with fields: Vector2 shootingEntity; Vector2 targetEntity; float arrowSpeed; float arrowAttackSpeed; int damageDone; bool isActive; Then when enemy entities get closer than a int rangeToShoot (which each entity will have as a field/prop) I plan to make a list of arrows emerging from each entity and going to the closest opposite one. I wonder if that logic will enable me later to make possible many entities to be able to shoot independently at different enemy entities at the same time. I know the question is broad but it would be wise to ask if the foundations of the idea are correct.

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  • Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

    - by Prog
    In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the entities (i.e. where the entities 'act': update their positions, invoke AI, etc) is in a different class, in the method updateEntities(List<Entity> entities). Also called from the gameloop, after the collision detection. When there's a collision between two entities, usually something needs to be done. For example, zero the velocity of both entities in the collision, or kill one of the entities. It would be easy to have this code in the CollisionDetector class. E.g. in psuedocode: for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Robot){ entityA.setVelocity(0,0); entityB.setVelocity(0,0); } if(entityA instanceof Missile || entityB instanceof Missile){ entityA.die(); entityB.die(); } } } } However, I'm not sure if updating the state of entities in response to collision should be the job of CollisionDetector. Maybe it should be the job of EntityUpdater, which runs after the collision detection in the gameloop. Is it okay to have the code responding to collisions in the collision detection system? Or should the collision detection class only detect collisions, report them to some other class and have that class affect the state of the entities?

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  • Problems moving a rectangle in Pygame.

    - by Yann Core
    Hi guys! I'm making a game in Pygame and I want to be able to target enemy unit. I made it so when I click on them a variable "targeted" becomes true, and stays true until I click somewhere else on the screen. I also want targeted units to have a small green circle around them, so I made it in GEDIT. I have made a function that draws everything on the screen (the background, the player, objects, etc) and in the part where it draws the units it checks if the variable "targeted" is true and if it is it should move that little green circle over the enemy units. here is the code that does that: screen.blit(enemy_unit.pic, enemy_unit.rect) #draw the unit if enemy_unit.targeted == True: #if the unit has been targeted then draw a circle over it target_rect.move_ip(enemy_unit.pos) #move the circle to the unit target_rect.fit(enemy_unit.rect) #there are some bigger units and some smaller ones, so we have to "scale" the circle screen.blit(target_pic, target_rect) #actually draw the circle This doesn't work, when I target the unit the circle just appears for a 1/5 of second next (not on, but just next) to the unit and then disappears. I am sure that I am keeping a good track of "enemy_unit.pos" because I tested it (I added a piece of code that would print one units position and mouse's position every time i clicked the mouse and when i was near him the numbers were same). If you could give me a hint about what I'm doing wrong. I think its in move_ip function, but I tried just move and it didn't work either (the circle didn't even show at all)!

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  • Algorithm to zoom a plotted function

    - by astinx
    I'm making a game in android and I need plot a function, my algorithm is this: @Override protected void onDraw(Canvas canvas) { float e = 0.5f; //from -x axis to +x evaluate f(x) for (float x = -z(canvas.getWidth()); x < z(canvas.getWidth()); x+=e) { float x1,y1; x1 = x; y1 = f(x); canvas.drawPoint((canvas.getWidth()/2)+x1, (canvas.getHeight()/2)-y1, paintWhite); } super.onDraw(canvas); } This is how it works. If my function is, for example f(x)=x^2, then z(x) is sqrt(x). I evaluate each point between -z(x) to z(x) and then I draw them. As you can see I use the half of the size of the screen to put the function in the middle of the screen. The problem isn't that the code isn't working, actually plots the function. But if the screen is of 320*480 then this function will be really tiny like in the image below. My question is: how can I change this algorithm to scale the function?. BTW what I'm really wanting to do is trace a route to later display an animated sprite, so actually scale this image doesnt gonna help me. I need change the algorithm in order to draw the same interval but in a larger space. Any tip helps, thanks! Current working result Desired result UPDATE: I will try explain more in detail what the problem is. Given this interval [-15...15] (-z(x) to z(x)) I need divide this points in a bigger interval [-320...320] (-x to x). For example, when you use some plotting software like this one. Although the div where is contain the function has 640 px of width, you dont see that the interval is from -320 to 320, you see that the interval is from -6 to 6. How can I achieve this?

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  • How does process of updating code with Continous Integration work?

    - by BleakCabalist
    I want to draw a model of process of updating the source code with the use of Continous Integration. The main issue is I don't really understand how it works when there are several programmers working on various aspects of the code at the same time. I can't visualize it in my mind. Here's what I know but I might be wrong: New code is sent to repository. Continous Integration server asks Version Control System if there is a new code in repository. If there is than CIS executes tests on the code. If tests show there are problems than CIS orders VCS to revert back to working wersion of the code and communicates it to programmer. If tests are passed positively it compiles the repository code and makes new build of a game? New build is made not after ever single change, but at the end of the day I believe? Are my assumptions above correct? If yes, does it also work when there are several programmers updating repository at once? Is this enough to draw a model of the process in your opinions or did I miss something? Also, what software would I need for above process? Can you guys give examples for CIS software and VCS software and whatever else I need? Does CIS software perform code tests or do I need another tool for that and integrate it with CIS? Is there a repository software?

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  • Characteristics, what's the inverse of (x*(x+1))/2? [closed]

    - by Valmond
    In my game you can spend points to upgrade characteristics. Each characteristic has a formula like: A) out = in : for one point spent, one pont gained (you spend 1 point on Force so your force goes from 5 to 6) B) out = last level (starting at 1) : so the first point spent earns you 1 point, the next point spent earns you an additional 2 and so on (+3,+4,+5...) C) The inverse of B) : You need to spend 1 point to earn one, then you need to spend 2 to earn another one and so on. I have already found the formula for calculating the actual level of B when points spent = x : charac = (x*(x+1))/2 But I'd like to know what the "reverse" version of B) (usable for C) is, ie. if I have spent x points, how many have I earned if 1 spent gives 1, 1+2=3 gives 2, 1+2+3=6 gives 3 and so on. I know I can just calculate the numbers but I'd like to have the formula because its neater and so that I can stick it in an excel sheet for example... Thanks! ps. I think I have nailed it down to something like charac = sqrt( x*m +k) but then I'm stuck doing number guessing for k and m and I feel I might be wrong anyway as I get close but never hits the spot.

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  • Rails. How to extend controller class from plugin without any modification in controller file?

    - by potapuff
    I'm use Rails 2.2.2. Rails manual said, the way to extend controller from plug-in is: Plugin: module Plug def self.included(base) base.extend ClassMethods base.send :include, InstanceMethods base.helper JumpLinksHelper end module InstanceMethods def new_controller_metod ... end end module ClassMethods end end app/controller/name_controller.rb class NameController < ApplicationController include Plug ... end Question: is any way to extend controller from plug-in, without any modification of controller file, if we know controller name.

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  • What is the SCSI RAID channels?

    - by erthad
    What is the SCSI RAID channels? I.e. what is the difference between, say, 1-channel RAID controller and 2-channel RAID controller? Is it for data throughput, number of RAID arrays I can create on controller, number of disks I can plug into controller or what else?

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  • rails named routes + controller as parameter

    - by user350785
    Hi, is it possible to have the controller value in a rails named route as a parameter, which I can pass at runtime to direct the call to the proper controller? e.g. map.ride 'ride' ,:controller = {some-way-of-specifying-a-parameter}, :action = 'ride' then at runtime, I want to pass the controller name to which this call should be going. My actions are doing different things depending to which controller the call gets sent. thanks

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  • Resolution stuck after playing OpenGL game

    - by kit.yang
    I used to start the game,Frozen Throne (using wine) with the option of "-opengl".When I entered the game,the resolution will changed,and restored after exit the game. But this time a problem happened.The resolution can't restore although I restart my computer several times. Both the Ubuntu pane and login windows are exceptional. nvidia-settingsalso detect the resolution is "1024 x 768",But it seemed useless using this tool. Screenshot-NVIDIA X Server Settings: the result of xrandr: Screen 0: minimum 320 x 240, current 1024 x 768, maximum 1024 x 768 default connected 1024x768+0+0 0mm x 0mm 1024x768 50.0* 800x600 51.0 52.0 53.0 680x384 54.0 55.0 640x480 56.0 576x432 57.0 512x384 58.0 400x300 59.0 60.0 61.0 320x240 62.0 the configure of /etc/X11/xorg.conf: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 1.0 (buildd@yellow) Fri Apr 9 11:51:21 UTC 2010 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: builtin, VertRefresh source: builtin Identifier "Monitor0" VendorName "Unknown" ModelName "CRT-0" HorizSync 28.0 - 55.0 VertRefresh 43.0 - 72.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Entry Graphics" EndSection Section "Screen" # Removed Option "metamodes" "1024x768 +0+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "TwinViewXineramaInfoOrder" "CRT-0" Option "metamodes" "1024x768_60 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection

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  • Suspended Sentence is a Free Cross-Platform Point and Click Game

    - by Asian Angel
    Do you want a fun point and click game to play on your favorite operating system? Then get ready to play Suspended Sentence! In the game you are woken from cryogenic sleep to assist in repairing the ship you are traveling on. Can you successfully complete the repairs and get your prison sentence suspended in return? Note: Suspended Sentence is available for Linux, Windows, and Mac. Suspended Sentence Homepage [via OMG! Ubuntu!] Access the Walkthrough for Suspended Sentence Latest Features How-To Geek ETC How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The Legend of Zelda – 1980s High School Style [Video] Suspended Sentence is a Free Cross-Platform Point and Click Game Build a Batman-Style Hidden Bust Switch Make Your Clock Creates a Custom Clock for your Android Homescreen Download the Anime Angels Theme for Windows 7 CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

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  • Game programming : C# or C++?

    - by Chronix
    Ok so the faq says : "What language should I learn next? (Unless you have a specific requirement and don't know which language meets that requirement.)" so I guess this is not against the rules of questions. So, I've decided what I really want is to do Game Programming. So the question is, as a 18 years old who wants to learn self taught programming, what is the most suited programming language between C# and C++? ( I should state that I don't care about unix because I believe windows will be still the most used os ) I know the basics of C++, but none about C#. I know that C++ has more tutorials guides, dlls and stuff like that, while C# doesn't, but it's far easier to learn and to use for a single person to develop a program, but I've read even if the program is obfuscated it's easy to get the source of it. Well, I kinda want to focus on basic a lot first, I must say that I have a preference for C++ just because it feels more suitable to me, but I must consider that I work alone.. So even if I like it, it may not be the best thing to do. I am really not sure of which one to go for, i've read a lot of threads on various websites and it looks like C# is becoming more popular than C++. But yeah, that said, I also specified I want to do Game Programming. So I need to know some better points than just "C# is easier because of .net memory handling while C++ isnt" because I couldn't just find it. I hope the thread won't be closed because I've read the faq and I have a specific requirement. Thank you, and if you need more details you're free to ask me, but I think just by saying game programming and that I'd work alone should be enough!

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  • Game programming : C# or C++?

    - by Chronix
    Ok so the faq says : "What language should I learn next? (Unless you have a specific requirement and don't know which language meets that requirement.)" so I guess this is not against the rules of questions. So, I've decided what I really want is to do Game Programming. So the question is, as a 18 years old who wants to learn self taught programming, what is the most suited programming language between C# and C++? ( I should state that I don't care about unix because I believe windows will be still the most used os ) I know the basics of C++, but none about C#. I know that C++ has more tutorials guides, dlls and stuff like that, while C# doesn't, but it's far easier to learn and to use for a single person to develop a program, but I've read even if the program is obfuscated it's easy to get the source of it. Well, I kinda want to focus on basic a lot first, I must say that I have a preference for C++ just because it feels more suitable to me, but I must consider that I work alone.. So even if I like it, it may not be the best thing to do. I am really not sure of which one to go for, i've read a lot of threads on various websites and it looks like C# is becoming more popular than C++. But yeah, that said, I also specified I want to do Game Programming. So I need to know some better points than just "C# is easier because of .net memory handling while C++ isnt" because I couldn't just find it. I hope the thread won't be closed because I've read the faq and I have a specific requirement. Thank you, and if you need more details you're free to ask me, but I think just by saying game programming and that I'd work alone should be enough!

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  • How can I render a list of objects using DisplayFor but from the controller in ASP.NET MVC?

    - by Darragh
    Here's the scenaio, I have an Employee object and a Company object which has a list of employees. I have Company.aspx which inherits from ViewPage<Company>. In Company.aspx I call Html.DisplayFor(m => m.Employees). I have an Employee.ascx partial view which inherits from ViewUserControl<Employee in my DisplayTemplates folder. Everything works fine and Company.aspx renders the Employee.ascx partial for each employee. Now I have two additional methods on my controller called GetEmployees and GetEmployee(Id). In the GetEmployee(Id) action I want to return the markup to display this one employee, and in GetEmployees() I want to render the markup to display all the employees (these two action methods will be called via AJAX). In the GetEmployee action I call return PartialView("DisplayTemplates\Employee", employee) This works, although I'd prefer something like return PartialViewFor(employee) which would determine the view name by convention. Anwyay, my question is how should I implement the GetEmployees() action? I don't want to create any more views, because frankly, I don't see why I should have to. I've tried the following which fails miserably :) return Content(New HtmlHelper<IList<Of DebtDto>>(null, null).DisplayFor(m => debts)); However if I could create an instance of an HtmlHelper object in my controller, I suppose I could get it to work, but it feels wrong. Any ideas? Have i missed something obvious?

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