Search Results

Search found 3201 results on 129 pages for 'arcade games'.

Page 77/129 | < Previous Page | 73 74 75 76 77 78 79 80 81 82 83 84  | Next Page >

  • Why do so many people dislike C++?

    - by General K
    Beginners and professional, on blogs, in forums and chatrooms - people say it everywhere: C++ oh dear god no The short form of the question: For what reason is C++ so widely disliked and people are horrified by the imagination of using it for some project? I have been using a lot of different languages, including C++ by now, and I can only say that I really like it. I'm far more horrified by Delphi than by C++. Actually, I find it's an almost perfect, compiled language! I've been doing a lot of different projects in C++ as well, ranging from 3D video games to webservers and emulators for old video game consoles. And I still do not see the problem everyone else seems to have with it! It was hard for me to get into it of course, as it is quite complex and has a lot of depth, but after that it's simply great.

    Read the article

  • Why do so many people dislike C++?

    - by General K
    Beginners and professional, on blogs, in forums and chatrooms - people say it everywhere: C++ oh dear god no The short form of the question: For what reason is C++ so widely disliked and people are horrified by the imagination of using it for some project? I have been using a lot of different languages, including C++ by now, and I can only say that I really like it. I'm far more horrified by Delphi than by C++. Actually, I find it's an almost perfect, compiled language! I've been doing a lot of different projects in C++ as well, ranging from 3D video games to webservers and emulators for old video game consoles. And I still do not see the problem everyone else seems to have with it! It was hard for me to get into it of course, as it is quite complex and has a lot of depth, but after that it's simply great.

    Read the article

  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

    Read the article

  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

    Read the article

  • What kind of math should I be expecting in advanced programming?

    - by I_Question_Things_Deeply
    And I don't mean just space shooters and such, because in non-3D environments it's obvious that not much beyond elementary math is needed to implement. Most of the programming in 2D games is mostly going to involve basic arithmetic, algorithms for enemy AI and dimensional worlds, rotation, and maybe some Algebra as well depending on how you want to design. But I ask because I'm not really gifted with math at all. I get frustrated and worn out just by doing Pre-Algebra, so Algebra 2 and Calculus would likely be futile for me. I guess I'm not so "right-brained" when it comes down to pure numbers and math formulas, but the bad part is that I'm no art-expert either. What do you people here suppose I should do? Go along avoiding as much of the extremely difficult maths I can't fathom, or try to ease into more complex math as I excel at programming?

    Read the article

  • Move sprite in the direction it is facing?

    - by rphello101
    I'm using Java/Slick 2D. I'm trying to use the mouse to rotate the sprite and the arrow keys to move the sprite. I can get the sprite to rotate no problem, but I cannot get it to move in the direction it is supposed to. When I hit "forwards", the sprite doesn't necessarily move towards the mouse. I'm sure there has to be some standard code for this since many games use this style of motion. Can anyone help me out with what the trig is supposed to be? Thanks

    Read the article

  • Ubuntu 12.04 x64 - Very slow response and sluggishness

    - by Murphy1138
    Recently updated to 12.04 x64 on my AMD HEX core 4GB system, over the last few days I feel that the overall system is sluggish/laggy , for instance hitting the dash button, the dash opens but the recent activity of files/videos etc is incredibly slow to populate, like wise in Nautilus and browsing my media, the file names are showing up but it takes an age to populate the "thumb" of the video, If I go into Gnome-shell the shell response is a little faster but again clicking on applications there is still a noticeable pause. I have the latest Nvidia Drivers loaded and I have very fast SATA drives, if I reboot into windows 7 the system is so much quicker in its response, I only use windows for games and Ubuntu is my main OS. 10.04/10.10/11.04 was Super quick and this was when the system still had a Duel Core Chip and a worse Nvidia card, 11.10 was pretty snappy, but 12.04 just feels bloated on each system I have installed it on. My hardware is more than up to the task so has anyone got any commands i can run to help diagnose the issue? Anyone else got the same problems? Thanks Murph

    Read the article

  • WebGL 1.0, spécification finalisée pour la bibliothèques d'accélération 3D libre soutenue par Chrome, Firefox, Opera et Safari

    La spécification de WebGL 1.0 est finalisée Pour la bibliothèques d'accélération 3D libre soutenue par Chrome, Firefox, Opera et Safari Ces dernier temps, vous avez entendu parler de la mise en place de WebGL dans les nouvelles versions des différents navigateurs web. Comme vous devez déjà le savoir, Firefox 4, Google Chrome 9 (rendez-vous à l'adresse "about:flags" pour activer WebGL supportent la nouvelle technologie (également soutenue par Apple pour Safari et par Opera). Khronos, un consortium de constructeurs de cartes graphiques (NVidia, AMD, Imagination Technologies, ...) et de différents grand acteurs dans le monde de la 3D (Activision, Epic Games, ...) annonce dur...

    Read the article

  • What are the advantages and limitations of using Qt for game development? [on hold]

    - by Gagege
    I know there is already a thread asking for example 3d games written using Qt. What I'd like to have a discussion about is whether or not Qt is a good framework for game development. In my experience Qt is a joy to work with and thanks to QML and QML/3d it's looking like it could be a viable framework for game development. The thought of using signals and slots for gamedev is exciting. I'd like to hear some opinions on Qt in general as a game development platform. What are it's limitations? What are it's advantages? Edit: I found an official Qt game development forum.

    Read the article

  • 12.10 Unity GUI Not Displaying

    - by lolajl
    I had 12.04 installed and had no problems at all, having had it setup on my Compaq Presario CQ62 for about 2 weeks (I'm new to Ubuntu and I had a spare laptop to experiment with). Last night, I installed 12.10 through the update manager. Now, I'm not seeing the Unity GUI if I select Default or Ubuntu, at all, just the Eclipse launcher which I had created sitting on the desktop. Even hitting the Windows key to bring up Dash doesn't work. But, when I select GNOME during login, I'm able to access everything in the GUI, including the menu folders for games, internet, system settings, etc. There was a couple error message saying that a system file wasn't loading properly but I forgot to write these down, and now these error messages aren't loading when I restart. Will I need to wipe clean and reinstall?

    Read the article

  • Charakter coding / programming

    - by Jery
    lately I tryed a few times to create charakters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your charakter is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together =\ thx in advance for some input

    Read the article

  • Java and Eclipse setup properly, how do I install JOGL or LWJGL?

    - by shadowprotocol
    I have my Java environment installed alongside Eclipse, and I was successfully able to create and run a new project (simple System.out.println("Yay I work!"); I have the OpenGL SuperBible, and I primarily want to code 3D things (I'll take my time using the book to learn how to draw shapes in 3D space, etc..) Can you help me get setup with OpenGL in Java? I dont really need LWJGL, although I WILL make games eventually. I just can't even figure out with all of these terrible (and old) tutorials floating around on the net how to install either JOGL or LWJGL. If you can give me a hand with that, I'd appreciate it. I'd like to feel I contributed by having this page show the answer to the question, so that other poor souls googling for this same information can benefit.

    Read the article

  • Disposing of ContentManager increases memory usage

    - by Havsmonstret
    I'm trying to wrap my head around how memory management works in XNA 4.0 I've created a screen management test and when I close a screen, the ContentManager created by that screen is unloaded. I have used ANTS Memory Manager to look at how the memory usage is altered when I do this, and it gives me some results which makes me scratch my head. The game starts with loading two textures (435kB and 48,3kB) which puts the usage at about 61MB. Then, when I delete the screen and runs Unload on the ContentManager, the memory usage drops to 56,5MB but instantly after goes up to 64,8MB. Am I doing something wrong or is this usual for XNA games? Do I have to dispose of everything the ContentManager loads seperatly or do I need to do something more to the ContentManager? Thanks in advance!

    Read the article

  • What to use to make voice chat (and some more) on a web?

    - by Tunococ
    I am trying to make available on my website a voice chat for a small group of people that allows some other means to interact such as text messaging, photo sharing, file sharing, simple drawing and silly games. In other words, something similar to older MSN Messenger, but on the web. Any ideas on what to use? To clarify, I am looking for suggestions on languages and libraries to use. I want to be able to fully customize it as much as possible because I might want to add other (somewhat interesting) functions later. Low-level programming is fine if required, but platform dependency isn't that much preferred.

    Read the article

  • Is the "impossible object" possible in computer graphics?

    - by CPP_Person
    This may be a silly question but I want to know the answer to it. I saw this thing called the "impossible object", while they're many different images of this online, it's suppost to be impossible geometry. Here is an example: Now as far as logic goes, I know you don't have to obey it in games, such as a flying cow, or an impossible object. So that's out of the way, but what stands in my way is whether or not there is a way to draw this onto a 3D scene. Like is there a way to represent it as a 3D object? Thanks!

    Read the article

  • Ubuntu move fullscreen window to other monitor?

    - by dusz
    I have been using Cinnamon with Ubuntu for quite some time now and here with full screen applications (games and the like) I could press META to bring up the "start menu/tray" then right-click that application and "move to monitor - monitor 1" - I see no such button when right-clicking applications from tray on Ubuntu with Unity. I'd prefer being able to do it that way since I am more used to it, is there some way to enable it for Unity? For reference this is how it is on Cinnamon: http://i.stack.imgur.com/PC1rA.png Edit: I have been looking around with Ubuntu Tweak Tool, dconf-editor and CCSM - though I can't seem to find anything there.

    Read the article

  • 2D Game Development dynamics in c++ [on hold]

    - by novice
    I am new to developing computer graphic applications in c++ using OpenGl. I want to develop games but I really am facing problems when it comes to understanding concepts like trajectory, collisions, gravity and also the use of various physics engines that are available. when i search the internet I kind of get lost because they aren't for beginners like me. There is some hardcore mathematics, physics and coding involved. I need to pick the concepts that are mostly needed in game dev like trajectory, collision etc. Any good tutorials that can help me out in picking these concepts from the start.

    Read the article

  • Developing AI for warhammer board game [closed]

    - by josemanuel
    right now I'm going to develop a simple AI for some units for the board game warhammer fantasy. With some simple rules, I've read some things such as http://gamedev.stackexchange.com/questions/21519/complex-game-ai-for-turn-based-strategy-games . I have the robots to move the pieces, the map is just simple(no hills,buildings..) and I need to start to give an AI for the robot to move the pieces. Problem is I have been searching for a long time and can't really find someone that has done something similar with warhammer, and I don't really know where to begin with or which tools I need to use. I would be glad if someone can give me some headsup on how to begin with, or if any programming language is better, not to mention if there is something similar where I could ask for help.

    Read the article

  • Good way of handling class instances in game development?

    - by Bugster
    I'm a new indie game developer, and I've made a few games, but often times when coding I wonder "Is this the way most people do it? Am I doing it wrong?" because I'd like to become a game developer some day, and I really want to get rid of bad practices in time. The way I'm doing it right now is like this: #include <some libraries> #include "Some classes" int main() { Class1 a; Class2 b; Class3 c; a.init(); b.init(); c.init(); // game logic; } Now as I see the game grow, I have more and more classes to initialize and create instances of. This is clean but I'm not sure if this is standard practice. Is this a regular way of creating instances of your game classes or is there a cleaner and more efficient way to do it?

    Read the article

  • Settlers-like terrain representation

    - by Olle
    Remember this beauty? I'm playing it now on my old Amiga 1200. My question is: How do you think they represented the terrain, data structure wise? Obviously it's some kind of points, with a height. Or hexagons. And how did they decide which dots were buildable? EDIT: I could rephrase the question to say "how do I achieve this kind of terrain", but I would still only be interested in how to do it on a machine with 1 MB of RAM and a 7 Mhz processor, because this is the machine i currently developing games for. If that seems like a vague or meaningless question to you, that's alright, but I'm still curious if someone has any knowledge about this.

    Read the article

  • How can I ensure reasonably spaced out enemies

    - by Samuraisoulification
    I have a simple javascript game and I'm initializing their positions on the y axis using random numbers. How can I ensure that they are reasonably spaced apart? My simple algorithm is: y = (Math.random()*1000%600); However I frequently get enemies almost directly on top of each other. This is a huge problem for the game, since it's a word game and the enemies have text on their center, that if overlapped makes them impossible to kill since you can't see the words. Any advice would be appreciated! I'm pretty new to making games in general so this has all been a learning experience for me!

    Read the article

  • Where actually did they spend money? [on hold]

    - by WannabeProgrammer
    I am a total beginner in the field of game development. Every time I saw or read an interview session with any indie developer they mention about the amount of money they spend on developing a game. I want to know where exactly did they spend the money ? Just imagine that you are making a game for mobile devices from scratch , where and all will you be spending your money to make one ? Is it possible to make games for mobile devices without spending any ? If yes , then it makes more sense for a indie game developer who is talented but comes from a very weak financial background. Thank you.

    Read the article

  • Separate parts of a game engine [on hold]

    - by user272716
    I'm pretty new in developing videogames. By now I only used SDL with C/C++ to create games. I'm currently learning OpenGL and I realized that to be fluid and easy to maintain the code must be logically separated. Since I want to use OpenGLES on iOS and Android I was wondering how the engine must be imagined in a technical way, some questions came up: Do I have to separate input/update functions from draw functions in different threads? Is there only one proper way to think a game engine/loop? What kind of assets should I use to create a 3D game using openGl ES to get better performance?

    Read the article

  • Showing range on hexagonal grid

    - by user23673
    Here is the situation. I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range. My solution was to check each hex in range of 4,with A* pathfinding,and if path cost was less than 4 then this hex was in range.Finally game nicely show me range of that unit. My question is: Is there other solution to search for range on hex grids or square grid,because even if i am really proud of what i did in my solution,i think,it is a little to exaggerated?:)) What make me ask this question?I noticed that when unit speed is 4 or 6 or even 8,time to computing range for my computer was really good,but when speed was 10 and more i noticed that i needed to wait few second to compute.Well in real games i rather dont see something like this and my A* pathfinding is rather well optimized,so im thinking that my solution is wrong. Thanks for any replies.

    Read the article

  • game programming career, vc++ reference and future of it [closed]

    - by Pappu Bacha
    1) I have quite a lot of interest in game programming and I (to my thought) am quite good at programming skills, I have developed some console based animations and text based animation games (like copter-it, snake, and a music visualization), should I invest in game programming? I have 2 years at college left. 2) If I am to pursue a career in game programming, and I select to go only with c++ and DirectX, is it enough? is assembly language necessary? 3) is Visual C++ or MFC dead? should I invest in it or not? 4) I am unable to find any reference book for Visual C++ 2008 or later (just like C++ the complete reference book) I need a book that covers the basic fundamentals and covers the most of the libraries etc.

    Read the article

< Previous Page | 73 74 75 76 77 78 79 80 81 82 83 84  | Next Page >