Search Results

Search found 35500 results on 1420 pages for 'app engine ndb'.

Page 8/1420 | < Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >

  • My app 'Howzzat Book–Windows 8 Metro App is in the store now

    - by nmarun
    I’m just so excited that my application Howzzat Book passed all certifications and is now in the Windows Store. Here’s the email from MIcrosoft that I received: “Your app is in the Windows Store! Congratulations! Howzzat Book, release 1 is now in the Windows Store. Use this link to your app’s listing in the Windows Store to let others know about your app.” Link for Howzzat Book Now, since they’ve just added it to the store, it might take some time to be available for download. So if you don’t find...(read more)

    Read the article

  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

    Read the article

  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

    Read the article

  • Good practices while working with multiple game engines, porting a game to a new engine

    - by Mahbubur R Aaman
    I have to work with multiple game engines, like Cocos2d Unity3d Galaxy While working with multiple game engines, what practices should i follow? EDIT: Is there any guideline to follow, that would be better as while any one working with multiple game engines? EDIT: While a game made by Cocos2d and done well at AppStore, then our target it to port to other platforms, then we utilize Unity3D. Here what should we do?

    Read the article

  • Client/Server Application Using Google App Engine

    - by Kevin Zhang
    Can someone please advise me what is the possible solution of using GAE to make a Client/Serer Application? As far as I know, GAE is designed to do web applications. What I want to do is to have a Java Client(Swing based) deployed on a number of computers and deploy the server on GAE. I found an example on GAE website which teaches how to make a SOAP service using GAE, but I don't know whether using SOAP is a good idea for client/server applications. Can someone give me some hints about how to design this system and what technology should be used? Any advices are welcome. Many thanks.

    Read the article

  • Finding Database issue for iphone app

    - by David Liu
    I know this is a dumb question and it might not be "conceptual" but, as a self-starter I really want to know how to get connected to some sort of "commercial database"? I'm recently designing my local gas station utility app for iphone and ipad. I have absolutely no clue of find a relevant database. For example, if I want to make an app for pizza ordering in the great Chicago area. How do I get info (price, menu, location, etc.) of those pizza stores scattered all over Chicago? Can any one light something for me? I appreciated your help. **If this question is not suitable here please tell me and I will delete this post. Thank you.

    Read the article

  • Does your company name in an article title damage Search Engine relevance

    - by user492681
    I've been wondering about this for a while but never come across a solid answer. Many websites include their name in all the title tags of their articles. This is often apparent in word-press blogs etc. eg: Tsunami hits Japan and leaves thousands homeless | My Website Name The issue I have is that Search engines strip the stop words out of this sentence to leave the words in which it compares to the body text. So if I want my article to rank well and be relevant, in this case about the terrible Tsunami that has recently struck Japan what is to STOP the MY WEBSITE NAME section of the title de-valuing the relevance of the article. Am I over-worrying? Or should I take this in to consideration? Thanks for advice in advance.

    Read the article

  • SIMD Extensions for the Database Storage Engine

    - by jchang
    For the last 15 years, Intel and AMD have been progressively adding special purpose extensions to their processor architectures. The extensions mostly pertain to vector operations with Single Instruction, Multiple Data (SIMD) concept. The reasoning was that achieving significant performance improvement over each successive generation for the general purpose elements had become extraordinarily difficult. On the other hand, SIMD performance could be significantly improved with special purpose registers...(read more)

    Read the article

  • 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.

    Read the article

  • Using Google App Engine to Perform World Updates vs an Authoritative Server

    - by Error 454
    I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute. I am looking for an answer that persuades me to either perform the world update on the google servers OR an authoritative server that syncs with the datastore. The main goal here would be to minimize GAE daily quotas. For some rough numbers, I am assuming 10,000 entities requiring updates. Each entity update would require: Reading 5 private entity variables (fetched from datastore) Fetching as many as 20 static variables (from datastore or persisted in server memory) Writing 5 entity variables Clients of the game would authenticate and set state directly against GAE as well as pull the latest world state from GAE. Running the update on GAE would consist of a cron job launched every minute. This would update all of the entities and save the results to the datastore. This would be more CPU intensive for GAE. Running the update on an authoritative server would consist of fetching entity data from the GAE datastore, calculating the new entity states and pushing the new state variables back to the datastore. This would be more bandwidth intensive for the datastore.

    Read the article

  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

    Read the article

  • SIMD Extensions for the Database Storage Engine

    - by jchang
    For the last 15 years, Intel and AMD have been progressively adding special purpose extensions to their processor architectures. The extensions mostly pertain to vector operations with Single Instruction, Multiple Data (SIMD) concept. The motivation was that achieving significant performance improvement over each successive generation for the general purpose elements had become extraordinarily difficult. On the other hand, SIMD performance could be significantly improved with special purpose registers...(read more)

    Read the article

  • Which game library/engine to choose?

    - by AllTheThingsSheSaid
    I'm not a programming beginner at all. I've tried 2 libraries/engines so far, allegro and Unity. For allegro. i think its not good if i wanna make a career in gaming industry since its not powerful enough. I don't feel comfortable with unity. Its more like a software like photoshop or flash. You can do almost everything with pre-defined functions, tools and with less coding. I need something which offers less tools and pre defined functions and more coding work. It would be awesome if its free and c/c++ based. I need both 2D/3D. and please, don't tell me to make my own library, i am not "that" advance. Any other information about gaming industry would be greatly appreciated.

    Read the article

  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

    Read the article

  • engine for responsive gameplay

    - by zaftcoAgeiha
    Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...) What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

    Read the article

  • How does Google App Engine remote_api work

    - by EasilyBaffled
    As I understand it, and I may be wrong, but GAE's remote_api allows one application to access another application's datastore. I'll be blunt I don't understand how this works. I have read the article that everyone likes to point to, but I still don't understand how you can link two applications. Can someone explain it to me, perhaps with a small example or just point me to a tutorial that does this?

    Read the article

  • Which is better? Native App or hybrid App?

    - by Prabakaran
    I want to develop a simple App for iOS, Android and windows phone. I just wondered that a simple HTML5, JS and CSS combination can work in all of these platforms. I want to know which one will be efficient? No problem with time and coding. But if i can achieve everything with HTML5-JS itself, i will chose Hybrid development. I want to know the major difference between the Native and Hybrid Development with example(I know that the main difference is HTML5-JS supports cross platform). Note : I am not making a game app.

    Read the article

  • Grails Warnings/Errors during run-app

    - by Taylor L
    I'm currently seeing the warnings below when trying to run my Google App Engine/Grails test app in Eclipse. Warning, target causing name overwriting of name startLogging Warning: C:\Users\Some Person.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf\spring not found. Warning: C:\Users\Some Person.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf not found. Warning: C:\Users\Some Person.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf\hibernate not found. Here is the output from the console: Base Directory: C:\Users\Some Person\workspace\test-grails Resolving dependencies... Dependencies resolved in 1160ms. Running script C:\grails-1.2.0\scripts\RunApp.groovy Environment set to development Warning, target causing name overwriting of name startLogging [groovyc] Compiling 1 source file to C:\Users\Some Person\workspace\test-grails\web-app\WEB-INF\classes [copy] Copying 1 file to C:\Users\Some Person\.grails\1.2.0\projects\test-grails [copy] Copying 1 file to C:\Users\Some Person\workspace\test-grails\web-app\WEB-INF Configuring persistence for AppEngine [copy] Warning: C:\Users\Some Person\.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf\spring not found. [copy] Warning: C:\Users\Some Person\.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf not found. [copy] Warning: C:\Users\Some Person\.grails\1.2.0\projects\test-grails\plugins\app-engine-0.8.8\grails-app\conf\hibernate not found. I get this error after creating a Grails project with Spring Tools Suite (STS) and then installing the app-engine plugin "grails install-plugin app-engine". Before, I install the app-engine plugin the Grails project runs correctly. Any ideas how to resolve these warnings?

    Read the article

  • iPhone - Native App GeoLocation VS Web App GeoLocation

    - by Sam
    Here's my situation; I've built a very simple web app that looks up a users location and plots it on a Google map. Here's my code: http://pastebin.com/d3a185efd When I test it, my location is detected as being = 500 meters from where I actually stand. BUT When I open up Google Maps or Gowalla my location is correct to within <20 meters? So my question is: Do native iPhone apps benefit from a higher accuracy rate than web apps? If so, why?

    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

  • 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

  • Making A Photo-Sharing App For Android In Eclipse [on hold]

    - by user3694394
    I've only just started developing mobile apps, which is something that I've been wanting to learn for a while now. I'm from an indie games studio, making PC games for around the last 3 years, and I finally decided to move into android app development. The only problem I'm having is that I don't know where to start. The project which I'm aiming to create will be something similar to Instagram, basically a photo-sharing app which allows users to take new photos, or pull them from their device, and add filters to them, before posting them. I have a rough idea of how I could go about doing this, but I need pointing towards any tutorials available for each specific step. So, here's my idea: Create a UI in eclipse (this wont be a problem for me, I should be able to do this fine through xml files) Setup a server-side database to store all user info and uploaded images (the images will need to be converted into byte arrays, and I have no idea how to do this through a database). My best idea would be to use a MySQL database to do this. Add user interactions (likes, favourites, reposts, etc.). This would, again, have to be stored in the database (or, at least, i think it would). Add the ability to take new photos using the phone's camera (I can probably do this anyway, using the Camera API). Add the ability to pull existing photos from the device (again, pretty simple to do). Add the ability to add filters to any photos (I had a look around, and there are some repos and resources which allow you to do this, but they're mainly for iOS development). Add facebook/twitter integration (possibly) to allow phots to be shared to other social networks. Create a news feed which shows users all of the latest photos from their friends, and allows them to post their own images to it. Give all registered users their own wall/page which has their latest posts/images displayed on it. Add the ability to allow users to follow other users, and display their followed users posts on their news feed. Yep. It's not going to be easy, and I don't even know if it's possible for me to do alone in Eclipse. However, this is the plan, and I'm going to do my best to learn everything I need to know to do this successfully. My actual question would be how should I start doing this- where do I begin learning how to do all of this? I've had a look at snapify, which can be edited via Parse, but I won't be spending hundreds of dollars (since I'm 15 and just don't have the available funds) on software. I have extensive knowledge of Java (again, I've been making games for around 3 years, mainly in Java), and various scripting languages. So, hopefully, this will be of some use here. Thanks in advance, Josh.

    Read the article

  • Which Open Source Licenses can address concerns for an Open Source Game Engine?

    - by Chris
    I am on a team that is looking to open source an engine we are building. It's intended as an engine for Online RPG style games. We're writing it to work on both desktops and android platforms. I've been over to the OSI http://opensource.org/licenses/category to check out the most common licenses. However, this will be my first time going into an open source project and I wanted to know if the community had some insight into which licenses might be best suited. Key licensing concerns: Removing or limiting our liability (most already seem to cover this, but stating for completeness). We want other developers to be able to take part or all of our project and use it in their own projects with proper accreditation to our project. Licensing should not hinder someone's ability to quickly use the engine. They should be able to download a release and start using it without needing to wait on licensing issues. Game content (gfx, sound, etc.) that is not part of the engine should be allowed to be licensed separately. If someone is using our engine, they can retain full copy right of their content, including engine generated data. Our primary goal is exposure, which is why we're going open source to start with. Both for the project and for the individuals developing it. Are there any licenses that can require accreditation visible to players? While I'd put our primary goal as exposure, for licensing the accreditation is less of a concern. From what I've read through (and have been able to understand) it doesn't seem like any of the licenses cover anything that is produced by the licensed software. Are there any that state this specifically, or does simply not mentioning it leave it open for other licensing? Are there any other concerns that we should consider? Has anyone had any issues using any of these licenses?

    Read the article

< Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >