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  • C# print 2D-array in order. Please help!

    - by user339067
    Hello, I got a 2-dimentional array containing boolean values written in C#. The cols and rows of the array are to be determined by the user upon creation of the array. I then want to print out the array and it´s containing values onto the console in order. For example like this, how is this done in C#? ROWS - COLS - VALUE 1 - A - True 1 - B - True 1 - C - True 1 - D - True 2 - A - True 2 - B - False 2 - C - False 2 - D - True

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  • Scale 2D coordinates and keep their relative euclidean distances intact?

    - by eiaxlid
    I have a set of points like: pointA(3302.34,9392.32), pointB(34322.32,11102.03), etc. I need to scale these so each x- and y-coordinate is in the range (0.0 - 1.0). I tried doing this by first finding the largest x value in the data set (maximum_x_value), and the largest y value in the set (minimum_y_value). I then did the following: pointA.x = (pointA.x - minimum_x_value) / (maximum_x_value - minimum_x_value) pointA.y = (pointA.y - minimum_y_value) / (maximum_y_value - minimum_y_value) This changes the relative distances(?), and therefore makes the data useless for my purposes. Is there a way to scale these coordinates while keeping their relative distances the intact?

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  • What language should I write my 2D game in? [closed]

    - by jmgrosen
    I'm thinking of writing a game. It's inspired by Minecraft/Terraria (but don't worry it will be different). My main question is what language I should write it in -- it'll be relatively simple graphics, more like Terraria than Minecraft. I know Java relatively well and Minecraft is written in it, but C++ seems like the industry standard for game development. However, I know next to no C++. I'm willing to learn but am worried how it will turn out for my first real project in the language. In addition to that, I'd also like suggestions on a good game engine for the language that you suggest. I'd like it to run on: Windows for sure Linux for sure Mac for sure Android would be really nice iOS is optional Thank you in advance!

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  • I&rsquo;m sorry RPGs, it&rsquo;s not you, it&rsquo;s me: The birth of my game idea

    - by George Clingerman
    One of the things I’ve had to give up in order to have some development time at night is gaming. It’s something I refused to admit for years but I’ve just had to face the facts. I’m no longer a gamer. I just don’t have hours and hours of free time to pour into gaming and when I do have hours and hours of free time I want to pour them into game development. That doesn’t mean I don’t game at all! I play games pretty much every day. It just means I’ve moved more into the casual game realm. It’s all I have time for when juggling priorities in my life. That means that games like Gears of War 2 sit shrink wrapped on my shelf and although I popped Dragon Age into my Xbox 360 one time, I barely made it through the opening sequence and haven’t had time to sit down and play again. Instead I’m playing short games like Jamestown, Atom Zombie Smasher, Fortix or if I have time to jump in and play a few rounds maybe some Monday Night Combat or Team Fortress 2. These are games I can instantly get into and play for just a short period of time and then walk away. Breath of Death VII saved my life: Back in the day (way, way back in the day) I used to be a pretty big RPG fan. Not big by a lot of RPG gamers' standards (most of the RPGs RPG fans about I’ve never heard of) but I used to LOVE to play them on the NES, SNES and Genesis and considered that my genre. Final Fantasy, Shining in the Darkness, Bard’s Tale, Faxanadu, Shadowrun, Ultima, Dragon Warrior, Chrono Trigger, Phantasy Star, Shining Force and well the list could go on but those are the ones I remember off the top of my head. I loved playing RPGs and they were my games of choice. After my first son was born (this was just about 12 years ago), I tried to continue playing RPGs and purchased games like Baldur’s Gate I & II, Neverwinter Nights, Fable, then a few of the Final Fantasy’s then Kingdom Hearts. I kept buying these games and then only playing for about fifteen minutes and never getting back to them. I still loved RPGs but they just no longer fit into my life (I still haven’t accepted that since I still purchased Dragon Age II for some reason and convinced myself I’d find the time). Adding three more sons to the mix (that’s 4 total) didn’t help much to finding more RPG time (except for Breath of Death VII and other XBLIG RPG titles, thanks guys!) All work and no RPG: A few months ago as I was sitting thinking about the lack of RPGs in my life and talking to my wife about why I wish RPGs were different and easier for a dad like me to get into. She seemed like she was listening, so I started listing all the things that made them impossible for me to play. Here’s a short list I came up with. They take 15 billion hours to complete I have a few minutes at a time I can grab to play them if I want to have time to code. At that rate it would take me 9 trillion years to beat just one RPG. There’s such long spans of times between when I can play them I forget what I was even doing so I have to spend most of the playtime I have just figuring that out and then my play time is over. Repeat. I’ll never finish one and since it takes so long to get to the fun part in an RPG, I’m never having fun. RPGs aren’t fun if you don’t have hours to play them at a time. As you can see based on my science and math, RPGs aren’t fun for me any more. From there my brain started toying around with ideas of RPGs that would work for me. They would have to be a short RPG, you know one you could beat in a single play session. A dad sized play session. I started thinking, wouldn’t it be awesome if there was a fifteen minute RPG? That got me laughing and I took that as a good sign that it sounded fun and so I thought about it a little more. I immediately discarded the idea of doing a real RPG. I’m sure a short RPG like that could be done but it wasn’t the vibe that I had in my head. No this was going to be something that just had the core essence of an RPG. In reality what I’d be making would be more of an arcade style game. One with high scores and lots of crazy action on the screen. And that’s when it hit me. It would be a speed run RPG. That’s the basics of the game I’m working on.   The Elevator Pitch: It’s a 2D top down RPG themed arcade game focused on speed. It sounds like an RPG, smells like an RPG but it’s merely emulating an RPG. The game is focused on fun and mayhem in RPG form with players leveling up in seconds instead of hours and rushing to finish quests as quickly as possible because they’ve only got fifteen minutes before EVIL overtakes the world. If the player takes longer than fifteen minutes, it’s game over man. One to four player co-operative play to really see just how fast players can level up and beat the game. Gamers will compete on leaderboards for bragging rights for fastest 1, 2, 3, and 4 player speed runs, lowest leveled characters to beat the game, highest leveled characters to beat the game and so on. Times will be tracked for everything from how long a player sat distributing stats, equipping items, talking to NPCs to running around the level. These stats will be shown at the end of each quest/level so the players can work on improving their speed run for that part of the game next time around. It’s the perfect RPG for those of us who only have fifteen minutes of game time! Where I’m at: I’m still at the prototyping stage attempting to but all the basic framework pieces in place that will at minimum give me one level to rush through. I’ve been working on this prototype for about a month now though so I’m going to have to step it up a bit or I’m not going to get finished in time (remember I’ve only got 85 days left!) Lots of the game code is in place (although pretty sloppy) but I still can’t play through that first quest/level just yet. That’s my goal to finish up by the end of next Sunday (3/25/2012). You can all hold me to that and cheer me on or heckle me throughout the week. Either way that should help me stay a bit more motivated and focused. In my head this feels like it’s going to be a fun game so I’m looking forward to seeing how it actually plays!

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  • Flash game size and distribution between asset types

    - by EyeSeeEm
    I am currently developing a Flash game and am planning on a large amount of graphics and audio assets, which has led to some questions about Flash game size. By looking at some of the popular games on NG, there seem to be many in the 5-10Mb and a few in the 10-25Mb range. I was wondering if anyone knew of other notable large-scale games and what their sizes were, and if there have been any cases of games being disadvantaged because of their size. What is a common distribution of game size between code, graphics and audio? I know this can vary strongly, but I would like to hear your thoughts on an average case for a high-quality game.

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  • Legal responsibility for emebedding code

    - by Tom Gullen
    On our website we have an HTML5 arcade. For each game it has an embed this game on your website copy + paste code box. We've done the approval process of games as strictly and safely as possible, we don't actually think it is possible to have any malicious code in the games. However, we are aware that there's a bunch of people out there smarter than us and they might be able to exploit it. For webmasters wanting to copy + paste our games on their websites, we want to warn them that they are doing it at their own risk - but could we be held responsible if say for instance a malicious game was hosted on an important website and it stole their users credentials and cause them damage? I'm wondering if having an HTML comment in the copy + paste code saying "Use at your own risk" is sufficient.

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  • Deterministic replay in a modern game

    - by cloudraven
    I am doing a study in modern games graphics, and as part of the study it would be really helpful to be able to replay a sequence in the game multiple times. For example, recording a series of inputs to get the exact video sequences, but being able to replay them in different computers or different graphics configurations. I want to do this study with a couple of existing commercial games with sophisticated graphics (something released in the last 1 or 2 years if possible). I was thinking on hooking with detours or something similar, calls to time() or srand() to fix all pseudo-number generated results. It would be ideal to have a general solution that works with any game. Since admittedly that is pretty ambitious, I would be happy just having 2 or 3 games in which it is known that I can get deterministic output for a given input. In the end, I will be comparing video output, so I want to avoid noise generated by differences on each execution caused by non-determinism. Any sugestions?

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  • Unable to fix broken packages with sudo apt-get install -f

    - by Bob
    Here's my result, of sudo apt-get install -f. i have Ran it twice and got negative result. I believe there is an error at "error in Version string '0:3.6.1-dates for language English Translation data updates for all supported packages for: English" This same statement "error in Version string, caused me three days of attempting to download version 12.04. There is a bug report concerning the quoted text as well. Is there anyway to download the version without the language packs, why would I corrupt version 11.10? Also, when attempting to download Synaptic using sudo apt-get install synaptic, I get the same error message. Again I point out the initial download problems and the same error message receipt. Thanks b0b@b0b-IC780M-A:~$ sudo apt-get install -f [sudo] password for b0b: Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 0 to remove and 298 not upgraded. b0b@b0b-IC780M-A:~$ sudo apt-get install -f Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 0 to remove and 298 not upgraded. b0b@b0b-IC780M-A:~$ sudo apt-get upgrade install Reading package lists... Done Building dependency tree Reading state information... Done The following packages have been kept back: linux-headers-generic software-center The following packages will be upgraded: accountsservice acpi-support acpid aisleriot alsa-utils app-install-data-partner appmenu-qt apport apport-gtk apt-transport-https apt-utils aptdaemon aptdaemon-data apturl apturl-common banshee banshee-extension-soundmenu banshee-extension-ubuntuonemusicstore baobab bind9-host binutils bluez-alsa bluez-cups bluez-gstreamer brasero brasero-cdrkit brasero-common checkbox checkbox-gtk command-not-found command-not-found-data compiz compiz-core compiz-gnome compiz-plugins-default compiz-plugins-main-default cups cups-bsd cups-client cups-common cups-ppdc deja-dup desktop-file-utils dnsutils empathy empathy-common eog evince evince-common evolution-data-server evolution-data-server-common file-roller firefox firefox-globalmenu firefox-gnome-support gbrainy gcalctool gconf2 gconf2-common gedit gedit-common ghostscript ghostscript-cups ghostscript-x gir1.2-atspi-2.0 gir1.2-gconf-2.0 gir1.2-gnomebluetooth-1.0 gir1.2-gtk-3.0 gir1.2-gtksource-3.0 gir1.2-totem-1.0 gir1.2-unity-4.0 gir1.2-webkit-3.0 gnome-accessibility-themes gnome-bluetooth gnome-control-center gnome-control-center-data gnome-desktop3-data gnome-font-viewer gnome-games-common gnome-icon-theme gnome-mahjongg gnome-online-accounts gnome-orca gnome-power-manager gnome-screenshot gnome-search-tool gnome-session gnome-session-bin gnome-session-canberra gnome-session-common gnome-settings-daemon gnome-sudoku gnome-system-log gnome-system-monitor gnome-utils-common gnomine gstreamer0.10-gconf gstreamer0.10-plugins-good gstreamer0.10-pulseaudio gvfs gvfs-backends gvfs-bin gvfs-fuse gwibber gwibber-service gwibber-service-facebook gwibber-service-identica gwibber-service-twitter hpijs hplip hplip-cups hplip-data indicator-datetime indicator-session indicator-sound isc-dhcp-client isc-dhcp-common jockey-common jockey-gtk language-selector-common language-selector-gnome libaccountsservice0 libapt-inst1.3 libarchive1 libasound2-plugins libatk-adaptor libbind9-60 libbrasero-media3-1 libcamel-1.2-29 libcanberra-gtk-module libcanberra-gtk0 libcanberra-gtk3-0 libcanberra-gtk3-module libcanberra-pulse libcanberra0 libdecoration0 libdns69 libebackend-1.2-1 libebook1.2-12 libecal1.2-10 libedata-book-1.2-11 libedata-cal-1.2-13 libedataserver1.2-15 libedataserverui-3.0-1 libevince3-3 libgconf2-4 libgnome-bluetooth8 libgnome-control-center1 libgnome-desktop-3-2 libgoa-1.0-0 libgrip0 libgs9 libgs9-common libgtk-3-bin libgtksourceview-3.0-0 libgtksourceview-3.0-common libgweather-3-0 libgweather-common libgwibber-gtk2 libgwibber2 libhpmud0 libimobiledevice2 libisc62 libisccc60 libisccfg62 libjasper1 liblightdm-gobject-1-0 liblwres60 libmetacity-private0 libmission-control-plugins0 libmono-zeroconf1.0-cil libnautilus-extension1 libnm-glib-vpn1 libnm-glib4 libnm-util2 libnotify0.4-cil libnux-1.0-0 libnux-1.0-common libpam-gnome-keyring libreoffice-emailmerge libreoffice-style-human libsane-hpaio libsmbclient libsnmp-base libsnmp15 libsyncdaemon-1.0-1 libt1-5 libtotem0 libubuntuone-1.0-1 libubuntuone1.0-cil libunity-2d-private0 libunity-core-4.0-4 libunity6 libusbmuxd1 libwbclient0 libwebkitgtk-1.0-0 libwebkitgtk-1.0-common libwebkitgtk-3.0-0 libwebkitgtk-3.0-common libxml2 linux-generic linux-image-generic metacity metacity-common mobile-broadband-provider-info modemmanager mousetweaks multiarch-support nautilus nautilus-data nautilus-sendto-empathy network-manager nux-tools onboard openssl pulseaudio pulseaudio-esound-compat pulseaudio-module-bluetooth pulseaudio-module-gconf pulseaudio-module-x11 pulseaudio-utils python-apport python-aptdaemon python-aptdaemon-gtk python-aptdaemon.gtk3widgets python-aptdaemon.gtkwidgets python-brlapi python-cups python-cupshelpers python-gobject-cairo python-httplib2 python-launchpadlib python-libxml2 python-pam python-papyon python-pkg-resources python-problem-report python-pyatspi2 python-software-properties python-ubuntuone-client python-ubuntuone-storageprotocol samba-common samba-common-bin seahorse shotwell simple-scan smbclient sni-qt software-properties-common software-properties-gtk sudo system-config-printer-common system-config-printer-gnome system-config-printer-udev telepathy-indicator telepathy-mission-control-5 thunderbird thunderbird-globalmenu thunderbird-gnome-support tomboy totem totem-common totem-mozilla totem-plugins ttf-opensymbol ubuntu-desktop ubuntu-minimal ubuntu-standard ubuntuone-client ubuntuone-client-gnome ubuntuone-couch unity unity-2d unity-2d-launcher unity-2d-panel unity-2d-places unity-2d-spread unity-common unity-lens-applications unity-services update-manager update-manager-core update-notifier update-notifier-common usbmuxd vim-common vim-tiny vinagre vino xorg xserver-xorg xserver-xorg-input-all xserver-xorg-video-all xserver-xorg-video-intel xserver-xorg-video-openchrome xul-ext-ubufox 296 upgraded, 0 newly installed, 0 to remove and 2 not upgraded. Need to get 0 B/159 MB of archives. After this operation, 10.1 MB of additional disk space will be used. Do you want to continue [Y/n]? y Extracting templates from packages: 100% Preconfiguring packages ... dpkg: error: parsing file '/var/lib/dpkg/available' near line 4131 package 'python-zope.interface': error in Version string '0:3.6.1-dates for language English Translation data updates for all supported packages for: English . language-pack-en-base provides the bulk of translation data and is updated only seldom. This package provides frequent translation updates.': version string has embedded spaces E: Sub-process /usr/bin/dpkg returned an error code (2) b0b@b0b-IC780M-A:~$

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  • draw fog of war using shaders

    - by lezebulon
    I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog of war will basically be handled by a 2D array telling if a given "tile" is explored or not. The specific things to consider here are : 1) I'm only doing a few draw calls to draw the whole screen, using shaders, and I'm not drawing "tile by tile" in a 2D loop 2) The whole map is much bigger than the screen, and the screen can move every frame or so In that case, how could I draw the fog of war ? I have no issue maintaining on the CPU-side a 2D array giving the fog of war for each tile, but what would be the best way to actually display it dynamically ? thanks!

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  • How is game development different from other software development?

    - by Davy8
    For a solid general purpose software developer, what specifically is different about game development, either fundamentally or just differences in degree? I've done toy games like Tic-tac-toe, Tetris, and a brute-force sudoku solver (with UI) and I'm now embarking on a mid-sized project (mid-sized for being a single developer and not having done many games) and one thing I've found with this particular project is that separation of concerns is a lot harder since everything affects state, and every object can interact with every other object in a myriad of ways. So far I've managed to keep the code reasonably clean for my satisfaction but I find that keeping clean code in non-trivial games is a lot harder than it is for my day job. The game I'm working on is turn-based and the graphics are going to be fairly simple (web-based, mostly through DOM manipulation) so real time and 3d work aren't really applicable to me, but I'd still be interested in answers regarding those if they're interesting. Mostly interested in general game logic though. P.S. Feel free to retag this, I'm not really sure what tags are applicable.

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  • Python or HTML5/JS for game development on 2014 [on hold]

    - by AlexKvazos
    So I've decided to give game development a go. I have experience on php/html/css/sql/js(jquery) so learning a new language shouldn't be as hard. I was reading that python and javascript are both nice for simple 2d non-intensive games. I found that python has this library/engine called PyGame but I realized that it was last updated 4 years ago. People still use this? And for javascript, I found libraries like 'pixi.js', 'melon.js' and 'cocos2d'. My goal is to make 2D games that would require the same performance as terraria, realm of the mad god, castle crashers.. and all those types of games. Taking into consideration, that I do want an updated library, what language of this two would be best to choose and what library to grab for it? Thanks in advance, sorry if question is broad. Let me know and I can edit to add more.

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  • 3d environments and managing them on iOS

    - by alJaree
    I would like to start learning 3d game development and currently only develop 2d games. A few basic questions I am interested in are: What is used to create the 3d environments? Are they all done in e.g. Maya, Lightwave, 3d modeling software? What is the output format for these models and how are they manipulated in iOS? Is it all done using openGL(GL ES on iOS)? e.g a monster needs to be spawned in the game world. What coordinates are used? Are the concepts the same as 2d in terms of collision on the coordinates and movement on the coordinates of the game world? How are 3d games managed in iOS on the low available memory. (e.g. FPS games) Lastly, Can someone please recommend a good book that is up to date and can be applied to todays techniques. Thanks

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  • Clickworthy tweets, the sequel&hellip;

    - by Chris Williams
    Twitter moves fast, and if you don’t stay on top of it, you can miss a lot. I don’t follow a ton of people, but I combine it with topic searches. Here are a few things I’ve found that are worth your time and attention, especially if you’re into video games… development or playing: The 15 Greatest Sci-Fi/Horror Games for the Commodore 64 - http://moe.vg/bovATG  (via @jlist)  Practical Tactics for Dealing with Haters! - http://www.fourhourworkweek.com/blog/2010/05/18/tim-ferriss-scam-practical-tactics-for-dealing-with-haters/ (via @The_Zman) Assassin’s Creed 2 + $10 Video Game Credit + $5 MP3 Credit - $24.99 on Amazon.com – http://amzn.to/bvRI9h (via @Assassin10k) Make Small Good – A design article about not trying to compete with ginormous AAA multimillion dollar titles. - http://www.gamasutra.com/blogs/AlexanderBrandon/20100518/5067/Make_Small_Good.php (via @Kei_tchan) (CW: Excellent article, I do this a lot in my roguelike games!) Purposes for Randomization in Game Design – http://bit.ly/cAH7PG  (via @gamasutra)

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  • Multiplayer Game Listen Servers: Ensuring Integrity

    - by Ankit Soni
    I'm making a simple multiplayer game of Tic Tac Toe in Python using Bridge (its an RPC service built over a message queue - RabbitMQ) and I'd like to structure it so that the client and the server are just one file. When a user runs the game, he is offered a choice to either create a game or join an existing game. So when a user creates a game, the program will create the game and also join him as a player to the game. This is basically a listen server (as opposed to a dedicated server) - a familiar concept in multiplayer games. I came across a really interesting question while trying to make this - how can I ensure that the player hosting the game doesn't tamper with it (or atleast make it difficult)? The player hosting the game has access to the array used to store the board etc., and these must be stored in the process' virtual memory, so it seems like this is impossible. On the other hand, many multiplayer games use this model for LAN games.

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  • Choose at GRUB menu whether NVidia driver should be used

    - by RobinJ
    For some games, I need the nvidia-current driver, but when it's enabled, I can't get my work done as it messes up everything. So is there a way I can get two options in my GRUB menu? One wich will load my operating system with the nvidia-current drivers, and one which will use the default non-proprietary one? It seems a bit stupid to me to have 2 Ubuntu installations (one for games, one for the rest). But I can't get my daily work done with the Nvidia drivers enabled as it messes up some applications, randomly freezes the system, etc. But I still want to be able to play some games. If there's a way to just load and unload the nvidia-current driver with a script or something, that would also be welcome.

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  • How to design a leaderboard?

    - by PeterK
    This sounds like an easy thing but when i considering the following Many players Some have played many games and some just started Different type of statistics ...on what information should the actual ranking be based on. I am planning to display the board in a UITableView so there is limited space available per player. However, I am not bound to the UITableView if there is a better solution. This is a quiz game and the information i am currently capturing per player is: #games played totally #games played per game type (current version have only one game type) #questions answered #correct answers Maybe i should include additional information. I have been thinking about having a leaderboard property page where the player can decide on what basis the leaderboard should display information but would like to avoid the complexity in that. However, if that is needed i will do it. Anyone that can give me some advice on how to design the presentation of this would be highly appreciated?

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  • What do you use to bundle / encrypt data?

    - by David McGraw
    More and more games are going the data driven route which means that there needs to be a layer of security around easy manipulation. I've seen it where games completely bundle up their assets (audio, art, data) and I'm wondering how they are managing that? Are there applications / libraries that will bundle and assist you with managing the assets within? If not is there any good resources that you would point to for packing / unpacking / encryption? This specific question revolves around C++, but I would be open to hear how this is managed in C#/XNA as well. Just to be clear -- I'm not out to engineer a solution to prevent hacking. At the fundamental level we're all manipulating 0's and 1's. But, we do want to keep the 99% of people that play the game from simply modifying XML files that are used to build the game world. I've seen plenty of games bundle all of their resources together. I'm simply curious about the methods they're using.

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  • What C++ libraries can be used in game development [closed]

    - by RedShft
    I'm currently in the planning stage for my next game, and since I've been away from C++ for a while I have some questions about helpful libraries. I plan on making a 2D game with SDL, constructing my own simple 2D engine. I plan on making this game for the PC. What libraries would you recommend to make this process easier? What about unittests? What about an enforce operator to throw exceptions? int a = 1; enforce(a == 2); //Throws an exception, Specifically, i'm looking for general purpose libraries, that implement that make my life easier (like boost). Also, a helpful library for physics/collision, AI, XML file parsing (specifically working with the Tiled map editor), and any others that you guys have used that are useful in a 2D game.

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  • General solution to solve different sports results in different languages

    - by sq2
    I currently have some code that checks if squash and tennis scores are valid, both in javascript and PHP. This results in 4 blocks of code existing, 2 languages * 2 sports, which does not scale well should any extra sports come around, or extra languages... How can one describe the valid scores of games via a settings/text file, so that each language can parse them and apply these rules. I'm stumped with the strange tie break situations in tennis should it reach 6-6 in a set, and also infinite play off in the final set should it reach 2 sets all. ie: tennis = { "format": [ { "name": "sets" "min": 3, "max": 5, "winby": 1 }, { "name": "games" "min": 6, "max": 7, "winby": 2 } ] } squash = { "format": [ { "name": "games" "min": 3, "max": 5, "winby": 1 }, { "name": "points" "min": 15, "max": 0, "winby": 2 } ] }

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  • Designing a "Grid" like object that contains game objects

    - by liortal
    I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the actual stored game objects. This class could be simply accessed by 2 indices: (i, j) to get game objects on it. My problem is that i have no idea how to make the game "board" "propagate" its data onto its children. Design questions i ran into are: Should the children placed on the board have display properties such as size, screen position? Should the board itself dictate this information? How to update children in case the board changes some of its properties? (position, etc). Should the board be aware of the types of objects stored in it ? I have no idea how similar things such as WPF or other UI frameworks go about organizing a "container like" object that can arrange or apply certain UI properties to its children.

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  • 3D Modeling Software for Programmer [closed]

    - by Pathachiever11
    I've recently learned how to make games for Unity3d, and now I want to start making games! I can't wait to start! However, before I can make 3D games, I need to learn 3D modeling for character design, level design, and some animation. What is the easiest 3D modeling software, compatible with Unity3d? I do not want to spend too much time learning the software. From what I've heard, Blender is a bit complicated to use. Maya and 3dsMax seem very powerful. Could someone point me in the right direction? I don't want to spend a lot of time learning. I know its not that easy, but you guys have experience, you guys probably know out of all which one is easier and powerful. Could you recommend a software? Many Thanks!

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  • Managing time for success in the industry? [closed]

    - by nvillec
    So about a year ago I decided to pursue programming, specifically game development, as a career. I've always been a pretty avid gamer, from chucking turnips at Shy Guys' faces in the 90s, to downing Heroic Deathwing last week. Just recently though, I've been spending a LOT of time playing games and it's starting to show in my programming classes. Yesterday after a discouraging exam, I put my foot down and vowed to myself to keep the gaming:coding ratio in favor of the one that will hopefully pay the bills later on. I realize that knowing games well is a key part of being a good developer, but as I've been recently shown, there's a threshold of pixelated indulgence that must not be crossed if I'm ever going to land my dream job. I'm assuming many of you are quite enthusiastic about games as well. What advice would you give an aspiring programmer regarding time management? Thanks!! (Also, I'm brand new to Stack Exchange...if this belongs somewhere else, I'm happy to move it)

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  • Be the first in the UK to leanr about Windows Mobile 7

    - by simonsabin
    Register Now for UK Tech Days: Windows Phone 7 Series https://msevents.microsoft.com/cui/EventDetail.aspx?culture=en-GB&eventid=1032442961   Come and join us to learn how to build applications and games for Windows Phone 7 Series.   Be amongst the first in the UK to learn how to build applications and games for Windows Phone 7 Series. We’ll introduce you to the development platform and show you how to work with the Windows Phone 7 Series development tools.  Each session will ramp up your knowledge and help you become skilled in developing games and apps for Windows Phone 7.   This will be a fun and practical day of detailed Windows Phone 7 Series development sessions covering the new Windows Phone 7 Series specification, applications technologies and services.  

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  • Sneak Peek: Even More Charts And Charting Features In 2010.1 Release

    XtraCharts, our premiere charting suite for both WinForms and ASP.NET, is getting even more charts and features in the DXperience v2010.1 release! Check out what XtraCharts will provide you in the next major release: New Series View Types Side-by-Side Stacked and Side-by-Side Full-Stacked Bar series are now available for both 2D and 3D charting (click image to see larger version): 2D Side-by-Side Stacked Bars 2D Side-by-Side 100% Stacked Bars ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • 5 Tips and Tricks to Get the Most Out of Steam

    - by Chris Hoffman
    If you’re a PC gamer, there’s a good chance you’re familiar with Valve’s Steam and use it regularly. Steam includes a variety of cool features that you might not notice if you’re just using it to install and launch games. These tips will help you take advantage of an SSD for faster game loading times, browse the web from within a game, download games remotely, create backup copies of your games, and use strong security features. HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization

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