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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • Download LINQExtender

    - by Editor
    LinqExtender is a toolkit for creating custom LINQ providers without knowing anything of how expression is parsed or processed and focusing on only the business logic. You just need to extend its query class , declare the query object and override some methods to put your logic and its done. Getting Started You can [...]

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  • Advice on how to build html5 basic tile game (multi player, cross device)

    - by Eric
    I just read http://buildnewgames.com/real-time-multiplayer/ which explains the fundamentals and bets practices to build a massive real time multiplayer html5 game. My question is however given the “simplicity” of the game I need to build (simple kind of scratch game where you find or not something behind a tile), do I really need complex tools (canvas or node.js for example) ? The game The gamestakes place with a picture of our office as a background (tilemap). For HR purpose, we wish to create the following game fore employees: each day they can come to the website and click on a certain number of tiles (3 max per day) and find behind it motivation advice and interesting facts about the company. The constraints and rules the screen is divided into isometric 2D square tiles. There are basically an image (photograph of our office) number of tiles on the screen game: about 10,000 to much more (with scroll , see below) the players can scroll in 4 directions there are only 2 types of tiles: already open and closed player can open tiles that have not been yet open by other players there is no path for players : any player can click on any tile on the screen at any moment (if it’s not already done by another player) 2 players can’t be on the same tile at the same moment (or if they can, I’ll have to manage to see which one clicked on it first) only one type of player (all with similar roles), no weapon, no internal score… very simple game. no complex physics (collision only occurs if 2 players are on the same tile) The target I need to achieve: cross device, cross browsers high performance reaction (subsecond reactions) average nb of players per hour: up to 10K players per hour (quite high indeed but it’s because we aim at proving our case for the game to our business unit) So what I would like to know: 2D Tiled map: Do I need tiledmapeditor or can I enable me split the screen like here ? should I use canvas or plain html/css could be sufficient for my need? do I need a game engine/framework such as melon.js or crafty./js ? (even if the game play is extremely basic, I do need mouse and touché device support, mouse emulations on touch devices…) or ca I easily/quickly do it without? for my constraints and targets, should I use CPU acceleration ? for my constraints and targets, should I use web workers ? for the database, for a massively real time game should I avoid to put the current locations of player in MySQL as i feel it might slow me down. What kind of DB should I implement ? Thanks for your help !

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  • How do I add a Rigid body and a box collider component to a Texture2D?

    - by gamenewdev
    I am making a snake game. I'm basing it on a basic tutorial game, which does no collision detection, wall checking or different levels. All snake head, piece, food, even the background is made of Texture2D. I want the head of the snake to detects 2D collisions with them, but Rect.contains isn't working. I'd prefer to detect collisions by onTriggerEnter() for which I need to add BoxCollider to my snakeHead.

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  • Tutoriel OpenGL Moderne : shaders de base, apprenez à utiliser des objets transparents dans vos scènes en OpenGL 3 et supérieur

    Bonjour à tous,La rubrique 2D/3D/Jeux est heureuse de vous présenter une la suite de la série de tutoriels consacrée à OpenGL moderne (les versions à partir d'OpenGL 3.3). Ces tutoriels vous permettront d'intégrer facilement les nouveaux concepts d'OpenGL afin de profiter au maximum des dernières technologies de vos cartes graphiques. Ce dixième tutoriel vous apprendra à mettre en place la transparance dans vos applications OpenGL.Bonne lecture.

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  • Damageable ground similar to pocket tanks or archanists [closed]

    - by XenElement
    Possible Duplicate: Implementing a 2D destructible landscape (like Worms) A really cool feature in both the iPhone game pocket tanks and the online jagex game archanists is ground which can be blown up. When a projectile collides with the ground, an area equal to the blast radius which overlaps the ground is removed. It's strictly two dimensional, but it makes the experience that much more dynamic since you can dig a hole under your opponents or yourself. How is this implemented?

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  • What's the closest thing to Apple's SpriteKit on Android devices? [on hold]

    - by Krumelur
    I've been playing around with the iOS 7 SpriteKit APIs and I totally love them. As I'm pretty much a n00b on Android, I'm wondering what the best Alternative would be if I wanted to go cross platform? I find Cocos2D learning curve pretty steep, where with SpriteKit it's a matter of minutes to get something on the screen. Then there's MonoGame and Cocos 2D for MonoGame - haven't tried either one I must admit.

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  • Tutoriel OpenGL Moderne : les extensions OpenGL, comprenez comment fonctionne l'ajout de fonctionnalités dans OpenGL 3 et supérieur

    Bonjour à tous,La rubrique 2D/3D/Jeux est heureuse de vous présenter une la suite de la série de tutoriels consacrée à OpenGL moderne (les versions à partir d'OpenGL 3.3). Ces tutoriels vous permettront d'intégrer facilement les nouveaux concepts d'OpenGL afin de profiter au maximum des dernières technologies de vos cartes graphiques. Ce douzième tutoriel vous informera sur ce que sont les extensions dans OpenGL et comment elles fonctionnent.Bonne lecture.

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  • How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

    - by DevilWithin
    I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or closely like it, just so I can add those shapes to the physics engine, and have a realistic destruction. Bonus: Possible suggestions on how to make the effect more dynamic and interesting. Please keep in mind we re talking about realtime calculations..

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  • Série de tutoriels sur la réalisation d'un émulateur console complet, écrit par BestCoder

    Bonjour à tous,La rubrique 2D/3D/Jeux vous propose des tutoriels sur la création d'un émulateur Chip 8. Celui-ci vous introduira dans le monde l'émulation et vous apprendra à créer votre tout premier émulateur console.Ainsi, vous apprendrez à rechercher les informations nécessaires avant de vous lancer dans la lourde tâche de créer un émulateur, à simuler le comportement des processeurs d'une console, lire une ROM...Bonne lecture

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  • Search and Deploy – Slides from NxtGen Manchester April Event

    - by The Official Microsoft IIS Site
    Finally I am uploading my slides and links to demos from the session I delivered at NxtGenUG Manchester on the 21st April, for those who attended thanks for coming along I hope you enjoyed the session, and I’d like to offer a massive apology for taking so long to post the slides and links to the demos.  My session covered the Web Deployment Tool including the integration in VS2010 and I also covered the IIS Search Engine Optimization Toolkit.  Download the slides from my Slides & Resources...(read more)

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  • C++ Intel TBB : sortie de la version 3 de la bibliothèque open source pour le développement parallè

    La bibliothèque open source TBB d'Intel pour programmer en parallèle vient de sortir en version 3 Intel vient d'annoncer aujourd'hui la sortie de la troisième version de sa bibliothèque TBB (thread building blocks). Cette bibliothèque C++, disponible en open source, a pour objectif de permettre de programmer en parallèle, afin d'accéder aux ressources des machines multi-coeurs actuels. Citation: Today, Intel released Intel® Threading Building Blocks (Intel® TBB) 3.0, a high-level parallel programming toolkit that ...

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  • ubuntu 3D is slow on Nvidia driver,any help?

    - by ahmed
    I have installed ubuntu 12.04 and it's very slow in moving any windows and in 3d animation and the problem is from the Nvidia driver and when I switched to the Ubuntu 2d it works fine but without the 3d animations in ubuntu 3d so this make me remove ubuntu until the yfix this problem so , have they fixed this problem or not , If not , is there any solution to enable the 3d animation ((I am a new user to ubuntu and medium experienced ,so please I don't want complexed answer :)

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  • HTML5 + Quake II

    In case you missed it on the Google Web Toolkit Blog , check out this HTML5 port of Quake II. (Yep, that is a browser pushing 30 frames...

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  • How can a pygame image be colored?

    - by Juicy
    I'm writing a 2d particle system for a game in Pygame[1]. For the particles, I have an image surface loaded from a file -- basically a white primitive drawn over a transparent background. I'd like the particle engine to emit variously colored particles, but I'm not sure how to tell Pygame to color the surface. I've looked through what passes for documentation, but I'm having trouble finding anything. [1] Yeah, I don't really like Pygame, but my course insists I write this project in Python.

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  • How to add Rhytmbox controls to sound menu?

    - by Ridvan Çoban
    I noticed that i cannot close rhythmbox by clicking close from the window. Checked this thread : Checked this thread Rhythmbox still plays songs after exit and tried disabling related plugins but this didnot solve this problem. Then i wanted to stop music from the sound menu on the panel. But when on Gnome, sound menu on the panel does not have rhythmbox shortcuts while on Ubuntu or ubuntu 2d it has. How can i add rhythmbox to sound menu?

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  • Looking for an alternative to GameSalad

    - by Mr_Nizzle
    I have learned the most I could from GameSaldad in a week but now I'm facing one big problem I didn't see at the beginning: You cannot make API/WebServices call from GameSalad. So I am looking for alternatives on 2D game development, iOS or cross-platform, like GameSalad where you can actually make API calls, or web services call to keep track of the game and so on. Or should I go down to Cocos2D, CHIPMUNK?

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  • ARM sort un IDE gratuit pour le développement natif sous Android : d'édition communautaire d'ARM Development Studio 5

    ARM sort un IDE gratuit pour le développement natif sous Android L'édition communautaire d'ARM Development Studio 5 ARM ltd, développeur de l'architecture éponyme, vient d'annoncer la disponibilité de Development Studio 5 (DS-5) en édition communautaire (CE). Cette édition permettra de développer sans frais de licence, des applications Android natives en C/C++ allant jusqu'à quatre fois plus vite que le code Java. Ce toolkit est fondé sur Eclipse. Il vient compléter les SDK et NDK (Native Develope...

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  • How can you store item data from a game?

    - by ThePlan
    When I look at games such as warcraft 3, or Diablo, or basically any games that contain items in them I notice that each item is unique. They all have different stats, different graphics, different names. I took a wild guess that they don't use XML, although I know I might be wrong, but I just figured they use something that isn't easily human-editable to prevent casual hacking. How is data such as item attributes stored in a game (2d or 3d, I suppose it works the same way in both)?

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  • Should the main game object be static in c++

    - by Som_kun
    I am creating a 2d platformer using SDL and I was thinking that my game object could be static, but I wasn't sure if this was a good idea. The pros (that I can see): Accessing settings options (such as screen size and keyboard bindings) would be easier accessed There should only ever be one main game loop, so this makes sure for me. The cons: From what I've heard, static classes in C++ are a bear to work with I've read that this may cause problems later in development (things don't work right or can't be used properly

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