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  • What is the breakdown of jobs in game development?

    - by Destry Ullrich
    There's a project I'm trying to start for Indie Game Development; specifically, it's going to be a social networking website that lets developers meet through (It's a secret). One of the key components is showing what skills members have. Question: I need to know what MAJOR game development roles are not represented in the following list, keeping in mind that many specialist roles are being condensed into more broad, generalist roles: Art Animator (Characters, creatures, props, etc.) Concept Artist (2D scenes, environments, props, silhouettes, etc.) Technical Artist (UI artists, typefaces, graphic designers, etc.) 3D Artist (Modeling, rigging, texture, lighting, etc.) Audio Composer (Scores, music, etc.) Sound Engineer (SFX, mood setting, audio implementation, etc.) Voice (Dialog, acting, etc.) Design Creative Director (Initial direction, team management, communications, etc.) Gameplay Designer (Systems, mechanics, control mapping, etc.) World Designer (Level design, aesthetics, game progression, events, etc.) Writer (Story, mythos, dialog, flavor text, etc.) Programming Engine Programming (Engine creation, scripting, physics, etc.) Graphics Engineer (Sprites, lighting, GUI, etc.) Network Engineer (LAN, multiplayer, server support, etc.) Technical Director (I don't know what a technical director would even do.) Post Script: I have an art background, so i'm not familiar with what the others behind game creation actually do. What's missing from this list, and if you feel some things should be changed around how so?

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  • How to pause and resume a game in XNA using the same key?

    - by user13095
    I'm attempting to implement a really simple game state system, this is my first game - trying to make a Tetris clone. I'd consider myself a novice programmer at best. I've been testing it out by drawing different textures to the screen depending on the current state. The 'Not Playing' state seems to work fine, I press Space and it changes to 'Playing', but when I press 'P' to pause or resume the game nothing happens. I tried checking current and previous keyboard states thinking it was happening to fast for me to see, but again nothing seemed to happen. If I change either the pause or resume, so they're both different, it works as intended. I'm clearly missing something obvious, or completely lacking some know-how in regards to how update and/or the keyboard states work. Here's what I have in my Update method at the moment: protected override void Update(GameTime gameTime) { KeyboardState CurrentKeyboardState = Keyboard.GetState(); // Allows the game to exit if (CurrentKeyboardState.IsKeyDown(Keys.Escape)) this.Exit(); // TODO: Add your update logic here if (CurrentGameState == GameStates.NotPlaying) { if (CurrentKeyboardState.IsKeyDown(Keys.Space)) CurrentGameState = GameStates.Playing; } if (CurrentGameState == GameStates.Playing) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Paused; } if (CurrentGameState == GameStates.Paused) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Playing; } base.Update(gameTime); }

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  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

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  • What's the best way to handle numerous recurring log entries in game loop?

    - by Kaa
    I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector corresponds with it's log type (info, error, debug, etc.). There's one extra std::vector that has "coordinates" to all log entries in the order they were received. Now, all the logging output is also displayed inside my development console in the game. The game console is handled by HTML-type GUI and therefore requires a new <p> element being added for each log output. My problem is that the log entries that are generated in the main loop each frame freeze the engine, because they continue to add elements to the in-game console, and if the console or guy generates a warning - that creates an infinite logging loop. I want to solve it by handling the recurring log entries in an elegant way that lets you know that something is critically wrong, but won't freeze the engine - like displaying the count of errors in the last 60 frames instead of displaying errors themselves. But how do you guys handle this? Does anyone know any nifty tricks to do this? I understand the question may sound vague, but if someone came across this type of issue I'm sure they would know exactly what's happening. Example problematic log entries: OpenGL warnings (I actually do check for errors every frame in many places) Really any prints anywhere in the main loop (may be debugging, may be warnings)

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Any good open source online RPG starter kit for development ?

    - by Andrew Sky
    Hi there, Does anyone know of a good open source toolkit that allows level designer and graphic designer or someone with basic programming experience to create multiplayer online Role Playing Game ? The game can be a simple 2D interface in a 2d virtual world. I know Microsoft have a starter kit something like the following : http://creators.xna.com/en-US/starterkit/roleplayinggame that allows developer to create RPG game running on XBox platform but i am looking more on multiplayer role playing game on the web platform where player can play directly with their browser. regards Andrew

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  • Object oriented design of game in Java: How to handle a party of NPCs?

    - by Arvanem
    Hi folks, I'm making a very simple 2D RPG in Java. My goal is to do this in as simple code as possible. Stripped down to basics, my class structure at the moment is like this: Physical objects have an x and y dimension. Roaming objects are physical objects that can move(). Humanoid objects are roaming objects that have inventories of GameItems. The Player is a singleton humanoid object that can hire up to 4 NPC Humanoids to join his or her party, and do other actions, such as fight non-humanoid objects. NPC Humanoids can be hired by the Player object to join his or her party, and once hired can fight for the Player. So far I have given the Player class a "party" ArrayList of NPC Humanoids, and the NPC Humanoids class a "hired" Boolean. However, my fight method is clunky, using an if to check the party size before implementing combat, e.g. public class Player extends Humanoids { private ArrayList<Humanoids> party; // GETTERS AND SETTERS for party here //... public void fightEnemy(Enemy eneObj) { if (this.getParty().size() == 0) // Do combat without party issues else if (this.getParty().size() == 1) // Do combat with party of 1 else if (this.getParty().size() == 2) // Do combat with party of 2 // etc. My question is, thinking in object oriented design, am I on the right track to do this in as simple code as possible? Is there a better way?

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  • All parts of my Printable Swing component doesn't print

    - by Jonas
    I'm trying to do a printable component (an invoice document). I use JComponent instead of JPanel because I don't want a background. The component has many subcomponents. The main component implements Printable and has a print-method that is calling printAll(g) so that all subcomponents should be printed. But my subcomponents doesn't print. What am I missing? Does all subcomponents also has to implement Printable? import java.awt.BorderLayout; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.print.PageFormat; import java.awt.print.Printable; import java.awt.print.PrinterException; import java.awt.print.PrinterJob; import javax.swing.JComponent; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JTextField; public class PPanel extends JComponent implements Printable { static double w; static double h; public PPanel() { this.setLayout(new BorderLayout()); this.add(new JLabel("Document Body"), BorderLayout.CENTER); this.add(new Header(), BorderLayout.NORTH); this.add(new Footer(), BorderLayout.SOUTH); } class Header extends JComponent { public Header() { this.setLayout(new BorderLayout()); this.add(new TopHeader(), BorderLayout.NORTH); this.add(new LowHeader(), BorderLayout.SOUTH); } } class TopHeader extends JComponent { public TopHeader() { this.setLayout(new BorderLayout()); JLabel companyName = new JLabel("Company name"); JLabel docType = new JLabel("Document type"); this.add(companyName, BorderLayout.WEST); this.add(docType, BorderLayout.EAST); } } class LowHeader extends JComponent { public LowHeader() { this.setLayout(new GridLayout(0,2)); JLabel col1 = new JLabel("Column 1"); JLabel col2 = new JLabel("Column 2"); this.add(col1); this.add(col2); } } class Footer extends JComponent { public Footer() { this.setLayout(new GridLayout(0,2)); JLabel addr = new JLabel("Address"); JLabel sum = new JLabel("Sum"); this.add(addr); this.add(sum); } } public static void main(String[] args) { final PPanel p = new PPanel(); PrinterJob job = PrinterJob.getPrinterJob(); job.setPrintable(p); try { job.print(); } catch (PrinterException ex) { // print failed } // Preview new JFrame() {{ getContentPane().add(p); this.setSize((int)w, (int)h); setVisible(true); }}; } @Override public int print(Graphics g, PageFormat pf, int page) throws PrinterException { if (page > 0) { return NO_SUCH_PAGE; } Graphics2D g2d = (Graphics2D)g; g2d.translate(pf.getImageableX(), pf.getImageableY()); w = pf.getImageableWidth(); h = pf.getHeight(); this.setSize((int)w, (int)h); this.setPreferredSize(new Dimension((int)w, (int)h)); this.doLayout(); this.printAll(g); return PAGE_EXISTS; } }

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  • What are the general strategies for the server of an FPS multiplayer game to update its clients?

    - by Hooray Im Helping
    A friend and I were having a discussion about how a FPS server updates the clients connected to it. We watched a video of a guy cheating in Battlefield: Bad Company 2 and saw how it highlighted the position of enemies on the screen and it got us thinking. His contention was that the server only updates the client with information that is immediately relevant to the client. I.e. the server won't send information about enemy players if they are too far away from the client or out of the client's line of sight for reasons of efficiency. He was unsure though - he brought up the example of someone hiding behind a rock, not able to see anyone. If the player were suddenly to pop up where he had three players in his line of sight, there would be a 50ms delay before they were rendered on his screen while the server transmitted the necessary information. My contention was the opposite: that the server sends the client all the information about every player and lets the client sort out what is allowed and what isn't. I figured it would actually be less expensive computationally for the server to just send everything to the client and let the client do the heavy lifting, so to speak. I also figured this is how cheat programs work - they intercept the server packets, get the location of enemies, then show them on the client's view. So the question: What are some general policies or strategies a modern first person shooter server employs to keep its clients updated?

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  • jQuery memory game: if $('.opened').length; == number run function.

    - by Carl Papworth
    So I'm trying to change the a.heart when there is td.opened == 24. I'm not sure what's going wrong though since nothings happening. HTML: <body> <header> <div id="headerTitle"><a href="index.html">&lt;html<span class="heart">&hearts;</span>ve&gt;</a> </div> <div id="help"> <h2>?</h2> <div id="helpInfo"> <p>How many tiles are there? Let's see [calculating] 25...</p> </div> </div> </header> <div id="reward"> <div id="rewardContainer"> <div id="rewardBG" class="heart">&hearts; </div> <p>OMG, this must be luv<br><a href="index.html" class="exit">x</a></p> </div> </div> <div id="pageWrap"> <div id="mainContent"> <!-- DON'T BE A CHEATER !--> <table id="memory"> <tr> <td class="pair1"><a>&Psi;</a></td> <td class="pair2"><a>&para;</a></td> <td class="pair3"><a>&Xi;</a></td> <td class="pair1"><a>&Psi;</a></td> <td class="pair4"><a >&otimes;</a></td> </tr> <tr> <td class="pair5"><a>&spades;</a></td> <td class="pair6"><a >&Phi;</a></td> <td class="pair7"><a>&sect;</a></td> <td class="pair8"><a>&clubs;</a></td> <td class="pair4"><a>&otimes;</a></td> </tr> <tr> <td class="pair9"><a>&Omega;</a></td> <td class="pair2"><a>&para;</a></td> <td id="goal"> <a href="#reward" class="heart">&hearts;</a> </td> <td class="pair10"><a>&copy;</a></td> <td class="pair9"><a>&Omega;</a></td> </tr> <tr> <td class="pair11"><a>&there4;</a></td> <td class="pair8"><a>&clubs;</a></td> <td class="pair12"><a>&dagger;</a></td> <td class="pair6"><a>&Phi;</a></td> <td class="pair11"><a>&there4;</a></td> </tr> <tr> <td><a class="pair12">&dagger;</a></td> <td><a class="pair5">&spades;</a></td> <td><a class="pair10">&copy;</a></td> <td><a class="pair3">&Xi;</a></td> <td><a class="pair7">&sect;</a></td> </tr> </table> <!-- DON'T BE A CHEATER !--> </div> </div> <!-- END Page Wrap --> <footer> <div class="heartCollection"> <p>collect us if u need luv:<p> <ul> <li><a id="collection1">&hearts;</a></li> <li><a id="collection2">&hearts;</a></li> <li><a id="collection3">&hearts;</a></li> <li><a id="collection4">&hearts;</a></li> <li><a id="collection5">&hearts;</a></li> <li><a id="collection6">&hearts;</a></li> </ul> </div> <div class="credits">with love from Popm0uth ©2012</div> </footer> </body> </html> Javascript: var thisCard = $(this).text(); var activeCard = $('.active').text(); var openedCards = $('.opened').length; $(document).ready(function() { $('a.heart').css('color', '#CCCCCC'); $('a.heart').off('click'); function reset(){ $('td').removeClass('opened'); $('a').removeClass('visible'); $('td').removeClass('active'); }; $('td').click(openCard); function openCard(){ $(this).addClass('opened'); $(this).find('a').addClass('visible'); if ($(".active")[0]){ if ($(this).text() != $('.active').text()) { setTimeout(function(){ reset(); }, 1000); } else { $('.active').removeClass('active'); } } else { $(this).addClass("active"); } if (openedCards == 24){ $(".active").removeClass("active"); $("a.heart").css('color', '#ff63ff'); $("a.heart").off('click'); } } });

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  • SQL SERVER – Fix – Agent Starting Error 15281 – SQL Server blocked access to procedure ‘dbo.sp_get_sqlagent_properties’ of component ‘Agent XPs’ because this component is turned off as part of the security configuration for this server

    - by Pinal Dave
    SQL Server Agent fails to start because of the error 15281 is a very common error. When you start to restart SQL Agent sometimes it will give following error. SQL Server blocked access to procedure ‘dbo.sp_get_sqlagent_properties’ of component ‘Agent XPs’ because this component is turned off as part of the security configuration for this server. A system administrator can enable the use of ‘Agent XPs’ by using sp_configure. For more information about enabling ‘Agent XPs’, search for ‘Agent XPs’ in SQL Server Books Online. (Microsoft SQL Server, Error: 15281) To resolve this error, following script has to be executed on the server. sp_configure 'show advanced options', 1; GO RECONFIGURE; GO sp_configure 'Agent XPs', 1; GO RECONFIGURE GO When you run above script, it will give a very similar output as following on the screen. Now, if you try to restart SQL Agent it will just work fine. That’s it! Sometimes there is a simpler solution to complicated error. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Error Messages, SQL Query, SQL Server, SQL Tips and Tricks, T SQL Tagged: SQL Server Agent

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  • Launchpad autobuild fails when trying to access Maven component

    - by Jauder Ho
    I'm trying to build thrift as a package for the first time on Launchpad and it is failing. It appears that it is failing access repo2.maven.org for some reason. It may be that there is some access restriction but I'm not sure. I will note that the package successfully built locally. Link to build log. Search for the string "repo2.maven.org" and you will see that there is a java.net.UnknownHostException. The repo packages are here. PS. These packages are an update to the thrift package as packaged by the txAMQP team using v0.2.0 of thrift.

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  • Compiling zip component for PHP 5.2.11 in MAMP PRO

    - by Zlatoroh
    Helo I installed MAMP PRO on my Macbook Pro (10.6) some time ago. Now I would like to use zip functions in php. I found that I must add zip.so to my extension folder and edited php.ini. On my computer I have two different versions of PHP one in MAMP folder and other in user/lib which was pre-installed on my system. Now I wish to compile my zip library for MAMP version. I got zip sources for my version of PHP then in terminal called function /Applications/MAMP/bin/php5/bin/phpize so it uses mamp php version ./configure make then I moved compile zip.so to extensions/no-debug-non-zts-20060613. When MAMP is launched it returns this error: [11-Apr-2010 16:33:27] PHP Warning: PHP Startup: zip: Unable to initialize module Module compiled with module API=20090626, debug=0, thread-safety=0 PHP compiled with module API=20060613, debug=0, thread-safety=0 These options need to match in Unknown on line 0 Can some body explain to me how to do this the right way.

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  • Game Guide to Purchasing Items in Fish Isle

    There are many things you can purchase in Fish Isle like decorations, buildings, trees, and animals. This Fish Isle guide will show you how to purchase items, but it will also show you how to do thin... [Author: Jake Clark - Computers and Internet - April 17, 2010]

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  • Where can I buy freely redistributable (creative commons) game assets?

    - by Erlend
    I'd like to know about any 3D asset shops out there that specialize in game assets and, most importantly, license their assets under an open license like Creative Commons or similarly permissive. We are looking to buy some professional looking assets for use and redistribution with our open source 3D game engine. The problem is that all the commercial 3D assets we've come by are only sold under very restrictive licenses, which won't allow us to include the models in our code repository (since free code hosting repositories require that all your data, including media, is open source or otherwise copyleft) nor in turn redistribute the assets as part of our downloadable SDK. I realize this sounds like a weak business idea, since users could just buy the asset and start sharing it with everyone. But somehow this has worked for hundreds of WordPress theme shops, so I was hoping maybe someone's trying similar things for commercial game assets.

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  • Ten Benefits to Video Game Play [Video]

    - by Jason Fitzpatrick
    Want to justify spending the whole weekend playing video games? We’re here to help. Courtesy of AllTime10, this video rounds up ten benefits to playing video games ranging from improved dexterity to pain relief. Want to highlight a benefit not listed in the video? Sound off in the comments. [via Geeks Are Sexy] Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • DevConnections: Day 1 Recap And Spin The Wheel Game

    Microsoft officially launched Visual Studio 2010 yesterday and the DevExpress booth was packed with attendees. Most attendees had product questions about current and future products. Some came by just to show their DevExpress love (thank you!). And some were also there to spin the wheel: DXperience v2010.1 Beta Release Date Our team is hard at work to get the DXperience v2010.1 beta out. DXperience customers should see the beta available in your client center account later this week or early...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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  • Thinkpad Motherboard Component List

    - by Nirmal
    I got an IBM Thinkpad R51 notebook and it's not working. When opened I found that an IC next to the battery has burnt. The worst part is that the IC number is no more present on it due to the burning. Where could I get the schematics of such motherboards? Will the schematics have the part number? Please help. Thank you.

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