Search Results

Search found 12082 results on 484 pages for 'game consoles'.

Page 92/484 | < Previous Page | 88 89 90 91 92 93 94 95 96 97 98 99  | Next Page >

  • Trying to make a game with C++, using lists to store bullets and enemies, but they are not erased

    - by XD_dued
    I've been trying to make a pretty simple space shooter game with C++, and I have been having a lot of trouble trying to use lists to store enemies and bullets. Basically I followed the post here almost exactly to store my bullets: SDL Bullet Movement I've done something similar to store my enemies. However, when I call bullets.erase(it++), for some reason the bullet is not erased. When the bullet movement is run for the next frame, it tries to re delete the bullet and segfaults the program. When I comment out the erase line, it runs fine, but the bullets are then never erased from the list... Is there any reason why the elements of the list aren't being deleted? I also set it up to print the number of elements in the list for every iteration, and it does not go down after deleting. Thanks! EDIT: Here's the specific code I'm using to store my enemies and having them act: std::list<Grunt*> doGrunts(std::list<Grunt*> grunts) { for(std::list<Grunt*>::iterator it = grunts.begin(); it != grunts.end();) { if((*it)->getHull() == 0) { delete * it; grunts.erase(it++); } else { (**it).doUnit(grunts, it); ++it; } } } Grunt is my enemy class, and the list grunts is a global variable. Is that my problem? When I pass the global into the function it becomes local? I assumed lists would be a reference type so thought this wouldn't be a problem. Sorry if this was a dumb question, I'm very new to C++, this is the first major thing I'm working on.

    Read the article

  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

    Read the article

  • How to gun shots sounds right in game development?

    - by G3tinmybelly
    So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as a gun shoots sometimes the previous sound is playing still. public void shoot(float x, float y, float direction){ if(empty){ PlayHUD.message = "No more bullets!"; return; } if(reloading){ return; } if(System.currentTimeMillis() - lastShot < fireRate){ //AssetsLoader.lmgSound.stop(); return; } float dx = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); float dx1 = (float) (-13 * Math.cos(direction) + 75 * Math.sin(direction)); float dy1 = (float) (-14 * -Math.sin(direction) + 75 * Math.cos(direction)); PlayState.effects.add(new MuzzleFlashEffect(x + dx1, y + dy1, (float) Math.toDegrees(-direction))); PlayState.projectiles.add(new Bullet(this, x + dx, y + dy, (float) (direction + (Math.toRadians(MathUtils.random(-accuracy, accuracy)))))); if(OptionState.soundOn){ AssetsLoader.lmgSound.play(OptionState.volume); } bulletsInClip--; lastShot = System.currentTimeMillis(); } Here is the code for where the sound plays. Every time this method is called the sound is called but it happens so often in this case that there is this terrible echoing. Any idea on how to fix this?

    Read the article

  • How should a team share/store game content during development?

    - by irwinb
    Other than Dropbox, what out there has been especially useful for storing and sharing game content like images during development (similar feature set to Dropbox like working offline, automatic syncing and support for windows/osx)? We are looking into hosting our own SharePoint server but it seems to be really focused on documents... Maybe Box.net would work? EDIT For code, we are using Git. To be more precise, I was looking for an easy, automatic way for content produced by artists/audio engineers to be available to everyone. Features like approvals of assets don't hurt either. Following the answer linked by Tetrad, Alienbrain looked pretty interesting but..is way out of our budget (may be something to invest in in the future). What ended up doing... We were going to go with Box.net but downloading the sync apps for desktop use required us to wait to be contacted by them for some reason. We did not have much time to wait so we ended up going with Dropbox Teams. Box.net has a nice feature set but we never really felt held back without them. Thanks for the help :).

    Read the article

  • Should I be worrying about limiting the number of textures in my game?

    - by Donutz
    I am working on a GUI in XNA 4.0 at the moment. (Before you point out that there are many GUIs already in existance, this is as much a learning exercise as a practical project). As you may know, controls and dialogs in Windows actually consist of a number of system-level windows. For instance, a dialog box may consist of a window for the whole dialog, a child window for the client area, another window (barely showing) for the frame, and so on. This makes detecting mouse hits and doing clipping relatively easy. I'd like to design my XNA GUI along the same lines, but using overlapping Textures instead of windows obviously. My question (yes, there's actually a question in this drivel) is: am I at risk of adversely affecting game performance and/or running low in resources if I get too nuts with the creating of many small textures? I haven't been able to find much information on how resource-tight the XNA environment actually is. I grew up in the days of 64K ram so I'm used to obsessing about resources and optimization. Anyway, any feedback appreciated.

    Read the article

  • Facebook Game Development - Which Programming languages?

    - by Ben
    Hi folks, I am going to develop a facebook game as topic for my thesis. I am wondering which programming languages i should choice. I am used to programming in .NET. But i am also comfortable in C++ and Java. I don't want to use Flash as the graphical frontend since i don't like it. So i guess i'll go with ASP.NET + Silverlight. What do you think?

    Read the article

  • How do you draw like a Crayon?

    - by Simucal
    Crayon Physics Deluxe is a commercial game that came out recently. Watch the video on the main link to get an idea of what I'm talking about. It allows you to draw shapes and have them react with proper physics. The goal is to move a ball to a star across the screen using contraptions and shapes you build. While the game is basically a wrapper for the popular Box2D Physics Engine, it does have one feature that I'm curious about how it is implemented. Its drawing looks very much like a Crayon. You can see the texture of the crayon and as it draws it varies in thickness and darkness just like an actual crayon drawing would look like. The background texture is freely available here. Close up of crayon drawing - Note the varying darkness What kind of algorithm would be used to render those lines in a way that looks like a Crayon? Is it a simple texture applied with a random thickness and darkness or is there something more going on?

    Read the article

  • Need a little help with sound in a JApplet

    - by jacob schuschel
    I am working on a solitaire game in Java, and i need to implement sound when the desk is shuffled, card flipped, etc. I used the following sites as reference to try and get it to work, but i am getting Null Pointer Exceptions or mishandled URL exception (depending on what i tweak). here Also, i am using netbeans 6.7.1 as my IDE. I will try to break down the code and explain: package cardgame; import java.applet.*; import java.util.logging.Level; import java.util.logging.Logger; import javax.swing.JApplet; import javax.swing.*; import java.io.*; import java.net.*; /** * * @author jacob */ public class Sound extends JApplet { private AudioClip song; // Sound player private String URL = null; private URL songPath; // Sound path /* *sound_1 = shuffling cards *sound_2 = to discard *sound_3 = from discard *sound_4 = cardflip 1 *sound_5 = cardflip 2 */ Sound(String filename) { try { songPath = new URL(getCodeBase(),filename); // Get the Sound URL } catch (MalformedURLException ex) { Logger.getLogger(Sound.class.getName()).log(Level.SEVERE, null, ex); } song = getAudioClip(songPath); // Load the Sound } Sound(int i) { URL = "./sounds/sound_" + i + ".wav"; System.out.println(URL); try { songPath = new URL(URL); // Get the Sound URL song = getAudioClip(songPath); } catch (MalformedURLException ex) { Logger.getLogger(Sound.class.getName()).log(Level.SEVERE, null, ex); } } public void playSound() { song.loop(); // Play } public void stopSound() { song.stop(); // Stop } public void playSoundOnce() { song.play(); // Play only once } } The 2 different construcors are for different ways i tried to implement this. The first one creates the filepath, and passes it in. The second one builds the filepath in the constructor, given a sound # (i made a list of what numbers correspond to what sound for reference). I am getting the followig errors out: ./sounds/sound_1.wav Nov 16, 2009 4:14:13 PM cardgame.Sound ./sounds/sound_2.wav SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_1.wav ./sounds/sound_3.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) ./sounds/sound_4.wav ./sounds/sound_5.wav at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_2.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_3.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_4.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_5.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Thanks for those who read and more thanks to those who help. I know it is somewhat long, but i would rather get it all out there, than have 50 questions that come back or have people not answer due to lack of initial info. also only lets me post a single link right now, so the links are given below dreamincode.net/forums/showtopic14083.htm stackoverflow.com/questions/512436/java-playing-wav-sounds deitel.com/articles/java_tutorials/20060422/LoadingPlayingAudioClips/index.html

    Read the article

  • Vsync in Flex/Flash/AS3?

    - by oshyshko
    I work on a 2D shooter game with lots of moving objects on the screen (bullets etc). I use BitmapData.copyPixels(...) to render entire screen to a buffer:BitmapData. Then I "copyPixels" from "buffer" to screen:BitmapData. The framerate is 60. private var bitmap:Bitmap = new Bitmap(); private var buffer:Bitmap = new Bitmap(); private function start():void { addChild(bitmap); } private function onEnterFrame():void { // render into "buffer" // copy "buffer" -> "bitmap" } The problem is that the sprites are tearing apart: some part of a sprite got shifted horizontally. It looks like a PC game with VSYNC turned off. Did anyone solve this problem? UPDATE: the question is not about performance, but about getting rid of screen tearing. [!] UPDATE: I've created another question and here you may try both implementations: using Flash way or BitmapData+copyPixels()

    Read the article

  • Video Game Bots?

    - by cam
    Something I've always wondered, especially since it inspired me to start programming when I was a kid, was how video game bots work? I'm sure there are a lot of different methods, but what about automation for MMORPGs? Or even FPS-type bots?

    Read the article

  • Best code structure for arcade games

    - by user280454
    Hi, I've developed a few arcade games so far and have the following structure in almost all of them: I have 1 file which contains a class called kernel with the following functions: init() welcome_screen() menu_screen() help_Screen() play_game() end_screen() And another file, called Game, which basically calls all these functions and controls the flow of the game. Also, I have classes for different characters, whenever required. Is this a good code structure, or should I try having different files(classes) for different functions like welcome screen, playing, help screen, etc? As in, instead of including all the code for these things in 1 file, should I be having different classes for each one of them? The only problem I think it might cause is that I would need certain variables like score, characters, etc which are common to all of them, that's why I have all these functions in a Kernel class so that all these functions can use these variables.

    Read the article

  • 2d terrain generation in real time

    - by Skoder
    Hey, I'm trying to create a game similar to this (Note:When you click 'play', there are SFX in the game which you can't seem to turn off, so you may want to check volume). In particular, I'm interested in knowing how the 'infinite' landscape is generated. Are there any tutorials/articles describing this? I came across procedural generation, but I'm not quite sure what topics I should be looking for (or if it's even procedural generation). (I'm using C#, but I don't mind the language as I assume the theory behind it remains the same) Thanks for any suggestions

    Read the article

  • Text-based game graphics in Python

    - by Jasper
    Hi, i'm pretty new 2 programming, and I'm creating a simple text-based game I'm wondering if there is a simple way to create my own terminal-type window with which I can place coloured input etc. Is there a graphics module well suited to this? I'm using Mac, but I would like it to work on Windows as well Thanks

    Read the article

  • Testing chess game

    - by mousey
    There is a software for chess game and we need to test the following method: boolean canMoveTo(int x, int y) x and y are the coordinates of the chess board and it returns true/false whether the piece can move to that position or not. We need to test this method for a pawn piece and you can set up the board any way you like prior to running a test case. Source code is not provided

    Read the article

  • Can I create object names from a text file in Python 2.7?

    - by user560100
    I'm working on a game project. I've created an object, Star(Object). I want to assign the name of the variables, dynamically, from a text file. If I have a text file with: Sol Centauri Vega I want the program to create the Star(Object) with variable names from the text file. I want the process automated, because I'm looking to create hundreds of stars. I could write the code out by hand: Sol = Star(Sol) Centauri = Star(Centauri) Vega = Star(Vega) But isn't there a way to automate this? Essentially, what I eventually want is a tuple with the list of stars, as their own objects. Then, when I am doing game maintenance, I can just iterate over all the objects in the tuple.

    Read the article

  • Java: Netbeans debugging session works faster than normal run

    - by Martijn Courteaux
    Hello, I'm making Braid in Netbeans 6.7.1. Computer Spec: Windows 7 Running processes: 46 Running threads: +/- 650 NVidia GeForce 9200M GS Intel Core 2 Duo CPU P8400 @ 2.26Ghz Game-spec with normal run: Memory: between 80 MB and 110 MB CPU: between 9% and 20% CPU when time rewinding: 90% The same values for the debugging session, except when I rewind the time: CPU: 20%. Is there any reason for? Is there a way to reach the same performance with a normal run. This is my repaint code: @Override public void repaint() { BufferStrategy bs = getBufferStrategy(); // numBuffers: 4 Graphics g = bs.getDrawGraphics(); g.setColor(Color.BLACK); g.fillRect(-1, -1, 2000, 2000); gamePanel.paint(g.create(x, y, gameDim.width, gameDim.height)); bs.show(); g.dispose(); Toolkit.getDefaultToolkit().sync(); update(g); } The game runs in fullscreen (undecorated + frame.size = screensize) Martijn

    Read the article

  • How can I make a steady automata in JavaScript?

    - by RobertWHurst
    I'm working on a JavaScript game and I've got an automata system controlling game time and sprite animation as well as giving a hand to the path finding system for timing and such. My problem is on slow browsers the JavaScript loop I'm using for counting the time is not very accurate. It tends to jump around a lot. I there a way to force the loop to run consistently at 30 fps? The automata can drop frames if it needs to catch up so if the solution requires dropping frames that's ok.

    Read the article

  • A database of questions with unambiguous numeric answers.

    - by dreeves
    I (and co-hackers) are building a sort of trivia game inspired by this blog post: http://messymatters.com/calibration. The idea is to give confidence intervals and learn how to be calibrated (when you're "90% sure" you should be right 90% of the time). We're thus looking for, ideally, thousands of questions with unambiguous numerical answers. Also, they shouldn't be too boring. There are a lot of random statistics out there -- eg, enclosed water area in different countries -- that would make the game mind-numbing. Things like release dates of classic movies are more interesting (to most people). Other interesting ones we've found include Olympic records, median incomes for different professions, dates of famous inventions, and celebrity ages. Scraping things like above, by the way, was my reason for asking this question: http://stackoverflow.com/questions/2611418/scrape-html-tables So, if you know of other sources of interesting numerical facts (in a parsable form) I'm eager for pointers to them. Thanks!

    Read the article

  • Make a steady automata in javascript

    - by RobertWHurst
    I'm working on a javascript game and I've got an automata system controlling game time and sprite animation as well as giving a hand to the path finding system for timing and such. My problem is on slow browsers the javascript loop I'm using for counting the time is not very accurate. It tends to jump around a lot. I there a way to force the loop to run consistantly at 30 fps? The automata can drop frames if it needs to catch up so if the solution requires droping frames thats ok.

    Read the article

  • Can games be considered real-time systems?

    - by harry
    I've been reading up on real-time systems and how they work etc. I was looking at the wikipedia article as well that said a game of Chess with a timer per move can be considered a real-time system because the program MUST compute a move in that time. What about other games? As we know, games generally try and run at 25+ FPS, could it be considered a soft real-time system since if it falls under 25 (I'm using 25 as a pre-defined threshold btw) it's not the end of the world, just a hit to the performance that we wanted? Also - games have events they must handle as well. The user uses the keyboard/mouse and the system must answer those events accordingly within (again) a pre-defined time, before the game is considered to have "failed". Oh, and I'm talking single-player for now to keep things simple. It sounds like games fit the soft real-time system criteria, but I'd like to know if I'm missing anything... thanks.

    Read the article

  • How to increse performance of raster scrolling on Mac ?

    - by Max
    I have a game with a big raster map Now we are using jpeg (4900x4200) And durring the game we need to scroll through this map. We use the following: Class Map extends mx.containers.Canvas and mx.controls.Image on it In constructor we have: public function Map() { super(); image.source = ResourceManager.interactiveManager.map;//big image addChild(image); ...... } for scrolling we are use: if(parentAsCanvas==null){ parentAsCanvas = (parent as Canvas); } parentAsCanvas.verticalScrollPosition = newX; parentAsCanvas.horizontalScrollPosition = newY; In windows, we have very good performance. In Linux and Mac in flashplayer we have a good performance too. But in browsers performance is quite slow! What can we do to resolve it?

    Read the article

< Previous Page | 88 89 90 91 92 93 94 95 96 97 98 99  | Next Page >