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  • Cry Engine 3 vs UDK

    - by Daniele Riccardelli
    I'm new here and I hope that other people may find this question interesting. Me and a bunch of guys from my University are thinking about getting started in game development, but, even though the game design is kind of ready, we are stucked at the point "which Engine should we choose". At first, we were thinking about Unity3D Free, in particular because we are pretty familiar with C# and, even better, it's completely free, but on the other hand there are some cons like no dynamic shadowing that make the realization of our game kinda hard. So, we are thinking about moving either to UDK or Cry Engine, since they are not as expensive as Unity3D Pro (at least before the game deployment) . The thing we are worried the most, though, is that we are kind of scared about the support for team work(i mean, that we might find it hard to coordinate our efforts without software support), since in Unity3D the team features are part of purchasable content, and we are not interested in paying that much for a project we are not even sure we can complete. So, finally, I hope one of you knows the mentioned engines enough to give us a tip telling which one offers better team features and is advisable for guys that have barely worked before on videogames but have good object oriented programming skills. Probably might be helpful for your suggestion, if i say that our game is an exploration game. Thanks to anybody who's going to answer.

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  • Game engine lib and editor

    - by luke
    I would like to know the best way/best practice to handle the following situation. Suppose the project you are working on is split in two sub-projects: game engine lib editor gui. Now, you have a method bool Method( const MethodParams &params ) that will be called during game-level initialization. So it is a method belonging to the game engine lib. Now, the parameters of this method, passed as a reference the structure MethodParams can be decided via the editor, in the level design phase. Suppose the structure is the following: enum Enum1 { E1_VAL1, E1_VAL2, }; enum Enum2 { E2_VAL1, E2_VAL2, E2_VAL3, }; struct MethodParams { float value; Enum1 e1; Enum2 e2; // some other member } The editor should present a dialog that will let the user set the MethodParams struct. A text control for the field value. Furthermore, the editor needs to let the user set the fields e1 and e2 using, for example, two combo boxes (a combo box is a window control that has a list of choices). Obviously, every enum should be mapped to a string, so the user can make an informed selection (i have used E1_VAL1 etc.., but normally the enum would be more meaningful). One could even want to map every enum to a string more informative (E1_VAL1 to "Image union algorithm", E1_VAL2 to "Image intersection algorithm" and so on...). The editor will include all the relevant game egine lib files (.h etc...), but this mapping is not automatic and i am confused on how to handle it in a way that, if in future i add E1_VAL3 and E1_VAL4, the code change will be minimal.

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  • Sony PSM sdk and 2d Game engine

    - by Notbad
    I have started with Sony PSM sdk this week. I'm interested to create a little 2D game and have been reading through the web about a so called "2D game engine" integrated in psm. Some information I read suggested that it was going to be added on january 2012, but I have been going through the documentation and haven't been able to find any reference to it. Does anybody know if they finally introduced the 2D game engien for psm? Thanks in advance.

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  • Game engine development in C++ [closed]

    - by Chris Cochran
    I am arriving at completion on a multithreaded concurrency framework designed for high-performance computing. Though I am not a gamer, it has occurred to me that this stand-alone software core could be an ideal basis for a multiprocessor game engine (64-bit native C++, 5000+ entry points). Are there any websites I could visit to discuss this technology with programmers and developers who could really benefit from it?

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  • I need a very rapid game engine with as many presets as possible [closed]

    - by GLycan
    I have to make a game about the immune system (with as many grotesque simplifications as I want) in roughly two weeks. I'm thinking of something along the lines of bubble tanks, but I think I can roll with pretty much anything that fits the following: Working engine that handles mouvement, objects The fighting system can be done in any way that allows a bare minimum of configuration Scripting should be, preferably, Python Art should be customizable I'm hoping that there is some existing game that I could adapt. Any sggestions (aside from not leaving projects until later) ?

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  • PHP Zend Debugger configuration

    - by newbie123
    Hi i am new to php, I currently learning php using eclipse. I know i have to install the zend debugger my php.ini store at c:windows i had added in these line: [Zend] zend_extension=c:/php/ext/ZendDebugger.dll zend_debugger.allow_hosts=127.0.0.1 zend_debugger.expose_remotely=always zend_debugger.connector_port=10013 but on command prompt i tried php -m it shown that i never install zend debugger. I not sure where goes wrong I check phpinfo also never show any zend information.

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  • Profiler for Zend Server CE

    - by Tim Lytle
    I'm looking for a PHP profiler that works with Zend Server (CE). From what I can tell, XDebug is a pain to setup with Zend Server. While Zend Debugger is free (as I understand it), the Profiler is only on Zend Studio. Any other options?

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  • why do you like zend-framework?

    - by user1400
    hello all i stared to learn zf for some month , i like to know why other programmer have chocen zend-framework and why do you like zend-framework? What reasons made you choose Zend-framework? has zend-framework Satisfied you? thanks

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  • Problem setting up Zend Framework to run with Netbeans

    - by Starx
    I am trying to get Zend Framework working with netbeans, but every time there is the error "php.exe"' is not recognized as an internal or external command, operable program or batch file. I am using WAMP server 2.0 it is installed in e:\wamp My Zend framework is inside e:\wamp\www\ZendFramework-1.10.5 I have located the ZendFramework script as: E:\wamp\www\ZendFramework-1.10.5\bin\zf.bat I am also registered the module. What am i doing wrong? I am running on Windows 7 32 bit, using NETbean 6.9 RC1

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  • Problem setting up Zend Framework to run with Netbeans

    - by Starx
    I am trying to get Zend Framework working with netbeans, but every time there is the error "php.exe"' is not recognized as an internal or external command, operable program or batch file. I am using WAMP server 2.0 it is installed in e:\wamp My Zend framework is inside e:\wamp\www\ZendFramework-1.10.5 I have located the ZendFramework script as: E:\wamp\www\ZendFramework-1.10.5\bin\zf.bat I am also registered the module. What am i doing wrong? I am running on Windows 7 32 bit, using NETbean 6.9 RC1

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  • "Zend Optimizer not installed" after I updated to Ubuntu 10.04

    - by Eugene
    Hi guys, I've just updated from 9.10 to 10.04. Everything seems to run fine except for zend optimizer which is throwing "Zend Optimizer not installed" error. I went to php.ini and the following line is still there Code: zend_extension=/etc/php5/ZendOptimizer.so Also I checked that the file does exist and that the php.ini I am looking at is in fact the php.ini file that is being used by the server. Please let me know if you have any ideas about how to fix or debug this. Thanks, Eugene

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  • How to use Zend Studion for Java development

    - by Itay Moav
    I have the Zend studio which a PHP editor based on Eclipse. I want to use it now to develop some Java. I think Zend has disabled all the Java centric project/views/perspectives that come with Eclipse (or may be not included the right plugins?) What steps should I take to use it, instead of having two eclipses open at the same time.

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  • phpmyadmin configuration on zend server community edition

    - by kamal
    hi i am new to zend and i installed zend server in my local machine, i found phpmyadmin on my instalation directory and i copied it on htdocs. while running http://localhost/phpmyadmin it appears login page and when i enter username and password it does not redirects to the main page. instead it gives "internal server error" thanks in advance

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  • Maintaining State in Mud Engine

    - by Johnathon Sullinger
    I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the user has started a tutorial, which requires specific input. If the user types "help" I want to switch in to a help state, so they can get the help they need, then return them to the original state once exiting the help. my state system uses a State Manager to manage the state per user: public class StateManager { /// <summary> /// Gets the current state. /// </summary> public IState CurrentState { get; private set; } /// <summary> /// Gets the states available for use. /// </summary> /// <value> public List<IState> States { get; private set; } /// <summary> /// Gets the commands available. /// </summary> public List<ICommand> Commands { get; private set; } /// <summary> /// Gets the mob that this manager controls the state of. /// </summary> public IMob Mob { get; private set; } public void Initialize(IMob mob, IState initialState = null) { this.Mob = mob; if (initialState != null) { this.SwitchState(initialState); } } /// <summary> /// Performs the command. /// </summary> /// <param name="message">The message.</param> public void PerformCommand(IMessage message) { if (this.CurrentState != null) { ICommand command = this.CurrentState.GetCommand(message); if (command is NoOpCommand) { // NoOperation commands indicate that the current state is not finished yet. this.CurrentState.Render(this.Mob); } else if (command != null) { command.Execute(this.Mob); } else if (command == null) { new InvalidCommand().Execute(this.Mob); } } } /// <summary> /// Switches the state. /// </summary> /// <param name="state">The state.</param> public void SwitchState(IState state) { if (this.CurrentState != null) { this.CurrentState.Cleanup(); } this.CurrentState = state; if (state != null) { this.CurrentState.Render(this.Mob); } } } Each of the different states that the user can be in, is a Type implementing IState. public interface IState { /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="player">The player to render to</param> void Render(IMob mob); /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <returns></returns> ICommand GetCommand(IMessage command); /// <summary> /// Cleanups this instance during a state change. /// </summary> void Cleanup(); } Example state: public class ConnectState : IState { /// <summary> /// The connected player /// </summary> private IMob connectedPlayer; public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; var game = mob.Game as IGame; // It is not guaranteed that mob.Game will implement IServer. We are only guaranteed that it will implement IGame. if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } //Output the game information mob.Send(new InformationalMessage(game.Name)); mob.Send(new InformationalMessage(game.Description)); mob.Send(new InformationalMessage(string.Empty)); //blank line //Output the server MOTD information mob.Send(new InformationalMessage(string.Join("\n", server.MessageOfTheDay))); mob.Send(new InformationalMessage(string.Empty)); //blank line mob.StateManager.SwitchState(new LoginState()); } /// <summary> /// Gets the command. /// </summary> /// <param name="message">The message.</param> /// <returns>Returns no operation required.</returns> public Commands.ICommand GetCommand(IMessage message) { return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // We have nothing to clean up. return; } } With the way that I have my FSM set up at the moment, the user can only ever have one state at a time. I read a few different posts on here about state management but nothing regarding keeping a stack history. I thought about using a Stack collection, and just pushing new states on to the stack then popping them off as the user moves out from one. It seems like it would work, but I'm not sure if it is the best approach to take. I'm looking for recommendations on this. I'm currently swapping state from within the individual states themselves as well which I'm on the fence about if it makes sense to do there or not. The user enters a command, the StateManager passes the command to the current State and lets it determine if it needs it (like passing in a password after entering a user name), if the state doesn't need any further commands, it returns null. If it does need to continue doing work, it returns a No Operation to let the state manager know that the state still requires further input from the user. If null is returned, the state manager will then go find the appropriate state for the command entered by the user. Example state requiring additional input from the user public class LoginState : IState { /// <summary> /// The connected player /// </summary> private IPlayer connectedPlayer; private enum CurrentState { FetchUserName, FetchPassword, InvalidUser, } private CurrentState currentState; /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="mob"></param> /// <exception cref="System.NullReferenceException"> /// ConnectState can only be used with a player object implementing IPlayer /// or /// LoginState can only be set to a player object that is part of a server. /// </exception> public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; // Register to receive new input from the user. mob.ReceivedMessage += connectedPlayer_ReceivedMessage; if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } this.currentState = CurrentState.FetchUserName; switch (this.currentState) { case CurrentState.FetchUserName: mob.Send(new InputMessage("Please enter your user name")); break; case CurrentState.FetchPassword: mob.Send(new InputMessage("Please enter your password")); break; case CurrentState.InvalidUser: mob.Send(new InformationalMessage("Invalid username/password specified.")); this.currentState = CurrentState.FetchUserName; mob.Send(new InputMessage("Please enter your user name")); break; } } /// <summary> /// Receives the players input. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The e.</param> void connectedPlayer_ReceivedMessage(object sender, IMessage e) { // Be good memory citizens and clean ourself up after receiving a message. // Not doing this results in duplicate events being registered and memory leaks. this.connectedPlayer.ReceivedMessage -= connectedPlayer_ReceivedMessage; ICommand command = this.GetCommand(e); } /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <param name="command"></param> /// <returns>Returns the ICommand specified.</returns> public Commands.ICommand GetCommand(IMessage command) { if (this.currentState == CurrentState.FetchUserName) { this.connectedPlayer.Name = command.Message; this.currentState = CurrentState.FetchPassword; } else if (this.currentState == CurrentState.FetchPassword) { // find user } return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // If we have a player instance, we clean up the registered event. if (this.connectedPlayer != null) { this.connectedPlayer.ReceivedMessage -= this.connectedPlayer_ReceivedMessage; } } Maybe my entire FSM isn't wired up in the best way, but I would appreciate input on what would be the best to maintain a stack of state in a MUD game engine, and if my states should be allowed to receive the input from the user or not to check what command was entered before allowing the state manager to switch states. Thanks in advance.

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  • Zend_Feed_Reader Not supported Schema

    - by LookUp Webmaster
    Hello, I'm using Zend FW and wanted to make a feed reader. I did the following: $feed = Zend_Feed_Reader::import('feed://blog.lookup.cl/?feed=rss2'); $data = array( 'title' => $feed->getTitle(), 'link' => $feed->getLink(), 'dateModified' => $feed->getDateModified(), 'description' => $feed->getDescription(), 'language' => $feed->getLanguage(), 'entries' => array(), ); foreach ($feed as $entry) { $edata = array( 'title' => $entry->getTitle(), 'description' => $entry->getDescription(), 'dateModified' => $entry->getDateModified(), 'authors' => $entry->getAuthors(), 'link' => $entry->getLink(), 'content' => $entry->getContent() ); $data['entries'][] = $edata; } And it throws the following exception: Scheme "feed" is not supported The blog was made using Wordpress. What's wrong? If "feed it's not supported", how can I change the type of feed that Wordpress does? Thanks in advance, Take care,

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  • Multiple/nested "select where" with Zend_Db_Select

    - by DJRayon
    Hi there I need to create something like this: select name from table where active = 1 AND (name LIKE 'bla' OR description LIKE 'bla') The first part is easy: $sqlcmd = $db->select() ->from("table", "name") ->where("active = ?", 1) Now comes the tricky part. How can I nest? I know that I can just write ->orWhere("name LIKE ? OR description LIKE ?", "bla") But thats wron, because I need to dynamically change all the parts. The query will be built all the time the script runs. Some parts get deleted, some altered. In this example I need to add those OR-s because sometimes I need to search wider. "My Zend Logic" tells me that the correct way is like this: $sqlcmd = $db->select() ->from("table", "name") ->where("active = ?", 1) ->where(array( $db->select->where("name LIKE ?", "bla"), $db->select->orWhere("description LIKE ?", "bla") )) But that doesn't work (atleast I dont remember it working). Please. Can someone help me to find a object oriented way for nesting "where"-s

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  • Zend_Test: No default module defined for this application

    - by jiewmeng
    UPDATE 23 Dec I had the problem where Zend Framework complains about "No default module defined for this application". I didn't use Modules and the main app works fine. I finally solved the problem with the help from weierophinney.net Your bootstrap needs to minimally set the controller directory -- do a call to $this->frontController->addControllerDirectory(...) in your appBootstrap() method. I didn't in my example, as my Initialization plugin does that sort of thing for me. The problem is solved by adding the below to setUp() $this->getFrontController()->setControllerDirectory(APPLICATION_PATH . '/controllers'); But now, I have afew other questions: 1. Why does that value not get initialized by application.ini? In application.ini, I have [production] resources.frontController.controllerDirectory = APPLICATION_PATH "/controllers" [testing : production] // didn't change anything regarding modules nor controllers 2. I tried setting the controllerDirectory in bootstrap.php of my unit test, but it does not work $front = Zend_Controller_Front::getInstance(); $front->setControllerDirectory(APPLICATION_PATH . '/controllers'); The only way that works is using setUp(). Why is that? END UPDATE 23 Dec I am getting the above error when unit testing my controller plugins. I am not using any modules. in my bootstrap.php for unit testing, I even tried adding $front = Zend_Controller_Front::getInstance(); $front->setDefaultModule('default'); But it still does not work. Anyways my bootstrap.php looks like this UPDATE: the error looks something like There were 2 errors: 1) Application_Controller_Plugin_AclTest::testAccessToUnauthorizedPageRedirectsToLogin Zend_Controller_Exception: No default module defined for this application D:\ResourceLibrary\Frameworks\PHPFrameworks\Zend\Controller\Dispatcher\Standard.php:391 D:\ResourceLibrary\Frameworks\PHPFrameworks\Zend\Controller\Dispatcher\Standard.php:204 D:\ResourceLibrary\Frameworks\PHPFrameworks\Zend\Controller\Dispatcher\Standard.php:244 D:\ResourceLibrary\Frameworks\PHPFrameworks\Zend\Controller\Front.php:954 D:\ResourceLibrary\Frameworks\PHPFrameworks\Zend\Test\PHPUnit\ControllerTestCase.php:205 D:\Projects\Tickle\tests\application\controllers\plugins\aclTest.php:6 2) Application_Controller_Plugin_AclTest::testAccessToAllowedPageWorks Zend_Controller_Exception: No default module defined for this application D:\ResourceLibrary\Frameworks\PHPFrameworks\Zend\Controller\Dispatcher\Standard.php:391 D:\ResourceLibrary\Frameworks\PHPFrameworks\Zend\Controller\Dispatcher\Standard.php:204 D:\ResourceLibrary\Frameworks\PHPFrameworks\Zend\Controller\Dispatcher\Standard.php:244 D:\ResourceLibrary\Frameworks\PHPFrameworks\Zend\Controller\Front.php:954 D:\ResourceLibrary\Frameworks\PHPFrameworks\Zend\Test\PHPUnit\ControllerTestCase.php:205 D:\Projects\Tickle\tests\application\controllers\plugins\aclTest.php:16 UPDATE I tried adding public function setUp() { $front = Zend_Controller_Front::getInstance(); $front->setDefaultModule('default'); } then 1 part works. public function testAccessToUnauthorizedPageRedirectsToLogin() { // this fails with exception "Zend_Controller_Exception: No default module defined for this application" $this->dispatch('/projects'); $this->assertController('auth'); $this->assertAction('login'); } public function testAccessToAllowedPageWorks() { // this passes $auth = Zend_Auth::getInstance(); $authAdapter = new Application_Auth_Adapter('jiewmeng', 'password'); $auth->authenticate($authAdapter); $this->dispatch('/projects'); $this->assertController('projects'); $this->assertAction('index'); }

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  • Game show game engine [closed]

    - by Red
    So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require that much power) and have networking functionality for multiplay or even an MMO aspect. The game I am making is like a game show, so it is your basic choose and answer hit the buzzer kind of game. Any suggestions? I would also like it to be open source or at the least free. I would like to support open source projects.

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  • Good, free isometric game engine?

    - by posfan12
    Any recommendations for a good isometric game engine that is also free? Should be possible to develop entirely using freely available tools (meaning: no Flash, and no I don't want to learn haXe...) Works-in-a-browser is a plus, but not required. Support for 32-bit images is required! Good performance. Excellent documentation. I have looked at FIFE but it is still too unfinished, and the documentation sucks! Thanks!

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  • 2D Physics Engine to Handle Shapes Composed of Multiple Densities XNA

    - by Stupac
    The game I'm working on involves shapes that might be composed of multiple materials in a variety of ways. Let's just take for example a wooden rod with and sizable tip of iron or say a block composed of a couple triangles of stone and aluminum and small nugget of gold. The shapes and compositions will change from time to time, so I was wondering what engine I should use and how I might implement this feature? I've looked at Farseer 3, but I'm still trying to decipher the library by reading the source and the samples and wasn't sure if I was barking up the wrong tree. Thanks!

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  • Farseer Physics Engine and the Ms-PL License

    - by Stephen Tierney
    Am I able to produce code for a game which uses the Farseer engine and release my code under an open source license other than the Ms-PL? My concern is with the following section from the license: If you distribute any portion of the software in source code form, you may do so only under this license by including a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object code form, you may only do so under a license that complies with this license. If I do not include Farseer in my source code distribution does this give me an exemption from this clause as I am not distributing the software? My code merely uses its functions. No where in the license does it force you to provide source code for derivative works or linking works, it simply gives you the option of "if you distribute".

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  • Game Engine with a real time renderer

    - by Maik Klein
    I am studying computer graphics since 3 semester and we just started with opengl. I really enjoy it and want to create my own little engine for learning purpose. I already read tons of different forum posts and saw the following engines. Panda3d, Ogre3d, NeoAxis, Irrlicht and Horde3d(graphics only). Now I don't want to use something like unity or cryengine because I want to start more lowlevel. Which of those engines is suited for realtime rendering? Something that cryengine offers - no baked lightmaps. Or at least gives me the option to add a realtime renderer?

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  • TTS on App Engine

    - by yati sagade
    I have written a small front-end to the Festival TTS system using Python/Django. I wish to deploy it on the Google App Engine cloud. A few questions: My application uses the Festival app 'text2wave'. Will is work on the cloud? I have used Python primitives like subprocess.call() to invoke the aforementioned program. Will that work? If your answer to any or both of (1) and (2) is no, is there a free api on the web that I can use (from the appengine)? I read somewhere about placing calls from Phono to a Voxeo backend, but I'm not sure what that means. I am aware of the Google Translate extension that allows translation using an HTTP GET (REST) request, but here the text is limited to 100 chars. Bad. Plus, they may take it down any point of time.

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