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  • Unreal Tournament 3 vs UDK: What Should I Choose?

    - by Matt Christian
    Many people in the mod community were very excited to see the release of the Unreal Developer Kit (UDK) a few months ago.  Along with generating excitement into a very dedicated community, it also introduced many new modders into a flourishing area of indie-development.  However, since UDK is free, most beginners jump right into UDK, which is OK though you might just benefit more from purchasing a shelf-copy of Unreal Tournament 3. UDK UDK is a free full version of UnrealEd (the editor environment used to create games like Gears of War 1/2, Bioshock 1/2, and of course Unreal Tournament 3).  The editor gives you all the features of the editor from the shelf-copy of the game plus some refinements in many of the tools.  (One of the first things you'll find about UnrealEd is that it's a collection of tools grouped into the same editor so it really isn't a single 'tool') Interestingly enough, Epic is allowing you to sell any game made in UDK with a few catches.  First off, you must purchase a liscense for your game (which, I THINK is aproximately $99 starting).  Secondly, you must pay 25% of all profits for the first $5,000 of your game revenue to them (about $1250).  Finally, you cannot use any of the 'media' provided in UDK for your game.  UDK provides sample meshes, textures, materials, sounds, and other sample pieces of media pulled (mostly) from Unreal Tournament 3. The final point here will really determine whether you should use UDK.  There is a very small amount of media provided in UDK for someone to go in and begin creating levels without first developing your own meshes, textures, and other media.  Sure, you can slap together a few unique levels, though you will end up finding yourself restriced to the same items over and over and over.  This is absolutely how professional game development is; you are 'given' (typically liscensed or built in-house) an engine/editor and you begin creating all the content for the game and placing it.  UDK is aimed toward those who really want to build their game content from scratch with a currently existing engine.  It is not suited for someone who would like to simply build levels and quick mods without learning external 3D programs and image editing software. Unreal Tournament 3 Unless you have a serious grudge against FPS's, Epic, or your computer sucks, there really is no reason not to own this game for PC.  You can pick it up on Steam or Amazon for around $20 brand new.  Not only are you provided with a full single-player and multiplayer game, but you are given the entire UnrealEd 3.0 including all of the content used to build UT3.  If you want to start building levels and mods quickly for UT3, you should absolutely pick up a shelf-copy. However, as off-the-shelf UT3 is a few years old now, the tools have not been updated for quite a while.  Compared to UDK, the menus are more difficult to navigate through and take more time getting used to.  Since UDK is updated almost every month, there are new inclusions to the editor that may not be in UT3 (including the future addition of 3D!).  I haven't worked enough with shelf UT3 to see if there are more features in UDK or if they both feature the same stuff in different forms, however you should remember that the Unreal Engine 3.0 has undergone numerous upgrades between it's launch and Gears of War 2 (in fact, Epic had a conference to show off what changed just between the Gears of Wars games). Since UT3 has much more core content, someone who wants to focus on level editing or modding the core UT3 game may find their needs better suited with an off-the-shelf copy of UT3.  If that level designer has a team that is generating custom assets, they may be better off with UDK. The choice is now yours...

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  • Huge or minimal performance hit running game servers on a Virtual Machine? [closed]

    - by Damainman
    I have a two dedicated servers to choose from depending on which one would do a better job. I plan on updating the Hard Drive space and RAM at a later date depending on how I move forward. Server 1: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon L5420(Quad Core) @ 2.50Ghz Server2: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon E5420(Quad Core) @ 2.50GHz I want to run a virtual machine that will host about 10 game servers, with about 16 active slots per server. It will be a mix and match from: Minecraft Counter Strike( 1.6, Source, Global Offensive) Battlefield Team Fortress I know the general consensus is virtualization is a horrible idea if you plan on running virtual servers on them. The issue is, the discussions I read do not really clearly state whether they are speaking about a virtual server running inside an OS(ie: VMware Player running on Windows with the game server in a VM) or a Hypervisor such as Xen Cloud Platform. I am trying to get a definite answer on how feasible the above would be and how much of a performance hit it might be if the VM running the game servers is on a hypervisor such as Xen Cloud Platform. My initial research lead me to believe that there wouldn't be a performance hit since the virtualization is different than running it via inside of a OS.

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  • C# trying to capture the KeyDown event on a form

    - by Patrick
    Hello! I am creating a small game, the game is printed onto a panel on a windows form. Now i want to capture the keydown event to see if its the arrow keys that has been pressed, the problem however is that i can't seem to capture it. Let me explain, on the form i have 4 buttons and various other controls and if the user for instance press one of the buttons (to trigger a game event) then the button has focus and i can't capture the movements with the arrow keys. I tried something like private void KeyDown(KeyEventArgs e) { if (e.KeyCode == Keys.Left) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.E); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Right) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.W); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Up) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.N); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Down) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.S); game.DrawObjects(panel1.CreateGraphics()); } } and then when the form key down event was pressed, i used this private void MainForm_KeyDown(object sender, KeyEventArgs e) { KeyDown(e); } I also added keydown for the buttons and the various other controls on the windows form, but i am not getting any response back. I have setup a breakpoint inside the function to see if it's being called, but that breakpoint never triggers? Any ideas? The most optimal was to have a general KeyDown event that triggers (regardless of what control that currently has focus) and then calls the KeyDown method.

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  • (interactive) graph as in graph theory on a web page ?

    - by LB
    Hi, I have to integrate a graph with nodes and edges on a web page. Ideally, i would like to be able to interact with it (like moving the nodes around). Actually, i'm beginning by representing trees, so i would appreciate to be able to collapse subtrees. How can I do that ? I was considering google-visualization api but i wasn't able to find the kind of visualization i'm looking for (org chart doesn't allow to have multiple fathers, if i understood well) I've got no idea of the kind of technology so my tagging may not be really accurate :-). thanks

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  • Linq to SQL Repository ~theory~ - Generic but now uses Linq to Objects?

    - by Matt Tolliday
    The project I am currently working on used Linq to SQL as an ORM data access technology. Its an MVC3 Web app. The problem I faced was primarily due to the inability to mock (for testing) the DataContext which gets autogenerated by the DBML designer. So to solve this issue (after much reading) I refactored the repository system which was in place - single repository with seperate and duplicated access methods for each table which ended up with something like 300 methods only 10 of which were unique - into a single repository with generic methods taking the table and returning more generic types to the upper reaches of the application. My question revolves more around the design I've used to get thus far and the differences I'm noticing in the structure of the app. 1) Having refactored the code from the dark ages which used classic Linq to SQL queries: public Billing GetBilling(int id) { var result = ( from bil in _bicDc.Billings where bil.BillingId == id select bil).SingleOrDefault(); return (result); } it now looks like: public T GetRecordWhere<T>(Expression<Func<T, bool>> predicate) where T : class { T result; try { result = _dataContext.GetTable<T>().Where(predicate).SingleOrDefault(); } catch (Exception ex) { throw ex; } return result; } and is used by the controller with a query along the lines of: _repository.GetRecordWhere<Billing>(x => x.BillingId == 1); which is fine, and precisely what I wanted to achieve. ...however.... I'm also having to do the following to get precisely the result set i require in the controller class (the highest point of the app in essence)... viewModel.RecentRequests = _model.GetAllRecordsWhere<Billing>(x => x.BillingId == 1) .Where(x => x.BillingId == Convert.ToInt32(BillingType.Submitted)) .OrderByDescending(x => x.DateCreated). Take(5).ToList(); This - as far as my understanding is correct - is now using Linq to Objects rather than the Linq to SQL queries I was previously? Is this okay practise? It feels wrong to me but I dont know why. Probably because the logic of the queries is in the very highest tier of the app, rather than the lowest, but... I defer to you good people for advice. One of the issues I considered was bringing the entire table into memory but I understand that using the Iqeryable return type the where clause is taken to the database and evaluated there. Thus returning only the resultset i require... i may be wrong. And if you've made it this far, well done. Thank you, and if you have any advice it is very much appreciated!!

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  • Double Buffering for Game objects, what's a nice clean generic C++ way?

    - by Gary
    This is in C++. So, I'm starting from scratch writing a game engine for fun and learning from the ground up. One of the ideas I want to implement is to have game object state (a struct) be double-buffered. For instance, I can have subsystems updating the new game object data while a render thread is rendering from the old data by guaranteeing there is a consistent state stored within the game object (the data from last time). After rendering of old and updating of new is finished, I can swap buffers and do it again. Question is, what's a good forward-looking and generic OOP way to expose this to my classes while trying to hide implementation details as much as possible? Would like to know your thoughts and considerations. I was thinking operator overloading could be used, but how do I overload assign for a templated class's member within my buffer class? for instance, I think this is an example of what I want: doublebuffer<Vector3> data; data.x=5; //would write to the member x within the new buffer int a=data.x; //would read from the old buffer's x member data.x+=1; //I guess this shouldn't be allowed If this is possible, I could choose to enable or disable double-buffering structs without changing much code. This is what I was considering: template <class T> class doublebuffer{ T T1; T T2; T * current=T1; T * old=T2; public: doublebuffer(); ~doublebuffer(); void swap(); operator=()?... }; and a game object would be like this: struct MyObjectData{ int x; float afloat; } class MyObject: public Node { doublebuffer<MyObjectData> data; functions... } What I have right now is functions that return pointers to the old and new buffer, and I guess any classes that use them have to be aware of this. Is there a better way?

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  • Are GUID primary keys bad in theory, or just practice?

    - by Yarin
    Whenever I design a database I automatically start with an auto-generating GUID primary key for each of my tables (excepting look-up tables) I know I'll never lose sleep over duplicate keys, merging tables, etc. To me it just makes sense philosophically that any given record should be unique across all domains, and that that uniqueness should be represented in a consistent way from table to table. I realize it will never be the most performant option, but putting performance aside, I'd like to know if there are philosophical arguments against this practice?

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  • Why is my custom view not appearing?

    - by user351469
    When I comment out setContentView(boardView); in my Game.java my custom view in BoardView works fine and displays everything nicely... but onSizeChanged never gets called in BoardView.java... so I can't read the device width and height at runtime. If I leave setContentView uncommented onSizeChanged works... but the screen is blank! I want to be able to read the screen width and height at runtime and set the sizes of my ImageViews at creation so they are the optimal size. public class Game extends Activity implements OnClickListener{ private BoardView boardView; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); boardView = new BoardView(this); setContentView(boardView); // when this line disabled, it looks ok boardView.requestFocus(); } public class BoardView extends View { private final Game game; private float width; // width of one unit private float height; // height of one unit public BoardView(Context context){ super(context); this.game = (Game)context; setFocusable(true); setFocusableInTouchMode(true); LinearLayout maincontainer = new LinearLayout(game); maincontainer.setLayoutParams(new LinearLayout.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT)); maincontainer.setGravity(Gravity.CENTER); maincontainer.setOrientation(LinearLayout.VERTICAL); maincontainer.setBackgroundColor(Color.BLACK); LinearLayout innercontainer = new LinearLayout(game); innercontainer.setLayoutParams(new LinearLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); innercontainer.setGravity(Gravity.CENTER); innercontainer.setOrientation(LinearLayout.HORIZONTAL); // declare a new table TableLayout layout = new TableLayout(game); layout.setLayoutParams(new TableLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); // build a grid of ImageViews in a TableLayout for (int f=1; f<=7; f++) { TableRow tr = new TableRow(game); for (int c=1; c<=7; c++) { ImageView b = new ImageView(game); b.setImageResource(R.drawable.neworb); b.setOnClickListener(game); tr.addView(b, 30,30); // I'd like to not use fixed values here } // for layout.addView(tr); } // for innercontainer.addView(layout); maincontainer.addView(innercontainer); game.setContentView(maincontainer); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh){ width = w/9f; height = width; super.onSizeChanged(w, h, oldw, oldh); } }

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  • A Guided Tour of Complexity

    - by JoshReuben
    I just re-read Complexity – A Guided Tour by Melanie Mitchell , protégé of Douglas Hofstadter ( author of “Gödel, Escher, Bach”) http://www.amazon.com/Complexity-Guided-Tour-Melanie-Mitchell/dp/0199798109/ref=sr_1_1?ie=UTF8&qid=1339744329&sr=8-1 here are some notes and links:   Evolved from Cybernetics, General Systems Theory, Synergetics some interesting transdisciplinary fields to investigate: Chaos Theory - http://en.wikipedia.org/wiki/Chaos_theory – small differences in initial conditions (such as those due to rounding errors in numerical computation) yield widely diverging outcomes for chaotic systems, rendering long-term prediction impossible. System Dynamics / Cybernetics - http://en.wikipedia.org/wiki/System_Dynamics – study of how feedback changes system behavior Network Theory - http://en.wikipedia.org/wiki/Network_theory – leverage Graph Theory to analyze symmetric  / asymmetric relations between discrete objects Algebraic Topology - http://en.wikipedia.org/wiki/Algebraic_topology – leverage abstract algebra to analyze topological spaces There are limits to deterministic systems & to computation. Chaos Theory definitely applies to training an ANN (artificial neural network) – different weights will emerge depending upon the random selection of the training set. In recursive Non-Linear systems http://en.wikipedia.org/wiki/Nonlinear_system – output is not directly inferable from input. E.g. a Logistic map: Xt+1 = R Xt(1-Xt) Different types of bifurcations, attractor states and oscillations may occur – e.g. a Lorenz Attractor http://en.wikipedia.org/wiki/Lorenz_system Feigenbaum Constants http://en.wikipedia.org/wiki/Feigenbaum_constants express ratios in a bifurcation diagram for a non-linear map – the convergent limit of R (the rate of period-doubling bifurcations) is 4.6692016 Maxwell’s Demon - http://en.wikipedia.org/wiki/Maxwell%27s_demon - the Second Law of Thermodynamics has only a statistical certainty – the universe (and thus information) tends towards entropy. While any computation can theoretically be done without expending energy, with finite memory, the act of erasing memory is permanent and increases entropy. Life & thought is a counter-example to the universe’s tendency towards entropy. Leo Szilard and later Claude Shannon came up with the Information Theory of Entropy - http://en.wikipedia.org/wiki/Entropy_(information_theory) whereby Shannon entropy quantifies the expected value of a message’s information in bits in order to determine channel capacity and leverage Coding Theory (compression analysis). Ludwig Boltzmann came up with Statistical Mechanics - http://en.wikipedia.org/wiki/Statistical_mechanics – whereby our Newtonian perception of continuous reality is a probabilistic and statistical aggregate of many discrete quantum microstates. This is relevant for Quantum Information Theory http://en.wikipedia.org/wiki/Quantum_information and the Physics of Information - http://en.wikipedia.org/wiki/Physical_information. Hilbert’s Problems http://en.wikipedia.org/wiki/Hilbert's_problems pondered whether mathematics is complete, consistent, and decidable (the Decision Problem – http://en.wikipedia.org/wiki/Entscheidungsproblem – is there always an algorithm that can determine whether a statement is true).  Godel’s Incompleteness Theorems http://en.wikipedia.org/wiki/G%C3%B6del's_incompleteness_theorems  proved that mathematics cannot be both complete and consistent (e.g. “This statement is not provable”). Turing through the use of Turing Machines (http://en.wikipedia.org/wiki/Turing_machine symbol processors that can prove mathematical statements) and Universal Turing Machines (http://en.wikipedia.org/wiki/Universal_Turing_machine Turing Machines that can emulate other any Turing Machine via accepting programs as well as data as input symbols) that computation is limited by demonstrating the Halting Problem http://en.wikipedia.org/wiki/Halting_problem (is is not possible to know when a program will complete – you cannot build an infinite loop detector). You may be used to thinking of 1 / 2 / 3 dimensional systems, but Fractal http://en.wikipedia.org/wiki/Fractal systems are defined by self-similarity & have non-integer Hausdorff Dimensions !!!  http://en.wikipedia.org/wiki/List_of_fractals_by_Hausdorff_dimension – the fractal dimension quantifies the number of copies of a self similar object at each level of detail – eg Koch Snowflake - http://en.wikipedia.org/wiki/Koch_snowflake Definitions of complexity: size, Shannon entropy, Algorithmic Information Content (http://en.wikipedia.org/wiki/Algorithmic_information_theory - size of shortest program that can generate a description of an object) Logical depth (amount of info processed), thermodynamic depth (resources required). Complexity is statistical and fractal. John Von Neumann’s other machine was the Self-Reproducing Automaton http://en.wikipedia.org/wiki/Self-replicating_machine  . Cellular Automata http://en.wikipedia.org/wiki/Cellular_automaton are alternative form of Universal Turing machine to traditional Von Neumann machines where grid cells are locally synchronized with their neighbors according to a rule. Conway’s Game of Life http://en.wikipedia.org/wiki/Conway's_Game_of_Life demonstrates various emergent constructs such as “Glider Guns” and “Spaceships”. Cellular Automatons are not practical because logical ops require a large number of cells – wasteful & inefficient. There are no compilers or general program languages available for Cellular Automatons (as far as I am aware). Random Boolean Networks http://en.wikipedia.org/wiki/Boolean_network are extensions of cellular automata where nodes are connected at random (not to spatial neighbors) and each node has its own rule –> they demonstrate the emergence of complex  & self organized behavior. Stephen Wolfram’s (creator of Mathematica, so give him the benefit of the doubt) New Kind of Science http://en.wikipedia.org/wiki/A_New_Kind_of_Science proposes the universe may be a discrete Finite State Automata http://en.wikipedia.org/wiki/Finite-state_machine whereby reality emerges from simple rules. I am 2/3 through this book. It is feasible that the universe is quantum discrete at the plank scale and that it computes itself – Digital Physics: http://en.wikipedia.org/wiki/Digital_physics – a simulated reality? Anyway, all behavior is supposedly derived from simple algorithmic rules & falls into 4 patterns: uniform , nested / cyclical, random (Rule 30 http://en.wikipedia.org/wiki/Rule_30) & mixed (Rule 110 - http://en.wikipedia.org/wiki/Rule_110 localized structures – it is this that is interesting). interaction between colliding propagating signal inputs is then information processing. Wolfram proposes the Principle of Computational Equivalence - http://mathworld.wolfram.com/PrincipleofComputationalEquivalence.html - all processes that are not obviously simple can be viewed as computations of equivalent sophistication. Meaning in information may emerge from analogy & conceptual slippages – see the CopyCat program: http://cognitrn.psych.indiana.edu/rgoldsto/courses/concepts/copycat.pdf Scale Free Networks http://en.wikipedia.org/wiki/Scale-free_network have a distribution governed by a Power Law (http://en.wikipedia.org/wiki/Power_law - much more common than Normal Distribution). They are characterized by hubs (resilience to random deletion of nodes), heterogeneity of degree values, self similarity, & small world structure. They grow via preferential attachment http://en.wikipedia.org/wiki/Preferential_attachment – tipping points triggered by positive feedback loops. 2 theories of cascading system failures in complex systems are Self-Organized Criticality http://en.wikipedia.org/wiki/Self-organized_criticality and Highly Optimized Tolerance http://en.wikipedia.org/wiki/Highly_optimized_tolerance. Computational Mechanics http://en.wikipedia.org/wiki/Computational_mechanics – use of computational methods to study phenomena governed by the principles of mechanics. This book is a great intuition pump, but does not cover the more mathematical subject of Computational Complexity Theory – http://en.wikipedia.org/wiki/Computational_complexity_theory I am currently reading this book on this subject: http://www.amazon.com/Computational-Complexity-Christos-H-Papadimitriou/dp/0201530821/ref=pd_sim_b_1   stay tuned for that review!

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  • Examples of different architecture methodologies

    - by Lane
    Is there a resource or site which illustrates building the same application (desktop or web) using several different contrasting architectures? Such as MVP versus MVVM versus MVC, etc. It would be very helpful to see how they look side-by-side using real-world code instead of comparing written theory to written theory. I've often found that something can be described well in a book, but when you go to implement it, the subtleties and weaknesses of the theory become readily apparent.

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  • How to black out second monitor when playing a full screen game?

    - by Gary
    I've got two monitors. When I play a full screen game in my primary monitor, the second monitor still shows the Windows desktop. How can I black out the second monitor so that it doesn't show anything at all? My graphics card is from ATI. I'm running Windows 7 in Boot Camp on an iMac. I don't know if this makes a difference, however, as any solution to my question will do, really. For instance, is there a tiny app that I could run to disable the second monitor for a while? I'd rather not have to open Windows display settings every time I run a game and disable the monitor that way, though.

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  • Wii game bought in US, will it work on a PAL console in Europe?

    - by Stijn Sanders
    I can't seem to find a European online outlet that offers this Wii game I'm looking for. If I would buy it from a web-shop in the US, could I end up with a game that doesn't work well with my console? I'm worried because all games I have for the Wii so far have a prominent mention of "PAL" on the cover. I didn't notice "NTSC" on the photo's of the cover online, but I'm worried none the less. (And thought I'd ask it here first...) Also, does anyone happen to know if Belgian customs would add tax to shipments like this coming in from the US?

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  • How can I run a game server on a computer behind a NAT, if I have another computer not behind a NAT?

    - by Macha
    My home connection is part of a large NAT, outside my control. Inside my home, my router has a NAT, under my control. I control a public facing Linux VPS with one IP address, outside my home network. Ideally, what I'd like to do is set something up so that I connect my home computer to my VPS, and after that port X on my VPS leads to port Y on my home computer, for the purposes of running a game server of a game that does not run under Linux. Is this possible?

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  • I missed allowing ".NET Runtime Optimization Service" while installing a game — could there be any problems?

    - by MDLss
    I'm using ESET Smart Security 4 on Windows 7. I selected Interactive Mode so it asks me when something needs to connect to my PC. So when I was installing a game named League of Legends, I was away from my computer. When I came back, I saw that the download was finished but ESET was asking whether to allow .NET Runtime Optimization Service to connect my computer using port 80 TCP. So I selected Allow but It was too late because the download was already finished. I can play the game, but could it be bugged or broken or something?

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  • Looking for design/architecture suggestions for a simple HTML game.

    - by z-boss
    Imagine that HTML page is a game surface (see picture). User can have n number of boards (blue divs) on his page. Each board can be moved, re-sized, relabeled, created new and removed. Inside each board there are m number of figures (purple divs). Each of these user can move inside the board or to another board, re-size, change color and label, delete, add new. The goal of the game is not important, but let's say it is to rearrange figures in a certain way so that they disappear. But the goal of the programmer is to save the whole game surface in the database for every user of the site, and to load it later when he returns. So, how do I go about data exchange between client and the database? I'll give my idea in one of the answers.

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Which containers / graphics components to use in a simple Java Swing game?

    - by rize
    I'm creating a simple labyrinth game with Java + Swing. The game draws a randomized labyrinth on the screen, places a figure in the middle, and the player is then supposed to find the way out by moving the figure with arrow-keys. As for now, I'm using a plain background and drawing the walls of the labyrinth with Graphics.drawLine(). I have a custom picture of the figure in a .gif file, which I load as a BufferedImage object. However, I want the player to see only part of the labyrinth at a time, and the screen should follow the figure in the game, as the player moves around. I'm planning to do this by creating an Image object of the whole labyrinth when it is created, and then "cutting" a square around the current position of the figure and displaying this with Graphics.drawImage(). I'm new with Swing though, and I can't figure out how to draw the figure at different positions "above" the labyrinth without redrawing the whole thing. Which container/component should I use for the labyrinth and then for the figure to achieve this?

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  • Easiest, most fun way to program 2D games? Flash? XNA? Some other engine?

    - by Maxi
    Hi, this is a post detailing my search for the most enjoyable way for a hobbyist game programmer to sweeten his free time with making a game. My requirements: I looked at Flash first, I made a couple of small games but I'm doubtful of the performance. I would like to make a fairly large strategy game, with several hundred units fighting simultaneously, explosions and animations included. Also zoomable maps. I saw that Adobe has a new 3D API for Flash, but I don't know if that improves 2D performance aswell, I couldn't find anything related to that question on their MAX10 sessions. Would you say that Flash is a good technology for making large 2D games easily? I really like Actionscript, and I love how easy everything is in Flash. There are several engines available which make it even easier. I just do this for fun, and it would be even better if there were proper animation/particle editors available and if the engine I were to use, would be available for multiple platforms. (so more people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well, but there are no good engines available for it, and it will only run on Windows, which is a huge turn off. Even bigger is, that you need to install the XNA redistributable each time you want to give the game to someone. If I use XNA, I would have to make all the tools myself, and I'd probably have to make them with WPF. (I'd love to make tools with Adobe AIR, but unfortunately the API's for image manipulation etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development? I prefer: C#, Actionscript. I don't mind using c++ if the toolset is above average, but I highly doubt that there is something out there like that. Please prove me wrong :) So summary: I'd like to use Flash, but I don't know if it scales well enough. I'm not a scripter, I want some real APIs that I can work with inside a proper IDE. Just for information, I looked at several alternatives, I'm actually looking for a long time already. You'd help me a lot to make a decision finally. Feature-wise the Flatredball engine would be ideal. But I tried their tools, and quite frankly, they are horrible. Absolutely unusable, I'd need to make my own for sure. I didn't look at their API, but if their tools are so bad, I'm not inclined to look further. Unity3D. This one is quite nice, but I really don't need 3D, and it is quite ...a lot of work to learn. I also don't like that it is so expensive to use for different platforms and that I can only code for it through scripting. You have to buy each platform separately. The editor usability is average, the product overall is good enough for most purposes, but learning it myself would be overkill. Shiva 3D. It looks good enough, but again: I don't really need 3D. The editor usability is a little worse than Unity3D in my opinion and it wasn't clear to me how to start programming. I think it requires C++ for coding, so that's a negative too. I want to have fun, and c# is fun ;) SDL. Quite frankly, I'd still need to port to all those different SDL implementations. And I don't like OpenGL style programming, it's just plain ugly. And it needs c++, I know that there might be some wrappers available, but I don't like to use wrappers, because... Irrlicht. A lot of features, but support seems to be low and it is aimed at enthusiasts. C# bindings get dropped repeatedly. I'm not an engine enthusiast, I just want to make a game. I don't see this happening with Irrlicht. Ogre3D. Way too much work, it's just a graphics engine. Also no multiple platform support and c++. Torque2D. Costs something to use, and I didn't hear a lot of good things about support and documentation. Also costs extra for each platform.

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • How should I structure my iPhone OpenGL ES 1.1 game?

    - by Ryan
    I am building an iPhone OpenGL ES 1.1 game. I am using the OpenGL ES template provided by xcode. I am only using the ES1Renderer. I've coded some basic touch actions the user can take, and I've begun to think about the overall structure of the code. All I'm really doing is using C in the ES1Renderer.m for my entire game state. I have an array of bullet structs, an array on enemy structs, etc.. Besides using this structure, where my entire game state is in ES1Renderer.m as C arrays and structs, what other ways are there to structure the code? Should I be using C++ or Objective-C classes to represent the enemies so they are more modular? The main reason I ask this is because I don't normally code in C, C++ and Objective-C..so I am a little fuzzy on coming up with a good architecture here.

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  • Is Android (read typical devices) fast enough for a game that requires plotting pixel by pixel rather than blitting

    - by mP
    i have an idea for an Android game which is a little different from the typical game that usually moves sprites(bitmaps) around the screen. Id want to plot lots of little pixels to create my visuals. PROS no bitmaps required pixel plotting of stuff like "fire" can react to wind. no need to scale bitmaps, works w/ any screen res (lets pretend device can handle more drawing because its got a bigger screen). CONS slower to plot pixels than blit bitmaps need lot of animation frames. WISHES id like to update my game in real time, more is better 30fps is good but not essential, 15fps is enough. PERFORMANCE Q... Is the typical Android device fast enough to plot say half a screenful of pixels w/ a default background ? if full screen is not practical what window size should be able to handle such refreshes

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  • Is this too much to ask for a game programming and developing enthusiast? Am I doing this wrong?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

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