Search Results

Search found 22499 results on 900 pages for 'game level'.

Page 131/900 | < Previous Page | 127 128 129 130 131 132 133 134 135 136 137 138  | Next Page >

  • In writing games that deal with scancodes, what do I need to know to support international keyboards

    - by sludge
    I am writing an input system for a game that needs to be able to handle keyboard schemes that are not just qwerty. In designing the system, I must take into consideration: Two types of input: standard shooter controls (lots of buttons being pressed and raw samples collected) and flight sim controls (the button's label is what the user presses to toggle something) Alternative software keyboard layouts (dvorak, azerty, etc) as supplied by the OS Alternative hardware keyboard layouts that supply Unicode characters My initial inclination is to sample the USB HID unicode scancodes. Interested on thoughts on what I need to do to be compatible with the world's input devices and recommendation of input APIs on both platforms.

    Read the article

  • Define Instance Variable Outside of Method Defenition (ruby)

    - by Ell
    Hi all, I am developing (well, trying to at least) a Game framework for the Ruby Gosu library. I have made a basic event system wherebye each Blocks::Event has a list of handlers and when the event is fired the methods are called. At the moment the way to implement an event is as follows: class TestClass attr_accessor :on_close def initialize @on_close = Blocks::Event.new end def close @on_close.fire(self, Blocks::OnCloseArgs.new) end end But this method of implementing events seems rather long, my question is, how can I make a way so that when one wants an event in a class, they can just do this class TestClass event :on_close def close @on_close.fire(self, Blocks::OnCloseArgs.new) end end Thanks in advance, ell.

    Read the article

  • Advice needed: What tech expertise do I need to accomplish my goal?

    - by quaternion
    I have a business plan & money to hire a developer - the essentials involve simple online games for children (played via traditional computer over the internet) such that their scores are uploaded to a database that can be viewed via a nice portal. What I don't know is: what technologies I would want my developer to know (the only somewhat unusual requirement I have is that the games have relatively accurate timing of keypresses/mouse presses) how much I should expect to pay (in general, what is the appropriate range) how many hours a program of the complexity of a simple tower defense -type game should take to develop (to be clear, the idea is not to implement TD, but rather other games of similar complexity) whether I should go with capable acquaintances, some online kind of online web-dev bidding site, or just try to find a capable undergraduate at the local university who I can wow with his/her first big paycheck, how I should communicate the software's specifications to my hired developer... Is there a standard I should be using? whether I should hire a webdev consultant for a few hours to help me answer these questions, instead of asking stackoverflow Thanks for any advice!

    Read the article

  • What helpful tactics have you employed to keep your development team on-track?

    - by Ed Altorfer
    I realize that this is a subjective question, so I've marked it as a community wiki. I think that it is pretty specific to programming teams, though, so I've posted it here as opposed to somewhere else. I'm leading a small game development team (four people) as a side project. We are a disjoint team, with everyone in different places, but we do have some of the mainstays of an organized team. Source Control Continuous Integration Bug Tracking Document Workspace Regular Meetings Calendar / Schedule How do you keep your small, disjoint teams on-track? I tend to agree with Joel's opinion about when and how to micromanage and know that my team is motivated, but it can be easy to fall off-course when everyone isn't connected in a physical way and doesn't see what other people on the team are doing. Suggestions, feedback, or criticisms are welcome! Edit: I'm managing the team; I'm not looking for automated tools or anything to do my job for me, just ideas for approach or process that might help everyone feel more "connected" and involved.

    Read the article

  • Android: Deciding between SurfaceView and OpenGL (GLSurfaceView)

    - by Rich
    Is there a way to decide up front based on the expected complexity of a game/app in the planning phase whether to use regular Canvas drawing in a SurfaceView or to go with OpenGL? I've been playing around with a Canvas and only need 2D movement, and on a fairly new phone I'm getting pretty decent performance with a bunch of primitive objects and a few bitmaps running around the screen on a solid background. Is it fair to say that if I'm going to be drawing background images and increasing the number of objects being moved and drawn on top of them that I should go straight to OpenGL?

    Read the article

  • how do I get the IP of incoming ICMP due to UDP-send to dead client in Ruby?

    - by banister
    so.. I'm doing a small multiplayer game with blocking UDP and IO.select. To my problem.. (In the server) reading from a UDP socket (packet, sender = @socket.recvfrom(1000)) which have just sent a packet to a dead client results in a ICMP unreachable (and exception Errno::ECONNRESET in ruby). The problem is that I can't find any way whatsoever to extract the IP of that ICMP.. so I can clean out that dead client. Anyone know how to achieve this? thanks

    Read the article

  • Tuning SQL Server 2008 for web applications

    - by Kibbee
    In one of the Stackoverflow podcasts, I remember Jeff Atwood saying that there was a configuration option in SQL Server 2008 which cuts down on locking, and was kind of an alternative to using "with (nolock)" in all your queries. Does anybody know how to enable the feature he was talking about, possibly even Jeff himself. I'm looking at deploying SQL Server 2008, and want to see if using a feature like this would help out my web application.

    Read the article

  • GUI system architecture?

    - by topright
    I'm designing GUI (graphical user interface) system for a game engine (C++). Idea is to create a heirarchy of GUI controllers like Focusable, Hoverable, Dragable etc. Every GUI component can attach multiple controllers, they modify component's behaviour. I think it gives flexible system and protects from code duplication. Different instances of the same GUI class can have different complex behaviours (may be, even change it dynamically), so this approach looks practical. The other choice is to add focused, hovered, dragged etc. flags in the base GUI component class. It looks like overhead and not that flexible. Another solution is to use Decorator pattern and wrap objects with FocusDecorator, HoverDecorator etc. Maintaining such system looks a bit harder. Question: What are pitfalls in my solution? May be you have seen a better approaches in GUI systems? What are the best ways of implementing such flexible complex system?

    Read the article

  • Ruby vs Lua as scripting language for C++

    - by bl00dshooter
    I am currently building a game server (not an engine), and I want it to be extendable, like a plugin system. The solution I found is to use a scripting language. So far, so good. I'm not sure if I should use Ruby or Lua. Lua is easier to embed, but Ruby has a larger library, and better syntax (in my opinion). The problem is, there is no easy way I found to use Ruby as scripting language with C++, whereas it's very easy with Lua. Toughs about this? Suggestions for using Ruby as scripting language (I tried SWIG, but it isn't nearly as neat as using Lua)? Thanks.

    Read the article

  • How to sum up values of an array in assembly?

    - by Pablo Fallas
    I have been trying to create a program which can sum up all the values of an "array" in assembly, I have done the following: ORG 1000H TABLE DB DUP(2,4,6,8,10,12,14,16,18,20) FIN DB ? TOTAL DB ? MAX DB 13 ORG 2000H MOV AL, 0 MOV CL, OFFSET FIN-OFFSET TABLE MOV BX, OFFSET TABLE LOOP: ADD AL, [BX] INC BX DEC CL JNZ LOOP HLT END BTW I am using msx88 to compile this code. But I get an error saying that the code 0 has not been recognized. Any advise?

    Read the article

  • Changing Image In a Button After Being Clicked?

    - by BuZzZzJaY
    Creating a game in Android using multiple Buttons to display an image from the drawable folder. I want to change the button to a different image after the button has been clicked on. Here is the button code: <Button android:id="@+id/b36" android:background="@drawable/black" android:layout_width="45px" android:layout_height="45px" /> I can't find anything about how to change the actual image of the button. You can change the color of the button by using the following code in the java file: b36.setBackgroundColor(0xAA00AA00);

    Read the article

  • Moving and resizing JPanels object inside JFrame.

    - by Gabriel A. Zorrilla
    Continuing my quest of learning Java by doing a simple game, i stumbled upon a little issue. My gameboard extends JPanel as well as each piece of the board. Now, this presents some problems: Cant set size of each piece, therefore, each piece JPanel ocupy the whole JFrame, concealing the rest of the pieces and the background (gameboard). Cant set the position of the pieces. I have the default flow manager. Tried setbounds and no luck. Perhaps i should make the piece to extend other JComponent?

    Read the article

  • AppFabric caching's local cache isnt working for us... What are we doing wrong?

    - by Olly
    We are using appfabric as the 2ndlevel cache for an NHibernate asp.net application comprising a customer facing website and an admin website. They are both connected to the same cache so when admin updates something, the customer facing site is updated. It seems to be working OK - we have a CacheCLuster on a seperate server and all is well but we want to enable localcache to get better performance, however, it dosnt seem to be working. We have enabled it like this... bool UseLocalCache = int LocalCacheObjectCount = int.MaxValue; TimeSpan LocalCacheDefaultTimeout = TimeSpan.FromMinutes(3); DataCacheLocalCacheInvalidationPolicy LocalCacheInvalidationPolicy = DataCacheLocalCacheInvalidationPolicy.TimeoutBased; if (UseLocalCache) { configuration.LocalCacheProperties = new DataCacheLocalCacheProperties( LocalCacheObjectCount, LocalCacheDefaultTimeout, LocalCacheInvalidationPolicy ); // configuration.NotificationProperties = new DataCacheNotificationProperties(500, TimeSpan.FromSeconds(300)); } Initially we tried using a timeout invalidation policy (3mins) and our app felt like it was running faster. HOWEVER, we noticed that if we changed something in the admin site, it was immediatley updated in the live site. As we are using timeouts not notifications, this demonstrates that the local cache isnt being queried (or is, but is always missing). The cache.GetType().Name returns "LocalCache" - so the factory has made a local cache. Running "Get-Cache-Statistics MyCache" in PS on my dev environment (asp.net app running local from vs2008, cache cluster running on a seperate w2k8 machine) show a handful of Request Counts. However, on the Production environment, the Request Count increases dramaticaly. We tried following the method here to se the cache cliebt-server traffic... http://blogs.msdn.com/b/appfabriccat/archive/2010/09/20/appfabric-cache-peeking-into-client-amp-server-wcf-communication.aspx but the log file had nothing but the initial header in it - i.e no loggin either. I cant find anything in SO or Google. Have we done something wrong? Have we got a screwy install of AppFabric - we installed it via WebPlatform Installer - I think? (note: the IIS box running ASp.net isnt in yhe cluster - it is just the client). Any insights greatfully received!

    Read the article

  • MATLAB: How do I get 3D coordiantes from a user-click?

    - by John
    I'm using Matlab to create a small chess game for one of my courses this semester. The thing I'm having trouble with is having the user be able to select one of the chess pieces. To simplify things, I'm making it so that the user selects a piece by clicking on the square that the chess piece resides on rather than clicking the piece itself (which I assume would be much more difficult). I know how to get the x and y coordinates of the view-port, but how do I transform these coordinates into 3-space coordinates? I know that there are multiple x,y,z coordinates associated with each view-port coordinate, but I'm only interested in the x,y,z coordinate where z = 0 (since the board itself is in the x,y plane that intersects the z axis where z = 0). Thanks!

    Read the article

  • Which Ipod touch generation should I buy? 2nd or 3rd?

    - by kukabunga
    I want to create games for Iphone/Ipod touch. Unfortunately I don't have a lot of money so I can buy only one device. Ipod is cheaper than Iphone, so I decided to bought Ipod touch. But I am afraid of buying 3rd generation - because it has more memory, more faster CPU, etc. And I think if I post my app on appstore - people with 2nd generation Ipod might have trouble with my app (because I was testing it on 3rd generation). But on the other hand - I am planning to create 3d/cpu demanding game - and it would be easy for me to implement it on device with more calculation power... What should I do in this situation? Any advice is appreciate.

    Read the article

  • Good code architecture for this problem?

    - by RCIX
    I am developing a space shooter game with customizable ships. You can increase the strength of any number of properties of the ship via a pair of radar charts*. Internally, i represent each ship as a subclassed SpaceObject class, which holds a ShipInfo that describes various properties of that ship. I want to develop a relatively simple API that lets me feed in a block of relative strengths (from minimum to maximum of what the radar chart allows) for all of the ship properties (some of which are simplifications of the underlying actual set of properties) and get back a ShipInfo class i can give to a PlayerShip class (that is the object that is instantiated to be a player ship). I can develop the code to do the transformations between simplified and actual properties myself, but i would like some recommendations as to what sort of architecture to provide to minimize the pain of interacting with this translator code (i.e. no methods with 5+ arguments or somesuch other nonsense). Does anyone have any ideas? *=not actually implemented yet, but that's the plan.

    Read the article

  • Timer running while on home screen iPhone - Objective C

    - by Franky
    Hello, I am interested in building a Timer Based game such as mafia wars or soemthing like that. I'm stuck on one question. What would be the best way to retain a timer, even if the app is closed? Should I do this based on the Device Clock? or should I set a time to a server, and get the time when the device starts up? If any one knows a better way for this, let me know. Thanks. @lessfame

    Read the article

  • Basic data alignment question

    - by Broken Logic
    I've been playing around to see how my computer works under the hood. What I'm interested in is seeing is what happens on the stack inside a function. To do this I've written the following toy program: #include <stdio.h> void __cdecl Test1(char a, unsigned long long b, char c) { char c1; unsigned long long b1; char a1; c1 = 'b'; b1 = 4; a1 = 'r'; printf("%d %d - %d - %d %d Total: %d\n", (long)&b1 - (long)&a1, (long)&c1 - (long)&b1, (long)&a - (long)&c1, (long)&b - (long)&a, (long)&c - (long)&b, (long)&c - (long)&a1 ); }; struct TestStruct { char a; unsigned long long b; char c; }; void __cdecl Test2(char a, unsigned long long b, char c) { TestStruct locals; locals.a = 'b'; locals.b = 4; locals.c = 'r'; printf("%d %d - %d - %d %d Total: %d\n", (long)&locals.b - (long)&locals.a, (long)&locals.c - (long)&locals.b, (long)&a - (long)&locals.c, (long)&b - (long)&a, (long)&c - (long)&b, (long)&c - (long)&locals.a ); }; int main() { Test1('f', 0, 'o'); Test2('f', 0, 'o'); return 0; } And this spits out the following: 9 19 - 13 - 4 8 Total: 53 8 8 - 24 - 4 8 Total: 52 The function args are well behaved but as the calling convention is specified, I'd expect this. But the local variables are a bit wonky. My question is, why wouldn't these be the same? The second call seems to produce a more compact and better aligned stack. Looking at the ASM is unenlightening (at least to me), as the variable addresses are still aliased there. So I guess this is really a question about the assembler itself allocates the stack to local variables. I realise that any specific answer is likely to be platform specific. I'm more interested in a general explanation unless this quirk really is platform specific. For the record though, I'm compiling with VS2010 on a 64bit Intel machine.

    Read the article

  • A submenu (`ToolStripMenuItem`) does not show automatically.

    - by czuk
    I have encountered strange problem with a three-level context menu. In some situation the sub menu does not show automatically. I have following structure of the menu: * AAA - level 1 * BBB - level 1 * CCC - level 2 * xxx - level 3 * yyy - level 3 * DDD - level 2 * zzz - level 3 * vvv - level 3 I start from a menu with two option AAA and BBB. After I move the cursor over BBB the second-level menu appears with two other options CCC and DDD. So far OK. Now, when I quickly move the cursor over DDD the third-level sub menu does not show up, but when I move the cursor back to CCC the sub menu shows up, and when I go back to DDD then the sub menu also shows. Why it does not show at first time? Have you ever encountered such a problem? I fixed the problem with MouseEnter and MouseLeave events, but I still wonder why it does not work properly without the events.

    Read the article

  • Do you draw the entire object?

    - by vbman11
    Hi I'm working on learning 3d game development and I'm starting with JavaScript and the html5 canvas and I was wondering if I were to have a 3d model do I draw the entire model(front, back, etc) and let the web browser decide what to render or should I try to just draw the sides that are in view of the camera? I ask this because I can see how it would be faster to do the latter of the 2 but that can get very complex and I'll need to do quite a bit more research to find how to do that. Thanks!!

    Read the article

  • Does armcc optimizes non-volatile variables with -O0 ?

    - by Dor
    int* Register = 0x00FF0000; // Address of micro-seconds timer while(*Register != 0); Should I declare *Register as volatile while using armcc compiler and -O0 optimization ? In other words: Does -O0 optimization requires qualifying that sort of variables as volatile ? (which is probably required in -O2 optimization)

    Read the article

  • Html how to make a part on iframe, unvisible and unclickable externally? (my idea)

    - by ozan
    I have a page (A) including a BUTTON with a function close_window() , however when I embed A to my main page (B) using iframe, the close_window() can't work as expected since there is no more window anymore, and I am not able to remove the button from the iframe since A is on another domain (Security issues prevents). What I want to do is make this button label invisible. And the only way I think is to put a white image just to the place where that button exists on my iframe, externally. is Smthing like that possible? I want the image to be on the top of iframe? Or do you have any other idea ? Thanks for helps.

    Read the article

  • Which method should I use to give the perception the computer is thinking in programming?

    - by Roy
    I want to create a simple game like tic tac toe where the human user is playing against the computer. The computer function takes a couple of milliseconds to run but I would like to make the computer take 5 seconds to make a move. Which method should I use? 1) Create two memory threads. One for the computer and one for the human user. When the computer is taking 5 seconds to imitate thinking, the human user thread is paused for 5 seconds. 2) Disable input devices for 5 seconds using timer or dispatchertimer 3) Any better methods you can think of Thanks!

    Read the article

  • In Flash Actionscript 3.0 how do I create smooth keyboard controls for player movement?

    - by Reid
    I am a beginner in Flash Actionscript 3.0 programming. I am trying to create smooth keyboard controls for player movement in a game. I'm currently using addEventListener(KeyboardEvent.KEY_DOWN) listening for a keyboard key press and then within the handler function moving a graphic by adding a number to its .x or .y property. This creates a slow, sluggish jerk at the beginning. I know there's a smoother, more responsive way to do this but have no idea where to begin. Any help would be appreciated!

    Read the article

< Previous Page | 127 128 129 130 131 132 133 134 135 136 137 138  | Next Page >