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  • Passing elapsed time to the update function from the game loop

    - by Sri Harsha Chilakapati
    I want to pass the time elapsed to the update() method as this would make easy to implement the animations and time related concepts. Here's my game-loop. public void gameLoop(){ boolean running = true; long gameTime = getCurrentTime(); long elapsedTime = 0; long lastUpdateTime = 0; int loops; while (running){ loops = 0; while(getCurrentTime()>gameTime && loops<Global.MAX_FRAMESKIP){ elapsedTime = getCurrentTime() - lastUpdateTime; lastUpdateTime = getCurrentTime(); update(elapsedTime); gameTime += SKIP_STEPS; loops++; } displayGame(); } } getCurrentTime() method public long getCurrentTime(){ return (System.nanoTime()/1000000); } update() method long time = 0; public void update(long elapsedTime){ time += elapsedTime; if (time>=1000){ System.out.println("A second elapsed"); time -= 1000; } } But this is printing the message for 3 seconds. Thanks.

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  • Event-based server-gameloop in a server based game

    - by Chris
    I know that this site is full of questions about fixed gameloops and variable gameloops and different types of threading. But I coult find barely nothing that is related to server loops. The server has no screen to draw on. It could just run as fast as possible, but of course this makes no sense. But should it really use single "ticks" and send the updates periodically after each tick and wait for the next "tick" to update its state. Is it applicable to replace the gameloop by multilpe events? Suchs as incoming network traffic or timers? I often heared that a gameloop should be determistic, but does it really matter? For instance, when you play a shooter game against humand players and/or AI you proably would never be ably to repeat the same input twice. Is it a good idea to lose determistic behavior if it is nearly impossible to reprodruce the same input twice? So this question is more or less about whether an strictly event-based gameloop is adviseable or not and what are the pros and cons. I could imagene that an event-based gameloop could perform much faster and smoother, since you don't have bug CPU-spikes during the beginning of a new "tick". The fact that I could not find much about an event-based gameloop for servers leads me to the conclusion that inefficient or too complicated to get a real benefit from it. I'm sure if this is enough to get an idea from what I'm interessted to know, but I hope so.

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  • How does this game loop actually work?

    - by Nicolai
    I read this playfulJS post, about ray-casting: http://www.playfuljs.com/a-first-person-engine-in-265-lines/ It looks really interested, so I decided to look at his javascript. I am no expert in javascript, so I quickly got lost. It's the game loop "object" that really gets me. I simply don't understand how it works. From the code: function GameLoop() { this.frame = this.frame.bind(this); this.lastTime = 0; this.callback = function() {}; } GameLoop.prototype.start = function(callback) { this.callback = callback; requestAnimationFrame(this.frame); }; GameLoop.prototype.frame = function(time) { var seconds = (time - this.lastTime) / 1000; this.lastTime = time; if (seconds < 0.2) this.callback(seconds); requestAnimationFrame(this.frame); }; var loop = new GameLoop(); loop.start(function frame(seconds) { map.update(seconds); player.update(controls.states, map, seconds); camera.render(player, map); }); Now, what really confuses me here, is this bind stuff and how this actually loops. I am guessing, that if less than 0.2 seconds have passed, since the last time the loop was run, it simply goes back to re-check the time. If more than 0.2 seconds have passed, it leaves the frame function, and executes the 3 lines in the loop. But, if this is true, then how does the loop.start() get called again? And what on earth is the meaning of this.frame = this.frame.bind(this);? I've looked up prototypes bind() but I really don't understand it.

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  • How to implement a stack of game states in C++

    - by Lisandro Vaccaro
    I'm new to C++ and as a college proyect I'm building a 2D platformer with some classmates, I recently read that it's a good idea to have a stack of gamestates instead of a single global variable with the game state (which is what I have now) but I'm not sure how to do it. Currently this is my implementation: class GameState { public: virtual ~GameState(){}; virtual void handle_events() = 0; virtual void logic() = 0; virtual void render() = 0; }; class Menu : public GameState { public: Menu(); ~Menu(); void handle_events(); void logic(); void render(); }; Then I have a global variable of type GameState: GameState *currentState = NULL; And in my Main I define the currentState and call it's methods: int main(){ currentState = new Menu(); currentState.handle_events(); } How can I implement a stack or something similar to go from that to something like this: int main(){ statesStack.push(new Menu()); statesStack.getTop().handle_events(); }

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  • Turn-based tile game dynamic item/skill/command script files

    - by user1542
    I want to create a mechanism that could read text script, for example some kind of custom script such as ".skill" or ".item", which maybe contain some sort of simple script like .item Item.Name = "Strength Gauntlet"; Character.STR += 20; .. .skill Skill.Name = "Poison Attack"; Skill.Description = "Steal HP and inflict poison"; Player.HP += 200; Enemy.HP -= 200; Enemy.Status += Status.POISON; It may be different from this, but just want to give some idea of what I desire. However, I do not know how to dynamically parse these things and translate it into working script. For example, in battle scenerio, I should make my game read one of this ".skill" file and apply it to the current enemy, or the current player. How would I do this? Should I go for String parsing? It is like a script engine, but I prefer C# than creating new language, so how would I parse custom files into appropiate status commands? Another problem is, I have also created a command engine which would read String input and parse it into action such as "MOVE (1,2)" would move character to tile (1,2). Each command belong to separate class, and provide generic parsing method that should be implemented by hand. This is for the reason of custom number/type of arguments per each command. However, I think this is not well designed, because I desire it to automatically parse the parameters according to specify list of types. For example, MOVE command in "MOVE 1 2" would automatically parse the parameters into int, int and put it into X and Y. Now, this form can change, and we should be able to manually specify all type of formats. Any suggestion to this problem? Should I change from string parsing to some hardcode methods/classes?

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  • Game Resource Generation

    - by Darthg8r
    I am currently building a game that has a "City" entity. These cities generate and consume resources such as food variably over a period of time. I need to be able query the server often to find exactly how much food the city at any given point. These queries can take place multiple times per minute. There could also be 400,000 cities to track at a given time. How would you handle tracking these resources? Would you do it in real time, keeping an instance of the city in memory on the server, with some sort of a snapshot in time of the resources, then computing the growth/consumption from that snapshot time for subsequent queries? Would you work exclusively with a database, using a similar "snapshoting" scheme? Maybe a mixture of the 2, caching recently queried cities in memory for a period of time? There is also a lot of other data that each city needs to track. A player can queue units to build in a barrack. The armies available in the city will need to be updated as units complete. I'm interested in everyone's input on where/when/how you'd manage the real time data.

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  • Method for spawning enemies according to player score and game time

    - by Sun
    I'm making a top-down shooter and want to scale the difficulty of the game according to what the score is and how much time has Passed. Along with this, I want to spawn enemies in different patterns and increase the intervals at which these enemies are shown. I'm going for a similar effect to Geometry wars. However, I can think of a to do this other than have multiple if-else statments, e.g. : if (score > 1000) { //spawn x amount if enemies } else if (score > 10000) { //spawn x amount of enemy type 1 & 2 } else if (score > 15000) { //spawn x amount of enemy type 1 & 2 & 3 } else if (score > 25000) { //spawn x amount of enemy type 1 & 2 & 3 //create patterns with enemies } ...etc What would be a better method of spawning enemies as I have described?

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  • MiniMax not working properly(for checkers game)

    - by engineer
    I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] board, int depth, int turn, int red_best, int black_best) { int source; int dest; double MAX_SCORE=-INFINITY,newScore; int MAX_DEPTH=3; int[] newBoard=new int[32]; generateMoves(board,turn); System.arraycopy(board, 0, newBoard, 0, 32); if(depth==MAX_DEPTH) { return Evaluation(turn,board);} for(int z=0;z<possibleMoves.size();z+=2){ source=Integer.parseInt(possibleMoves.elementAt(z).toString()); System.out.println("SOURCE= "+source); dest=Integer.parseInt(possibleMoves.elementAt(z+1).toString());//(int[])possibleMoves.elementAt(z+1); System.out.println("DEST = "+dest); applyMove(newBoard,source,dest); newScore=MiniMax(newBoard,depth+1,opponent(turn),red_best, black_best); if(newScore>MAX_SCORE) {MAX_SCORE=newScore;maxSource=source; maxDest=dest;}//maxSource and maxDest will be used to perform the move. if (MAX_SCORE > black_best) { if (MAX_SCORE >= red_best) break; /* alpha_beta cutoff */ else black_best = (int) MAX_SCORE; //the_score } if (MAX_SCORE < red_best) { if (MAX_SCORE<= black_best) break; /* alpha_beta cutoff */ else red_best = (int) MAX_SCORE; //the_score } }//for ends return MAX_SCORE; } //end minimax I am unable to find out the logical mistake. Any idea what's going wrong?

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Using Oracle Enterprise Manager Ops Center to Update Solaris via Live Upgrade

    - by LeonShaner
    Introduction: This Oracle Enterprise Manager Ops Center blog entry provides tips for using Ops Center to update Solaris using Live Upgrade on Solaris 10 and Boot Environments on Solaris 11. Why use Live Upgrade? Live Upgrade (LU) can significantly reduce downtime associated with patching Live Upgrade avoids dropping to single-user mode for long periods of time during patching Live Upgrade relies on an Alternate Boot Environment (ABE)/(BE), which is patched while in multi-user mode; thereby allowing normal system operations to continue with the active BE, while the alternate BE is being patched Activating an newly patched (A)BE is essentially a reboot; therefore the downtime is ~= reboot Admins can easily revert to the prior Boot Environment (BE) as a safeguard / fallback. Why use Ops Center to patch via Live Upgrade, Alternate Boot Environments, and Solaris 11 equivalents? All the benefits of Ops Center's extensive patch and package knowledge base can be leveraged on top of Live Upgrade Ops Center can orchestrate patching based on Live Upgrade and Solaris 11 features, which all works together to minimize downtime Ops Centers advanced inventory and reporting features assurance that each OS is updated to a verifiable, consistent standard, rather than relying on ad-hoc (error prone) procedures and scripts Ops Center gives admins control over the boot environment specifications or they can let Ops Center decide when a BE is necessary, thereby reducing complexity and lowering the opportunity for user error Preparing to use Live Upgrade-like features in Solaris 11 Requirements and information you should know: Global Zone Root file-systems must be separate from Solaris Container / Zone filesystems Solaris 11 has features which are similar in concept to Live Upgrade on Solaris 10, but differ greatly in implementationImportant distinctions: Solaris 11 assumes ZFS root Solaris 11 adds Boot Environments (BE's) as an integrated feature (see beadm) Solaris 11 BE's avoid single-user patching (vs. Solaris 10 w/ ZFS snapshot=ABE). Solaris 11 Image Packaging System (IPS) has hooks for BE creation, as needed Solaris 11 allows pkgs to be installed + upgraded in alternate BE (e.g. instead of the live system) but it is controlled on a per-pkg basis Boot Environments are activated across a reboot; instead of spending long periods installing + upgrading packages in single user mode. Fallback to a prior BE is a function of the BE infrastructure (a la beadm). (Generally) Reboot + BE activation can be much much faster on Solaris 11 Preparing to use Live Upgrade on Solaris 10 Requirements and information you should know: Global Zone Root file-systems must be separate from Solaris Container / Zone filesystems Live Upgrade Pre-requisite patches must be applied before the first Live Upgrade Alternate Boot Environments are created (see "Pre-requisite Patches" section, below...) Solaris 10 Update 6 or newer on ZFS root is the practical starting point for Live Upgrade Live Upgrade with ZFS root is far more straight-forward than any scheme based on Alternative Boot Environments in slices or temporarily breaking mirrors Use Solaris best practices to upgrade the OS to at least Solaris 10 Update 4 (outside of Ops Center) UFS root can (technically) be used, but it is significantly more involved (e.g. discouraged) -- there are many reasons to move to ZFS while going through the process to update to Solaris 10 Update 6 or newer (out side of Ops Center) Recommendation: Start with Solaris 10 Update 6 or newer on ZFS root Recommendation: Start with Ops Center 12c or newer Ops Center 12c can automatically create your ABE's for you, without the need for custom scripts Ops Center 12c Update 2 avoids kernel panic on unpatched Solaris 10 update 9 (and older) -- unrelated to Live Upgrade, but more on the issue, below. NOTE: There is no magic!  If you have systems running Solaris 10 Update 5 or older on UFS root, and you don't know how to get them updated to Solaris 10 on ZFS root, then there are services available from Oracle Advanced Customer Support (ACS), which specialize in this area. Live Upgrade Pre-requisite Patches (Solaris 10) Certain Live Upgrade related patches must be present before the first Live Upgrade ABE's are created on Solaris 10.Use the following MOS Search String to find the “living document” that outlines the required patch minimums, which are necessary before using any Live Upgrade features: Solaris Live Upgrade Software Patch Requirements(Click above – the link is valid as of this writing, but search in MOS for the same "Solaris Live Upgrade Software Patch Requirements" string if necessary) It is a very good idea to check the document periodically and adapt to its contents, accordingly.IMPORTANT:  In case it wasn't clear in the above document, some direct patching of the active OS, including a reboot, may be required before Live Upgrade can be successfully used the first time.HINT: You can use Ops Center to determine what to expect for a given system, and to schedule the “pre-patching” during a maintenance window if necessary. Preparing to use Ops Center Discover + Manage (Install + Configure the Ops Center agent in) each Global Zone Recommendation:  Begin by using OCDoctor --agent-prereq to determine whether OS meets OC prerequisites (resolve any issues) See prior requirements and recommendations w.r.t. starting with Solaris 10 Update 6 or newer on ZFS (or at least Solaris 10 Update 4 on UFS, with caveats) WARNING: Systems running unpatched Solaris 10 update 9 (or older) should run the Ops Center 12c Update 2 agent to avoid a potential kernel panic The 12c Update 2 agent will check patch minimums and disable certain process accounting features if the kernel is not sufficiently patched to avoid the panic SPARC: 142900-05 Obsoleted by: 142900-06 SunOS 5.10: kernel patch 10 Oracle Solaris on SPARC (32-bit) X64: 142901-05 Obsoleted by: 142901-06 SunOS 5.10_x86: kernel patch 10 Oracle Solaris on x86 (32-bit) OR SPARC: 142909-17 SunOS 5.10: kernel patch 10 Oracle Solaris on SPARC (32-bit) X64: 142910-17 SunOS 5.10_x86: kernel patch 10 Oracle Solaris on x86 (32-bit) Ops Center 12c (initial release) and 12c Update 1 agent can also be safely used with a workaround (to be performed BEFORE installing the agent): # mkdir -p /etc/opt/sun/oc # echo "zstat_exacct_allowed=false" > /etc/opt/sun/oc/zstat.conf # chmod 755 /etc/opt/sun /etc/opt/sun/oc # chmod 644 /etc/opt/sun/oc/zstat.conf # chown -Rh root:sys /etc/opt/sun/oc NOTE: Remove the above after patching the OS sufficiently, or after upgrading to the 12c Update 2 agent Using Ops Center to apply Live Upgrade-related Pre-Patches (Solaris 10)Overview: Create an OS Update Profile containing the minimum LU-related pre-patches, based on the Solaris Live Upgrade Software Patch Requirements, previously mentioned. SIMULATE the deployment of the LU-related pre-patches Observe whether any of the LU-related pre-patches will require a reboot The job details for each Global Zone will advise whether a reboot step will be required ACTUALLY deploy the LU-related pre-patches, according to your change control process (e.g. if no reboot, maybe okay to do now; vs. must do later because of the reboot). You can schedule the job to occur later, during a maintenance window Check the job status for each node, resolving any issues found Once the LU-related pre-patches are applied, you can Ops Center to patch using Live Upgrade on Solaris 10 Using Ops Center to patch Solaris 10 with LU/ABE's -- the GOODS!(this is the heart of the tip): Create an OS Update Profile containing the patches that make up your standard build Use Solaris Baselines when possible Add other individual patches as needed ACTUALLY deploy the OS Update Profile Specify the appropriate Live Upgrade options, e.g. Synchronize the active BE to the alternate BE before patching Do not activate the BE after patching Check the job status for each node, resolving any issues found Activate the newly patched BE according to your change control process Activate = Reboot to the ABE, making the ABE the new active BE Ops Center does not separate LU activate from reboot, so expect a reboot! Check the job status for each node, resolving any issues found Examples (w/Screenshots) Solaris 10 and Live Upgrade: Auto-Create the Alternate Boot Environment (ZFS root only) ABE to be created on ZFS with name S10_12_07REC (Example) Uses built in feature to call “lucreate -n S10_12_07REC” behind scenes if not already present NOTE: Leave “lucreate” params blank (if you do specify options, the will be appended after -n $ABEName) Solaris 10 and Live Upgrade: Alternate Boot Environment Creation via Operational Profile (script) The Alternate Boot Environment is to be created via custom, user-supplied script, which does whatever is needed for the system where Live Upgrade will be used. Operational Profile, which provides the script to create an ABE: Very similar to the automatic case, but with a Script (Operational Profile), which is used to create the ABE Relies on user-supplied script in the form of an Operational Profile Could be used to prepare an ABE based on a UFS root in a slice, or on a separate device (e.g. by breaking a mirror first) – it is up to the script author to do the right thing! EXAMPLE: Same result as the ZFS case, but illustrating the Operational Profile (e.g. script) approach to call: # lucreate -n S10_1207REC NOTE: OC special variable is $ABEName Boot Environment Profile, which references the Operational Profile Script = Operational Profile on this screen Refers to Operational Profile shown in the previous section The user-supplied S10_Create_BE Operational Profile will be run The Operational Profile must send a non-zero exit code if there is a problem (so that the OS Update job will not proceed) Solaris 10 OS Update Profile (to provide the actual patch specifications) Solaris 10 Baseline “Recommended” chosen for “Install” Solaris 10 OS Update Plan (two-steps in this case) “Create a Boot Environment” + “Update OS” are chosen. Using Ops Center to patch Solaris 11 with Boot Environments (as needed) Create a Solaris 11 OS Update Profile containing the packages that make up your standard build ACTUALLY deploy the Solaris 11 OS Update Profile BE will be created if needed (or you can stipulate no BE) BE name will be auto-generated (if needed), or you may specify a BE name Check the job status for each node, resolving any issues found Check if a BE was created; if so, activate the new BE Activate = Reboot to the BE, making the new BE the active BE Ops Center does not separate BE activate from reboot NOTE: Not every Solaris 11 OS Update will require a new BE, so a reboot may not be necessary. Solaris 11: Auto BE Create (as Needed -- let Ops Center decide) BE to be created as needed BE to be named automatically Reboot (if necessary) deferred to separate step Solaris 11: OS Profile Solaris 11 “entire” chosen for a particular SRU Solaris 11: OS Update Plan (w/BE)  “Create a Boot Environment” + “Update OS” are chosen. Summary: Solaris 10 Live Upgrade, Alternate Boot Environments, and their equivalents on Solaris 11 can be very powerful tools to help minimize the downtime associated with updating your servers.  For very old Solaris, there are some important prerequisites to adhere to, but once the initial preparation is complete, Live Upgrade can be used going forward.  For Solaris 11, the built-in Boot Environment handling is leveraged directly by the Image Packaging System, and the result is a much more straight forward way to patch, and far fewer prerequisites to satisfy in getting there.  Ops Center simplifies using either approach, and helps you improve consistency from system to system, which ultimately helps you improve the overall up-time across all the Solaris systems in your environment. Please let us know what you think?  Until next time...\Leon-- Leon Shaner | Senior IT/Product ArchitectSystems Management | Ops Center Engineering @ Oracle The views expressed on this [blog; Web site] are my own and do not necessarily reflect the views of Oracle. For more information, please go to Oracle Enterprise Manager  web page or  follow us at :  Twitter | Facebook | YouTube | Linkedin | Newsletter

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  • Game Components, Game Managers and Object Properties

    - by George Duckett
    I'm trying to get my head around component based entity design. My first step was to create various components that could be added to an object. For every component type i had a manager, which would call every component's update function, passing in things like keyboard state etc. as required. The next thing i did was remove the object, and just have each component with an Id. So an object is defined by components having the same Ids. Now, i'm thinking that i don't need a manager for all my components, for example i have a SizeComponent, which just has a Size property). As a result the SizeComponent doesn't have an update method, and the manager's update method does nothing. My first thought was to have an ObjectProperty class which components could query, instead of having them as properties of components. So an object would have a number of ObjectProperty and ObjectComponent. Components would have update logic that queries the object for properties. The manager would manage calling the component's update method. This seems like over-engineering to me, but i don't think i can get rid of the components, because i need a way for the managers to know what objects need what component logic to run (otherwise i'd just remove the component completely and push its update logic into the manager). Is this (having ObjectProperty, ObjectComponent and ComponentManager classes) over-engineering? What would be a good alternative?

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  • Using virtual functions

    - by Tucker Morgan
    I am starting to use virtual functions, and i am programming a simple text game, my question is this, if i have a virtual function called spec_abil with in a Super class called rpg_class. If you allow the player to class what class they want to play, say a mage class, a archer class, and a warrior class, which all have their own spec_abil function. How do you write it so that the program knows which one to use depending on the chosen class.

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  • How closely can a game resemble another game without legal problems

    - by Fuu
    The majority of games build on successes of other games and many are downright clones. So where is the limit of emulating before legal issues come into play? Is it down to literary or graphic work like characters and storyline that cause legal problems, or can someone actually claim to own gameplay mechanics? There are so many similar clone games out there that the rules are probably very slack or nonexistent, but I'd like to hear the views of more experienced developers / designers.

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  • Oracle Enterprise Manager 12c Integration With Oracle Enterprise Manager Ops Center 11g

    - by Scott Elvington
    In a blog entry earlier this year, we announced the availability of the Ops Center 11g plug-in for Enterprise Manager 12c. In this article I will walk you through the process of deploying the plug-in on your existing Enterprise Manager agents and show you some of the capabilities the plug-in provides. We'll also look at the integration from the Ops Center perspective. I will show you how to set up the connection to Enterprise Manager and give an overview of the information that is available. Installing and Configuring the Ops Center Plug-in The plug-in is available for download from the Self Update page (Setup ? Extensibility ? Self Update). The plug-in name is “Ops Center Infrastructure stack”. Once you have downloaded the plug-in you can navigate to the Plug-In management page (Setup ? Extensibility ? Plug-ins) to begin deployment. The plug-in must first be deployed on the Management Server. You will need to provide the repository password of the SYS user in order to deploy the plug-in to the Management Server. There are a few pre-requisites that need to be completed on the Ops Center side before the plug-in can be deployed and configured on the desired Enterprise Manager agents. Any servers, whether physical or virtual, for which you wish to see metrics and alerts need to be managed by Ops Center. This means that the Operating System needs to have an Ops Center management agent installed as a minimum. The plug-in can provide even more value when Ops Center is also managing the other “layers of the stack”, for example the service processor, the blade chassis or the XSCF of an M-Series server. The more information that Ops Center has about the stack, the more information that will be visible within Enterprise Manager via the plug-in. In order to access the information within Ops Center, the plug-in requires a user to connect as. This user does not require any particular Ops Center permissions or roles, it simply needs to exist. You can create a specific “EMPlugin” user within Ops Center or use an existing user. Oracle recommends creating a specific, non-privileged user account within Ops Center for this purpose. From the Ops Center Administration section, select Enterprise Controller, click the Users tab and finally click the Add User icon to create the desired user account. For the purpose of this article I have discovered and managed the OS and service processor of the server where my Enterprise Manager 12c installation is hosted. With the plug-in deployed to the Management Server and the setup done within Ops Center, we're now ready to deploy the plug-in to the agents and configure the targets to communicate with the Ops Center Enterprise Controller. From the Setup menu select Add Targets then Add Targets Manually. Select the bottom radio button “Add Targets Manually by Specifying Target Monitoring Properties”, select Infrastructure Stack from the Target Type dropdown and finally, select the Monitoring Agent where you wish to deploy the plug-in. Click the Add Manually.... button and fill in the details for the new target using the appropriate hostname for your Enterprise Controller and the user and password details for the plug-in access user. After the target has been added to the agent you will need to allow a few minutes for the initial data collection to complete. Once completed you can see the new target in the All Targets list. All metric collections are enabled by default except one. To enable Infrastructure Stack Alarms collection, navigate to the newly added target and then to Target ? Monitoring ? Metric and Collection Settings. There you can click the “Disabled” link under Collection Schedule to enable collection and set your desired collection frequency. By default, a Warning level alert in Ops Center will equate to a Warning level event in Enterprise Manager and a Critical alert will equate to a Critical event. This mapping can be altered in the Metric and Collection Settings also. The default incident rules in Enterprise Manager only create incidents from Critical events so keep this in mind in case you want to see incidents generated for Warning or Info level alerts from Ops Center. Also, because Enterprise Manager already monitors the OS through it's Host target type, the plug-in does not pull OS alerts from Ops Center so as to prevent duplication. In addition to alert propagation, the plug-in also provides data for several reports detailing the topology and configuration of the stack as well as any hardware sensor data that is available. These are available from the Information Publisher Reports. Navigate there from the Enterprise ? Reports menu or directly from the Infrastructure Stack target of interest. As an example, here is a sample of the Hardware Sensors report showing some of the available sensor data. The report can also be exported to a CSV file format if desired. Connecting Ops Center to Enterprise Manager Repository For an Enterprise Manager user, the plug-in provides a deeper visibility to the state of the infrastructure underlying the databases and middleware. On the Ops Center side, there is also a greater visibility to the targets running on the infrastructure. To set up the Ops Center data collection, just navigate to the Administration section and select the Grid Control link. Select the Configure/Connect action from the right-hand menu and complete the wizard forms to enable the connection to the Enterprise Manager repository and UI. Be sure to use the sysman account when configuring the database connection. Once the job completes and the initial data synchronization is done you will see new Target tabs on your OS assets. The new tab lists all the Enterprise Manager targets and any alerts, availability and performance data specific to the selected target. It is also possible to use the GoTo icon to launch the Enterprise Manager BUI in context of the specific target or alert to drill into more detail. Hopefully this brief overview of the integration between Enterprise Manager and Ops Center has provided a jumpstart to getting a more complete view of the full stack of your enterprise systems.

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  • HTML5 point and click adventure game code structure with CreateJS

    - by user1612686
    I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap images, sprites and sounds objects. I create them and define their properties in a corresponding function (for example images(); spritesheets(), sounds()...). I then create functions for each animation sequence and "game level" functions, which handle user interactions and play the according animations and sounds for a certain event (when the level is complete, the current level function calls the next level function). And I end up with quite the mess. What would be the "standard (if something like that exists)" OOP approach to structure simple game data and interactions like that? I thought about making game.images, game.sprites, game.sounds objects, which contain all the game data with its properties using CreateJS constructors. game.spriteAnimations and game.tweenAnimations objects for sprite animations and tweens and a game.levelN object, which communicates with a game.interaction object, processing user interaction. Does this make any sense? How do you structure your simple game code? Thanks in advance!

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • What is the best way to code the XNA Game Server for FPS game?

    - by AgentFire
    I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails). The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins. I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame. Next, I want to get the answer to the question: What should I do on the server side? I got few options: Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it. Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need). UPDATE: I got more questions: First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one? Second, if I is going to use exacly GameComponent class for the game objects which is stored and process on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?

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  • How do you properly organize a commercial game?

    - by Reactorcore
    For the past months I've been studying programming and I've finally learned how to code, but one thing that is confusing me is how to properly organize the design of a game project - code wise. The game I'm building is a pretty standard commercial game. It has the basic components of a normal game: A world, characters and items interacting with each other and all of this is run by game manager. Basically you play as a hero in a world and do stuff. Fight, explore and interact. Think of your standard adventure game that starts off with an intro, goes to the menu system, then gets into the game and back to the menu. Pretty much like 99% of any commercial game or otherwise serious game projects. Thats what I'm aiming at. The problem is: How do you properly code a commercial game architecture? How do you organize it? How do you make it not become unmaintainable spaghetti code? What specific things to keep in mind when building this, codewise? How you can help me: a) Please tell how do you code your own game projects. What is your thought-process when designing the architecture? b) Recommend books, blogs, tutorials, videos or anything else on how to organize a commercial video game. c) Give hints and tips on do's/don'ts when building a game, codewise. Please help!

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  • Can't install any update or software from Software Center

    - by geoh
    I tried to install updates and it's saying to get partial upgrade When trying Partial Upgrade doesn't working again. And when trying to install any software it doesn't installing. Can someone help me? EDIT the sudo apt-get update output is E: Could not get lock /var/lib/apt/lists/lock - open (11: Resource temporarily unavailable) E: Unable to lock directory /var/lib/apt/lists/ E: Could not get lock /var/lib/dpkg/lock - open (11: Resource temporarily unavailable) E: Unable to lock the administration directory (/var/lib/dpkg/), is another process using it?

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  • Ubuntu Software Center 12.04 Does not install Software

    - by Lester Miller
    I have just loaded Ubuntu 12.04 on a computer. I am new to Ubuntu. I am using an automatic proxy server. When I pick a software package to install the program I input my password. The progress icon displays for a few seconds and then it stops. I tried to load different programs and always the same problem. I can go out on the network through firefox so I know I have a network connection. I do not see any errors or anything. Not sure what to do. I am thinking about switching over to SUSE

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  • Recommendation for a Strategy Game Engine for .NET?

    - by Fred F.
    Can anyone recommend a strategy game engine for the .net framework. I downloaded XNA, but it is way beyond my needs. I just want to create a turn based strategy game. I have searched and searched, but all I cannnot find any examples. I have asked for something similiar before, but have not gotten any good answers.

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  • Game of Thrones Theme Played on Eight Floppy Drives [Video]

    - by Asian Angel
    YouTube user MrSolidSnake745 has put together a fun (and awesome) rendition of the ‘Game of Thrones’ theme using eight floppy drives. Game Of Thrones Theme on eight floppy drives [via Geeks are Sexy] HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows?

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  • My software center asks me to repair but says it cant repair due to an error

    - by Stevo
    This is the error installArchives() failed: dpkg: dependency problems prevent configuration of libmtp-dev: libmtp-dev depends on libmtp8 (= 1.0.2-1ubuntu1); however: Package libmtp8 is not installed. dpkg: error processing libmtp-dev (--configure): dependency problems - leaving unconfigured No apport report written because MaxReports is reached already Errors were encountered while processing: libmtp-dev Error in function: dpkg: dependency problems prevent configuration of libmtp-dev: libmtp-dev depends on libmtp8 (= 1.0.2-1ubuntu1); however: Package libmtp8 is not installed. dpkg: error processing libmtp-dev (--configure): dependency problems - leaving unconfigured

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  • I'm unable to update or open the Software Center/ Update Manager

    - by vasista
    The error message says: Could not initialize the package information An unresolvable problem occurred while initializing the package information. 'update-manager' 'E:Encountered a section with no Package: header, E:Problem with MergeList /var/lib/apt/lists/mirror3.ubuntulinux.nl_dists_hardy-seveas_freenx_binary-i386_Packages, E:The package lists or status file could not be parsed or opened.'

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