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  • Polygon count budget

    - by Lautaro
    Is there any smart way to think about polygon budget relating to PC gaming today? My game will have one static 3d background scene and two fighters. No more enemies. I am thinking about having animated 3d models in the background for atmosphere, like spectators. So how could i find out what the polygon count for the player models and background scenarios could be. I guess the question is, what is a for today typical polygon count that most PCs can handle?

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • Now that Device Central is dead, how can I test my Flash Lite applications?

    - by Kirby
    I'm trying to use Flash Lite to make a simple game for my girlfriend, who only has a Nokia 5530, but I just realized in CS6 Adobe killed Device Central, so there's no way for me to test it without the device (and it's supposed to be a surprise). Is there any other way for me to test it? I know I can just export the movie and use Flash Player, but Device Central allowed me to test drag and drop and memory/processor usage for example... tl;dr, is there an alternative to Device Central for testing Flash Lite in older devices?

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  • How does sprite customization in 2D games work?

    - by Alouette
    I´m working on the design of a new game concept at the moment and I would like to know how to handle a customization of sprites. (In 2D that is, hence the topic.) This is my scenario: The player will have a tower containing 3 floors (or more). Each floor can be replaced by another "piece", i.e. a blue floor, a fire floor, a stone floor. With the little knowledge of game development I have, creating a sprite for each possible combination is probably not a good idea, since the size of the game file will be HUGE. So, how does developers solve this? Do you put a standard position and just replace the sprite itself? Any advice or information about this would be great. Regards.

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  • Crisis : le premier malware à cibler les machines virtuelles sous Windows

    Crisis : le premier malware à cibler les machines virtuelles Sous Windows Préalablement connu sous le nom Morcut, "Crisis" est un rootkit malicieux qui infecte les systèmes d'exploitation Windows et Mac OS X. Il y arrive par l'utilisation d'un faux installeur d'Adobe Flash Player dissimulé dans une archive JAR numériquement signé par VeriSign. Cette dernière contient deux exécutables, un pour Mac OS X et un autre pour Windows. Selon le dernier rapport de Symantec Security, le logiciel malveillant se propage dans l'environnement Windows par l'utilisation du mécanisme d'autorun des disques durs amovibles, et les composants d'installation dans les dispositifs Windows Mobile. Entr...

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  • Prediction happening on (sending) client side

    - by Daniel
    This seems like a simple enough concept, but I haven't seen this implemented anywhere yet. Assuming that the server just forwards and verifies data... I'm using mouse-based movement, so it's not too difficult to predict the location of the player 150ms from when the event is sent. I'm thinking it is more accurate than using old data and older data on the receiving clients' side. The question I have, is why can I not find any examples of this? Is there something fundamentally wrong with this that I cannot find anyone implementing or talking about implementing this.

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  • How can I read from multiple textures in an OpenGL ES 2 shader?

    - by Peyman Tahghighi
    How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. This is how I'm currently dealing with the texture for my car: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this->texture2DObj); glUniform1i(1, 0); glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer); glEnableVertexAttribArray(0); int offset = 0; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, this->vertexBufferSize,(const void *)offset); offset += 3 * sizeof(GLfloat); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, this->vertexBufferSize, (const void*)offset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer); glDrawElements(GL_TRIANGLES, this->indexBufferSize, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1);

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  • Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

    - by Mimars
    After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. Basically, after some research I see that there are several solutions. This seems to be the simplest one: Let's say I define a constant aspect ratio for the game (16:9) and the whole game will be created for a resolution 1680 x 1050. The game will be rendered in this resolution and then I will be able to scale the render to match the player's display resolution. Therefore the game might be playable on almost any resolution, while it would keep the aspect ratio. So, if the game was run on 4:3 display, the top and the bottom of the display would be filled with black color. It seems easy, but my question is - Is this a good approach for a simple game? The game will be simple, but I want to maintain high quality.

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  • Fast lighting with multple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

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  • Video playback not working in Ubuntu 11.10

    - by Dave M G
    (Ubuntu 11.10, Gnome Classic with Compiz, Nvidia graphics card) This problem occurs with every and all video, whether it's a Youtube video in Firefox, an AVI file in movie player, or any other video. Video simply does not work. When I start any kind of video, the image halts after a second or two. The sound, however, continues. Before it seemed that if I delete all the files in ~/.gstreamer-0.10/, then reboot, the video will play. However this is no longer the case. Manipulating files in that directory does nothing to help the situation. I am now no longer sure this is a gstreamer issue or something else. I am open to any and all possibilities. How can I get video playback to run smoothly on my machine?

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  • Flash 10.1 est là : accélération matérielle et 32 failles colmatées au programme

    Mise à jour du 11/06/10 Flash 10.1 : accélération matérielle et 32 failles colmatées Flash 10.1 est là. Cette nouvelle version de Flash s'accompagne de l'arrivée de l'accélération matérielle et de la correction de 32 failles de sécurité. La première innovation devrait faire taire, du moins en partie, les critiques sur les performances de la technologie d'Adobe. L'accélération matérielle permet de lire les vidéos (H.264) en utilisant les ressources de la carte graphique (GPU) et non plus du CPU. Résultat, une lecture plus rapide et fluide, et un processeur moins impacté par l'utilisation du player. Tout ceci se passe sur le papier. E...

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  • Randomization of biomes

    - by user24527
    You know how in Minecraft, the World is ever-expanding and all the biomes are randomized? My generalized question is: In relation to a space simulation that is also ever-expanding as the player moves about the world, how would one go about programming this randomization in Java? My real question is: Could I get a simplified example broken down into these example classes: astroids (This would include how many astroids there are, their positioning in space, their size, how often the larger astroids occur, how close they are to each other, the limitations of how many of the large asteroids can be in one field, how often astroid fields are generated, etc.) star-types (size, color, type, how often they occur, where hey occur, etc.) inhabitable-planets (size, positioning, how often they're generated, where they are generated, etc.) This would be very helpful currently since I wish to make a simplified version of such a program.

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  • Box2D random crash when adding joints

    - by user46624
    I'm currently working on a project which uses Box2D, when the player uses a certain key it should anchor to the ground. For that I use a weld joint, but when I add the joint the game will sometimes crash, it has a 1/10 change to crash. The error I recieve: Showing the controller Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 11 at org.jbox2d.dynamics.Island.add(Island.java:577) at org.jbox2d.dynamics.World.solve(World.java:1073) at org.jbox2d.dynamics.World.step(World.java:598) The code for adding the joints: WeldJointDef def = new WeldJointDef(); def.initialize(body, anchoredObject.body, body.getWorldCenter()); weldJoint = (WeldJoint) world.createJoint(def); I still get the error if I synchronize it

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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  • Alt + # shorcut, how to remove?

    - by Qocko
    Being a World of Warcraft player, I use keyboard combinations to cast spells and "alt + #" is one of the combination, # being the key just before the 1 2 3 4 [...], under "escape" and on top of "tab" (I have a "French(canada)" keyboard). I've searched in the keyboard options, the shorcuts parts and I found nothing, I even tried to assign it randomly, hopping it'll overwrite the real shorcut but it didn't. When I press "alt + #" I have a "alt + tab" like but just for one type of window. For exemple it'll make me navigate through many instances of folder, but it won't switch to another application. It just cycle through the open windows of one application. Help me get rid of this annoying shorcut please ! Thanks in advance.

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  • Paraview 3.98.1 takes too long to launch

    - by Alejo
    I have been used Ubuntu 12.10 with paraview 3.14.1 to run and visualise CFD simulations (OpenFoam and Eilmer3) and the experience has been really good up to date. When I wanted to try Ubuntu 13.01, I realised paraview 3.98.1 was the version to be installed in this distribution when running sudo apt-get install paraview. I noticed it takes way too long to launch, not to mention that paraFoam always produces an error so paraFoam -bulitin has to be used instead. Does anyone know the reason why paraview 3.98.1 takes so long to load?, is it because the new version has more feautures or Ubuntu 13.04 simply can't handle it smoother? My machine is a Thinkpad W530 with 16GB RAM 1600MHz and intel i7-3720QM. I am running Ubuntu under VMware player set-up with 4GB RAM, 2 cores and Automatic vitualization. Thanks.

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  • How do I run Microsoft Explorer 8 plus on Ubuntu?

    - by user169487
    First off, you should know I'm a Ubuntu newbie who has become passionate since my strangely low-priced Dell computer showed up with Ubuntu loaded on it and it could do almost everything I need from a computer. But now I've got a problem. I know, it's like asking how to use a cassette player on your computer, but in South Korea EVERY website is made to work with exclusively on MS Explorer PLUS Active X, which Microsoft finally killed with 9. Hence, I have to use 8, as there are some Korean sites I need to access for searching, banking, etc. So I see that the way to go is to load PlayOnLinux, but then I it tells me to delete these. Do I really have to do that? Should I just hit "Install Anyway"? Or would that be just asking for trouble?

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  • Adding multiplayer to an HTML5 game

    - by espais
    I am interested in making a game that I currently have a co-op experience, however I'm curious as to the best method of implementing this in HTML5. I have made games before using straight C sockets, and also with the Net library for SDL. What are some of my best options for doing this in a canvas-based environment? At present, all I can come up with are either AJAX/database solutions (with a high refresh rate), or somehow implementing a PHP server that would funnel the data through sockets. The overall gameplay would be a 2.5D platformer-ish type of game, so both clients would need to be continually updated with player positions, enemy positions, projectiles, environmental data, etc.

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  • Why do we move the world instead of the camera

    - by sharethis
    I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: http://open.gl/transformations In real life you're used to moving the camera to alter the view of a certain scene, in OpenGL it's the other way around. The camera in OpenGL cannot move and is defined to be located at (0,0,0) facing the negative Z direction. That means that instead of moving and rotating the camera, the world is moved and rotated around the camera to construct the appropriate view. Why do we do that?

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  • Is there a repository of game logic algorithms?

    - by New2This
    I'm writing my first 2D game, and I'm writing some tracking logic for the computer enemies. Basic follow-the-player tracking was easy, but ineffectual. Too easy to escape. So I'm trying to implement some more sophisticated flanking and other tactics, and (as expected) it's pretty tricky. This is a topic I know nothing about. I'm going to keep trying, but it'd be awesome to have some examples or tips to work off of. Is there any place that has a decent set of pseudocode AI algorithms, or tips or advice on the subject, e.g. for 2D tracking?

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  • OcclusionQuery: how to ignore some objects?

    - by ApocKalipsS
    I'm trying to make a LensFlare effect when the player watch the sun in my XNA 4.0 Game. To do this, I use OcclusionQuery, here's my code: http://pastebin.com/meAkdwmD I also have some models, a terrain and a skybox. Here's my main Draw code: terrain.Draw(); model1.Draw(); model2.Draw(); skybox.Draw(); lensFlare.UpdateOcclusion(); lensFlare.Draw(); The problem is that the occlusion considers the sun to be behind the skybox, and the lensFlare wasn't showing up. So I moved lensFlare.UpdateOcclusion() before the drawing of the Skybox, and now the lensFlare appears, but my skybox is blinking (it's like it disappear and reappear at each frames...) How do I ignore the skybox in the occlusion?

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  • The input doesn't recognize that I release the key?

    - by joapet99
    I'm creating a window (JOptionPane), in response to a collision. However, if the player is holding a key down when the window pops up, the input doesn't trigger a key release when the key is released. I don't think you can just check it with a isRelease function in the input, since the input is kind of corrupt. Can you help me? The way I check if the key is down: if(input.isKeyDown(Input.KEY_A)&& TestLevel.isFighting == false){ if(owner.canMoveLeft){ position.x -= speed * delta; } } I am not handling the key release by myself, but if I check if the key is down it should work. But it doesn't.

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  • Bitmap rotation jitter around pivot

    - by Manderin87
    I am working on a asteriods clone and I have the ship graphic loaded as a 96x96 bitmap. When the player rotates the ship I rotate the bitmap by degree (float). rotation function: if(m_Matrix == null) { m_Matrix = new Matrix(); } else { m_Matrix.reset(); } m_Matrix.setRotate(degree, m_BaseImage.getWidth() / 2, m_BaseImage.getHeight() / 2); m_RotatedImage = Bitmap.createBitmap(m_BaseImage, 0, 0, m_BaseImage.getWidth(), m_BaseImage.getHeight(), m_Matrix, true); draw function: m_Paint.setAntiAlias(true); m_Paint.setFilterBitmap(true); m_Paint.setDither(true); canvas.drawBitmap(m_RotatedImage, (int) posX - m_RotatedImage.getWidth() / 2, (int) posY - m_RotatedImage.getHeight() / 2, m_Paint); When the bitmap is drawn, the bitmap jitters slightly around the pivot. Can anyone fix or tell me why the bitmap is jittering around the pivot? It needs to be smooth.

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  • XNA VertexBuffer.SetData performance suggestions

    - by CodeSpeaker
    I have a 3d world in a grid layout where each grid cell contains its separate vertex and index buffer for the mesh/terrain of that cell. When the player moves outside the boundaries of his cell, i dynamically load more cells in his walking direction based on his viewing distance. This triggers x number of vertex and indexbuffer initializations depending on how many cells that needs to be generated and causes the framerate to drop annoyingly during this time. The generation of terrain data is handled in a separate thread and runs smoothly. The vertex and index buffers are added during the update cycle of the game loop. I´ve tried batching the number of cells to be processed to avoid sending too much data at once into the buffers, which worked ok at a shorter viewing distance (about 9 cells to process), but not as well at greater distances with around 30 cells to process. Any idea how i can optimize this?

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  • Internet TV streaming applications

    - by mark kirby
    Are there any programs for Ubuntu that can pull TV streams from the Internet ? For example like on a blu-ray player you get BBC iplayer and hulu and youtube as apps, so is there an application that can do this ? I know XMBC can but its to fiddly and resource hungry, I just want the net TV apps and not the full media center. Boxee was great for this, it was a media center but had an interface for the apps not just sticking them in some strange menu like XBMC. Please let me know of anything you know of

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