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  • What can make peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but i don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

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  • Moving AI in a multiplayer game

    - by Smallbro
    I've been programming a multiplayer game and its coming together very nicely. It uses both TCP and UDP (UDP for movement and TCP for just about everything else). What I was wondering was how I would go about sending multiple moving AI without much lag. At first I used TCP for everything and it was very slow when people moved. I'm currently using a butchered version of this http://corvstudios.com/tutorials/udpMultiplayer.php for my movement system and I'm wondering what the best method of sending AI movements is. By movements I mean the AI chooses left/right/up/down and the player can see this happening. Thanks.

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  • How would you code an AI engine to allow communication in any programming language?

    - by Tokyo Dan
    I developed a two-player iPhone board game. Computer players (AI) can either be local (in the game code) or remote running on a server. In the 2nd case, both client and server code are coded in Lua. On the server the actual AI code is separate from the TCP socket code and coroutine code (which spawns a separate instance of AI for each connecting client). I want to be able to further isolate the AI code so that that part can be a module coded by anyone in their language of choice. How can I do this? What tecniques/technology would enable communication between the Lua TCP socket/coroutine code and the AI module?

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  • What is Logical Volume Management and How Do You Enable It in Ubuntu?

    - by Justin Garrison
    Logical Volume Management (LVM) is a disk management option that every major Linux distribution includes. Whether you need to set up storage pools or just need to dynamically create partitions, LVM is probably what you are looking for. Latest Features How-To Geek ETC How to Upgrade Windows 7 Easily (And Understand Whether You Should) The How-To Geek Guide to Audio Editing: Basic Noise Removal Install a Wii Game Loader for Easy Backups and Fast Load Times The Best of CES (Consumer Electronics Show) in 2011 The Worst of CES (Consumer Electronics Show) in 2011 HTG Projects: How to Create Your Own Custom Papercraft Toy Outlook2Evernote Imports Notes from Outlook to Evernote Firefox 4.0 Beta 9 Available for Download – Get Your Copy Now The Frustrations of a Computer Literate Watching a Newbie Use a Computer [Humorous Video] Season0nPass Jailbreaks Current Gen Apple TVs IBM’s Jeopardy Playing Computer Watson Shows The Pros How It’s Done [Video] Tranquil Juice Drop Abstract Wallpaper

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  • how difficult to add vibration/feedback to a open source driving game

    - by Jonathan Day
    Hi, I'm looking to use SuperTuxKart as a basis for a PhD research project. A key requirement for the game is to provide vibration feedback through the controller (obviously dependant on the controller itself). I don't believe that the game currently includes this feature and I'm trying to get a feel for how big a challenge it would be to add. My background is as a J2EE and PHP developer/architect, so I don't know C++ as such, but am prepared to give it a crack if there are resources and guides to assist, and it's not a herculean task. Alternatively, if you know of any open source games that do include vibration feedback, please feel free to let me know! Preferably the game would be of the style that the player had to navigate a character (or character's vehicle) over a repeatable course/map. TIA, JD

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  • apt-get install does not work. Gives the same error every time E: Unable to locate package

    - by SAMEER
    There is an issue, for every package that I try to install. I am using VMWare Player 3.16 & I have installed Ubuntu 12.04. The error is: E:Unable to locate package (PACKAGE NAME) Also, another problem is that there are some configuration errors. So I have to use the CLI rather than the GUI. Now if this is a network error, I'm not sure as to how to open the setting from the command prompt. Even if I get to the GUI, it might not work, as the shortcuts are not available.

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  • How do I change the volume control icon?

    - by Richard Oren Pincook
    I recently switched to gnome 3 (love it!), but the default icon theme was a little dreary and gray, so I switched that back to ubuntu-mono-dark. But now whenever I change my volume, I get this ugly pixelated icon show up. The forum says I don't have enough reputation to post an screenshot, but it's pixelated and ugly with these fuzzy straight blue lines that turn on as the volume goes up. I found identical images in the Humanity and Humanity-Dark icon themes (one example: /usr/share/icons/Humanity/status/24/audio-volume-high.png). I tinkered with the images by changing their names, temporarily deleting them, etc. But it had no effect on the ugly icon. What file is responsible for violating the beauty of my desktop?! Once I find it, I can replace it.

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  • OUYA and Unity set up problems

    - by Atkobeau
    I'm having trouble with the Unity / OUYA plugin. I'm using Unity 4 with the latest update on a Windows 7 machine. When I open the starter kit and try to compile the plugin I get the following error: Picked up _JAVA_OPTIONS: -Xmx512M And if I try to Build and Run I get this error: Error building Player: ArgumentException: Illegal characters in path. I'm stumped, I've gone through lots of forum posts here and on stackoverflow and I can't seem to resolve it. My environment variables look like this: PATH - C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\tools; C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\platform-tools\ JAVA_HOME - C:\Program Files (x86)\Java\jdk1.6.0_45\ Everything in the OUYA Panel is white Any ideas?

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  • Grab sound of a SDL game with ffmpeg/avconv

    - by Peregring-lk
    I'm trying to make a screencast of a SDL game which I developed some years ago, with the following command: sleep 5 && avconv -f x11grab -s 1366x768 -r 25 -i :0.0 -same_quant screen_cast.mkv (in this 5 seconds of sleep, I open the game). But the generated video (screen_cast.mkv) doesn't capture audio. I use for my game the SDL_Mixer library, with default configuration (22050 for frequency, AUDIO_S16SYS for format, and 2 channels). What's the problem? (with options -f alsa -i pulse it doesn't work either).

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  • How do I get Picasa 3.9 to play .MOV files?

    - by user44405
    I have been using Picasa for years, first in XP then in Ubuntu from 8.04 onwards & now in Lubuntu 11.10. For 11.10, I downloaded Picasa3.9.0 from FileHippo & installed it in Wine. Everything works well, except it doesn't play videos from my camera - it just shows a thumbnail - whereas earlier versions played videos OK. The videos appear as **.MOV (QuickTime video) in file manager, & can be played by, for instance, GNOME MPlayer or Movie Player (but not properly by Banshee...). Is there some simple way of getting Picasa 3.9 to play them?

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  • Collision detection with entities/AI

    - by James Williams
    I'm making my first game in Java, a top down 2D RPG. I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. Currently I'm drawing out my level and then drawing characters, NPCs and animated tiles on top of this. The problem is keeping track of the NPCs so that my Character class can interact with methods in the NPC classes on collision. I'm not sure my method of drawing the level and drawing everything else on top is a good one - can anyone shed any light on this topic?

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  • User generated content: a basic yet simple to use OR a complex yet powerful solution?

    - by ne5tebiu
    As stated above, which solution is better for a game based on user generated content? The simple solution (in-game editor) is great for gamers without experience in coding and etc. In this way every player could populate the game with content. But the content would be very limited. The complex solution would allow the content to be with almost no limitation but casual gamers probably couldn't make hardly any content at all. If both solutions are used, the quality behind the second solution would be more valuable than the first solution's quantity. However, making a powerful in-game editor could even take more time and manpower than the actual game and every gamer would have to learn how to use the new complex tool, understand it, and master it if he or she wants to make quality content.

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  • Atheros AR2413 wireless not working after shutdown

    - by Chandrasekhar
    I am using a Ubuntu 11.04 on an Acer aspire 3680 laptop and my wifi is not working. I followed the below commands to install the madwifi driver: sudo su apt-get install subversion cd /usr/src svn checkout http://madwifi-project.org/svn/madwifi/trunk madwifi tar cfvz madwifi.tgz cd madwifi make && make install echo "blacklist ath5k" /etc/modprobe.d/blacklist.conf echo "ath_pci" /etc/modules modprobe ath_pci sudo reboot After installation I am facing the same problem. My wifi wont work after I shutdown. Infact it didn't work after suspend but I rectified that problem by the following commands: Command 1: sudo rmmod -f ath_pci sudo rfkill unblock all sudo modprobe ath_pci along with the command SUSPEND_MODULES=ath_pci added to the /etc/pm/config.d/madwifi directory. So if I suspend and then on my laptop the wifi loads well and doesn't create a problem. But if I shutdown my laptop the wifi never loads again and eachtime I have to run a Ubuntu 9.04 live CD to load it. I did try adding the Command 1 to the /etc/rc.local directory but still it doesn't work. So my question is: What should I do in order to make my wireless work without having to run a live CD of ubuntu 9.04 everytime after shutdown? Thanks. Here are the outputs which one might need: Output 1 chandru@chandru-acer:~$ lspci 00:00.0 Host bridge: Intel Corporation Mobile 945GM/PM/GMS, 943/940GML and 945GT Express Memory Controller Hub (rev 03) 00:02.0 VGA compatible controller: Intel Corporation Mobile 945GM/GMS, 943/940GML Express Integrated Graphics Controller (rev 03) 00:02.1 Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03) 00:1b.0 Audio device: Intel Corporation N10/ICH 7 Family High Definition Audio Controller (rev 02) 00:1c.0 PCI bridge: Intel Corporation N10/ICH 7 Family PCI Express Port 1 (rev 02) 00:1c.1 PCI bridge: Intel Corporation N10/ICH 7 Family PCI Express Port 2 (rev 02) 00:1c.2 PCI bridge: Intel Corporation N10/ICH 7 Family PCI Express Port 3 (rev 02) 00:1d.0 USB Controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #1 (rev 02) 00:1d.1 USB Controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #2 (rev 02) 00:1d.2 USB Controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #3 (rev 02) 00:1d.3 USB Controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #4 (rev 02) 00:1d.7 USB Controller: Intel Corporation N10/ICH 7 Family USB2 EHCI Controller (rev 02) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev e2) 00:1f.0 ISA bridge: Intel Corporation 82801GBM (ICH7-M) LPC Interface Bridge (rev 02) 00:1f.2 IDE interface: Intel Corporation 82801GBM/GHM (ICH7 Family) SATA IDE Controller (rev 02) 00:1f.3 SMBus: Intel Corporation N10/ICH 7 Family SMBus Controller (rev 02) 02:00.0 Ethernet controller: Marvell Technology Group Ltd. 88E8038 PCI-E Fast Ethernet Controller (rev 14) 0a:03.0 Ethernet controller: Atheros Communications Inc. AR2413 802.11bg NIC (rev 01) 0a:09.0 CardBus bridge: Texas Instruments PCIxx12 Cardbus Controller 0a:09.2 Mass storage controller: Texas Instruments 5-in-1 Multimedia Card Reader (SD/MMC/MS/MS PRO/xD) Output 2: lsmod Module Size Used by wlan_tkip 17074 2 binfmt_misc 13213 1 parport_pc 32111 0 ppdev 12849 0 snd_hda_codec_si3054 12924 1 snd_hda_codec_realtek 255882 1 joydev 17322 0 snd_atiixp_modem 18624 0 snd_via82xx_modem 18305 0 snd_intel8x0m 18493 0 snd_ac97_codec 105614 3 snd_atiixp_modem,snd_via82xx_modem,snd_intel8x0m snd_hda_intel 24113 2 ac97_bus 12642 1 snd_ac97_codec snd_hda_codec 90901 3 snd_hda_codec_si3054,snd_hda_codec_realtek,snd_hda_intel i915 451053 3 snd_hwdep 13274 1 snd_hda_codec snd_pcm 80042 7 snd_hda_codec_si3054,snd_atiixp_modem,snd_via82xx_modem,snd_intel8x0m,snd_ac97_codec,snd_hda_intel,snd_hda_codec snd_seq_midi 13132 0 snd_rawmidi 25269 1 snd_seq_midi drm_kms_helper 40971 1 i915 snd_seq_midi_event 14475 1 snd_seq_midi snd_seq 51291 2 snd_seq_midi,snd_seq_midi_event pcmcia 39671 0 snd_timer 28659 2 snd_pcm,snd_seq snd_seq_device 14110 3 snd_seq_midi,snd_rawmidi,snd_seq drm 184164 4 i915,drm_kms_helper yenta_socket 27230 0 tifm_7xx1 12898 0 wlan_scan_sta 21945 1 ath_rate_sample 17279 1 pcmcia_rsrc 18292 1 yenta_socket psmouse 73312 0 tifm_core 15040 1 tifm_7xx1 snd 55295 18 snd_hda_codec_si3054,snd_hda_codec_realtek,snd_atiixp_modem,snd_via82xx_modem,snd_intel8x0m,snd_ac97_codec,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device serio_raw 12990 0 i2c_algo_bit 13184 1 i915 soundcore 12600 1 snd pcmcia_core 21505 3 pcmcia,yenta_socket,pcmcia_rsrc video 19112 1 i915 ath_pci 183044 0 snd_page_alloc 14073 5 snd_atiixp_modem,snd_via82xx_modem,snd_intel8x0m,snd_hda_intel,snd_pcm wlan 224640 5 wlan_tkip,wlan_scan_sta,ath_rate_sample,ath_pci ath_hal 398701 3 ath_rate_sample,ath_pci lp 13349 0 parport 36746 3 parport_pc,ppdev,lp usbhid 41704 0 hid 77084 1 usbhid sky2 49172 0 Output 3 root@chandru-acer:~# lshw -C network PCI (sysfs) *-network description: Ethernet interface product: 88E8038 PCI-E Fast Ethernet Controller vendor: Marvell Technology Group Ltd. physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: 14 serial: 00:16:36:fb:aa:64 capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm vpd msi pciexpress bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=sky2 driverversion=1.28 firmware=N/A latency=0 link=no multicast=yes port=twisted pair resources: irq:43 memory:44000000-44003fff ioport:2000(size=256) *-network description: Wireless interface product: AR2413 802.11bg NIC vendor: Atheros Communications Inc. physical id: 3 bus info: pci@0000:0a:03.0 logical name: wifi0 version: 01 serial: 00:19:7d:d3:0c:fd width: 32 bits clock: 33MHz capabilities: pm bus_master cap_list logical ethernet physical wireless configuration: broadcast=yes driver=ath_pci ip=192.168.1.6 latency=96 maxlatency=28 mingnt=10 multicast=yes wireless=IEEE 802.11g resources: irq:18 memory:d0000000-d000ffff Output 4 root@chandru-acer:~# lsmod | grep ath_pci ath_pci 183044 0 wlan 224640 5 wlan_tkip,wlan_scan_sta,ath_rate_sample,ath_pci ath_hal 398701 3 ath_rate_sample,ath_pci

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Server side random selection of players

    - by Ron
    Assuming I have a simple client-server game, where the server picks random players on a very frequent base, I was wondering what is the best way to select a random player (According to the following constraints): Solution must be high performance and highly scalable Random spread should be relatively even (meaning if I have 3 players and pick 99 times, they will all be picked 33 times more or less) Should only pick players who were active in the past X days (optional, but a big bonus) The actual DB or data model used to store players isn't an issue here, as we'll select the technology in accordance to our needs. However, high performance and scalability is (at the moment we have over 60,000 unique daily active players, and we plan on growing even more). Thanks!

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  • Adaptive Characters: AI Solution Needs a Problem

    - by Roger F. Gay
    Have sophisticated adaptive programming, will travel - so to speak. I'm part of a group that developed sophisticated learning / adaptive software for robotics. The system "thinks" via its simulator, building and adapting code on its own; and then carries out the best solution. The software can also adapt to new situations, etc. http://mensnewsdaily.com/2007/05/16/robobusiness-robots-with-imagination/ It's easy to imagine using it with automated game characters that will adapt to the players moves and style - the easiest example would be fighting. The more the simulated fighter fights with the human player, the more it learns to counter that players fighting skills. But there should be more. Anyone have any ideas as to how adaptive characters might be interesting in games?

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  • Is it possible to design a multiplayer game which can be played from different devices?

    - by user9820
    I want to design a online multiplayer game for all gaming devices e.g. Desktop PC, internet browser, android phones, android tablets, iphone, ipad, XBOX 360 etc. Now my main requirement is that, I want all devices can be used to play the game in multiplayer mode toghether i.e. One player can be connected using PC another using android phone and other may be with iphone or ipad. My doubts are - How to make all devices to connect to common game server? What will be the logic for graphics and texture because all devices screen will be of different aspect ratio?

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  • Asked to make a 2d platformer [on hold]

    - by Fendorio
    I've been tasked with creating a simple 2D platformer top be put on a webpage. The game is pretty much a simple Super Mario type game. I've been playing around with C# and C++ now for a couple years, so I'm aware that Unity offers a route to making a web game but for such a simplistic project i'm afraid that using unity would be overkill... i.e. slow, nobody wants to install the web player for a game with < 5 mins playtime. Html5 canvas/JS seems to jump out at me over flash, as that seems to be being pushed out. Any suggestions on a route to take would be greatly appreciated

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • git in non-distributed, independent, lone programming ...best practice(s) ?

    - by explorest
    I am currently studying the git documentation to get a hang of distributed version control workflow and use of git command line. I want to first start using git with small, personal, pet projects so to gain experience before doing it on large scale (i.e., bigger projects, team dev). What areas of the git system should I, as a lone player, devote most of my study time to... what parts should I leave for the larger scale work later on. In other words what features of the git system will fully be grasped in team work only, and therefore should not be too involved with at an individual level?

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  • All video players display black screen.

    - by Dennis
    I'm working in 10.04 Lucid. All my video players (Movie Player and VLC) and the preview windows in editors (OpenShot and Pitivi) will only display a black screen when playing a video. The sound is fine and the videos work fine on other computers. I have tried multiple formats from varying sources .MOV taken from old ffmpeg projects, .AVI straight from a camera, .MP4 using h.264 from OpenShot on another system, .OGV from a gtk-recordmydesktop session on this very computer. I even get a pure black screen in the viewer when starting a remote session in VNC. This box has a GeForce 8400 GS using the Nvidia drivers in case it may be a card problem or setting.

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  • Biome Transition in a Grid & Borderless World

    - by API-Beast
    I have a universe: a list of "Systems", each with their own center, type and radius. A small part of such a universe could look like this: Systems: Can be very close to a different system, e.g. overlap Can be inside another, much bigger system Can be very far away from any other systems Spawn system specific entities and particles inside the system radius Have some properties like background color So far so good. However, the player can fly around freely, inside and outside of systems, in real time. How do I interpolate and determine things like the background color now, depending on camera position? E.g. if you are halfway between a green and a red system you should see a background halfway between red and green, or if you are inside a lilac system near the center and at the border of a green system you should get a mostly lilac background etc.

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  • What technology should I concentrate on for mobile development? [closed]

    - by Rob2211
    Firstly, I have many years experience with C# & .NET and some with Java. But, rather than committing to Java and developing native applications for Andriod I have been researching cross-platform deployment technologies. Currently, the most powerful cross-platform technology seems to be Flash, using Adobe AIR to package software as native applications. But given Adobe's announcement that it will discontinue support for the Flash Player on mobile devices it seems foolish (at this late stage) to invest in Flash and ActionScript as a developer. There has been speculation that Microsoft are also planning their exit strategy for Silverlight in favour of HTML5. So, my questions are; What is the most appropriate technology to invest in and learn in order to build cross-platform mobile applications / games while future proofing my skills as a developer? Is HTML5 mature enough to fill the 'Flash void' and be used to start building cross-platform, rich, interactive, networked mobile applications / games now? N.B. For HTML5 read (HTML5/CSS3/JavaScript)

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  • Alsa version numbers not consistent

    - by user69245
    I've recently moved from 10.04 to 12.04 and have problems with crackles on audio when the screen changes (especially obvious in a Skype conversation with video). !!Kernel Information !!------------------ Kernel release: 3.2.0-26-generic-pae Operating System: GNU/Linux Architecture: i686 Processor: i686 SMP Enabled: Yes !!ALSA Version !!------------ Driver version: 1.0.24 Library version: 1.0.25 Utilities version: 1.0.25 Running through the SoundTroubleShooting procedures I got the above details at Step 3. Is the mismatch between the Driver version (1.0.24) and the Library and Utilities versions (1.0.25) the cause of my problem, or should I be looking elsewhere? In answers to the question "Will ALSA 1.0.25 version have time to enter 12.04?" I read that 1.0.25 would be part of the new kernel, but my kernel version appears to be newer than the original release.

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  • How can I store all my level data in a single file instead of spread out over many files?

    - by Jon
    I am currently generating my level data, and saving to disk to ensure that any modifications done to the level are saved. I am storing "chunks" of 2048x2048 pixels into a file. Whenever the player moves over a section that doesn't have a file associated with the position, a new file is created. This works great, and is very fast. My issue, is that as you are playing the file count gets larger and larger. I'm wondering what are techniques that can be used to alleviate the file count, without taking a performance hit. I am interested in how you would store/seek/update this data in a single file instead of multiple files efficiently.

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