Search Results

Search found 10536 results on 422 pages for 'flash player'.

Page 228/422 | < Previous Page | 224 225 226 227 228 229 230 231 232 233 234 235  | Next Page >

  • Oracle Exadata X3 announcement at Oracle Openworld

    - by Javier Puerta
    Oracle Announces Oracle Exadata X3 Database In-Memory MachineOracle Press ReleaseFourth Generation Exadata X3 Systems are Ideal for High-End OLTP, Large Data Warehouses, and Database Clouds; Eighth-Rack Configuration Offers New Low-Cost Entry Point During his opening keynote address at Oracle OpenWorld, Oracle CEO, Larry Ellison announced the Oracle Exadata X3 Database In-Memory Machine - the latest generation of its Oracle Exadata Database Machines. The Oracle Exadata X3 Database In-Memory Machine is a key component of the Oracle Cloud. Oracle Exadata X3-2 Database In-Memory Machine and Oracle Exadata X3-8 Database In-Memory Machine can store up to hundreds of Terabytes of compressed user data in Flash and RAM memory, virtually eliminating the performance overhead of reads and writes to slow disk drives, making Exadata X3 systems the ideal database platforms for the varied and unpredictable workloads of cloud computing. In order to realize the highest performance at the lowest cost, the Oracle Exadata X3 Database In-Memory Machine implements a mass memory hierarchy that automatically moves all active data into Flash and RAM memory, while keeping less active data on low-cost disks. With a new Eighth-Rack configuration, the Oracle Exadata X3-2 Database In-Memory Machine delivers a cost-effective entry point for smaller workloads, testing, development and disaster recovery systems, and is a fully redundant system that can be used with mission critical applications. Detailed info at Oracle Exadata Database Machine

    Read the article

  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

    Read the article

  • Is it better to hard code data or find an algorithm?

    - by OghmaOsiris
    I've been working on a boardgame that has a hex grid as the board (the upper right grid in the image below) Since the board will never change and the spaces on the board will always be linked to the same other spaces around it, should I just hard code every space with the values that I need? Or should I use various algorithms to calculate links and traversals? To be more specific, my board game is a 4 player game where each player has a 5x5x5x5x5x5 hex grid (again, the upper right grid in th eimage above). The object is to get from the bottom of the grid to the top, with various obstacles in the way, and each players being able to attack eachother from the edge of their grid onto other players based on a range multiplier. Since the players grid will never change and the distance of any arbitrary space from the edge of the grid will always be the same, should I just hard code this number into each of the spaces, or should I still use a breadth first search algorithm when players are attacking? The only con I can think of for hard coding everything is that I'm going to code 9+ 2(5+6+7+8) = 61 individual cells. Is there anything else that I'm missing that I should consider using more complex algorithms?

    Read the article

  • "VLC could not read the file" error when trying to play DVDs

    - by stephenmurdoch
    I can watch most DVD's on my machine using VLC but today, I went to watch Thor, and it won't play. libdvdread4 and libdvdcss2 are at the latest versions. vlc -v returns 1.1.4 w32codecs are installed and reinstalled ubuntu-restricted-extras are same as above My machine recognises the disc and I can open the folder and browse the assorted .vob files, of which there are many. None of them will open in VLC, or in MPlayer etc. When I run vlc -vvv /media/THOR/VIDEO_TS/VTS_03_1.VOB I get: File Reading Failed VLC could not read the file I also see command line output like this: [0x963f47c] main filter debug: removing module "swscale" [0x963a4b4] main generic debug: A filter to adapt decoder to display is needed [0x964be84] main filter debug: looking for video filter2 module: 18 candidates [0x964be84] swscale filter debug: 720x576 chroma: I420 -> 979x551 chroma: RV32 with scaling using Bicubic (good quality) [0x964be84] main filter debug: using video filter2 module "swscale" ..... [0x959f4e4] main video output warning: late picture skipped (-10038 > -15327) [0x963a4b4] main generic debug: auto hidding mouse [0x93ca094] main input warning: clock gap, unexpected stream discontinuity [0x93ca094] main input warning: feeding synchro with a new reference point trying to recover from clock gap [0x959f4e4] main video output warning: early picture skipped ...... ac-tex damaged at 0 12 ac-tex damaged at 6 20 ac-tex damaged at 12 28 This happens with onboard and Known Good USB DVD player I don't have standalone DVD player to try with TV I am going to watch another film instead for now, because I can do that. I just can't watch THOR, and I'm pretty confident that the disc is ok. It is a rental, but it's clean and there are no surface abrasions. I even cleaned it with Christian Dior aftershave to make sure.

    Read the article

  • Friday Fun: Building Blasters 2

    - by Mysticgeek
    After dealing with unnecessary spreadsheets and TPS reports all week, it’s time to waste time playing a flash game. Today we take a look at Building Blasters 2 where you strategically place explosives to bring down structures. Building Blasters 2 You need to place explosives carefully to clear areas in the red level, keep bystanders safe, and manage your budget. After placing the explosives on the structure, you can set the amount of time that passes before they blow. This comes in handy when you reach advanced levels. When you’re ready to start the demolition click on the Detonate button and watch the buildings fall. If you don’t achieve the objectives, you will get the Demolition Error screen and can replay the level. After you’ve received enough money, you’ll get a message between missions telling you there is enough money to buy items in the shop. You can get enhanced destructive devices such as nitroglycerin, a wrecking ball, call in an air strike and more… If you’re sick of the pointy haired boss dragging you down all week, pretend the structures are the office building and destroy away. Building Blasters 2 is a great way to have fun and let off steam so you can enjoy your weekend. Play Building Blasters 2 For additional fun games to play, make sure and check out the How-To Geek Arcade. Similar Articles Productive Geek Tips Friday Fun: Demolition CityFriday Fun: Cargo BridgeFriday Fun: Portal, the Flash VersionFriday Fun: VehiclesFriday Fun: Play Bubble Quod TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 10 Superb Firefox Wallpapers OpenDNS Guide Google TV The iPod Revolution Ultimate Boot CD can help when disaster strikes Windows Firewall with Advanced Security – How To Guides

    Read the article

  • Simple Multiplayer CCG System

    - by TobiHeidi
    I am working on a cross plattform Multiplayer CCG (web, android, ios). Here are my goals in design: I want to game to be easly accessible and understandable for non CCG players within the first minute of play. a single game should be played by 2 - 4 players a once, without problems if one players drops out during play. players should make their next turn simultaneous (without waiting for other to make their turns) My current approach: each Card has a point value for four Elements. In each Turn an Element is (randomly) selected and every Player chooses 1 card out of 3. The Player choosen the card with the highest value for that element wins the Round. After 10 Rounds the players a ranked by how many rounds they won. Why does this approach seems not optimal? It seems really to easy to determin the next best turn. Your own turn is to little affected by the play style of the others. I would love the have a system where some cards are better against other cards. A bit of rock paper scissors where you have to think about what next turn the other players will make or so. But really think freely. I would love to hear ideas may it be additions or new systems to make a CCG with roughly the stated design goals. Thanks

    Read the article

  • WoW lua: Getting quest attributes before the QUEST_DETAIL event

    - by Matt DiTrolio
    I'd like to determine the attributes of a quest (i.e., information provided by functions such as QuestIsDaily and IsQuestCompletable) before the player clicks on the quest detail. I'm trying to write an add-on that handles accepting and completing of daily quests with a single click on the NPC, but I'm running into a problem whereby I can't find out anything about a given quest unless the quest text is currently being displayed, defeating the purpose of the add-on. Other add-ons of this nature seem to be getting around this limitation by hard-coding information about quests, an approach I don't much like as it requires constant maintenance. It seems to me that this information must be available somehow, as the game itself can properly figure out which icon to display over the head of the NPC without player interaction. The only question is, are add-on authors allowed access to this information? If so, how? EDIT: What I originally left out was that the situations I'm trying to address are when: An NPC has multiple quests The quest detail is not the first thing that shows up upon right-click Otherwise, the situation is much simpler, as I have the information I need provided immediately.

    Read the article

  • Friday Fun: Doom Triple Pack

    - by Mysticgeek
    Thankfully it was only a 4 day work week, but that is enough to get sick of the TPS reports. Today we go retro and experience three classic first-person PC shooter games with the Doom Triple Pack. Doom Triple Pack The Doom Triple Pack brings you your favorite classic first-person PC shooter games in Flash format. The games include Doom, Heretic, and Hexen…just select which one you want to play. Click on Controls to learn how to navigate your characters through the games.   Each on has in-game options you can use to control the style of play. The ever famous DOOM…each game runs smoothly for what they are provided you have a decent internet connection. If you’re tired of spreadsheets and meetings and want to live some of you favorite retro PC gaming days, the Doom Triple Pack can be a lot of fun. If you’re looking for other fun ways to waste time at the office check out the games in the How-To Geek Arcade. Play the Doom Triple Pack Similar Articles Productive Geek Tips Transform your XP Computer to a Modern LookSupport for Some Versions of Windows is EndingSet Automatic Defrag Options for All Drives in Vista Service Pack 1Friday Fun: Portal, the Flash VersionHow to Play .OGM Video Files in Windows Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Use ILovePDF To Split and Merge PDF Files TimeToMeet is a Simple Online Meeting Planning Tool Easily Create More Bookmark Toolbars in Firefox Filevo is a Cool File Hosting & Sharing Site Get a free copy of WinUtilities Pro 2010 World Cup Schedule

    Read the article

  • How should I manage persistent score in Game Center leaderboards?

    - by Omega
    Let's say that I'm developing an iOS RPG where the player gains 1 point per monster kill. The amount of monsters killed is persistent data: it is an endless adventure, and the score keeps on growing. It isn't a "session score" like Fruit Ninja, but rather a "reputation score". There are Game Center leaderboards for that score. Keep killing monsters, your score goes up, and the leaderboards are updated. My problem is that, technically, you can log out and log in using a different Game Center account, kill one monster, and the leaderboards will be updated for the new GC account. Supposing that this score is a big deal, this could be considered as cheating, because if you have a score of 2000, any of your friends who have never played the game can simply log into your iPhone, play the game, and the system will update the score for their accounts, essentially giving them 2000 points in the leaderboards for doing nothing. I have considered linking one GC account to a specific save game. It won't update your score unless you're using the linked GC account. But what if the player actually needs to change their GC account? Technically they would be forced to start a new game and link their account to that profile. How should I prevent this kind of cheat? Essentially, I don't want someone to distribute a high schore to multiple GC accounts, given the fact that the game updates the score constantly since it isn't a "session score". I do realize that it isn't quite a big deal. But I'm curious about how to avoid this.

    Read the article

  • Implementing game rules in a tactical battle board game

    - by Setzer22
    I'm trying to create a game similar to what one would find in a typical D&D board game combat. For mor examples you could think of games like Advance Wars, Fire Emblem or Disgaea. I should say that I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling right now with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. This approach, though, leads to a large amount of code (anything not model-related) to go into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). So, any ideas? I'd also like to ask that if you recommend me a specific design pattern to also provide some kind of example or further explanation and not stick to "Yeah you should use MVC and it'll work".

    Read the article

  • CodePlex Daily Summary for Wednesday, December 22, 2010

    CodePlex Daily Summary for Wednesday, December 22, 2010Popular ReleasesTibiaPinger: TibiaPinger v1.0: TibiaPinger v1.0Media Companion: Media Companion 3.400: Extract the entire archive to a folder which has user access rights, eg desktop, documents etc. A manual is included to get you startedPackage that minifies and combines JavaScript and CSS files: Release 1.1: Bug fixes. The package now correctly handles inlined images and image urls in CSS files surrounded by quotes. CombineAndMinify can now be used in conjunction with Microsoft's Sprite and Image Optimization Framework. That framework combines several small images into one, reducing overall load times.Multicore Task Framework: MTF 1.0.1: Release 1.0.1 of Multicore Task Framework.SQL Monitor - tracking sql server activities: SQL Monitor 3.0 alpha 7: 1. added script save/load in user query window 2. fixed problem with connection dialog when choosing windows auth but still ask for user name 3. auto open user table when double click one table node 4. improved alert message, added log only methodOpen NFe: Open NFe 2.0 (Beta): Última versão antes da versão final a ser lançada nos próximos dias.EnhSim: EnhSim 2.2.6 ALPHA: 2.2.6 ALPHAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Fixing up some r...LINQ to Twitter: LINQ to Twitter Beta v2.0.18: Silverlight, OAuth, 100% Twitter API coverage, streaming, extensibility via Raw Queries, and added documentation. Bug fixes.ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.4.3: Helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager new stuff: Improvements for confirm, popup, popup form RenderView controller extension the user experience for crud in live demo has been substantially improved + added search all the features are shown in the live demoGanttPlanner: GanttPlanner V1.0: GanttPlanner V1.0 include GanttPlanner.dll and also a Demo application.N2 CMS: 2.1 release candidate 3: * Web platform installer support available N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) A bunch of bugs were fixed File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the templ...TweetSharp: TweetSharp v2.0.0.0 - Preview 6: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 6 ChangesMaintenance release with user reported fixes Preview 5 ChangesMaintenance release with user reported fixes Preview 4 ChangesReintroduced fluent interface support via satellite assembly Added entities support, entity segmentation, and ITweetable/ITweeter interfaces for client development Numer...Team Foundation Server Administration Tool: 2.1: TFS Administration Tool 2.1, is the first version of the TFS Administration Tool which is built on top of the Team Foundation Server 2010 object model. TFS Administration Tool 2.1 can be installed on machines that are running either Team Explorer 2010, or Team Foundation Server 2010.SubtitleTools: SubtitleTools 1.3: - Added .srt FileAssociation & Win7 ShowRecentCategory feature. - Applied UnifiedYeKe to fix Persian search problems. - Reduced file size of Persian subtitles for uploading @OSDB.Facebook C# SDK: 4.1.0: - Lots of bug fixes - Removed Dynamic Runtime Language dependencies from non-dynamic platforms. - Samples included in release for ASP.NET, MVC, Silverlight, Windows Phone 7, WPF, WinForms, and one Visual Basic Sample - Changed internal serialization to use Json.net - BREAKING CHANGE: Canvas Session is no longer support. Use Signed Request instead. Canvas Session has been deprecated by Facebook. - BREAKING CHANGE: Some renames and changes with Authorizer, CanvasAuthorizer, and Authorization ac...NuGet: NuGet 1.0 build 11217.102: Note: this release is slightly newer than RC1, and fixes a couple issues relating to updating packages to newer versions. NuGet is a free, open source developer focused package management system for the .NET platform intent on simplifying the process of incorporating third party libraries into a .NET application during development. This release is a Visual Studio 2010 extension and contains the the Package Manager Console and the Add Package Dialog. This new build targets the newer feed (h...WCF Community Site: WCF Web APIs 10.12.17: Welcome to the second release of WCF Web APIs on codeplex Here is what is new in this release. WCF Support for jQuery - create WCF web services that are easy to consume from JavaScript clients, in particular jQuery. Better support for using JsonValue as dynamic Support for JsonValue change notification events for databinding and other purposes Support for going between JsonValue and CLR types WCF HTTP - create HTTP / REST based web services. This is a minor release which contains fixe...LiveChat Starter Kit: LCSK v1.0: This is a working version of the LCSK for Visual Studio 2010, ASP.NET MVC 3 (using Razor View Engine). this is still provider based (with 1 provider Sql) and this is still using WebService and Windows Forms operator console. The solution is cleaner, with an installer to create tables etc. You can also install it via nuget (Install-Package lcsk) Let me know your feedbackOrchard Project: Orchard 0.9: Orchard Release Notes Build: 0.9.253 Published: 12/16/2010 How to Install OrchardTo install the Orchard tech preview using Web PI, follow these instructions: http://www.orchardproject.net/docs/Installing-Orchard-Using-Web-PI.ashx Web PI will detect your hardware environment and install the application. --OR-- Alternatively, to install the release manually, download the Orchard.Web.0.9.253.zip file. The zip contents are pre-built and ready-to-run. Simply extract the contents of the Orch...DotSpatial: DotSpatial 12-15-2010: This release contains a few minor bug fixes and hopefully the GDAL libraries for the 3.5 x86 build actually built to the correct directory this time.New Projects1102 Puc enigami: noitpircsedaarron: personalALDX Organizer: C# .NET desktop application meant to help a store manager in running the store.Battle.Net Library: This is a collaborate Blizzard Battle.net api. Currently working on fetching data from the Armory.BBSolution: BBSolution cmsBitlyTweeter: A Windows Live Writer plugin designed to hook up to your bit.ly account and automatically send tweets after you publish a blog post with the URL shortened by your account.Chat World: chat privado sin reestricciones de ningun tipo aplicacion cliente servidor cliente que te permite crear tus propias salas y categorias de chat sin ninguna reestriccion desarrollado en Net 4.0 lenguaje c#Creating Databound jQuery plugins for ASP.NET: Using asp.net to create a dynamic webservice to support the jQuery jqGrid control as a databound server control. Developed in C# and Javascript. Designed to remove excessive extra coding to add rows to gridview control. Short time to fully developed control.DriverStore Explorer [RAPR]: DriverStoreExplorer GUI makes it easier to deal with Windows Vista / Windows 7 driver store. Supported operations include enumeration, adding a driver package (stage), adding & installing, deletion, as well as force deletion from the driver store. GCTF: Desafio .NET Realizado na FACISAGonte.Utilities: Gonte.Utilites Provides general utilities such as - Reflection helpers - Validation framworkLincoln Wood: An evolutionary implementation of the next gen Lincoln Wood Community environment using MVC2 and other good stuff.M4N1: M4N1 its a MDA arquitecture that tries to enable Model Development for anyone! Its written an Java and the IDE its an Eclipse RCP application.MasterGuitarReader: guitarmd5util: MD5 checksum util for developersMP3Tunes Windows Locker Player: Connect to your MP3Tunes locker from a win7/vista/xp computer.MVC Installer: The MVC Installer is a small, pluggable assembly that you add to any new ASP.NET MVC 2 project to easily install your database and Membership system with Roles and Users.new1: new1new1new1new1new1O(∩_∩)O: .SharePoint 2007 Add Ons: The goal of this project is to develop a set of add ons for SharePoint 2007.SharePoint Power Pack: The SharePoint Power Pack consists of several features to enhance core functionality and change the user experience of the SharePoint GUI.Silverlight Code Camp Reference Implementation: Silverlight Code Camp Website Australia 2011. Technology: C#, Silverlight, Asp.Net MVC, jQuery Features: CodeCamp Sessions, Location Map, User Voting, Registration (via EventBrite), Down Level Experience, Mobile Browsers friendly CSS Silverlight Sockets Sample: Trivial but complete sample for doing SL sockets. There is an SL project and a console socket server handling 943rd (SL policy) port and 4505th (for arbitrary data communication).SMILE Media Content Creator: A WinForm GUI for generating SMILE Media ContentSocialPad: socialpadSpits: Comment SNS for files: A sns like comment system. can make comments with your very local files StarTrooper: ????,??MSDN Webcast ???,???VB A game, reference MSDN Webcast produced by the language is Visual Basic http://www.msdnwebcast.com.cn/CourseSeries.aspx?id=58Text Data File Manipulator: Manipulate text data files: convert separators, transpose data. For some reason I couldn't find a simple tool for window to transpose my large data files so I wrote this tiny tool. uLogin: uLogin version 1.0.1 provides Member Login functionality for Umbraco-powered Web sites. uLogin version 1.0.1 was developed and tested for Umbraco version 4.5.2 with ASP.net version 4.Windows Media Player GNTP Plugin: WMP-GNTP allows Windows Media Player to tell Growl for Windows when a song has changed, so you'll no longer have to open Windows Media Player to tell when a song has changed. It's developed in C++/ATL.WorldBuilder: This Application will help XNA developers create game maps and easily implement them into their games. This includes both 2D maps and 3D Terrain maps.

    Read the article

  • Web to Print system - which client side technology should I use

    - by mr null
    I'm getting started to develop Web to Print system. My main concern is which client-side techology should I use: jQuery/CSS Flex/ActionScript or something else? For now, idea is that user/customer choose Product eg: Business card Attributes: Dimensions,Paper type, ... etc Template or blank Adjust product (editor) Preview & order Output should be PDF 300dpi. My main issue is: adding/adjusting text in editor. (font size, font family...). Because application should be cross browser. And I think that 10px Arial can't be the same in Firefox 5 and IE 8. It must be pixel perfect in every browser. If somebody order $100 of business cards, and text is different that he/she saw when ordering - that is a big problem. So, Flash platform should be the answer. But, as I see it's dying technology, 2012 is here - HTML5 is replacing Flash rapidly. I hope that you understand me, so every guideline or few smart words would be very appreciating.

    Read the article

  • Does concurrency inherently introduce "randomness" into a game?

    - by Jeff
    When a game is implemented with concurrency (as most games are), does this necessarily, by its very nature, introduce an element of randomness into the game that is outside of the players' control? Note that when I use the word "random", I'm not meaning to launch into a philosophical debate about the deterministic nature of the system. I understand that concurrency is deterministic in the sense that the operating system decides which processes to allow time on the CPU and in what order (or the JVM controls which Thread's turn it is to execute, etc). But my understanding of this is that there is no way to control or predict whether one thread's next command will execute before or after another. The reason I'm asking is because this seems like a fundamental difficulty for game development where a game is supposedly designed around a player's skill. Consider a game like League of Legends. Assume that two players are battling it out. It's a very close contest between the two and it's coming down to the wire -- so much so that whoever gets their last attack off will be the one to kill the other and win the game for their team. If the players are implemented using concurrency and the situation really was like this, is it essentially out of the players' hands at this point? Is the outcome of this match all up to whatever system is arbitrarily deciding which player's thread/process will execute next? If not, what am I misunderstanding about concurrency? If so, is there any way around this problem so that a game of skill can always be a game of skill, especially in those most crucial moments?

    Read the article

  • Turn-based games [closed]

    - by Blue
    I've been looking for tutorials on turn-based games. I found an incomplete tutorial series by InsugentX about turn-based games. I haven't looked through it, but since it's incomplete, I worry that I won't be able to finish the scripts. I'm looking for tutorials or some good tips or advice to create turn-based games(similar to Worms). Recently I finished watching the WalkerBoys' tutorials so I am familiar with code. Where can I find some info and/or tutorials on creating Turn-based games? I'd prefer it to be video format. How can I create turn-based games (not the entire thing, only the set-up) or a turn-based event like in Worms? To explain more, How do I create 2 parties(1st player, 2nd player) exchanging turns(turn-based games and/or hotseat). While parties have characters similar to Worms(having more than 1 character within each party)? Do I use an array, an enum? I don't have any experience in turn-based games, so I would like to know how to actually make turn-based games. I can't find any reference to help me with construction of a turn-based game code similar to Worms in a programming language I can understand.

    Read the article

  • Kubuntu 11.04 bad experience, Gimp crashes and other bugs

    - by giowck
    I installed Kubuntu 11.04 64bit today. First let me expose some issues, this is not a rant, just some observations on Kubuntu 11.04 :) Flash doesn't work. The package "flashplugin-installer" was installed by rekonq. But still no flash. Additional Drivers (jockey-kde) doesn't show up automatically after first login. I tried to delete a large file (19,2 GB), an error appeared: "Please empty the trash first, no more space available" or something like that, but you know what? My trash was empty! (Then I found in Dolphin the settings to increment the max size of the trash). Amarok has no play/pause/forward/back buttons, only after changing settings to show those buttons on the top bar. GTK applications like ubuntu software center, inkscape... are in english, but my default language is "german". Only gimp allows to install the "de" language pack. The numblock turns off after each restart. In the KDE Control Center, the "remember last state" of numblock is set. But this is not working. I had some crashes: Nepomuk, Policy-kit, plasma-workspace and gimp. But now to the important stuff. I really need Gimp to work. After starting it, I get a crash: giowck@giowck-desktop:~$ gimp (gimp:1899): GLib-WARNING **: /build/buildd/glib2.0-2.28.6/./glib/goption.c:2132: ignoring no-arg, optional-arg or filename flags (8) on option of type 0 Speicherzugriffsfehler (in English: "Memory error") What can I do to run Gimp? Thanks

    Read the article

  • Why do some bad websites rank well?

    - by BradB
    Consider the following scenario: you are pitching SEO/Website Optimisation to a prospective client and you explain to them the importance of great copy and content, how acquiring links (ethically) can increase page rank, why the quality of the HTML build matters (H1, H2 tags, w3c validation etc), why keyword research is beneficial, you may drop in a few Google Webmaster Guideline or Matt Cutts references to back up your claims and rubbish the "back hat" approach as being no longer effective for good measure. Your advice is ethical and in the eyes of best practices, spot on. Then, the client points out to you some of their long established competitors on Google and you see these competitor websites ranking in the top spots (1 to 3) for medium to highly competitive search phrases that your client wants to compete for. These websites totally contradict your ethical approach and pretty much violate every best practice previously noted. They even out perform other "white hat" competitors who are in accordance with the above guidelines. I experienced this today. One of these well ranking websites had: About six microsites with more or less the same copy and a slightly varied layout Little or not textual content I would almost say duplicate content across the sites, but there was so little of it it could barely qualify for being duplicate All the content in Flash (with a music track that kicked in on each page load, not so much of an SEO issue - but it helps paint the picture) Keyword stuffing behind the Flash file with a bunch of black text on black background in the style of keyword 1 keyword 2,keyword1,keyword 2,keyword 2 keyword 3 and so on... The exact keyword stuffed combination present on every page of the website A bunch of clearly self made links from poor quality forums and directories with little or no Page Rank Links exchanged across the microsites How do you explain your way out of this when this hard evidence is sat in front of you undermining your great pitch?

    Read the article

  • Rendering large and high poly meshes

    - by Aurus
    Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff that simply wont work with height-maps. Using voxels: Yes, but I think that this would be to much since I don't even want to support changing terrain.. Split into multiple chunks and do some sort of LOD with the mesh: Yes, but how would I do that? Tessellation usually creates more detail not less. Precompute the same mesh in lower poly version (like Mudbox does) and depending on the distance it renders one of these meshes: Graphic memory is limited and uploading only the chunks won't solve that problem since the traffic would be too high. IMO the last one sounds really good, but imagine the following process: Upload and render the chunks depending on the current player position. [No problem] Player will walk straight forward Now we maybe have to change on of the low poly chunk with the high poly one So, Remove the low poly chunk and load the high poly chunk [Already to much traffic here, I think] I am not very experienced in graphic programming and maybe the upper process is totally okay but somehow I think it is too much. And how about the disk space it would require.. I think 3 kind of levels would be fine but isn't that also too much? (I am using OpenGL but I don't think that this is important)

    Read the article

  • How do I boot Ubuntu Cloud images in vmware?

    - by Graham
    I want to run an Ubuntu cloud image on on VMWare. I've gotten pretty far but want to know how to set the OVF properties in a way that VMWare understands in order to pass parameters to cloud-init. This is what I've done: Install VMWare Player 4.0.4, using the vmware workstation 8.0.2 / player 4.0.2 fix for linux 3.2+ patch to get around the compilation failure for virtual ethernet module. Download precise-server-cloudimg-amd64.ovf, and also the QCOW2 .img file (220MB) Run qemu-img convert -O vmdk precise-server-cloudimg-amd64-disk1.img precise-server-cloudimg-amd64-disk1.vmdk to convert the image from QCOW2 to VMDK Edit the OVF to change the extension and ovf:size on the <File> element and set ovf:format="http://www.vmware.com/interfaces/specifications/vmdk.html#sparse" on the <Disk> element. Edit the OVF to remove all the <Property> elements because vmplayer was complaining about unrecognised elements. Run the OVF in vmplayer. Alternatively, run ovftool to convert to vmx and run the vmx. Unfortunately I can't log in as "ubuntu" at the prompt because the OVF properties haven't been provided to cloud-init. How should I do this?

    Read the article

  • Google Chrome Updates; Faster, Cleaner Menus, Encrypted Password Syncing, and More

    - by ETC
    Google Chrome has rolled out a new update that includes a host of improves such as easier to navigate menus, encrypted password syncing, over all speed improvements, Flash sandboxing, and more. Google Chome’s new update has a host of subtle but powerful improvements. The browser is faster, the security is improved thanks the addition of encrypted password syncing and sandboxing of the integrated flash player, and the settings menu has been restructured and cleaned up for easy navigation. Check out the video above to take a peek at some of the changes or hit up the link below to read more. Speedier, Simpler, and Safer: Chrome’s Basics Get Even Better [The Official Google Blog] Latest Features How-To Geek ETC How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? Save Files Directly from Your Browser to the Cloud in Chrome and Iron The Steve Jobs Chronicles – Charlie and the Apple Factory [Video] Google Chrome Updates; Faster, Cleaner Menus, Encrypted Password Syncing, and More Glowing Chess Set Combines LEDs, Chess, and DIY Electronics Fun Peaceful Alpine River on a Sunny Day [Wallpaper] Fast Society Creates Mini and Mobile Temporary Social Networks

    Read the article

  • How can I make an MMORPG appeal to casual players?

    - by Philipp
    I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are part of the average MMORPG. MMORPGs are all about interaction between players. But when different players have different amounts of time to invest into a game, those with less time to spend will soon lack behind their power-leveling friends and won't be able to interact with them anymore. One way to solve this would be to limit the progress a player can achieve per day, so that it simply doesn't make sense to play more than one or two hours a day. But even the busiest casual players sometimes like to spend a whole sunday afternoon playing a video game. Just stopping them after two hours would be really frustrating. It also creates a pressure to use the daily progress limit every day, because otherwise the player would feel like wasting something. This pressure would be detrimental for casual gamers. What else could be done to level the playing field between those players who play 40+ hours a week and those who can't play more than 10?

    Read the article

  • Move model forward base on model orientation

    - by ChocoMan
    My model rotates on it's own Y-axis regardless of where it is in the world. Here are the controls for the left ThumbStick: UP (move model forward on Z-Axis) DOWN (move model backward on Z-Axis) LEFT & RIGHT (strafe to either side) The problem is adjusting the direction the model's orientation UP and DOWN if the player should also rotate the player while moving forward or backwards. An example what Im trying to achieve would be a car doing donuts. The car is always facing the current direction that it interprets as forward (or rear as backwards) in relation to it's local rotation. Here is how Im calling the movement: // Rotate model with Right Thumbstick along X-Axis modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { modelPosition.Z -= -pController.ThumbSticks.Left.Y * speed; } // Move Backward if (pController.IsButtonDown(Buttons.LeftThumbstickDown)) { modelPosition.Z += pController.ThumbSticks.Left.Y * speed; } // Strafe Left if (pController.IsButtonDown(Buttons.LeftThumbstickLeft)) { modelPosition.X += -pController.ThumbSticks.Left.X * speed; } // Strafe Right if (pController.IsButtonDown(Buttons.LeftThumbstickRight)) { modelPosition.X -= pController.ThumbSticks.Left.X * speed; } // DeadZone if (!pController.IsButtonDown(Buttons.LeftThumbstickUp) && !pController.IsButtonDown(Buttons.LeftThumbstickDown) && !pController.IsButtonDown(Buttons.LeftThumbstickLeft) && !pController.IsButtonDown(Buttons.LeftThumbstickRight)) { }

    Read the article

  • Checking if an object is inside bounds of an isometric chunk

    - by gopgop
    How would I check if an object is inside the bounds of an isometric chunk? for example I have a player and I want to check if its inside the bounds of this isometric chunk. I draw the isometric chunk's tiles using OpenGL Quads. My first try was checking in a square pattern kind of thing: e = object; this = isometric chunk; if (e.getLocation().getX() < this.getLocation().getX()+World.CHUNK_WIDTH*World.TILE_WIDTH && e.getLocation().getX() > this.getLocation().getX()) { if (e.getLocation().getY() > this.getLocation().getY() && e.getLocation().getY() < this.getLocation().getY()+World.CHUNK_HEIGHT*World.TILE_HEIGHT) { return true; } } return false; What happens here is that it checks in a SQUARE around the chunk so not the real isometric bounds. Image example: (THE RED IS WHERE THE PROGRAM CHECKS THE BOUNDS) What I have now: Desired check: Ultimately I want to do the same for each tile in the chunk. EXTRA INFO: Till now what I had in my game is you could only move tile by tile but now I want them to move freely but I still need them to have a tile location so no matter where they are on the tile their tile location will be that certain tile. then when they are inside a different tile's bounding box then their tile location becomes the new tile. Same thing goes with chunks. the player does have an area but the area does not matter in this case. and as long as the X and Y are inside the bounding box then it should return true. they don't have to be completely on the tile.

    Read the article

  • Using 2D sprites and 3D models together

    - by Sweta Dwivedi
    I have gone through a few posts that talks about changing the GraphicsDevice.BlendState and GraphicsDevice.DepthStencilState (SpriteBatch & Render states). . however even after changing the states .. i cant see my 3D model on the screen.. I see the model for a second before i draw my video in the background. . Here is the code: case GameState.InGame: GraphicsDevice.Clear(Color.AliceBlue); spriteBatch.Begin(); if (player.State != MediaState.Stopped) { videoTexture = player.GetTexture(); } Rectangle screen = new Rectangle(GraphicsDevice.Viewport.X, GraphicsDevice.Viewport.Y, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // Draw the video, if we have a texture to draw. if (videoTexture != null) { spriteBatch.Draw(videoTexture, screen, Color.White); if (Selected_underwater == true) { spriteBatch.DrawString(font, "MaxX , MaxY" + maxWidth + "," + maxHeight, new Vector2(400, 10), Color.Red); spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); foreach (AnimatedSprite a in aSprites) { a.Draw(spriteBatch); } } if(Selected_planet == true) { spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); spriteBatch.Draw(videoTexture,screen,Color.White); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; foreach (_3DModel m in Solar) { m.DrawModel(); } } spriteBatch.End(); break;

    Read the article

  • Xubuntu 14.04 with Compton, strange screen tearing, only when playing videos though (advice needed)

    - by LinuxDudester
    Hello beloved community, Yet again I am in need of your great expertise. I ran into a very strange issue and just can't wrap my mind around it. I'm running Xubuntu 14.04 exclusively, with Compton installed. The OS runs great and I have absolutely no screen tearing when I move my windows around, scroll in my web browser, work in Gimp or Photoshop (wine) or even when I play very graphic demanding games, like Metro Last Light, Euro Truck Driver 2 and so on. There's not a tiny bit of tearing to see, but as soon as I play videos, in xbmc, vlc or parole media player the tearing begins (strangely enough this does not apply to youtube videos). I followed all available workarounds on askubuntu and the ubuntu forum,like the 50-xserver-command.conf, startx /etc/X11/Xsession /usr/bin/xbmc-standalone -- -bs or libsdl1.2debian fix and many more, but to no avail. I also tried the Open Source Nouveau display drivers as well, but for some odd reason they don't work so great on my system or at least with my graphics card. Even with Compton installed and configured, I have an extreme amount of screen tearing, as soon as I switch to the proprietary Nvidia drives the screen tearing is gone completely, except for the video playback with xbmc, vlc or parole media player. System info for your reference: OS: Xubuntu 14.04 Linux-x86_64 - Processor: Intel Core i7-4770S CPU @ 3.10GHz - Ram: 16 GB - GeForce GT 750M 1024 MB - Nvidia Driver: 331.38 Has anyone experienced such an odd issue or do you have any advice on how I could fix this? I would appreciate any help! Have a nice day!

    Read the article

  • 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?

    Read the article

< Previous Page | 224 225 226 227 228 229 230 231 232 233 234 235  | Next Page >