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  • How to go about with real GUI development with Java Swing and MVC.

    - by Myth17
    I am creating a Blackjack Card game emulator. I am a SCJP,familiar with Core Java concepts. I have a very basic understanding of Java swings and awt. Already finished writing the basic game logic,a CLI logic. My design includes several classes like, Dealer,Player,Table,Card,Casino and some others.. Enums for Cards and suite. I have read about MVC as a theoretical concept, familiar with the name 'design patters'(no understanding whatsoever as to how they are implemented) Everywhere I am suggested to learn while writing some real code.So I started off with this... I am stuck now, how should I go about writing code for my project?? Writing the GUI code and organising it within the already existent code.

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  • How to calculate the touch location with convertToWorldSpace?

    - by Paul
    i would like to convert the touch location as a world coordinate in my tile game. With this code, i clicked on the right of the screen (so that my character walks in the tiled game, and the background goes slowly to the left) : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView: [touch view]]; location = [[CCDirector sharedDirector] convertToGL: location]; CGPoint test = [self convertToWorldSpace:location]; CCLOG(@"test : %.2g", test.x); The test log gives me : 50, 72, 1e+02, 2.6e+02, 4.2e+02, (and then goes down) 3.2e+02, 9.5, -1.9e+02, etc. Does anyone know why? I would like to calculate the "real" coordinate of the touch, so that i know when the character has to keep going (click on the right of its actual position) or if he has to turn and go backwards. (click on the left of its actual position) Thanks for your help

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  • Structs inside #define in C++

    - by Adam Smith
    Being pretty new to C++, I don't quite understand some instructions I encounter such as: #ifndef BOT_H_ #define BOT_H_ #include "State.h" /* This struct represents your bot in the game of Ants */ struct Bot { State state; Bot(); void playGame(); //plays a single game of Ants void makeMoves(); //makes moves for a single turn void endTurn(); //indicates to the engine that it has made its moves }; #endif //BOT_H_ What I don't understand is the "#ifndef BOT_H_" and the "#define -- #endif" From what I gather, it defines a constant BOT_H_ if it's not already defined when the precompiler looks at it. I don't actually get how the struct inside it is a constant and how it is going to let me access the functions inside it. I also don't see why we're doing it this way? I used C++ a while back and I wasn't using .h files, so it might be something easy I'm missing.

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  • Android: Is decreasing size of .png files have some effect to resulted Bitmap in memory

    - by nahab
    I'm writing game with a large amount of .png pictures. All worked fine. Than I added new activity with WebView and got memory shortage. After that I made some experiment - replace game .png images with ones that just fully filled with some color. As result memory shortage had gone. But I suppose that Bitmap internally hold each pixel separately so such changes should have no effect. Maybe this because of initial images have alpha channel and my test images have not it? But actually question is: Will decreasing .png images files sizes make some effect on decreasing usage of VM application heap or not?

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  • iPhone - Drawing 2D with OpenGL ES, fast and simple.

    - by Johannes Jensen
    I'm going to make a game for the iPhone, and I'm mostly going to be using images. I've read that using Quartz only is slow for actual games with high frame rates, so I was wondering if you guys had any good ideas for using OpenGL for rendering a game scene? I'm going to be using a lot of images, and I want to be able to freely rotate them. I've looked at Apple's examples GLSprite and GLPaint, but I don't really see anything I could use. All I want to do is be able to render images at specific positions, and want to be able to rotate them. I'm a noob at OpenGL, but I know Quartz.

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  • Free sounds for iPhone games.

    - by Roger Gilbrat
    I'm looking for a good source for sound effects for my iPhone game. I like SoundSnap, but they charge you for every sound you download, not just the ones you end up using. Sound design in games can be a very iterative process and I don't want to pay for 10 sounds I never use before finding the right one. freesound.org is another really good site, but they are all CC licensed and can't be used in commercial games. It's unclear if a free iPhone App is considered commercial (or if my final game will be free). Googling for this returns a huge number of pay sites with horrible web pages. I don't mind paying for sounds, but I want to pay for what I use. Any good personal recommendations?

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  • OpenGL and layouts

    - by Hnefi
    I'm using OpenGL to render a game view in my android application. The game is turn based and I wish to add some buttons to the interface. I'd prefer to use standard Android widgets, structured in an XML-generated layout (or, if I have to, a hardcoded layout) and put the OpenGL view in its own window as part of that layout. So in regards to this, I have 3 questions: 1: Is such a thing possible? I've done a few half-hearted tries, but have had no luck so far. 2: Is such a thing advisable? Does it carry a significant performance penalty, for example, over using OpenGL-based homebrew widgetry? 3: Is it possible to pass particular arguments to instances created in XML layouts? For example, my current OpenGL view has three arguments in its constructor; is it somehow possible for me to invoke that particular constructor with particular parameters when it's part of a layout?

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  • Can I use WCF NET.TCP Protocol from Silverlight 4 for a public website ?

    - by pixel3cs
    Does anyone know if the new NET.TCP feature of Silverlight 4 can be used for public websites ? From what I know, in the Silverlight 4 Beta they announced that WCF NET.TCP can only be used for intranet applications. The reason I am asking this is because I want to recode my Silverlight multiplayer chess game (build with SL 3 Sockets support) based on the new SL 4 WCF TCP communication protocol. My Socket implementation is build from scratch and have big issues with thread safe and few unsolvable bugs from my side. I am sure that SL 4 team did a great job and they simplified all hard part for me, letting us, developers, concentrate more on the game code instead on underlying communication layers.

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  • Is it better to adopt the same technologies used at work to be effective on your home projects ?

    - by systempuntoout
    Is it better to start developing an home project using the same technologies used at work to be more productive and effective? I'm not talking about a simple hello world web page but an home project with all bells and whistles that one day, maybe, you could sell on internet. This dilemma is often subject of flames between me and a friend. He thinks that if you want to make a great home-made project you need to use the same technologies used daily at work staying in the same scope too; for example, a c++ computer game programmer should develope an home-made c++ game. I'm pretty sure that developing using the same technologies used at work can be more productive at beginning, but surely less exciting and stimulating of working with other languages\ides\libraries out of your daily job. What's your opinion about that?

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  • Using c#,c/c++ or java to improve BBN with GA

    - by madicemickael
    I have a little problem in my little project , I wish that someone here could help me! I am planning to use a bayesian network as a decision factor in my game AI and I want to improve the decision making every step of the way , anyone knows how to do that ? Any tutorials / existing implementations will be very good,I hope some of you could help me. I heard that a programmer in this community did a good implementation of this put together for poker game AI.I am planning to use it like him ,but in another poker(Texas) or maybe Rentz. Looking for C/c++ or c# or java code. Thanks , Mike

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  • Bitmap size exceeds VM budget after second load

    - by jonny
    This is driving me crazy. I have a game which has a bitmap as the background, this is big so I scale it down and this works fine. However when I navigate to another activity and then reload the game screen it crashes on drawing the background. I am calling recycle on all the bitmaps and setting them to null on onDestroy() but this doesn't help. Any ideas and if not how can I debug the memory to see at which step its growing. I looked at getting the heap but nothing of any size is on there really. Thanks.

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  • php second countdown

    - by jesop
    in my php page i have: <?php setcookie("game", "GOW2", time()+3); echo $_COOKIE["game"]."</br>"; echo "<a href=\"/mypro/mypro2.php/\">Refresh</a></br>"; ?> now i want at page load or when user clicks on 'Refresh' the following functionality the timer should get reset and get displayed (as a countdown) and this countdown goes till it reaches 0 and stops. is this can be done??

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  • Do there any dev who wrote iPhone wifi/bluetooth multiplay before?

    - by Jerry1923
    Hi there, do there any dev who wrote iPhone wifi/bluetooth multiplay before? Recently, I'm trying to make my latest game Doodle Kart to have mulityplay via bluetooth. But I found that there are hugh data need to share between the 2 devices. -your car's position and direction -your car's status(it is in normal state, it is hitting by bullet, it is falling into to hole....) -CUP car's position, dicretion, and their status -items position and status (pencil, bullet...) I'm thinking about one device calculate all the things, and the other device just wait and receive the data to display on the screen. Does it make sense? Hey, I should ask you the most important question first: Do you think it's possible to make bluetooth multiplay work on my game? It's just too much data need to share between the device.

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  • Segfault when calling a method c++

    - by shuttle87
    I am fairly new to c++ and I am a bit stumped by this problem. I am trying to assign a variable from a call to a method in another class but it always segfaults. My code compiles with no warnings and I have checked that all variables are correct in gdb but the function call itself seems to cause a segfault. The code I am using is roughly like the following: class History{ public: bool test_history(); }; bool History::test_history(){ std::cout<<"test"; //this line never gets executed //more code goes in here return true; } class Game{ private: bool some_function(); public: History game_actions_history; bool local_variable; }; bool Game::some_function(){ local_variable = game_actions_history.test_history(); if (local_variable == true){ return true; } else{ return false; } } Any tips or advice is greatly appreciated!

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  • Java - understanding servlets

    - by Trup
    I am working on a homework project that should implement a board game between 2 clients over an HttpServlet. I have couple of questions: 1) I read that HttpServlets must be stateless, however, for the sake of the game, I have to keep a lot of state(whose turn it is, the state of the board, etc). Do I have to keep this in the clients? Does the HttpServlet indeed have to be stateless, i.e. have no fields that track state? 2) I know that the clients will talk to the servlet via the doGet/doPost methods, but how can the servlet talk to the clients(for example, if player 1 just made a move and sent it to the servlet, the servlet has to tell client 2 what the move was). Thank you Also, if you can point me to a useful, simple example of a similar code online, I would be very grateful

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  • How to design parts of the application in XAML and how to reusing it then?

    - by MartyIX
    I'm working on a main window in my application and I would like to design parts of my window separately in Visual Studio designer. Main window Game desk (actually more of them and therefore it would be nice to design the game desk, mark it as a resource and then just via simple code (something like creating a new object and setting DataContext) create it. Console And so on Is it possible in VS to do this thing? I just need to know what to look for if it is possible. I don't need a whole solution. Thank you for suggestions!

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  • With PHP and AJAX, Can two clients inter-exchange data without MySQL?

    - by Devyn
    Hi, Let's assume I'm developing a AJAX, PHP chess game. During the game, one movement of a player will be notified to the another but we are not saving that information. Normally, we used to store in MySQL every time a player makes movement and show update position to another player. What I want is to reduce MySQL load as much as possible and server is not interested in movements between two players. Server will only save final result like who wins. So what should I do?

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  • Finding latest release links on website for C++ Application

    - by Brett Powell
    Basically I have written a game plugin that will allow server admins to update their administration tools from within game rather than having to go download it and install it. The releases are updated regularly, and the beta versions are nightly builds. I am trying to find a way to grab the links from the website, but I cannot think of anyway to do this off of the top of my head. Was hoping someone here might be able to suggest something that would work. http://www.sourcemod.net/snapshots.php Thats the website, basically I am trying to grab the links for the latest stable branch, and latest development branch.

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  • Can I assume Flash and PHP will generate the same floating point numbers?

    - by Fragsworth
    In a multiplayer game I'm developing, we have a few values that are floating point numbers. The back-end (in PHP) and the front-end (in Flash) occasionally perform the same calculations on these numbers, to minimize communication. I am currently making sure that both sides are using 64-bit doubles, but am I safe to assume that all calculations will be the same? For instance, what about string to float conversion - should I worry about Flash having a potentially different implementation as PHP? (If this happens, our game will go out of sync - the client will think it is in one state while the server is in another) With some testing, it appears to be the same, but I'm just not sure. Can someone clarify this for me?

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  • Is there a way to make an executable from an Xcode project?

    - by Questor
    Hello, all! I feel it's quite a naive question I'm going to ask. Excuse me if it's foolish. I have made an iPhone game using Cocos2d, Box2d and OpenGL. I want to show the game to a potential employer for demonstration purposes, without giving him the source code. How can I make a .exe or .app file from the Xcode project? I've searched online a lot but couldn't find the relevant answer. Thank you very much in advance.

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  • Compiling zlib for 64 bit on windows

    - by Allan Hollenberg
    I am currently working on a cross-platform game for Mac OSX and Windows and I'm having some issues with the ZLib library on Windows 64 bit. My game is focussed on a 64 bit architecture and I am unable to get ZLib to work along with it. When I compile ZLib itself (through make all64 at the source directory of ZLib) it shows no issues but when I want to use it I get a error saying '/usr/local/lib/libz.a(gzread.o):gzread.c:(.text+0x28e): undefined reference to `__errno'' I have included errno.h before I include zlib.h in my project but that doesn't seem to matter. I am compiling my app through the cygwin64 terminal and using the x86_64-w64-mingw32-g++ command, I am also linking directly against the lib64 version (if I remove that it compiles correctly but crashes on running due to it having a x86 lib)

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  • C# Container Class

    - by Jamie
    I'm building a game in c# which allows you to script your own level, although I have come across a bit of a thought. I have a base class called "World" as an object. This was made with a simple: class World { However, when the user is scripting their level, all of the game objects will be contained in the world object. I want them to be able to do something on the lines of: World.ParentObjectName.ParentObjectProperty = "abc"; I know that the System.Windows.Forms.Panel and other classes are like containers and can have objects in them and be accessed in that kind of way... my question is how can I make a class which is like a container in which I can add objects to, and then access them with a World.ObjectName I have tried class World : System.Collections.CollectionBase, but with this method, I have to keep typing World.Item("ObjectName") Can anyone help? Thanks!

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  • Can I use Blender to create 3D wall image viewer application under Linux?

    - by sgon00
    Hi, Is that possible to use Blender to create Cooliris-like 3D wall image viewer application under Linux? I don't see many people use Blender (BGE) to create desktop application, so I am wondering if this is possible. People normally use Blender for modeling/movie and game engine. I can not find a good way to create 3D application in Linux so far. I was thinking about pyQT+opengl. But I feel that is hard to do. No robust and easy-to-use qt+opengl toolkit available from my research. I know a little bit of Blender, that's why I am asking if Blender is an alternative solution. (python is preferred) The image viewer doesn't have to be windowed. It can be full screen, like a game?. I would like to add many cool effects into this application. Hopefully cooler than Cooliris which is written in flash. Thanks a lot.

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  • Android Graphics Memory Limits

    - by Gordon
    I am creating an android game using opengl and a cocos2d port (http://code.google.com/p/cocos2d-android-1). I am targeting a wide range of devices and want to ensure that it performs well. I only test on a nexus one and am hoping to get some input from people with experience on slower devices. Currently the game uses two 1024x1024 textures as well as two 256x256 textures. Is this within the limits of most devices? Anyone have any rule of thumb or experience with graphics memory limits in these cases? If gfx memory is exceeded does it page to normal memory?

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  • Workaround for UnsupportedAudioFileException ?

    - by tschan
    I'm in a very early stage of writing a small music/rhythm game in Java (via Slick framework, which in turns uses OpenAL, but that's probably irrelevant here). The game needs to read (and playback) several sound files in WAV format, but some of the files are throwing [javax.sound.sampled.UnsupportedAudioFileException] exceptions. at javax.sound.sampled.AudioSystem.getAudioInputStream(AudioSystem.java:1102) at org.newdawn.slick.openal.WaveData.create(WaveData.java:123) at org.newdawn.slick.openal.SoundStore.getWAV(SoundStore.java:713) at org.newdawn.slick.openal.SoundStore.getWAV(SoundStore.java:683) at org.newdawn.slick.Sound.<init>(Sound.java:33) The files can be played back just fine in Winamp or Foobar2000, so this means Java just don't recognize some variants of the file format. What are my options at this point? Note: The files in question are user-supplied, so i cannot just convert them beforehand (using something like audacity). Any conversion steps must be done at runtime.

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