Search Results

Search found 35343 results on 1414 pages for 'development tools'.

Page 393/1414 | < Previous Page | 389 390 391 392 393 394 395 396 397 398 399 400  | Next Page >

  • Using your own gameloop logic on iphone?

    - by kkan
    I'm currently working on moving some android-ndk code to the iphone and have hit a wall. I'm new to iphone development, and from looking at some samples it seems that the main loop is handled for you and all you've got to do is override the render method on the view to handle the rendering and add a selector to handle the update methods. The render method itself lookslike it's attached to the windows refresh. But in android I've got my own game loop that controls the rendering and updates using c++ time.h. is it possible to implement the same here bypassing apple's loop? I'd really like the keep the structures of the code similar. Thanks!

    Read the article

  • C++ Game Library for SVG Based Game

    - by lefticus
    I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG. Also, I'm aware of the previous conversations on this site regarding Qt for SVG game development. I'm hoping to avoid Qt because of the size and complexity of making it a requirement. Also, Qt does not seem to have joystick input support, which would require that SDL or some other library also be used. So my question can be summed up as this: What is the best way to get SVG and joystick support in a 2D C++ library while minimizing dependencies as much as possible (preferably avoiding Qt altogether)?

    Read the article

  • Flixel Game Over Screen

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. I am just stuck on how I can create a new screen/game over screen if a player runs out of lives. I would like the process to be like following: Check IF lives are equal to 0 Pause the game and display a new screen (probably transparent) that says 'Game Over' When a user clicks or hits ENTER restart the level Here is the function I currently have to update the lives: private function loseLive(_ball:FlxObject, _bottomWall:FlxObject):void { // check for game over if (lives_count == 0) { } else { FlxG:lives_count -= 1; lives.text = 'Lives: ' + lives_count.toString() } } Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } }

    Read the article

  • Online Multiplayer Game Architecture [on hold]

    - by Eric
    I am just starting to research online multiplayer game development and I have a high-level architectural question regarding how online multiple games function. I have server-side and client-side programming experience, and I understand how AJAX-esque transfer protocol operates. What I don't understand yet is how online multiple fits into all of that. For example, an online Tetris multiplayer game. Would both players have the entire Tetris game built out on their client-side and then get pushed "moves" from the other player via some AJAX-esque mechanism, in which case each client would have to be constantly listening via JavaScript for inbound "moves" and update the client appropriately? Or would each client build out the aesthetics and run a virtual server per game to which each client connects and thus pull and push commands in real-time via something like web sockets? I apologize if this question is too high-level and general, but I couldn't find anything online that offered this high-level of a perspective on the topic.

    Read the article

  • Browser-based MMOs (WebGL, WebSocket)

    - by Alon Gubkin
    Do you think it is technically possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games generally) will wrriten with WebGL? Does today's JavaScript performance allow this? Let's say your development team was you as a developer, and another model creator (artist). Would you use a library like SceneJS for the game, or write straight WebGL? If you would use a library, but not SceneJS, please specify which. UPDATE (September 2012): RuneScape, which is a very popular 3D browser-based MMORPG that used Java Applets so far has announced that it will use HTML5 for their client (source). Java (left) and HTML5 (right)

    Read the article

  • iPhone image asset recommended resolution/dpi/format

    - by Matthew
    I'm learning iPhone development and a friend will be doing the graphics/animation. I'll be using cocos2d most likely (if that matters). My friend wants to get started on the graphics, and I don't know what image resolution or dpi or formats are recommended. This probably depends on if something is a background vs. a small character. Also, I know I read something about using @2x in image file names to support high res iphone screens. Does cocos2d prefer a different way? Or is this not something to worry about at this point? What should I know before they start working on the graphics?

    Read the article

  • The emergence of Atlassian's Bamboo (and a free SQL Source Control license offer!)

    - by David Atkinson
    The rise in demand for database continuous integration has forced me to skill-up in various new tools and technologies, particularly build servers. We have been using JetBrain's TeamCity here at Red Gate for a couple of years now, having replaced the ageing CruiseControl.NET, so it was a natural choice for us to use this for our database CI demos. Most of our early adopter customers have also transitioned away from CruiseControl, the majority to TeamCity and Microsoft's TeamBuild. However, more recently, for reasons we've yet to fully comprehend, we've observed a significant surge in the number of evaluators for Atlassian's Bamboo. I installed this a couple of weeks back to satisfy myself that it works seamlessly with Red Gate tools. As you would expect Bamboo's UI has the same clean feel found in any Atlassian tool (we use JIRA extensively here at Red Gate). In the coming weeks I will post a short step-by-step guide to setting up SQL Server continuous integration using the Red Gate command lines. To help us further optimize the integration between these tools I'd be very keen to hear from any Bamboo users who also use Red Gate tools who might be willing to participate in usability tests and other similar research in exchange for Amazon vouchers. If you are interested in helping out please contact me at David dot Atkinson at red-gate.com I recently spoke with Sarah, the product marketing manager for Bamboo, and we ended up having a detailed conversation about database CI, which has been meticulously documented in the form of a blog post on Atlassian's website: http://blogs.atlassian.com/2012/05/database-continuous-integration-redgate/ We've also managed to persuade Red Gate marketing to provide a great free-tool offer, provide a free SQL Source Control or SQL Connect license to Atlassian users provided it is claimed before the end of June! Full details are at the bottom of the post. Technorati Tags: sql server

    Read the article

  • Global keyboard states

    - by Petr Abdulin
    I have following idea about processing keyboard input. We capture input in "main" Game class like this: protected override void Update(GameTime gameTime) { this.CurrentKeyboardState = Keyboard.GetState(); // main :Game class logic here base.Update(gameTime); this.PreviousKeyboardState = this.CurrentKeyboardState; } then, reuse keyboard states (which have internal scope) in all other game components. The reasons behind this are 1) minimize keyboard processing load, and 2) reduce "pollution" of all other classes with similar keyboard state variables. Since I'm quite a noob in both game and XNA development, I would like to know if all of this sounds reasonable.

    Read the article

  • Storing and Finding Art Assets

    - by ashes999
    I've started down a line of art asset development that will allow me to (hopefully) reuse and improve assets for several games. But how do I go about storing and finding them? Let's say for example I decide to focus on RPGs for ~2 years. I would create items, monsters, etc. and store them somewhere. How would I categorize them and make them easier to search later on? Is the best solution "use directories with broad categories like landscape/items/monsters/etc.?"

    Read the article

  • 2d libgdx: runtime level generation

    - by lxknvlk
    I have encountered a problem during my first game development: I thought of a Array<Ground> groundArray that does groundArray.add when a new ground will appear on the screen, and removes oldest ground when it will no longer be seen, if player only moves to the right, like in flappy bird. The perfect structure would be a queue for such a mechanic, but libgdx doesnt have one. Using libgdx's Array is not intuitive too - i have to reverse the order of elements. It has a method pop() that removes the last element, but no such method to use on the first element. What are my options here? extend Array class and add something? writing my own queue-like class?

    Read the article

  • When does a game idea cross the line between homage/parody to ripoff?

    - by Daniel T.
    I'm not sure where this question belongs, but as it pertains to the development of a game idea, I figured I'd try to post it here. Recently I've been inspired to create a game based on another game I've played. However, the idea that I have is very similar to the original game. I was wondering, when does a game idea cross from being a homage or parody into the realm of being a ripoff? Are there any hard or fast rules or does this cross into a gray area?

    Read the article

  • Scripting a sophisticated RTS AI with Lua

    - by T. Webster
    I'm planning to develop a somewhat sophisticated RTS AI (eg see BWAPI). have experience programming, but none in game development, so it seems easiest to start by scripting the AI of an existing game I've played, Warhammer 40k: Dawn of War (2004). As far as I can tell, the game AI is scripted with some variant of Lua (by the file extension .ai or .scar). The online documentation is sparse and the community isn't active anymore. I'd like to get some idea of the difficulty of this undertaking. Is it practical with a scripting language like Lua to develop a RTS AI that includes FSMs, decision trees, case-based reasoning, and transposition tables? If someone has any experience scripting Dawn of War, that would also help.

    Read the article

  • The emergence of Atlassian's Bamboo (and a free SQL Source Control license offer!)

    - by David Atkinson
    The rise in demand for database continuous integration has forced me to skill-up in various new tools and technologies, particularly build servers. We have been using JetBrain's TeamCity here at Red Gate for a couple of years now, having replaced the ageing CruiseControl.NET, so it was a natural choice for us to use this for our database CI demos. Most of our early adopter customers have also transitioned away from CruiseControl, the majority to TeamCity and Microsoft's TeamBuild. However, more recently, for reasons we've yet to fully comprehend, we've observed a significant surge in the number of evaluators for Atlassian's Bamboo. I installed this a couple of weeks back to satisfy myself that it works seamlessly with Red Gate tools. As you would expect Bamboo's UI has the same clean feel found in any Atlassian tool (we use JIRA extensively here at Red Gate). In the coming weeks I will post a short step-by-step guide to setting up SQL Server continuous integration using the Red Gate command lines. To help us further optimize the integration between these tools I'd be very keen to hear from any Bamboo users who also use Red Gate tools who might be willing to participate in usability tests and other similar research in exchange for Amazon vouchers. If you are interested in helping out please contact me at David dot Atkinson at red-gate.com I recently spoke with Sarah, the product marketing manager for Bamboo, and we ended up having a detailed conversation about database CI, which has been meticulously documented in the form of a blog post on Atlassian's website: http://blogs.atlassian.com/2012/05/database-continuous-integration-redgate/ We've also managed to persuade Red Gate marketing to provide a great free-tool offer, provide a free SQL Source Control or SQL Connect license to Atlassian users provided it is claimed before the end of June! Full details are at the bottom of the post. Technorati Tags: sql server

    Read the article

  • Which iPhone/iPod Hardware to Support for iPhone Game

    - by ashes999
    I'm coming from a background of Android. I would like to figure out what kind of iBlah device hardware I need to support for iPhone game development. From my research, it seems that I need to support both iPod and iPhone. But which versions of hardware? is 3G still used? What about 3GS? For example, the -S phones seem to have dual core instead of single-core CPUs. I also worry about performance. In Android, I had a severely low-end phone, which meant pretty much anything that ran okay there ran okay on other phones. For iPhone, how do I figure out what to support in terms of performance?

    Read the article

  • Drawing graphics in Java game

    - by wolf
    I am quite new to game development, so here is a question (maybe a stupid one): In my sidescroller i have a bunch of different graphics objects that i need to draw (player, background tiles, creatures, projectiles etc). Most tutorials i've read so far show that each object has its own draw method, which is then called from some other method. What if I had one method that does all the drawing? Lets say i keep all my objects in an array or queue (or multiple arrays) and then go through each of them, get an image and draw it. So basically would it be better (and why) to have each object have its own draw method or one method that does all the drawing? Or does it matter at all? I feel like the second option is more comfortable, because then all the stuff to do with drawing would be in one place...

    Read the article

  • When to roll your own game engine?

    - by Joey Green
    I've been a software developer for 5 years now and wanting to get into iOS game development. I've played around with the iOS SDK for about 2 years now, attending cocoaheads meetings and feel I have a good grasp on objective-c/cocoa and even c/c++. I have a game idea and know that I will use Box2D but I'm wondering if I should use cocos2D or not. The main reasons are: I may want to do things graphics wise that aren't available in cocos2d. If I roll my own game engine I'll have more control. Of course the main reason for using a already existing game engine is the time it saves and it makes the hard stuff easier, but for someone who has the technical chops to roll his own does it make sense?

    Read the article

  • how can i prepare myself to become game developer

    - by gowri
    I like to become game developer.. i already worked as web developer for past 1 year . there i used php ,jquery,mysql and some frame work also .It's little boring now same thing again and again .So i start to learn android application development . my question is : if want to become a game developer what skills should i have (like java,c++,etc) ? Where can i get good tutorials(online) ? is previous knowledge will help me ? Please clarify me !

    Read the article

  • What is the best way to learn Cocos2D?

    - by Joey Green
    I've messed around with iPhone development for a couple years now. I've done some contract work. I want to get into Cocos2D to develop a game idea that I have. I was wondering what might be the best/quickest way to get up in running in cocos2d? I've thought about a book, but I wondering if that is needed? I'm the type of guy that just wants to know what everything does and is suppose to be used for. Any ideas?

    Read the article

  • Platforms for sharing content and expertise

    - by Thomas
    Are there any platforms / sites where people can share expertise in game development and where you can share (either payed or free) digital content (like images, sounds, animations but also frameworks or libraries) to be used in games? I'd also like the possibility to contact users and request specific pieces of content. I'd like to start out as an indie developer and have programming skills but I lack the experience and time to create ingame artwork and sound. Is there any site where I could locate other people (artists mostly) who would want to work on a game for free? I know I can get most technical questions answered on this site and I have some contacts but I'm affraid this won't be enough.

    Read the article

  • What are the advantages and challenges of using HaXe over ActionScript 3?

    - by Arthur Wulf White
    I read this: http://webr3.org/blog/haxe/bitmapdata-vectors-bytearrays-and-optimization/ And this: http://stackoverflow.com/questions/5220045/what-are-the-pro-and-cons-of-using-haxe-over-actionscript-3 http://www.haxenme.org/developers/documentation/actionscript-developers/ I read there are only two books, is that right? http://haxe.org/doc/book I also see that using FlashDevelop you can make an Adobe Air project with HaXe and compile to exe. And begun to wonder from a game making perspective: I saw the example in the first link, are there any additional advantages in performance when using HaXe instead of AS3 for games development (for the web)?

    Read the article

  • The future continues to be brighter than ever for JD Edwards as the first ERP suite to run on Apple iPad.

    - by mseika
    Announcing JD Edwards Tools JD EdwardsLatest and Greatest Live Demo and Webcast of the New Applications User Interface & Tools on Apple iPad Tuesday December 6, 2011 at 8:00 a.m. Pacific Click here to register Oracle’s JD Edwards Development Team just completed an exciting new EnterpriseOne User Interface and a massive number of feature innovations for users and system administrators. We are looking forward to demonstrating the new User Interface and Tools. We have a panel of experts lined up just for you and we will be sure to answer all your questions. Lyle Ekdahl – Oracle Group Vice President Gary Grieshaber – Oracle Strategy Senior Director Brian Stanz – Oracle Development Senior Director The future continues to be brighter than ever for JD Edwards as the first ERP suite to run on Apple iPad. Please join us for this important webcast and see why we are so excited about these cool tools that make your work more mobile and efficient. Click here to register for the live webcast on Tuesday, December 6th, 2011 at 8:00 a.m. Pacific time! Copyright © 2011, Oracle Corporation and/or its affiliates. All rights reserved. Contact Us | Legal Notices and Terms of Use | Privacy Statement

    Read the article

  • Make game for iPhone only

    - by Alex
    From the beginning of development on my game I was hoping to release it as a universal app, but the gameplay simply doesn't work as well on the iPad. Also, it was designed to work on the iPhone screen, and the (even slight) difference in width to height ratio gives iPhone users an advantage over iPad users by seeing more of the path ahead. Not to mention it doesn't look quite right on the larger screen. Hypothetically, if my game becomes a top seller, would it be a bad idea to have it only an iPhone app? Would it make it far less likely for my app to become viral? My app would still work on the iPad like any other iPhone app, and I plan on eventually releasing an update that supports both iPad and iPhone.

    Read the article

  • Small-Scale Physics Engine

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing. That one thing is to make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

    Read the article

  • Is there an easy and automatic way of converting a Windows XNA project into a Monotouch Monogame project?

    - by Krumelur
    I have just started with XNA development on Windows. But as I'm a fan of iOS I had to try porting my test code over to Monotouch on the Mac. I used these instructions: http://www.facepuncher.com/blogs/10parameters/?p=42 But this is so much (manual) work! And it really doesn't answer open topics like: why would I copy all the XNB files and in addition all the resources, like PNGs? Is there maybe a tool that automatically converts a Windows XNA project into a Monotouch iOS project or at least creates the correct folder structure?

    Read the article

  • 3D engine for an online city/country simulation game (SimCity, Civilization)

    - by Dmitri
    I want to create a browser game, in which the user can control the development of a certain region (like SimCity or Civilization). One part of the task is rendering of the virtual world in a browser (3D or pseudo-3D). The rendering engine should a) work in a browser and b) ideally - be compatible with mobile devices (i. e. the representation of the virtual world should be visible both on desktop computer and mobile devices with the same codebase). Question: Which rendering engines (for SimCity-style games) fulfill aforementioned requirements (open and closed source) ?

    Read the article

< Previous Page | 389 390 391 392 393 394 395 396 397 398 399 400  | Next Page >