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  • How can I resize pixel art in Pyglet without making it blurry?

    - by Renold
    I have a tileset of 8x8 pixel images, and I want to resize them in my game so they'd be double that (16x16 pixels, e.g. turning each pixel into a 2x2 block.) What I'm trying to achieve is a Minecraft-like effect, where you have small pixel images scale to larger blockier pixels. In Pyglet, the sprite's scale property blurs the pixels. Is there some other way? Update: So I changed my code, but I'm still having the same issue (nothing changed.) Of course, the GL commands are kind of mysterious to me: gl.glEnable(gl.GL_TEXTURE_2D) image = resource.image('tileset.png') texture = image.get_texture() gl.glBindTexture(gl.GL_TEXTURE_2D, texture.id) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) texture.width = 16 # resize from 8x8 to 16x16 texture.height = 16 image.blit(100, 30) # draw Is there something else I should try?

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  • Tulsa Azure Boot Camp

    - by dmccollough
    Windows Azure Boot Camp presented by HyperVize & TulsaTech When: Thursday July 1st and Friday July 2nd Registration: Click here. Where: TulsaTech Riverside Campus 801 East 91st Street Tulsa, Ok 74132-4008 Click here for a map. Summary Tulsa Windows Azure Boot Camp is a comprehensive 2 day training program for members of the development community in Tulsa Oklahoma. At the conclusion of this program, the attendees should have a deep understanding of Azure, BPOS, and advanced development techniques for both platforms. Who should attend: Web Developers, Backend Developers, SQL DBAs, Consultants, & IT Leaders who are interested in using Azure for development, data storage, or processing. Both days is suggested, but if you can't attend both days, contact us for a special one day pass. Schedule: Day one of the training sessions will be held from July 1st 2010 between the hours of 9AM and 4:30PM. Topics covered on day 1: Azure Basics, Web Development, & Data Storage. Day two of the training sessions will be held from July 2nd 2010 between the hours of 9AM and 4:30PM. Topics covered on day 2: Architecture, Business Value, SOA Development, SQL Azure, & Advanced Development. Pre-requisites: If you want to stay up to speed on the Windows Azure Labs you will need to install the tools and updates listed on the Windows Azure Boot Camp website: http://windowsazurebootcamp.com/whattobring Boot Camp Agenda Day 1 – July1st 2010:  · 8:30 – 9:00 - Registration · 9:00 – 10:00 - Module 1: Intro to Azure & Cloud Computing · 10:00 – 11:00 - Module 2: Using Web Roles · 11:00 – Noon - Lab 1 & workstation configuration · Noon – 1:00 - Lunch · 1:00 – 2:00 - Module 3: Blobs · 2:00 – 3:00 - Module 4: Tables · 3:00 – 4:00 - Module 5: Queues · 4:00 – ? - Q&A / Open Discussion Day 2 – July 2nd 2010: · 9:00 – 10:00 - Module 6: Building a business with Azure · 10:00 – 11:00 - Module 7: Cloud Scenarios · 11:00 – Noon - Module 8: SQL Azure · Noon – 1:00 - Lunch · 1:00 – 2:00 - Module 9: Basic Worker Roles · 2:00 – 3:00 - Module 10: Advanced Worker Roles · 3:00 – 4:00 - Module 11: Azure Diagnostics · 4:00 –    ??? - Module 12: App Fabric  

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  • Kansas City .NET UG March Meeting &ndash; Tonight!!!!

    - by John Alexander
    Meeting tonight!!! Food! Great giveaways including a full license of Infragistics for a year! See you there!! Meeting for March 23rd, 2010 WHERE: Centriq Training, 8700 State Line Road, Leawood, KS (Click WHEN: 6:00 PM TOPIC: Microsoft's Security Development Lifecycle for Agile development Microsoft recently added secure development guidance for agile methodologies within their SDL. During this presentation, Nick will summarize the new guidance and discuss what makes this guidance successful for Agile development. SPEAKER: Nick Coblentz Nick Coblentz is a senior consultant within AT&T Consulting Services' Application Security Practice. He focuses on helping organizations build mature application security programs and secure development processes. Nick has provided consulting services to fortune 500 companies within the retail, financial services, banking, and health care sectors. SPONSOR: TekSystems TEKsystems® is the leading IT staffing and services company. Our capabilities span a wide range of services: from technical staff augmentation and direct placement services, to full management of IT projects and comprehensive workforce management solutions. With over 25 years of experience, we are experts at connecting technical professionals. Whether you are looking for the best IT talent, an experienced IT outsourcing partner, or a career in the IT industry, TEKsystems delivers.

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  • Can we create desktop application with Ruby?

    - by RAJ ...
    I know the Ruby on Rails framework is only for web development and not suitable for desktop application development. But if a ruby programmer wants to develop a desktop application, is it suitable and preferable to do it with Ruby only (not jRuby, as most of the tutorials are for jRuby)? If yes, please provide some good tutorials. I want to use linux as OS for development. Please suggest something, as I am a ruby developer and wants to develop desktop application.

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  • Resources to learn XNA for a professional c# developer

    - by Team-JoKi
    I'm a .net consultant (mainly c#) for my job, but for a while now, I've been interested in making a game in XNA (as a hobby project). I've had a "beginner" course in XNA when I was still a student, but I've lost most of the information (plus, it was VERY beginner, not enough to get you really started). So my question, which resources would be useful for me to learn XNA (books, blogs, websites, tutorials, resource websites - like textures, audio files, etc..)? I know this is a very open question, but I'm thankful for any information.

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  • Xaudio2 XAPO Effects

    - by Jason Champion
    I've been working with XAudio2. After looking at the samples, example code, and sparse documentation available from Microsoft and the MSDN, I've found that there aren't any easy-to-find resources on creating and using XAPO effects, nor any XAPO effects produced by third parties that I can download and/or buy. What it looks like is that if I create an app that uses XAPO effects, I'll have to create them all myself because there's no community of existing applications like there is with technologies like Apple's AU or Steinberg's VST. Is this true, or are there others using XAudio2 and XAPO and I just haven't found them? Is there a place to ask programmer-support-related questions about XAudio2 and related technologies (or is this the best destination)? The best I've found so far are the XNA forums, which are game-specific and sparsely populated in the audio area.

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  • What is the most efficient way to convert to binary and back in C#?

    - by Saad Imran.
    I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of creating one myself for learning purposes. I've come up with a BSON inspired protocol to convert the the basic data types, their arrays, and a special GSObject to binary and arrange them in a way so that it can be put back together into object form on the client end. At the core, the conversion methods utilize the .Net BitConverter class to convert the basic data types to binary. Anyways, the problem is performance, if I loop 50,000 times and convert my GSObject to binary each time it takes about 5500ms (the resulting byte[] is just 192 bytes per conversion). I think think this would be way too slow for an MMO that sends 5-10 position updates per second with a 1000 concurrent users. Yes, I know it's unlikely that a game will have a 1000 users on at the same time, but like I said earlier this is supposed to be a learning process for me, I want to go out of my way and build something that scales well and can handle at least a few thousand users. So yea, if anyone's aware of other conversion techniques or sees where I'm loosing performance I would appreciate the help. GSBitConverter.cs This is the main conversion class, it adds extension methods to main datatypes to convert to the binary format. It uses the BitConverter class to convert the base types. I've shown only the code to convert integer and integer arrays, but the rest of the method are pretty much replicas of those two, they just overload the type. public static class GSBitConverter { public static byte[] ToGSBinary(this short value) { return BitConverter.GetBytes(value); } public static byte[] ToGSBinary(this IEnumerable<short> value) { List<byte> bytes = new List<byte>(); short length = (short)value.Count(); bytes.AddRange(length.ToGSBinary()); for (int i = 0; i < length; i++) bytes.AddRange(value.ElementAt(i).ToGSBinary()); return bytes.ToArray(); } public static byte[] ToGSBinary(this bool value); public static byte[] ToGSBinary(this IEnumerable<bool> value); public static byte[] ToGSBinary(this IEnumerable<byte> value); public static byte[] ToGSBinary(this int value); public static byte[] ToGSBinary(this IEnumerable<int> value); public static byte[] ToGSBinary(this long value); public static byte[] ToGSBinary(this IEnumerable<long> value); public static byte[] ToGSBinary(this float value); public static byte[] ToGSBinary(this IEnumerable<float> value); public static byte[] ToGSBinary(this double value); public static byte[] ToGSBinary(this IEnumerable<double> value); public static byte[] ToGSBinary(this string value); public static byte[] ToGSBinary(this IEnumerable<string> value); public static string GetHexDump(this IEnumerable<byte> value); } Program.cs Here's the the object that I'm converting to binary in a loop. class Program { static void Main(string[] args) { GSObject obj = new GSObject(); obj.AttachShort("smallInt", 15); obj.AttachInt("medInt", 120700); obj.AttachLong("bigInt", 10900800700); obj.AttachDouble("doubleVal", Math.PI); obj.AttachStringArray("muppetNames", new string[] { "Kermit", "Fozzy", "Piggy", "Animal", "Gonzo" }); GSObject apple = new GSObject(); apple.AttachString("name", "Apple"); apple.AttachString("color", "red"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.5); GSObject lemon = new GSObject(); apple.AttachString("name", "Lemon"); apple.AttachString("color", "yellow"); apple.AttachBool("inStock", false); apple.AttachFloat("price", (float)0.8); GSObject apricoat = new GSObject(); apple.AttachString("name", "Apricoat"); apple.AttachString("color", "orange"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.9); GSObject kiwi = new GSObject(); apple.AttachString("name", "Kiwi"); apple.AttachString("color", "green"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)2.3); GSArray fruits = new GSArray(); fruits.AddGSObject(apple); fruits.AddGSObject(lemon); fruits.AddGSObject(apricoat); fruits.AddGSObject(kiwi); obj.AttachGSArray("fruits", fruits); Stopwatch w1 = Stopwatch.StartNew(); for (int i = 0; i < 50000; i++) { byte[] b = obj.ToGSBinary(); } w1.Stop(); Console.WriteLine(BitConverter.IsLittleEndian ? "Little Endian" : "Big Endian"); Console.WriteLine(w1.ElapsedMilliseconds + "ms"); } Here's the code for some of my other classes that are used in the code above. Most of it is repetitive. GSObject GSArray GSWrappedObject

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  • Rotate to a set degree then reverse and repeat in Unity

    - by Ryan
    and thank you for your time. I'm making my first project in Unity, a simple game where touching objects adds points to the players score. I'd like the objects to have a pleasant back and forth swaying animation on the Z axis. Nodding to the right 30 degrees, then to the left 30 degrees, on and on. Here's what I've got... public class Rotator : MonoBehaviour { void Update () { transform.Rotate(new Vector3(0,0,12)*Time.deltaTime); } } This gives me a nice slow rotation. But I am clueless how to tell Unity to stop at +30 degrees, reverse to -30 degrees, rotate again to +30, stop and repeat, etc, etc. I'd really appreciate any help. Maybe there is a thread like this that I was not able to find? I assume it will involve some kind of 'if than' function? Thank you, Ryan

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  • Why is Farseer not working in Windows Phone 7/8?

    - by Bryan
    I created a new Windows Phone Game (4.0) project in Visual Studio Express 2012 and added the Farseer project to the solution explorer. But adding a reference to the Farseer project is not working. I always get this error message: A reference to 'Farseer Physics XNA WP7' could not be added. References with different refresh levels are not supported. What is wrong? How can I use Farseer in Windows Phone 7/8? I uploaded the two projects on pastebin. Farseer project: pastebin.com/uyRusHxM Windows Phone project: pastebin.com/s74Gr66y

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  • Box2D body rotation with setTransform

    - by thobens
    I' having a problem rotating a body with setTransform(), The body has multiple sensors that should rotate with the player. The rotation works but it rotates around the bodys local 0,0 position instead of the center. Note that the game is in a top-down perspective and the player can go in four different directions, thus I need to rotate him immediately (in one tick) in 90 degrees steps. Up: Down: I can't find a way to set the rotation center. Here's the code I use to rotate it: float angle = direction * 90 * MathUtils.degRad; // direction is an int value from 0 to 3 body.setTransform(body.getPosition(), angle); I also tried body.getLocalCenter().set() and bc.body.getMassData().center.set() but it didn't seem to have any effect. How can I rotate the body around its center?

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  • Is there a expected set of button mappings games commonly use?

    - by Scott Chamberlain
    I am making a game that will support a XBox 360 controller but I would like to try and keep the default button mappings to be what is expected from a user's past history from playing other games. Is there a set of guidelines from Microsoft on what should map to what (Do you use A for fire or left trigger?), or has the gaming community picked up a common set of controls that is just not written anywhere, everyone just "knows" it (like WASD for movement). The hardest thing for me is I have walking movement, vehicle movement, and airplane movement. I plan on allowing custom configuration of each, but I don't know what to set as the defaults.

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  • Load SpriteFont in XNA

    - by user22715
    I'm planning on my game using multiple backgrounds so I'm trying to use spritefonts to draw the text. Every time I load my spritefont I get a error. Line1 = content.Load<SpriteFont>("Courier New"); Line2 = content.Load<SpriteFont>("Courier New"); This is the error I get. Error loading "Courier New". File not found. Although this was the font listed on the official microsoft website http://msdn.microsoft.com/en-us/library/bb447673.aspx.

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  • ASP.NET MVC, Web API, Razor and Open Source

    - by ScottGu
    Microsoft has made the source code of ASP.NET MVC available under an open source license since the first V1 release. We’ve also integrated a number of great open source technologies into the product, and now ship jQuery, jQuery UI, jQuery Mobile, jQuery Validation, Modernizr.js, NuGet, Knockout.js and JSON.NET as part of it. I’m very excited to announce today that we will also release the source code for ASP.NET Web API and ASP.NET Web Pages (aka Razor) under an open source license (Apache 2.0), and that we will increase the development transparency of all three projects by hosting their code repositories on CodePlex (using the new Git support announced last week). Doing so will enable a more open development model where everyone in the community will be able to engage and provide feedback on code checkins, bug-fixes, new feature development, and build and test the products on a daily basis using the most up-to-date version of the source code and tests. We will also for the first time allow developers outside of Microsoft to submit patches and code contributions that the Microsoft development team will review for potential inclusion in the products. We announced a similar open development approach with the Windows Azure SDK last December, and have found it to be a great way to build an even tighter feedback loop with developers – and ultimately deliver even better products as a result. Very importantly - ASP.NET MVC, Web API and Razor will continue to be fully supported Microsoft products that ship both standalone as well as part of Visual Studio (the same as they do today). They will also continue to be staffed by the same Microsoft developers that build them today (in fact, we have more Microsoft developers working on the ASP.NET team now than ever before). Our goal with today’s announcement is to increase the feedback loop on the products even more, and allow us to deliver even better products.  We are really excited about the improvements this will bring. Learn More You can now browse, sync and build the source tree of ASP.NET MVC, Web API, and Razor on the http://aspnetwebstack.codeplex.com web-site.  The Git repository on the site is the live RC milestone development tree that the team has been working on the last several weeks, and the tree contains both the runtime sources + tests, and is buildable and testable by anyone.  Because the binaries produced are bin-deployable, this allows you to compile your own builds and try product updates out as soon as they are checked-in. You can also now contribute directly to the development of the products by reviewing and sending feedback on code checkins, submitting bugs and helping us verify fixes as they are checked in, suggesting and giving feedback on new features as they are implemented, as well as by submitting code fixes or code contributions of your own. Note that all code submissions will be rigorously reviewed and tested by the ASP.NET MVC Team, and only those that meet an extremely high bar for both quality and design/roadmap appropriateness will be merged into the source. Summary All of us on the team are really excited about today’s announcement – it has been something we’ve been working toward for many years.  The tighter feedback loop is going to enable us to build even better products, and take ASP.NET to the next level in terms of innovation and customer focus. Thanks, Scott P.S. In addition to blogging, I use Twitter to-do quick posts and share links. My Twitter handle is: @scottgu

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  • I made a 2D ENGINE for Android, looking for cooperation.

    - by Roger Travis
    My name is Robert, I am an Android programmer and wanted to show off my latest project - a 2d game engine. You can see it in action here - https://play.google.com/store/apps/details?id=engineDemo.com My engine's main advantage is its ease of use. To have your level up and running, you'll need only 3 lines of code. ABoxView aboxView = new ABoxView(this); setContentView(aboxView); aboxView.loadLevel("level/level02"); Level are created in a special level constructor and object physical properties are stored in a corresponding XML file. I am looking to cooperate with those, who might be interesting in using my engine in their games. You can email me at [email protected] or post here. Thanks, Robert

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  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

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  • SQL SERVER – An Efficiency Tool to Compare and Synchronize SQL Server Databases

    - by Pinal Dave
    There is no need to reinvent the wheel if it is already invented and if the wheel is already available at ease, there is no need to wait to grab it. Here is the similar situation. I came across a very interesting situation and I had to look for an efficient tool which can make my life easier and solve my business problem. Here is the scenario. One of the developers had deleted few rows from the very important mapping table of our development server (thankfully, it was not the production server). Though it was a development server, the entire development team had to stop working as the application started to crash on every page. Think about the lost of manpower and efficiency which we started to loose.  Pretty much every department had to stop working as our internal development application stopped working. Thankfully, we even take a backup of our development server and we had access to full backup of the entire database at 6 AM morning. We do not take as a frequent backup of development server as production server (naturally!). Even though we had a full backup, the solution was not to restore the database. Think about it, there were plenty of the other operations since the last good full backup and if we restore a full backup, we will pretty much overwrite on the top of the work done by developers since morning. Now, as restoring the full backup was not an option we decided to restore the same database on another server. Once we had restored our database to another server, the challenge was to compare the table from where the database was deleted. The mapping table from where the data were deleted contained over 5000 rows and it was humanly impossible to compare both the tables manually. Finally we decided to use efficiency tool dbForge Data Compare for SQL Server from DevArt. dbForge Data Compare for SQL Server is a powerful, fast and easy to use SQL compare tool, capable of using native SQL Server backups as metadata source. (FYI we Downloaded dbForge Data Compare) Once we discovered the product, we immediately downloaded the product and installed on our development server. After we installed the product, we were greeted with the following screen. We clicked on the New Data Comparision to start our new comparison project. It brought up following screen. Here is the best part of the product, we just had to enter our database connection username and password along with source and destination details and we are done. The entire process is very simple and self intuiting. The best part was that for the source, we can either select database or even backup. This was indeed fantastic feature. Think about this, if you have a very big database, it will take long time to restore on the server. Once it is restored, you will be able to work with it. However, when you are working with dbForge Data Compare it will accept database backup as your source or destination. Once I click on the execute it brought up following screen where it displayed an excellent summary of the data compare. It has dedicated tabs for the what is changing in what table as well had details of the changed data. The best part is that, once we had reviewed the change. We click on the Synchronize button in the menu bar and it brought up following screen. You can see that the screen has very simple straight forward but very powerful features. You can generate a script to synchronize from target to source or even from source to target. Additionally, the database is a very complicated world and there are extensive options to configure various database options on the next screen. We also have the option to either generate script or directly execute the script to target server. I like to play on the safe side and I generated the script for my synchronization and later on after review I deployed the scripts on the server. Well, my team and we were able to get going from our disaster in less than 10 minutes. There were few people in our team were indeed disappointed as they were thinking of going home early that day but in less than 10 minutes they had to get back to work. There are so many other features in  dbForge Data Compare for SQL Server, I am already planning to make this product company wide recommended product for Data Compare tool. Hats off to the team who have build this product. Here are few of the features salient features of the dbForge Data Compare for SQL Server Perform SQL Server database comparison to detect changes Compare SQL Server backups with live databases Analyze data differences between two databases Synchronize two databases that went out of sync Restore data of a particular table from the backup Generate data comparison reports in Excel and HTML formats Copy look-up data from development database to production Automate routine data synchronization tasks with command-line interface Go Ahead and Download the dbForge Data Compare for SQL Server right away. It is always a good idea to get familiar with the important tools before hand instead of learning it under pressure of disaster. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQL Utility, T SQL, Technology

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  • Shader effect similar to Metro 2033 gasmask

    - by Tim
    I was thinking about effects in games the other day and I was reminded of the Gasmask effect from Metro 2033. Once you put the gasmask on it blurred a bit in the corners and could ice up and even get cracked. I assume that something like that is done using a shader. I have been experimenting a bit with game development, so far mostly playing with existing rendering engines and adding physics support etc. I would like to learn more about this sort of effect. Can someone give me a simple example of a shader that would alter the entire scene like this. Or if not a shader then an idea on how it would be done. Thanks. Edit : Include screenshot of the metro 2033 gasmask effect.

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  • Incorrect colour blending when using a pixel shader with XNA

    - by MazK
    I'm using XNA 4.0 to create a 2D game and while implementing a layer tinting pixel shader I noticed that when the texture's alpha value is anything between 1 or 0 the end result is different than expected. The tinting works from selecting a colour and setting the amount of tint. This is achieved via the shader which works out first the starting colour (for each r, g, b and a) : float red = texCoord.r * vertexColour.r; and then the final tinted colour : output.r = red + (tintColour.r - red) * tintAmount; The alpha value isn't tinted and is left as : output.a = texCoord.a * vertexColour.a; The picture in the link below shows different backdrops against an energy ball object where it's outer glow hasn't blended as I would like it to. The middle two are incorrect as the second non tinted one should not show a glow against a white BG and the third should be entirely invisible. The blending function is NonPremultiplied. Why the alpha value is interfering with the final colour?

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  • Creating Entity as an aggregation

    - by Jamie Dixon
    I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept written about here is that of: OBJECT AS A PURE AGGREGATION. I'm wondering how I might go about creating game entities as pure aggregation using C#. I've not quite grasped the concept of how this might work yet. (Perhaps the entity is an array of objects implementing a certain interface or base type?) My current thinking still involves having a concrete class for each entity type that then implements the relevant interfaces (IMoveable, ICollectable, ISpeakable etc). How can I go about creating an entity purely as an aggregation without having any concrete type for that entity?

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  • How to test a 3D rendering engine?

    - by YoYo
    Me and some friends developing simple 3D rendering engine as practice for the university. We used Ogre 3d as prototype and now we are developing it from base The engine is wrapped up in simple game that asks the user to select shape (circle, triangle, square...), color and dimensions and renders the image to the screen. It also enables to move and rotate the shape on screen using mouse. We would like to test automate the view rendering. I could not find any test framework for this issue and I would like to know how 3D test is done in non manual matter

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  • Unity DontDestroyOnLoad causing scenes to stay open

    - by jkrebsbach
    Originally posted on: http://geekswithblogs.net/jkrebsbach/archive/2014/08/11/unity-dontdestroyonload-causing-scenes-to-stay-open.aspxMy Unity project has a class (ClientSettings) where most of the game state & management properties are stored.  Among these are some utility functions that derive from MonoBehavior.  However, between every scene this object was getting recreated and I was losing all sorts of useful data.  I learned that with DontDestroyOnLoad, I can persist this entity between scenes.  Super.Persisting information between scenesThe problem with adding DontDestroyOnLoad to my "ClientSettings" was suddenly my previous scene would stay alive, and continue to execute its update routines.  An important part of the documentation helps shed light to my issues:"If the object is a component or game object then its entire transform hierarchy will not be destroyed either."My ClientSettings script was attached to the main camera on my first scene.  Because of this, the Main Camera was part of the hierarchy of the component, and therefore was also not able to destroy when switching scenes.  Now the first scene's main camera Update routine continues to execute after the second scene is running - causing me to have some very nasty bugs.Suddenly I wasn't sure how I should be creating a persistent entity - so I created a new sandbox project and tested different approaches until I found one that works:In the main scene: Create an empty Game Object:  "GameManager" - and attach the ClientSettings script to this game object.  Set any properties to the clientsettings script as appropriate.Create a prefab, using the GameManager.Remove the Game Object from the main scene.In the Main Camera, I created a script:  Main Script.  This is my primary script for the main scene.<code> public GameObject[] prefabs; private ClientSettings _clientSettings; // Use this for initialization void Start () { GameObject res = (GameObject)Instantiate(prefabs[0]); }</code>Now go back out to scene view, and add the new GameManager prefab to the prefabs collection of MainScript.When the main scene loads, the GameManager is set up, but is not part of the main scene's hierarchy, so the two are no longer tied up together.Now in our second scene, we have a script - SecondScript - and we can get a reference to the ClientSettings we created in the previous scene like so:<code>private ConnectionSettings _clientSettings; // Use this for initialization void Start () { _clientSettings = FindObjectOfType<ConnectionSettings> (); }</code>And the scenes can start and finish without creating strange long-running scene side effects.

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  • Mono for Android Book has been Released!!!!!

    - by Wallym
    If I understand things correctly, and I make no guarantees that I do, our Mono for Android book has been RELEASED!  I'm not quite sure what this means, but my guess is that that it has been printed and is being shipped to various book sellers.So, if you have pre-ordered a copy, its now up to Amazon to send it to you.  Its fully out of my control, Wrox, Wiley, as well as everyone but Amazon.If you haven't bought a copy already, why?  Seriously, go order 8-10 copies for the ones you love.  They'll make great romantic gifts for the ones you love.  Just think at the look on the other person's face when you give them a copy of our book. Here's a little about the book:The wait is over! For the millions of .NET/C# developers who have been eagerly awaiting the book that will guide them through the white-hot field of Android application programming, this is the book. As the first guide to focus on Mono for Android, this must-have resource dives into writing applications against Mono with C# and compiling executables that run on the Android family of devices.Putting the proven Wrox Professional format into practice, the authors provide you with the knowledge you need to become a successful Android application developer without having to learn another programming language. You'll explore screen controls, UI development, tables and layouts, and MonoDevelop as you become adept at developing Android applications with Mono for Android.Develop Android apps using tools you already know—C# and .NETAimed at providing readers with a thorough, reliable resource that guides them through the field of Android application programming, this must-have book shows how to write applications using Mono with C# that run on the Android family of devices. A team of authors provides you with the knowledge you need to become a successful Android application developer without having to learn another programming language. You'll explore screen controls, UI development, tables and layouts, and MonoDevelop as you become adept at planning, building, and developing Android applications with Mono for Android.Professional Android Programming with Mono for Android and .NET/C#:Shows you how to use your existing C# and .NET skills to build Android appsDetails optimal ways to work with data and bind data to controlsExplains how to program with Android device hardwareDives into working with the file system and application preferencesDiscusses how to share code between Mono for Android, MonoTouch, and Windows® Phone 7Reveals tips for globalizing your apps with internationalization and localization supportCovers development of tablet apps with Android 4Wrox Professional guides are planned and written by working programmers to meet the real-world needs of programmers, developers, and IT professionals. Focused and relevant, they address the issues technology professionals face every day. They provide examples, practical solutions, and expert education in new technologies, all designed to help programmers do a better job.Now, go buy a bunch of copies!!!!!If you are interested in iPhone and Android and would like to get a little more knowledgeable in the area of development, you can purchase the 3 pack of books from Wrox on Mobile Development with Mono.  This will cover MonoTouch, Mono for Android, and cross platform methods for using both tools.  A great package in and of itself.  The name of that package is: Wrox Cross Platform Android and iOS Mobile Development Three-Pack 

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  • Configure Nagios To Alert Depending On Host Group That Service Alert Originates From

    - by StrangeWill
    So my setup: Services are shared between all hosts (CPU/RAM/Disk/Services). Hosts are split into two main groups: "Production" and "Development". We have two contact groups: "Production" and "Development". Lets say my development SQL server runs low on RAM, I want it to only alert those in "Development" contact group (this service is of course assigned to a host in the "Development" host group, using the shared RAM monitoring service). I'm pretty much stumped on this... I can't configure it at the service level (they're shared there), and I can't seem to get escalations to do it for me either... Do I need to use service groups along with escalations and bite the bullet on building that list? Or am I missing something stupidly simple? I'm using Centreon for configuration if that helps.

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  • Any Good Cocos2d Pause Menu Library

    - by Mahbubur R Aaman
    Background : From http://code.google.com/p/cocos2d-iphone/issues/detail?id=173 Scenes/Nodes doesn't support the CocosNodeOpacity protocol. From http://playsnackgames.com/blog/2011/09/cocos2d-tutorial-creating-a-reusable-pause-layer/ Cocos2d offers a simple method to pause and resume itself, but these methods stop the CCDirector (the class that manages most aspects of a Cocos2d’s app lifetime) from running actions and lower the fps to 5 to conserve battery life. Related issues http://www.cocos2d-iphone.org/forum/topic/4368 http://www.cocos2d-iphone.org/forum/topic/151 http://stackoverflow.com/questions/5852354/cocos2d-engine-pause-resume http://stackoverflow.com/questions/11878450/how-to-pause-a-layer-in-cocos2d-2-0 Question : Is there any Good Cocos2d Pause Menu Library solving these tricky issues? This will save many hours of Game Developer's life.

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