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  • Tile-based maps in AS3

    - by Ashley
    I want to make a tile-based platformer in AS3. I want my game to read an external maps file (in xml or json or somethimg similar) to draw a tile-based map. I've seen loads of tutorials for this in AS2 and other languages, and the few I've found in AS3 are either incomplete or filled with extra unnecessary features. I just want to be able to draw a basic map from sprites in Flash. Any links or information to point me in the right direction would be appreciated.

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  • Finding shortest path on a hexagonal grid

    - by Timothy Mayes
    I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his target using his current x,y and his target x,y. In trying to figure this out myself I can determine 4 directions no problem by using dx = currentX - targetY dy = currentY - targetY but I'm not sure how to determine which of the 6 directions is actually the "best" or "shortest" route. For example the way its setup currently I use East, West, NE, NW, SE, SW but to get to the NE tile i move East then NW instead of just moving NW. I hope this wasn't all rambling. Even just a link or two to get me started would be nice. Most of the info i've found is on drawing the grids and groking the wierd coordinate system needed. Thanks in advance Tim

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  • Playing a Song causing WP7 to crash on phone, but not on emulator

    - by Michael Zehnich
    Hi there, I am trying to implement a song into a game that begins playing and continually loops on Windows Phone 7 via XNA 4.0. On the emulator, this works fine, however when deployed to a phone, it simply gives a black screen before going back to the home screen. Here is the rogue code in question, and commenting this code out makes the app run fine on the phone: // in the constructor fields private Song song; // in the LoadContent() method song = Content.Load<Song>("song"); // in the Update() method if (MediaPlayer.GameHasControl && MediaPlayer.State != MediaState.Playing) { MediaPlayer.Play(song); } The song file itself is a 2:53 long, 2.28mb .wma file at 106kbps bitrate. Again this works perfectly on emulator but does not run at all on phone. Thanks for any help you can provide!

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  • How to make a ball fall faster on a ramp? Unity3D/C#

    - by Timothy Williams
    So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly fast enough to get over the wall and hit the blocks. Is there any way to make the ball go faster down the ramp? Maybe even make it go faster depending on what height you dropped it from (e.g. if you hold it way above the ramp, and drop it, it will drop faster than if you dropped it right above the ramp.) Thanks.

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  • Xna Loading Screens

    - by Cyral
    I'm making a 2D XNA game. I'd like to implement loading screens when stuff has to load for a while. Like when I login to an account, connect to the server, and generate worlds. I'm pretty sure it needs to be multithreaded, because I want to be able to do something like "Generating World 10%...11%...". GenerateWorld() { //Call StartLoading("Generating World"); or something //Starter generating, Updating progress... //End loading screen and fade into world } Help appreciated, I'm new.

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  • Procedural world generation oriented on gameplay features

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • How to get quality sprite sheet generation with rotations

    - by BenMaddox
    I'm working on a game that uses sprite sheets with rotation for animations. While the effect is pretty good, the quality of the rotations is somewhat lacking. I exported a flash animation to png sequence and then used a C# app to do matrix based rotations (System.Drawing.Drawing2D.Matrix). Unfortunately, there are several places where the image gets clipped. What would you suggest for a way to get high quality rotations from either flash or the exported PNGs? A circle should fit within the same image boundaries. I don't mind a new program that I must write or an existing program I must download/buy.

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  • 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)?

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  • Box2D Platform body not moving player body along with it

    - by onedayitwillmake
    I am creating a game using Box2D (Javascript implementation) - and I added the ability to have a static platform, that is moved along an axis as a function of a sine. My problem is when the player lands on the platform, as the platform moves along the X axis - the player is not moved along with it, as you visually would expect. The player can land on the object, and if it hits the side of the object, it does colide with it and is pushed. This image might explain better than I did: After jumping on to the red platform the player character will fall off as the platform moves to the right UPDATE: Here is a live demo showing the problem: http://onedayitwillmake.com/ChuClone/slideexample.php

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  • Using raw vertex information for sprites rather than SpriteBatch in XNA

    - by The Communist Duck
    I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting to my game. I know you can use shaders to some extent with SpriteSortMode.Immediate, but I'm not sure if you lose power using that. The other major thing is that you cannot store your vertex data in the graphics memory with buffers. In summary, is there an advantage of using VertexTextureNormal (or whatever they're called) structs for vertex data for 2D sprites, or should I stick with SpriteBatch, provided I wish to use shaders?

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  • What algorithm can I use to detect simple shapes in a 4x4 matrix?

    - by ion
    I'm working on a simple multiplayer game that receives a random 4x4 matrix from a server and extracts a shape from it. For example: XXOO OXOO XXOX XXOO XOOX and XOOO XXXX OXXX So in the first matrix the shape I want to parse is: oo o oo and the 2nd: oo oo ooo I know there must be an algorithm for this because I saw this kind of behavior on some puzzle games but I have no idea how to go about to detecting them or even where to start. So my question is: How do I detect what shape is in the matrix and how do I differentiate between multiple colors? (it doesn't come only in X and O, it comes in a maximum of 4). Additionally, the shape must be a minimum of 4 blocks.

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  • Moving around/avoiding obstacles

    - by János Harsányi
    I would like to write a "game", where you can place an obstacle (red), and then the black dot tries to avoid it, and get to the green target. I'm using a very easy way to avoid it, if the black dot is close to the red, it changes its direction, and moves for a while, then it moves forward to the green point. How could I create a "smooth" path for the computer controlled "player"? Edit: Not the smoothness is the main point, but to avoid the red blocking "wall" and not to crash into it and then avoid it. How could I implement some path finding algorithm if I just have basically 3 points? (And what would it make the things much more complicated, if you could place multiple obstacles?)

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  • What datastructure would you use for a collision-detection in a tilemap?

    - by Solom
    Currently I save those blocks in my map that could be colliding with the player in a HashMap (Vector2, Block). So the Vector2 represents the coordinates of the blog. Whenever the player moves I then iterate over all these Blocks (that are in a specific range around the player) and check if a collision happened. This was my first rough idea on how to implement the collision-detection. Currently if the player moves I put more and more blocks in the HashMap until a specific "upper bound", then I clear it and start over. I was fully aware that it was not the brightest solution for the problem, but as said, it was a rough first implementation (I'm still learning a lot about game-design and the data-structure). What data-structure would you use to save the Blocks? I thought about a Queue or even a Stack, but I'm not sure, hence I ask.

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  • How to deal with D3DX .dll hell?

    - by bluescrn
    There's a large number of versions of the D3DX dll, from each SDK update, each version having a unique name (http://www.toymaker.info/Games/html/d3dx_dlls.html). All-too-often, people have versions missing. So even though they have a compatible version of DirectX, your D3D-based project won't run on their machine. I want to be able to distribute games (little spare-time projects, game jam entries, etc) as a simple zip file, without the need for an installer. But a significant percentage of users run into missing D3DX .dll errors. And without an installer, Microsoft's official solution (the DirectX web installer/updater) isn't really much of a solution. Unfortunately, Microsoft still won't give us the option of static linking to D3DX (which would be a nice clean solution). And avoiding using D3DX isn't very practical, especially if you're working with shaders (and no, I'm not switching to OpenGL, at least for now) Does anyone have clever solutions to avoiding this DLL hell?

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  • Is Python worth learning? Is it a useful tool?

    - by Kenneth
    I recently had a discussion with a professor of mine on the topic of web development. I had recently decided I would learn python to increase my arsenal of web tools which I mentioned to him at that time. He almost immediately asked why I would waste my time on that. I'm not certain but I think he recently started in on researching and studying web development so he could pick up the web development classes that haven't been taught for a while after the previous professor who taught those classes left. I've heard a lot about python and thought maybe he was mistaken about its usefulness. Is python a useful tool to have? What applications can it be used for? Is it better than other similar alternatives? Does it have useful applications outside of web development as well?

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  • How do walls affect lighting?

    - by Milkboat
    I have been trying to implement a simple form of lighting in my 2D game. In the screenshot, I don't think it looks very good, kind of just plastered over the top of the map. How would the wall effect how the lighting is displayed? Just looking for tips on how to make my lighting look a bit better. Right now I gave each tile a light value and I change that depending on if there is a light source near by. I don't take in account if there are any objects near by. Screenshot:

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  • Developing Mobile Applications: Web, Native, or Hybrid?

    - by Michelle Kimihira
    Authors: Joe Huang, Senior Principal Product Manager, Oracle Mobile Application Development Framework  and Carlos Chang, Senior Principal Product Director The proliferation of mobile devices and platforms represents a game-changing technology shift on a number of levels. Companies must decide not only the best strategic use of mobile platforms, but also how to most efficiently implement them. Inevitably, this conversation devolves to the developers, who face the task of developing and supporting mobile applications—not a simple task in light of the number of devices and platforms. Essentially, developers can choose from the following three different application approaches, each with its own set of pros and cons. Native Applications: This refers to apps built for and installed on a specific platform, such as iOS or Android, using a platform-specific software development kit (SDK).  For example, apps for Apple’s iPhone and iPad are designed to run specifically on iOS and are written in Xcode/Objective-C. Android has its own variation of Java, Windows uses C#, and so on.  Native apps written for one platform cannot be deployed on another. Native apps offer fast performance and access to native-device services but require additional resources to develop and maintain each platform, which can be expensive and time consuming. Mobile Web Applications: Unlike native apps, mobile web apps are not installed on the device; rather, they are accessed via a Web browser.  These are server-side applications that render HTML, typically adjusting the design depending on the type of device making the request.  There are no program coding constraints for writing server-side apps—they can be written in Java, C, PHP, etc., it doesn’t matter.  Instead, the server detects what type of mobile browser is pinging the server and adjusts accordingly. For example, it can deliver fully JavaScript and CSS-enabled content to smartphone browsers, while downgrading gracefully to basic HTML for feature phone browsers. Mobile apps work across platforms, but are limited to what you can do through a browser and require Internet connectivity. For certain types of applications, these constraints may not be an issue. Oracle supports mobile web applications via ADF Faces (for tablets) and ADF Mobile browser (Trinidad) for smartphone and feature phones. Hybrid Applications: As the name implies, hybrid apps combine technologies from native and mobile Web apps to gain the benefits each. For example, these apps are installed on a device, like their pure native app counterparts, while the user interface (UI) is based on HTML5.  This UI runs locally within the native container, which usually leverages the device’s browser engine.  The advantage of using HTML5 is a consistent, cross-platform UI that works well on most devices.  Combining this with the native container, which is installed on-device, provides mobile users with access to local device services, such as camera, GPS, and local device storage.  Native apps may offer greater flexibility in integrating with device native services.  However, since hybrid applications already provide device integrations that typical enterprise applications need, this is typically less of an issue.  The new Oracle ADF Mobile release is an HTML5 and Java hybrid framework that targets mobile app development to iOS and Android from one code base. So, Which is the Best Approach? The short answer is – the best choice depends on the type of application you are developing.  For instance, animation-intensive apps such as games would favor native apps, while hybrid applications may be better suited for enterprise mobile apps because they provide multi-platform support. Just for starters, the following issues must be considered when choosing a development path. Application Complexity: How complex is the application? A quick app that accesses a database or Web service for some data to display?  You can keep it simple, and a mobile Web app may suffice. However, for a mobile/field worker type of applications that supports mission critical functionality, hybrid or native applications are typically needed. Richness of User Interactivity: What type of user experience is required for the application?  Mobile browser-based app that’s optimized for mobile UI may suffice for quick lookup or productivity type of applications.  However, hybrid/native application would typically be required to deliver highly interactive user experiences needed for field-worker type of applications.  For example, interactive BI charts/graphs, maps, voice/email integration, etc.  In the most extreme case like gaming applications, native applications may be necessary to deliver the highly animated and graphically intensive user experience. Performance: What type of performance is required by the application functionality?  For instance, for real-time look up of data over the network, mobile app performance depends on network latency and server infrastructure capabilities.  If consistent performance is required, data would typically need to be cached, which is supported on hybrid or native applications only. Connectivity and Availability: What sort of connectivity will your application require? Does the app require Web access all the time in order to always retrieve the latest data from the server? Or do the requirements dictate offline support? While native and hybrid apps can be built to operate offline, Web mobile apps require Web connectivity. Multi-platform Requirements: The terms “consumerization of IT” and BYOD (bring your own device) effectively mean that the line between the consumer and the enterprise devices have become blurred. Employees are bringing their personal mobile devices to work and are often expecting that they work in the corporate network and access back-office applications.  Even if companies restrict access to the big dogs: (iPad, iPhone, Android phones and tablets, possibly Windows Phone and tablets), trying to support each platform natively will require increasing resources and domain expertise with each new language/platform. And let’s not forget the maintenance costs, involved in upgrading new versions of each platform.   Where multi-platform support is needed, Web mobile or hybrid apps probably have the advantage. Going native, and trying to support multiple operating systems may be cost prohibitive with existing resources and developer skills. Device-Services Access:  If your app needs to access local device services, such as the camera, contacts app, accelerometer, etc., then your choices are limited to native or hybrid applications.   Fragmentation: Apple controls Apple iOS and the only concern is what version iOS is running on any given device.   Not so Android, which is open source. There are many, many versions and variants of Android running on different devices, which can be a nightmare for app developers trying to support different devices running different flavors of Android.  (Is it an Amazon Kindle Fire? a Samsung Galaxy?  A Barnes & Noble Nook?) This is a nightmare scenario for native apps—on the other hand, a mobile Web or hybrid app, when properly designed, can shield you from these complexities because they are based on common frameworks.  Resources: How many developers can you dedicate to building and supporting mobile application development?  What are their existing skills sets?  If you’re considering native application development due to the complexity of the application under development, factor the costs of becoming proficient on a each platform’s OS and programming language. Add another platform, and that’s another language, another SDK. On the other side of the equation, Web mobile or hybrid applications are simpler to make, and readily support more platforms, but there may be performance trade-offs. Conclusion This only scratches the surface. However, I hope to have suggested some food for thought in choosing your mobile development strategy.  Do your due diligence, search the Web, read up on mobile, talk to peers, attend events. The development team at Oracle is working hard on mobile technologies to help customers extend enterprise applications to mobile faster and effectively.  To learn more on what Oracle has to offer, check out the Oracle ADF Mobile (hybrid) and ADF Faces/ADF Mobile browser (Web Mobile) solutions from Oracle.   Additional Information Blog: ADF Blog Product Information on OTN: ADF Mobile Product Information on Oracle.com: Oracle Fusion Middleware Follow us on Twitter and Facebook Subscribe to our regular Fusion Middleware Newsletter

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  • Using Event Driven Programming in games, when is it beneficial?

    - by Arthur Wulf White
    I am learning ActionScript 3 and I see the Event flow adheres to the W3C recommendations. From what I learned events can only be captured by the dispatcher unless, the listener capturing the event is a DisplayObject on stage and a parent of the object firing the event. You can capture the events in the capture(before) or bubbling(after) phase depending on Listner and Event setup you use. Does this system lend itself well for game programming? When is this system useful? Could you give an example of a case where using events is a lot better than going without them? Are they somehow better for performance in games? Please do not mention events you must use to get a game running, like Event.ENTER_FRAME Or events that are required to get input from the user like, KeyboardEvent.KEY_DOWN and MouseEvent.CLICK. I am asking if there is any use in firing events that have nothing to do with user input, frame rendering and the likes(that are necessary). I am referring to cases where objects are communicating. Is this used to avoid storing a collection of objects that are on the stage? Thanks Here is some code I wrote as an example of event behavior in ActionScript 3, enjoy. package regression { import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.EventDispatcher; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.EventPhase; /** * ... * @author ... */ public class Check_event_listening_1 extends Sprite { public const EVENT_DANCE : String = "dance"; public const EVENT_PLAY : String = "play"; public const EVENT_YELL : String = "yell"; private var baby : Shape = new Shape(); private var mom : Sprite = new Sprite(); private var stranger : EventDispatcher = new EventDispatcher(); public function Check_event_listening_1() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test begun"); addChild(mom); mom.addChild(baby); stage.addEventListener(EVENT_YELL, onEvent); this.addEventListener(EVENT_YELL, onEvent); mom.addEventListener(EVENT_YELL, onEvent); baby.addEventListener(EVENT_YELL, onEvent); stranger.addEventListener(EVENT_YELL, onEvent); trace("\nTest1 - Stranger yells with no bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, false)); trace("\nTest2 - Stranger yells with bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, true)); stage.addEventListener(EVENT_PLAY, onEvent); this.addEventListener(EVENT_PLAY, onEvent); mom.addEventListener(EVENT_PLAY, onEvent); baby.addEventListener(EVENT_PLAY, onEvent); stranger.addEventListener(EVENT_PLAY, onEvent); trace("\nTest3 - baby plays with no bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, false)); trace("\nTest4 - baby plays with bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, true)); trace("\nTest5 - baby plays with bubbling but is not a child of mom"); mom.removeChild(baby); baby.dispatchEvent(new Event(EVENT_PLAY, true)); mom.addChild(baby); stage.addEventListener(EVENT_DANCE, onEvent, true); this.addEventListener(EVENT_DANCE, onEvent, true); mom.addEventListener(EVENT_DANCE, onEvent, true); baby.addEventListener(EVENT_DANCE, onEvent); trace("\nTest6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, false)); trace("\nTest7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, true)); } private function onEvent(e : Event):void { trace("Event was captured"); trace("\nTYPE : ", e.type, "\nTARGET : ", objToName(e.target), "\nCURRENT TARGET : ", objToName(e.currentTarget), "\nPHASE : ", phaseToString(e.eventPhase)); } private function phaseToString(phase : int):String { switch(phase) { case EventPhase.AT_TARGET : return "TARGET"; case EventPhase.BUBBLING_PHASE : return "BUBBLING"; case EventPhase.CAPTURING_PHASE : return "CAPTURE"; default: return "UNKNOWN"; } } private function objToName(obj : Object):String { if (obj == stage) return "STAGE"; else if (obj == this) return "MAIN"; else if (obj == mom) return "Mom"; else if (obj == baby) return "Baby"; else if (obj == stranger) return "Stranger"; else return "Unknown" } } } /*result : test begun Test1 - Stranger yells with no bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test2 - Stranger yells with bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test3 - baby plays with no bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test4 - baby plays with bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Mom PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : MAIN PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : STAGE PHASE : BUBBLING Test5 - baby plays with bubbling but is not a child of mom Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE Test7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE */

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  • How can I fade something to clear instead of white?

    - by Raven Dreamer
    I've got an XNA game which essentially has "floating combat text": short-lived messages that display for a fraction of a second and then disappear. I've recently added a gradual "fade-away" effect, like so: public void Update() { color.A -= 10; position.X += 3; if (color.A <= 10) isDead = true; } Where color is the Color int the message displays as. This works as expected, however, it fades the messages to white, which is very noticeable on my indigo background. Is there some way to fade it to transparent, rather than white? Lerp-ing towards the background color isn't an option, as there's a possibility there will be something between the text and the background, which would simply be the inverse of the current problem.

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  • Finite state machine in C++

    - by Electro
    So, I've read a lot about using FSMs to do game state management, things like what and FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing an actual, well-designed implementation of an FSM for that purpose. Specifically, how does one cleanly resolve the problem of transitioning between states, (how) should a state be able to use data from other states, and so on. Does anyone have any tips on designing and writing a implementation in C++, or better yet, code examples?

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  • Small 3D Scene Graph

    - by Alon
    I'm looking for a 3D graphics library (not a complete game engine). Preferred a scene graph. Something small (unlike jME, XNA or Unity), that I can easily expand and change. Preferred features: Cross Platform Wrriten in Java/Scala (JOGL or LWJGL), C# (preferred OpenTK), Python or JavaScript/WebGL. Support for OpenGL is a must. Direct3D is optional. Some material system Full support for some model format with full animation support (preferred COLLADA) Level of Detail (LOD) support Lighting support Shaders, GUI, Input and Terrain/Water support are also preferred, but not required Thanks!

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  • Flash: Memory usage is low but framerate keeps dropping

    - by Cyborg771
    So I'm working on a puzzle game in flash. For all intents and purposes it's like Tetris. I spawn blocks, they move around the screen, then they get destroyed and disappear. I was having some trouble with the memory usage being too high over time so I read up on memory management and I think I have that figured out now. It's definitely climbing slower than it was before, but the framerate is still taking a huge dive after playing for a while. If it's not a memory leak what else could be causing this? Thanks in advance.

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  • XNA GUI: Creating a 'scroll pane' widget

    - by Keith Myers
    I'm trying to create a simple GUI system and am currently stuck on how to implement a textarea with a scrollbar. In other words, the text is too large to fit into the view area. I want to learn how to do this, so I'd rather not use an already rolled API. I believe this could be done if the text were part of a texture, but if the game had a lot of unique dialog, this seems expensive. I researched creating a texture on the fly and writing to it, but came up with nothing. Any suggested strategies would be appreciated. I believe it boils down to: text in a texture and how? Or something I have not thought of...

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  • Is there a way to display navmesh agent path in Unity?

    - by Antoine Guillien
    I'm currently making a prototype for a game I plan to develop. As far as I did, I managed to set up the navigation mesh and my navmeshagents. I would like to display the path they are following when setDestination() is fired. I did some researches but didn't find anything about it. EDIT 1 : So I instantiate an empty object with a LineRenderer and I have a line bewteen my agent and the destination. Still I've not all the points when the path has to avoid an obstacle. Furthermore, I wonder if the agent.path does reflect the real path that the agent take as I noticed that it actually follow a "smoothier" path. Here is the code so far : GameObject container = new GameObject(); container.transform.parent = agent.gameObject.transform; LineRenderer ligne = container.AddComponent<LineRenderer>(); ligne.SetColors(Color.white,Color.white); ligne.SetWidth(0.1f,0.1f); //Get def material ligne.gameObject.renderer.material.color = Color.white; ligne.gameObject.renderer.material.shader = Shader.Find("Sprites/Default"); ligne.gameObject.AddComponent<LineScript>(); ligne.SetVertexCount(agent.path.corners.Length+1); int i = 0; foreach(Vector3 v in p.corners) { ligne.SetPosition(i,v); //Debug.Log("position agent"+g.transform.position); //Debug.Log("position corner = "+v); i++; } ligne.SetPosition(p.corners.Length,agent.destination); ligne.gameObject.tag = "ligne"; So How can I get the real coordinates my agent is going to walk throught ?

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  • Join our Marketing Intelligence Team in Dublin!

    - by jessica.ebbelaar
    Do you want to work with the brightest minds in the industry? Want to be part of a global team that’s changing the way the world does business? Then Oracle is the place for YOU. Join now as a Marketing Intelligence Representative. You will have the opportunity to develop within the role through working alongside the Business Development, Sales and Marketing teams within Oracle. The Marketing Intelligence Group is viewed as a true talent pool for the Business Development and Sales Teams. Oracle offers a structured training programme for Marketing Intelligence Representatives and Business Development Consultants including our approved sales certified training methodology along with regular product training. Miriam started her career as a Marketing Intelligence Representative six years ago, and shares what she has learned and how her career is progressing. My Career Path at Oracle: June 2005 – October 2005: Profiler in the Marketing Intelligence Team November 2005 - October 2006: Team Leader for MIT November 2006 - February 2008: Business Development Consultant Iberia March 2008 - December 2010: Lead Management Specialist Currently: Sales Program Manager for Iberia & Benelux What did you learn from your role in the Market Intelligence Team Being a Profiler helped me to understand how an organisation works, from the beginning to the end. It is like being in University but being paid! The three key things I learnt in this role are: Knowledge of customers: You are on the phone with over 70 customers daily. Not only does this give you an overview of the IT infrastructure of the customers companies but also how to manage their questions and rejections. Essentially you are learning how to convert their pain and complaints into business opportunities. Knowledge of Oracle: As a Profiler you get an excellent overview of how Oracle works internally, from Marketing to Sales, without forgetting the Operations Team. Knowledge about yourself: As a Profiler I learnt how to work outside of my comfort zone, there is a new challenge almost every day but Oracle are there to support you every step of the way. Oracle really invests in developing the MIT Team and as a Profiler you can expect product and sales training on a monthly basis. How did you progress from MIT to Business Development Group (BDG)? I made sure that my manager knew from the very beginning that I was keen to progress at Oracle and I was set very clear objectives to help me reach my goal.  My manager was very supportive and ensured I received all the training I needed. After I became a Team Leader of Profiling, I moved to an Iberia BDG position. How you feel your experience in MI has helped you in your current role? I truly believe that the MI position gives you a great overview of Oracle and this has really helped me in my current position.  I am the Sales Program Manager for IBERIA & Benelux and in my campaigns I need to target the right companies and the right job specs.  My time in the Market Intelligence team really helped me to understand how to focus and target my campaigns so I know I don’t miss any business opportunities! How would you sum up your Oracle experience? Oracle is a big organisation with big opportunities. With the right skills and with the great training programs that Oracle offer, the only limit is you! If you have any questions related to this article feel free to contact [email protected] You can find all our job opportunities via http://campus.oracle.com. Tags van Technorati: Marketing Intelligence,Benelux,Iberia,Profiler,Business Development,Sales Representatives,BDG,Business Development Group,opportunities,Oracle

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