Search Results

Search found 19182 results on 768 pages for 'game engine'.

Page 5/768 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Challenges in multi-player Android Game Server with RESTful Nature

    - by Kush
    I'm working on an Android Game based on Contract Bridge, as a part of my college Summer Internship project. The game will be multi-player such that 4 Android devices can play it, so there's no BOT or CPU player to be developed. At the time of getting project, I realized that most of the students had already worked on the project but none of their works is reusable now (for variety of reasons like, undocumented code and design architecture, different platform implementation). I have experience working on several open source projects and hence I emphasis to work out on this project such that components I make become reusable as much as possible. Now, as the game is multi-player and entire game progress will be handled on server, I'm currently working on Server's design, since I wanted to make game server reusable such that any client platform can use it, I was previously confused in selecting Socket or REST for Game Server's design, but later finalized to work on REST APIs for the server. Now, since I have to keep all players in-sync while they make movements in game, on server I've planned to use Database which will keep all players' progress, specific for each table (in Bridge, 4 players play on single table, and server will handle many such game tables). I don't know if its an appropriate decision to use database as shared medium to track progress of each game table (let me know if there's an appropriate or better option). Obviously, when game is completed for the table, data for that table on server's database is discarded. Now the problem is that, access to REST service is an HTTP call, so as long as client doesn't make any request, server will remain idle, and consider a situation where A player has played a card on his device and the device requests to apply this change on the server. Now, I need to let rest of the three devices know that the player has played a card, and also update view on their device. AFAIK, REST cannot provide a sort-of Push-notification system, since the connection to the server is not persistent. One solution that I thought was to make each device constantly poll the server for any change (like every 56 ms) and when changes are found, reflect it on the device. But I feel this is not an elegant way, as every HTTP request is expensive. (and I choose REST to make game play experience robust since, a mobile device tends to get disconnected from Internet, and if there's Socket-like persistent connection then entire game progress is subject to lost. Also, portability on client-end is important) Also, imagining a situation where 10 game tables are in progress and 40 players are playing, a server must be capable to handle flooded HTTP requests from all the devices which make it every 56 ms. So I wonder if the situation is assumed as DoS attack. So, explaining the situation, am I going on the right track for the server design? I wanted to be sure before I proceed much further with the code.

    Read the article

  • A game, any game.

    - by dapostolov
    Armed with a game idea from my past, it is my intention to code and release this game idea using the Microsoft XNA technology. The game? A 2D isometric-ish battlefield type game to allow 2 players to fling and dodge fireballs. I called this game Wizard Wars. I've axed most of the content from my old game design document to keep the game as simple as possible. So let's see how easy it is to make a video game! D.

    Read the article

  • Google play game services and Facebook integration in one game

    - by Ineentho
    We are creating a cross platform game for iOS and Android. We have thought about how and with which services we should integrate achievements and scoreboards with. For the iOS part, we are pretty sure that this how we want to do, in order from when the user opens the app for the first time: Connect with Game Center (Should be automatic, the user shouldn't even notice?) We will also get the players nickname for public scoreboards here. Ask if the user wants to connect with Facebook so that we can compare the players highscores with their friends. We could add Google play game services there as well, but I don't feel like that adds anything to the experience for the end user. Now comes the tricky part: Android We thought that we could do just like for iOS, except that we replace Game Center with Google Play Game Services. However, unlike Game Center, Game Services will ask the user to log in to their Google+ account and allow us to access their account. So now, what we have is a double login, first with Google+ and then with Facebook. What will users think about that? Should we scrap Play Services entirely and just ask the user for a nickname within our app and user Facebook for achievements?

    Read the article

  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

    Read the article

  • Any good tutorials or resources for learning how to design a scalable and "component" based game 'fr

    - by CodeJustin.com
    In short I'm creating a 2D mmorpg and unlike my last "mmo" I started developing I want to make sure that this one will scale well and work well when I want to add new in-game features or modify existing ones. With my last attempt with an avatar chat within the first few thousand lines of code and just getting basic features added into the game I seen my code quality lowering and my ability to add new features or modify old ones was getting lower too as I added more features in. It turned into one big mess that some how ran, lol. This time I really need to buckle down and find a design that will allow me to create a game framework that will be easy to add and remove features (aka things like playing mini-games within my world or a mail system or buddy list or a new public area with interactive items). I'm thinking that maybe a component based approach MIGHT be what I'm looking for but I'm really not sure. I have read documents on mmorpg design and 2d game engine architecture but nothing really explained a way of designing a game framework that will basically let me "plug-in" new features into the main game and use the resources of the main game without changing much within my 'main game code'. Hope someone understands what I mean, any help will is appreciated.

    Read the article

  • Why should I consider using the Source Engine?

    - by dukeofgaming
    I've always been a Valve fan, but now that I have the opportuninty to choose a game engine for a project I'm not sure I want to choose the Source Engine after watching this wikipedia entry. My options essentially boiled down to an open source stack (Horde3D + Zoidcom + Spark + SFML + CEGUI, and well, not OSS but PhysX too), UDK and the Source Engine. My question is (because I really have no experience with it) what would be the technical reasons (not license or other) for any developer to choose the Source Engine over any other open source or commercial option ?, is the Source Engine really worth it as a game development tool or has it time already passed and it is obsolete against other solutions?. Thanks Edit: Precised my question a little more , I'm looking for technical reasons to choose the Source Engine.

    Read the article

  • can a guy with embedded system background go into game development

    - by NANDAGOPAL
    Well, I finished my Masters in Embedded Systems, and I am working in GUI development, and working with graphic tools and images and GUI's keep me glued to my seat more than working on code for MUP/MUC . And I want to give game development a Fair chance, try out developing a game from scratch using basic libraries then tryout the same in a free/open source game engine and there is a good chance I may fall in love with it, but it is poissible for a person with an Electrical and Electronics Bachelors and Embedded Systems Masters ( just a years experience in the field) go into game development and be successful in the profession. And I asked the same question @ stackoverflow.com (wrong place to ask ) http://stackoverflow.com/questions/13794822/can-a-guy-with-embedded-system-background-go-into-game-development/13794943#13794943 And I received good but a very generic answer. I would be happy to know the actual pro's and con's of a master's in embedded systems migrating to Game Dev And I am extremely sorry for asking the same question for the third time but I really did not know that stackoverflow had so many sister sites, So a really big sorry, and an even bigger thank you!

    Read the article

  • What are some valuable conferences for game developers?

    - by Tommy
    Lately I was thinking of visiting a Game Developer Conference and so I search the Internet, but I didn't find a thorough list of available Conferences. Now I know some of them, like the GDC in San Francisco but I was wondering, what other Game Developer Conferences are out there. So my question is: What Game Dev Conferences do you know, that are valuable for Game Developers and Game Designers? Have you visited one of these Conferences yourself? Is there a skill level needed to appreciate such a Conference? I am aware, that there is no "true" answer to this question, but I think, that an overview over existing Conferences could be usefull for all levels of game developers.

    Read the article

  • First time android game development [on hold]

    - by Dave
    My friend and i are developing a android game. This is my first time develop android game, so we don't know how to code The game is 2d game and we develop it without 3rd party engine / framework. Now we got a few questions, hope you can help us. In game play, using 'Surfaceview' only to achieve it. Is it best practice? On 'Surfaceview', a lot of difference button(Menu, pause, game object..etc) is on it, but I don't know how to code it? (actually, i have already done, but...so stupid way. Detect the user touch position (x, y) to identify where they touch[rect(x1,y1,x2,y2).contain(x,y)] Is it right? Teach me how to do if wrong. View / Surfaceview / OpenGL, which is suitable for us? (if like Tetris) Thank you for your help. Ps: My english is not good, hope you can understand what i mean.

    Read the article

  • 2D management game [on hold]

    - by Simon Bull
    Very newbie question but I have a game idea in mind. It will be 2d and data centric, like football manager. However I am struggling to find a platform that would suit. I am an experienced line of business developer so am happy to write code, but I would like a platform that does some of the leg work for me so was avoiding OpenGL. I would also like to be able deploy to iOS, android, windows and OS X. What are the options? To be more clear, the game is not a normal platform or shooter type game, so game maker is likely to be way too basic and unity seems a little over the top (though I am not sure if the GUI options would fit?). The majority of the game is more like business screens just displaying data and having buttons to click. Are there options for this type of game (May help to look at football manager)?

    Read the article

  • Game state management (Game, Menu, Titlescreen, etc)

    - by munchor
    Basically, in every single game I've made so far, I always have a variable like "current_state", which can be "game", "titlescreen", "gameoverscreen", etc. And then on my Update function I have a huge: if current_state == "game" game stuf ... else if current_state == "titlescreen" ... However, I don't feel like this is a professional/clean way of handling states. Any ideas on how to do this in a better way? Or is this the standard way?

    Read the article

  • Designing a game - Where to start?

    - by OghmaOsiris
    A friend of mine and I are planning a game together to work on in our free time. It's not an extensive game, but it's not a simple one either. He's working on the story behind the game while I'm working on the graphics and code. I don't really know where to start with the game. We know what the basic type of game it's going to be and how it would be played, but I'm having a hard time of actually knowing where to begin. I have Xcode open but I don't really even know what I should be designing first. What is some advice for this writer's block? Where is a good place to start with a game? Should I design all the graphics and layout before even touching Xcode? Should I program the things I know I'll have difficulty with first before getting to the easy stuff?

    Read the article

  • What technologies and tools would I need to create an advanced 3D game on Unreal Engine 3?

    - by BleakCabalist
    This is a purely hypothetical question. Let's say I already have the UE3 license and would like to create an advanced single-player FPS. What other tools/technologies would I need? For example for audio, animations, modeling and so on. I mean all of them. I've been looking for some time now and can't find any source, which would say what's needed from beggining to the end of game development cycle.

    Read the article

  • Where to start with game development?

    - by steven_desu
    Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

    Read the article

  • Bot strategy in an arena

    - by joulesm
    I am writing the player's behavior for an arena game, and I'm wondering if you could offer some strategies. I'm writing it in Python, but I'm just interested in the high level game play. Here are the game aspects: Arena is a circle of a given size. The arena's size shrinks every round to help break any ties. Players are much smaller circles, and can be on teams of 1 or 2 players. Players attack by colliding with other players, and based on the physics of the collision (speed of both players, angle), one could force another player out of the arena. Once a player is out of the arena, they are out of the game (for that round). The goal is to be on the only team with players left in the arena. All other players have been pushed (through collisions or mistakes) out of the arena. It is possible for there to be no winner if the last two players exit the arena at the same time. Once the player has been programmed, the game just runs. There is no human intervention in the game. I'm thinking it's easiest to implement a few simple programmatic rules for my player to follow. For example, stay close to center of the arena, attack opponents from the inner side of the arena, etc. Are there any good simple game strategies? Would adding a random aspect to the game help? For example, to avoid predictability by the other team or something. Thanks in advance.

    Read the article

  • Creating the “game space” for a 2D game

    - by alJaree
    How does one setup the game space for a game so that obstacles can be spawned? One example I am wondering about is doodle jump. Tile maps are limited in size and would need to change often if the user jumps a lot. How would this be done in another way than tile maps. How or what is used to create the notion of a game world where these spawned ledges/obstacles are placed as the user progresses through the stage? What is actually moving if the user jumps from ledge to ledge, what are the ledges based on in terms of the game world/space. What data structure or representation could the game use to reference and manage the spawning of these obstacles/ledges?

    Read the article

  • Single player game into Multiplayer game

    - by jeyanthinath
    I developed a Single player game in Flash (Tic Tac Toe) and in the Multiplayer mode i will be able to do both player playing on the same system with out network. I would like to extend it and make it enable to play the Multiplayer game for two player playing it online. How i can be made give me some ideas , How test the Multiplayer game playing along with different computers(I do not have internet connection in home). How I able to change the single player game into Multiplayer game , any minor changes required or I have to change the code base completely. In which way i can make it possible.

    Read the article

  • design of 'game engine' for small javascript games?

    - by Matt Ball
    I'm making a group of two or three simple javascript games for fun. After someone finishes one game, they'll be presented with a harder or easier version of another game depending on whether the original game was won or lost. I have a high-level question about the design of things: So far I've created a class for one game type that manages the interaction with the UI and the state of the game itself. But for tracking how many of the subgames have been won, or for understanding whether the next game presented should be more or less difficult, are there arguments to be made for making a 'game engine' class? How does the engine communicate to the games? For instance, when a game is won, how is that information relayed to the engine? Is there a better or more common design? (If you want to see what I have so far, the games are slowly taking shape here: https://github.com/yosemitebandit/candela and can be viewed at http://yosemitebandit.com/candela)

    Read the article

  • Test a simple multi-player (upto four players) Android game in single developer machine

    - by Kush
    I'm working on a multi-player Android game (very simple it is that it doesn't have any game-engine used). The game is based on Java Socket. Four devices will connect the game server and a new thread will manage their session. The game server will server many such sessions (having 4 players each). What I'm worried about is the testing of this game. I know it is possible to run multiple android emulators, but my development laptop is very limited in capabilities (3 GB RAM, 2 Ghz Intel Core2Duo and on-board Graphics). And I'm already using Ubuntu to develop the game so that I have more user memory available than I'd have with Windows. Hence, the laptop will burn-to-death on running 4 emulator instances. I don't have access to any android device, neither I have another machine with higher configuration. And I still have to develop and test this game. P.S. : I'm a CS student, and currently don't work anywhere, and this game is college project, so if there are any paid solutions, I cannot afford it. What can I do to test the app seamlessly? ability to test even only 4 clients (i.e. only 1 session) would suffice, its alright if I can't simulate real environment with some 10-20 active game sessions (having 4 players each).

    Read the article

  • Is it possible to calculate or mathematically prove if a game is balanced / fair?

    - by Lurca
    This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them require a good portion of luck, but it might be possible to calculate if some character is overpowered. Especially in role-playing games and trading card games. How, for example, can the creators of "Magic: The Gathering" make sure that there isn't the "one card that beats them all", given the impressive number of available cards?

    Read the article

  • Where can I find "magic numbers" for classic game play mechanics?

    - by MrDatabase
    I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the obstacles (uniformly distributed? Gaussian?). Where can I find these numbers? p.s. I don't care about the particular platform... Flash on the desktop browser is just as good as some implementation on a mobile device.

    Read the article

  • 3D space game development

    - by user1693061
    I want to develop a 3D game (sci-fi type with spaceships) which can be played on multiplayer mode and by multiplayer i mean around 10 players for start as it will be a personal testing project and mostly educational. I have been searching for some days about the available languages and engines but i am kinda confused. Since i have been learning Java for my 1st year in I.T university and i have pretty good understanding i thought i would go with the Java language and develop that game on an applet so it could be played on a browser. After going through an applet game tutorial i understood how graphics work on an applet. So.. 1st question: Could an applet carry the burden of a 3D game especially on multiplayer? My thinking: It's a space game so the graphics should not be such a big problem since it wont be that crowded with entities apart from ships, planets and some effects. If the java applet is not the way for my project i would't mind "developing it on desktop"(i mean not making it a browser game). 2nd question: Should i use Unity engine for my purpose(space game)? If not name other language/engine combo.

    Read the article

  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

    Read the article

  • How does Game Salad compare with Cocos2D in terms of 2D game development?

    - by jih
    I want to make some 2d games for iOS. I first come across cocos2d and kobold but then wanted something more graphical for rapid prototyping. I then found Game Maker which doesn't support iOS but is fairly easy to learn and then found Game Salad which supports iOS as well as other platforms. I know this question has been ask before but I want to know in terms of the types of games I want to develop what an learning investment path would be best. The types of games genre I am interest are: Side scrollers Simple games like diamond dash or ninja fruits, shanghai, etc Old fashioned zelda or dragonquest type (nintendo fan here:-) 2d adventure RPG games (real time or turn based) Mystery turn based games like carmen sandiego, wizardry, myst etc. So now the question becomes for me becomes which game development environment should I invest my time in learning. Game Salad or cocos2d? To make that decision I was wondering if experienced game programmers and help with some pointers: It would seem game salad would be great for quickies being graphical but in terms of 2d platform games etc would there be speed/performance/feature penalties? Are there certain 2d games genre of the 4 above that Game salad is better at while certain type cocos2d would be better at?

    Read the article

  • Has anyone used game salad before and how does it compare with cocos2d in terms of 2d game development

    - by jih
    First a short intro. I am new to the game development space and want to make some 2d games for iOS. I first come across cocos2d and kobold but then wanted something more graphical for rapid prototyping. I then found Game Maker which doesn't support iOS but is fairly easy to learn and then found Game Salad which supports iOS as well as other platforms. I know this question has been ask before but I want to know in terms of the types of games I want to develop what an learning investment path would be best. The types of games genre I am interest are: Side scrollers Simple games like diamond dash or ninja fruits, shanghai, etc Old fashioned zelda or dragonquest type (nintendo fan here:-) 2d adventure RPG games (real time or turn based) Mystery turn based games like carmen sandiego, wizardry, myst etc. So now the question becomes Which game development environment should I invest my time in learning. Game Salad or cocos2d? It would seem game salad would be great for quickies being graphical but in terms of 2d platform games etc would there be speed/performance/feature penalties? Are there certain 2d games genre of the 4 above that Game salad is better at while certain type cocos2d would be better at? Anyone with experience of both can share some pointers? Thanks. inexperienced jih

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >