Search Results

Search found 53087 results on 2124 pages for 'database development'.

Page 645/2124 | < Previous Page | 641 642 643 644 645 646 647 648 649 650 651 652  | Next Page >

  • HTML5 or Javascript game engine to develop a browser game

    - by Jack Duluoz
    I would like to start developing a MMO browser game, like Travian or Ogame, probably involving also a bit of more sophisticated graphical features such as players interacting in real time with a 2d map or something like that. My main doubt is what kind of development tools I should use: I've a good experience with PHP and MySQL for the server side and Javascript (and jQuery) regarding the client side. Coding everything from scratch would be of course really painful so I was wondering if I should use a javascript game engine or not. Are there (possibly free) game engine you would recommend? Are they good enough to develop a big game? Also, I saw a lot of HTML5 games popping up lately but I'm now sure if using HTML5 is a good idea or not. Would you recommend it? What are the pro and cons about using HTML5? If you'd recommend it, do you have any good links regarding game development with HTML5? (PS: I know that HTML5 and a Javascript engine are not mutually exclusive, I just didn't know how to formulate a proper title since English is not my main language. So, please, answer addressing HTML5 and a game engine pro and cons separately)

    Read the article

  • Design Pattern for Social Game Mission Mechanics

    - by Furkan ÇALISKAN
    When we want to design a mission sub-system like in the The Ville or Sims Social, what kind of design pattern / idea would fit the best? There may be relation between missions (first do this then this etc...) or not. What do you think sims social or the ville or any other social games is using for this? I'm looking for a best-practise method to contruct a mission framework for tha game. How the well-known game firms do this stuff for their large scale social facebook games? Giving missions to the players and wait players to complete them. when they finished the missions, providing a method to catch this mission complete events considering large user database by not using server-side not so much to prevent high-traffic / resource consumption. how should i design the database and server-client communication to achive this design condidering this trade-off.

    Read the article

  • Click Once Deployment Process and Issue Resolution

    - by Geordie
    Introduction We are adopting Click Once as a deployment standard for Thick .Net application clients.  The latest version of this tool has matured it to a point where it can be used in an enterprise environment.  This guide will identify how to use Click Once deployment and promote code trough the dev, test and production environments. Why Use Click Once over SCCM If we already use SCCM why add Click Once to the deployment options.  The advantages of Click Once are their ability to update the code in a single location and have the update flow automatically down to the user community.  There have been challenges in the past with getting configuration updates to download but these can now be achieved.  With SCCM you can do the same thing but it then needs to be packages and pushed out to users.  Each time a new user is added to an application, time needs to be spent by an administrator, to push out any required application packages.  With Click Once the user would go to a web link and the application and pre requisites will automatically get installed. New Deployment Steps Overview The deployment in an enterprise environment includes several steps as the solution moves through the development life cycle before being released into production.  To make mitigate risk during the release phase, it is important to ensure the solution is not deployed directly into production from the development tools.  Although this is the easiest path, it can introduce untested code into production and result in unexpected results. 1. Deploy the client application to a development web server using Visual Studio 2008 Click Once deployment tools.  Once potential production versions of the solution are being generated, ensure the production install URL is specified when deploying code from Visual Studio.  (For details see ‘Deploying Click Once Code from Visual Studio’) 2. xCopy the code to the test server.  Run the MageUI tool to update the URLs, signing and version numbers to match the test server. (For details see ‘Moving Click Once Code to a new Server without using Visual Studio’) 3. xCopy the code to the production server.  Run the MageUI tool to update the URLs, signing and version numbers to match the production server. The certificate used to sign the code should be provided by a certificate authority that will be trusted by the client machines.  Finally make sure the setup.exe contains the production install URL.  If not redeploy the solution from Visual Studio to the dev environment specifying the production install URL.  Then xcopy the install.exe file from dev to production.  (For details see ‘Moving Click Once Code to a new Server without using Visual Studio’) Detailed Deployment Steps Deploying Click Once Code From Visual Studio Open Visual Studio and create a new WinForms or WPF project.   In the solution explorer right click on the project and select ‘Publish’ in the context menu.   The ‘Publish Wizard’ will start.  Enter the development deployment path.  This could be a local directory or web site.  When first publishing the solution set this to a development web site and Visual basic will create a site with an install.htm page.  Click Next.  Select weather the application will be available both online and offline. Then click Finish. Once the initial deployment is completed, republish the solution this time mapping to the directory that holds the code that was just published.  This time the Publish Wizard contains and additional option.   The setup.exe file that is created has the install URL hardcoded in it.  It is this screen that allows you to specify the URL to use.  At some point a setup.exe file must be generated for production.  Enter the production URL and deploy the solution to the dev folder.  This file can then be saved for latter use in deployment to production.  During development this URL should be pointing to development site to avoid accidently installing the production application. Visual studio will publish the application to the desired location in the process it will create an anonymous ‘pfx’ certificate to sign the deployment configuration files.  A production certificate should be acquired in preparation for deployment to production.   Directory structure created by Visual Studio     Application files created by Visual Studio   Development web site (install.htm) created by Visual Studio Migrating Click Once Code to a new Server without using Visual Studio To migrate the Click Once application code to a new server, a tool called MageUI is needed to modify the .application and .manifest files.  The MageUI tool is usually located – ‘C:\Program Files\Microsoft SDKs\Windows\v6.0A\Bin’ folder or can be downloaded from the web. When deploying to a new environment copy all files in the project folder to the new server.  In this case the ‘ClickOnceSample’ folder and contents.  The old application versions can be deleted, in this case ‘ClickOnceSample_1_0_0_0’ and ‘ClickOnceSample_1_0_0_1’.  Open IIS Manager and create a virtual directory that points to the project folder.  Also make the publish.htm the default web page.   Run the ManeUI tool and then open the .application file in the root project folder (in this case in the ‘ClickOnceSample’ folder). Click on the Deployment Options in the left hand list and update the URL to the new server URL and save the changes.   When MageUI tries to save the file it will prompt for the file to be signed.   This step cannot be bypassed if you want the Click Once deployment to work from a web site.  The easiest solution to this for test is to use the auto generated certificate that Visual Studio created for the project.  This certificate can be found with the project source code.   To save time go to File>Preferences and configure the ‘Use default signing certificate’ fields.   Future deployments will only require application files to be transferred to the new server.  The only difference is then updating the .application file the ‘Version’ must be updated to match the new version and the ‘Application Reference’ has to be update to point to the new .manifest file.     Updating the Configuration File of a Click Once Deployment Package without using Visual Studio When an update to the configuration file is required, modifying the ClickOnceSample.exe.config.deploy file will not result in current users getting the new configurations.  We do not want to go back to Visual Studio and generate a new version as this might introduce unexpected code changes.  A new version of the application can be created by copying the folder (in this case ClickOnceSample_1_0_0_2) and pasting it into the application Files directory.  Rename the directory ‘ClickOnceSample_1_0_0_3’.  In the new folder open the configuration file in notepad and make the configuration changes. Run MageUI and open the manifest file in the newly copied directory (ClickOnceSample_1_0_0_3).   Edit the manifest version to reflect the newly copied files (in this case 1.0.0.3).  Then save the file.  Open the .application file in the root folder.  Again update the version to 1.0.0.3.  Since the file has not changed the Deployment Options/Start Location URL should still be correct.  The application Reference needs to be updated to point to the new versions .manifest file.  Save the file. Next time a user runs the application the new version of the configuration file will be down loaded.  It is worth noting that there are 2 different types of configuration parameter; application and user.  With Click Once deployment the difference is significant.  When an application is downloaded the configuration file is also brought down to the client machine.  The developer may have written code to update the user parameters in the application.  As a result each time a new version of the application is down loaded the user parameters are at risk of being overwritten.  With Click Once deployment the system knows if the user parameters are still the default values.  If they are they will be overwritten with the new default values in the configuration file.  If they have been updated by the user, they will not be overwritten. Settings configuration view in Visual Studio Production Deployment When deploying the code to production it is prudent to disable the development and test deployment sites.  This will allow errors such as incorrect URL to be quickly identified in the initial testing after deployment.  If the sites are active there is no way to know if the application was downloaded from the production deployment and not redirected to test or dev.   Troubleshooting Clicking the install button on the install.htm page fails. Error: URLDownloadToCacheFile failed with HRESULT '-2146697210' Error: An error occurred trying to download <file>   This is due to the setup.exe file pointing to the wrong location. ‘The setup.exe file that is created has the install URL hardcoded in it.  It is this screen that allows you to specify the URL to use.  At some point a setup.exe file must be generated for production.  Enter the production URL and deploy the solution to the dev folder.  This file can then be saved for latter use in deployment to production.  During development this URL should be pointing to development site to avoid accidently installing the production application.’

    Read the article

  • javascript fixed timestep gameloop with requestanimation frame

    - by coffeecup
    hello i just started to read through several articles, including http://gafferongames.com/game-physics/fix-your-timestep/ ...://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step/ ...//dewitters.koonsolo.com/gameloop.html ...://nokarma.org/2011/02/02/javascript-game-development-the-game-loop/index.html my understanding of this is that i need the currentTime and the timeStep size and integrate all states to the next state the time which is left is then passed into the render function to do interpolation i tried to implement glenn fiedlers "the final touch", whats troubling me is that each FrameTime is about 15 (ms) and the update loop runs at about 1500 fps which seems a little bit off? heres my code this.t = 0 this.dt = 0.01 this.currTime = new Date().getTime() this.accumulator = 0.0 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if ( frameTime > 0.25 ) frameTime = 0.25 this.currTime = newTime this.accumulator += frameTime while (this.accumulator >= this.dt ) { this.prev_state = this.curr_state this.update(this.t,this.dt) this.t += this.dt this.accumulator -= this.dt } alpha = this.accumulator / this.dt this.render( this.t, this.dt, alpha) requestAnimationFrame( this.animate ) } also i would like to know, are there differences between glenn fiedlers implementation and the last solution presented here ? gameloop1 gameloop2 [ sorry couldnt post more than 2 links.. ] edit : i looked into it again and adjusted the values this.currTime = new Date().getTime() this.accumulator = 0 this.p_t = 0 this.p_step = 1000/100 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if(frameTime > 25) frameTime = 25 this.currTime = newTime this.accumulator += frameTime while(this.accumulator >= this.p_step){ // prevstate = currState this.update() this.p_t+=this.p_step this.accumulator -= this.p_step } alpha = this.accumulator / this.p_step this.render(alpha) requestAnimationFrame( this.animate ) now i can set the physics update rate, render runs at 60 fps and physics update at 100 fps, maybe someone could confirm this because its the first time i'm playing around with game development :-)

    Read the article

  • Using SQL Source Control with Fortress or Vault &ndash; Part 1

    - by AjarnMark
    I am fanatical when it comes to managing the source code for my company.  Everything that we build (in source form) gets put into our source control management system.  And I’m not just talking about the UI and middle-tier code written in C# and ASP.NET, but also the back-end database stuff, which at times has been a pain.  We even script out our Scheduled Jobs and keep a copy of those under source control. The UI and middle-tier stuff has long been easy to manage as we mostly use Visual Studio which has integration with source control systems built in.  But the SQL code has been a little harder to deal with.  I have been doing this for many years, well before Microsoft came up with Data Dude, so I had already established a methodology that, while not as smooth as VS, nonetheless let me keep things well controlled, and allowed doing my database development in my tool of choice, Query Analyzer in days gone by, and now SQL Server Management Studio.  It just makes sense to me that if I’m going to do database development, let’s use the database tool set.  (Although, I have to admit I was pretty impressed with the demo of Juneau that Don Box did at the PASS Summit this year.)  So as I was saying, I had developed a methodology that worked well for us (and I’ll probably outline in a future post) but it could use some improvement. When Solutions and Projects were first introduced in SQL Management Studio, I thought we were finally going to get our same experience that we have in Visual Studio.  Well, let’s say I was underwhelmed by Version 1 in SQL 2005, and apparently so were enough other people that by the time SQL 2008 came out, Microsoft decided that Solutions and Projects would be deprecated and completely removed from a future version.  So much for that idea. Then I came across SQL Source Control from Red-Gate.  I have used several tools from Red-Gate in the past, including my favorites SQL Compare, SQL Prompt, and SQL Refactor.  SQL Prompt is worth its weight in gold, and the others are great, too.  Earlier this year, we upgraded from our earlier product bundles to the new Developer Bundle, and in the process added SQL Source Control to our collection.  I thought this might really be the golden ticket I was looking for.  But my hopes were quickly dashed when I discovered that it only integrated with Microsoft Team Foundation Server and Subversion as the source code repositories.  We have been using SourceGear’s Vault and Fortress products for years, and I wholeheartedly endorse them.  So I was out of luck for the time being, although there were a number of people voting for Vault/Fortress support on their feedback forum (as did I) so I had hope that maybe next year I could look at it again. But just a couple of weeks ago, I was pleasantly surprised to receive notice in my email that Red-Gate had an Early Access version of SQL Source Control that worked with Vault and Fortress, so I quickly downloaded it and have been putting it through its paces.  So far, I really like what I see, and I have been quite impressed with Red-Gate’s responsiveness when I have contacted them with any issues or concerns that I have had.  I have had several communications with Gyorgy Pocsi at Red-Gate and he has been immensely helpful and responsive. I must say that development with SQL Source Control is very different from what I have been used to.  This post is getting long enough, so I’ll save some of the details for a separate write-up, but the short story is that in my regular mode, it’s all about the script files.  Script files are King and you dare not make a change to the database other than by way of a script file, or you are in deep trouble.  With SQL Source Control, you make your changes to your development database however you like.  I still prefer writing most of my changes in T-SQL, but you can also use any of the GUI functionality of SSMS to make your changes, and SQL Source Control “manages” the script for you.  Basically, when you first link your database to source control, the tool generates scripts for every primary object (tables and their indexes are together in one script, not broken out into separate scripts like DB Projects do) and those scripts are checked into your source control.  So, if you needed to, you could still do a GET from your source control repository and build the database from scratch.  But for the day-to-day work, SQL Source Control uses the same technique as SQL Compare to determine what changes have been made to your development database and how to represent those in your repository scripts.  I think that once I retrain myself to just work in the database and quit worrying about having to find and open the right script file, that this will actually make us more efficient. And for deployment purposes, SQL Source Control integrates with the full SQL Compare utility to produce a synchronization script (or do a live sync).  This is similar in concept to Microsoft’s DACPAC, if you’re familiar with that. If you are not currently keeping your database development efforts under source control, definitely examine this tool.  If you already have a methodology that is working for you, then I still think this is worth a review and comparison to your current approach.  You may find it more efficient.  But remember that the version which integrates with Vault/Fortress is still in pre-release mode, so treat it with a little caution.  I have found it to be fairly stable, but there was one bug that I found which had inconvenient side-effects and could have really been frustrating if I had been running this on my normal active development machine.  However, I can verify that that bug has been fixed in a more recent build version (did I mention Red-Gate’s responsiveness?).

    Read the article

  • Saving game data to server [on hold]

    - by Eugene Lim
    What's the best method to save the player's data to the server? Method to store the game saves Which one of the following method should I use ? Using a database structure(e.g.. mySQL) to store the game data as blobs? Using the server hard disk to store the saved game data as binary data files? Method to send saved game data to server What method should I use ? socketIO web socket a web-based scripting language to receive the game data as binary? for example, a php script to handle binary data and save it to file Meta-data I read that some games store saved game meta-data in database structures. What kind of meta data is useful to store?

    Read the article

  • Game software design

    - by L. De Leo
    I have been working on a simple implementation of a card game in object oriented Python/HTML/Javascript and building on the top of Django. At this point the game is in its final stage of development but, while spotting a big issue about how I was keeping the application state (basically using a global variable), I reached the point that I'm stuck. The thing is that ignoring the design flaw, in a single-threaded environment such as under the Django development server, the game works perfectly. While I tried to design classes cleanly and keep methods short I now have in front of me an issue that has been keeping me busy for the last 2 days and that countless print statements and visual debugging hasn't helped me spot. The reason I think has to do with some side-effects of functions and to solve it I've been wondering if maybe refactoring the code entirely with static classes that keep no state and just passing the state around might be a good option to keep side-effects under control. Or maybe trying to program it in a functional programming style (although I'm not sure Python allows for a purely functional style). I feel that now there's already too many layers that the software (which I plan to make incredibly more complex by adding non trivial features) has already become unmanageable. How would you suggest I re-take control of my code-base that (despite being still only at < 1000 LOC) seems to have taken a life of its own?

    Read the article

  • How to implement a birds eye view of 2D Grid Map using Android

    - by IM_Adan
    I'm a true beginner with using the android platform and I'm having difficulties on implementing a 2D grid system for a tower defense type game. Where I can place towers on a specific tile and enemies will be able to traverse through tiles etc. What I would like is a practical explanation of how I could tackle this. A step by step guide for dummies. This is what I believe are the necessary steps to take, I think I might be wrong but I hope someone could help me out. Calculate the Width and Height of the view I'm working with. Based on that, determine the number of tiles required and their dimensions, (Still not sure how I would do this) Create each tile as a Rectangle object and draw these rectangle on a canvas I would really be grateful if someone could steer me in the right direction on how to implement a 2D Grid Map using android. I hope the answer to this questions helps the TRUE beginners out there like me. I have looked at the following links below yet I still feel that I don't trully understand what's going on. For XNA: 2D Grid based game - how should I draw grid lines? How to Create a Grid for a 2D Game? Also a quick note: All my previous game development has been in Java, mostly using Java SE and Swing. I also have good understanding of the game development process, it is only android thats confusing me :S

    Read the article

  • Alternatives to a leveling system

    - by Bane
    I'm currently designing a rough prototype of a mecha fighting game. These are the basics I came up with: Multiplayer (matchmaking for up to 10 people, for now) Browser based (HTML5) 2D (<canvas>) Persistent (as in, players have accounts and don't have to use a new mech each time they start a match) Players earn money upon destroying another mech, which is used to buy parts (guns, armor, boosters, etc) Simplicity (both of the game itself, and of the development of said game) No "leveling" (as in, players don't get awarded with XP) The last part is bothering me. At first, I wanted to have players gain experience points (XP) when destroying other mechs, but gaining two things at once (money and XP) seemed to be in conflict with my last point, which is simplicity. If I were to have a leveling system, that would require additional development. But, the biggest problem is that I simply couldn't fit it anywhere! Adding levels would require adding meaning to these levels, and most of the things that I hoped to achieve could already be achieved with the money mechanic I introduced. So I decided to drop leveling off completely. That, in turn, removed a fairly popular and robust mean of progression in games from my game (not that I would use it well anyway). Is there another way of progression in games, aside from leveling and XP points, that wouldn't get rendered redundant by my money mechanic, would be somehow meaningful (even on a symbolic level), and wouldn't be in conflict with my last point, which is simplicity?

    Read the article

  • Debugging/Logging Techniques for End Users

    - by James Burgess
    I searched a bit, but didn't find anything particularly pertinent to my problem - so please do excuse me if I missed something! A few months back I inherited the source to a fairly-popular indie game project and have been working, along with another developer, on the code-base. We recently made our first release since taking over the development but we're a little stuck. A few users are experiencing slowdowns/lagging in the current version, as compared to the previous version, and we are not able to reproduce these issues in any of our various development environments (debug, release, different OSes, different machines, etc.). What I'd like to know is how can we go about implementing some form of logging/debugging mechanism into the game, that users can enable and send the reports to us for examination? We're not able to distribute debug binaries using the MSVS 2010 runtimes, due to the licensing - and wouldn't want to, for a variety of reasons. We'd really like to get to the bottom of this issue, even if just to find out it's nothing to do with our code base but everything to do with their system configuration. At the moment, we just have no leads - and the community isn't a very technically-savvy one, so we're unable to rely on 'expert' bug reports or investigations. I've seen the debug logging mechanism used in other applications and games for everything from logging simple errors to crash dumps. We're really at a loss at this stage as to how to address these issues, having been over every commit to the repository from the previous to the current version and not finding any real issues.

    Read the article

  • Starting MySQL database server: mysqld . . . . . . . . . . . . . . failed!

    - by meder
    I restarted my VPS box ( manually/hard restart ) and ever since, mysql fails to start for whatever reason. I did a tail /var/log/syslog and I get this: Feb 20 11:49:33 kyrgyznews mysqld[11461]: ) ;InnoDB: End of page dump 575 Feb 20 11:49:33 kyrgyznews mysqld[11461]: 110220 11:49:33 InnoDB: Page checksum 1045788239, prior-to-4.0.14-form checksum 236985105 576 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: stored checksum 1178062585, prior-to-4.0.14-form stored checksum 236985105 577 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: Page lsn 0 10651, low 4 bytes of lsn at page end 10651 578 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: Page number (if stored to page already) 3, 579 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: space id (if created with >= MySQL-4.1.1 and stored already) 0 580 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: Database page corruption on disk or a failed 581 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: file read of page 3. 582 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: You may have to recover from a backup. 583 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: It is also possible that your operating 584 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: system has corrupted its own file cache 585 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: and rebooting your computer removes the 586 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: error. 587 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: If the corrupt page is an index page 588 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: you can also try to fix the corruption 589 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: by dumping, dropping, and reimporting 590 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: the corrupt table. You can use CHECK 591 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: TABLE to scan your table for corruption. 592 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: See also InnoDB: http://dev.mysql.com/doc/refman/5.0/en/forcing-recovery.html 593 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: about forcing recovery. 594 Feb 20 11:49:33 kyrgyznews mysqld[11461]: InnoDB: Ending processing because of a corrupt database page. 595 Feb 20 11:49:33 kyrgyznews mysqld_safe[11469]: ended 596 Feb 20 11:49:47 kyrgyznews /etc/init.d/mysql[12228]: 0 processes alive and '/usr/bin/mysqladmin --defaults-file=/etc/mysql/debian.cnf ping' resulted in 597 Feb 20 11:49:47 kyrgyznews /etc/init.d/mysql[12228]: ^G/usr/bin/mysqladmin: connect to server at 'localhost' failed 598 Feb 20 11:49:47 kyrgyznews /etc/init.d/mysql[12228]: error: 'Can't connect to local MySQL server through socket '/var/run/mysqld/mysqld.sock' (2)' 599 Feb 20 11:49:47 kyrgyznews /etc/init.d/mysql[12228]: Check that mysqld is running and that the socket: '/var/run/mysqld/mysqld.sock' exists! 600 Feb 20 11:49:47 kyrgyznews /etc/init.d/mysql[12228]: 601 Feb 20 11:49:56 kyrgyznews mysqld_safe[13437]: started 602 Feb 20 11:49:56 kyrgyznews mysqld[13440]: InnoDB: The log sequence number in ibdata files does not match 603 Feb 20 11:49:56 kyrgyznews mysqld[13440]: InnoDB: the log sequence number in the ib_logfiles! 604 Feb 20 11:49:56 kyrgyznews mysqld[13440]: 110220 11:49:56 InnoDB: Database was not shut down normally! 605 Feb 20 11:49:56 kyrgyznews mysqld[13440]: InnoDB: Starting crash recovery. 606 Feb 20 11:49:56 kyrgyznews mysqld[13440]: InnoDB: Reading tablespace information from the .ibd files... 607 Feb 20 11:49:56 kyrgyznews mysqld[13440]: InnoDB: Restoring possible half-written data pages from the doublewrite 608 Feb 20 11:49:56 kyrgyznews mysqld[13440]: InnoDB: buffer... 609 Feb 20 11:49:56 kyrgyznews mysqld[13440]: InnoDB: Database page corruption on disk or a failed 610 Feb 20 11:49:56 kyrgyznews mysqld[13440]: InnoDB: file read of page 3. 611 Feb 20 11:49:56 kyrgyznews mysqld[13440]: InnoDB: You may have to recover from a backup. I have looked at the page it referenced, http://dev.mysql.com/doc/refman/5.0/en/forcing-innodb-recovery.html, but before messing with any settings I was wondering what experienced DBAs would suggest doing? Is there any harm in forcing the recovery? PS - I did not make any updates to mysql. Version is mysql Ver 14.12 Distrib 5.0.51a, for debian-linux-gnu (i486) using readline 5.2.

    Read the article

  • Is there a portal dedicated to HTML5 games?

    - by Bane
    Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not required (except the game publishing part, of course), for example, I consider Miniclip to be a flash game portal. The reason for defining this term is because I'm not sure if other people use it in this context. I recently (less than a year ago) got into HTML5 game development, nothing serious, just my own small projects that I didn't really show to a lot of people, and that certainly didn't end up somewhere on the web (although, I am planning to make a website for my next game). I am interested in the existence of an online portal where indie devs (or non-indie ones, doesn't really matter that much) can publish their own games, sort of like "by devs for devs", also a place where you can find some simple tutorials on basic HTML5 game development and so on... I doubt something like this exists for several reasons: You can't really commercialize an HTML5 game without a strong server-side and microtransactions The code can be easily copied HTML5 is simply new, and things need time to get their own portals somewhere... If a thing like this does not exist, I think I might get into making one some day...

    Read the article

  • Porting Ruby/NCruses Rogue-Like to .NET and FlatRedBall

    - by ashes999
    I created an awesome rogue-like game in Ruby. For the GUI, I used NCurses. Since I'm using FlatRedBall as my engine of choice for Silverlight game development, I want to port this game over. What is the best way to efficiently doing this, and what are the pitfalls I should expect? For example, Ruby is object-oriented, like C#, and I should be able to just convert (rewrite) classes one by one. However, I will run into issues like: NCurses API. I need to possibly create my own notions of a "Window", or else rewrite GUI code. It's one class, but it's BIG. Mix-Ins. These are essentially aspect-oriented development. There are a couple of solutions in .NET, like dynamic classes. What else? Also, I should mention that I want to create a C# application out of this. As much as possible, I'll dump reusable and helper code, algorithms, etc. into separate projects and generate reusable DLLs.

    Read the article

  • 2D/Isometric map algorithm

    - by Icarus Cocksson
    First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I don't want to waste my time coding things, and realise they're utterly crap and lose my motivation. Let's imagine the following map. (2D - top view - A square) X: 0 to 500 Y: 0 to 500 My character currently stands at X:250,Y:400, somewhere near center of 100px above bottom and I can control him with my keyboard buttons. LEFT button does X--, UP button does Y-- etc. This one is kid's play. I'm asking this because I know there are some engines that automate this task. For example, games like Diablo 3 uses an engine. You can pretty much drag drop a rock to map, and it is automatically being placed here - making player unable to pass through/detect the collision. But what the engine exactly does in the background? Generates a map like mine, places a rock at the center, and checks it like: unmovableObjects = array('50,50'); //we placed a rock at 50,50 location if(Map.hasUnmovableObject(CurrentPlayerX, CurrentPlayerY)) { //unable to move } else { //able to move } My question is: Is this how 2D/Isometric maps are being generated or there is a different and more complex logic behind them?

    Read the article

  • Jump handling and gravity

    - by sprawl
    I'm new to game development and am looking for some help on improving my jump handling for a simple side scrolling game I've made. I would like to make the jump last longer if the key is held down for the full length of the jump, otherwise if the key is tapped, make the jump not as long. Currently, how I'm handling the jumping is the following: Player.prototype.jump = function () { // Player pressed jump key if (this.isJumping === true) { // Set sprite to jump state this.settings.slice = 250; if (this.isFalling === true) { // Player let go of jump key, increase rate of fall this.settings.y -= this.velocity; this.velocity -= this.settings.gravity * 2; } else { // Player is holding down jump key this.settings.y -= this.velocity; this.velocity -= this.settings.gravity; } } if (this.settings.y >= 240) { // Player is on the ground this.isJumping = false; this.isFalling = false; this.velocity = this.settings.maxVelocity; this.settings.y = 240; } } I'm setting isJumping on keydown and isFalling on keyup. While it works okay for simple use, I'm looking for a better way handle jumping and gravity. It's a bit buggy if the gravity is increased (which is why I had to put the last y setting in the last if condition in there) on keyup, so I'd like to know a better way to do it. Where are some resources I could look at that would help me better understand how to handle jumping and gravity? What's a better approach to handling this? Like I said, I'm new to game development so I could be doing it completely wrong. Any help would be appreciated.

    Read the article

  • Which software to keep track of my project?

    - by Exa
    I'm about to start the first real phase of my game development which will consist of the acquisition of information, resources and the definition of where I want to go and what I will need for that. I just want to make sure that I'm prepared as best as possible before I actually start development. I don't like the thought of using Microsoft Word or Excel for my project management... I already worked with MS Project but I don't think it fits my needs. I need a software where I can easily maintain project steps, milestones, important issues, information about technologies and engines I use, as well as simple notes and thoughts I just want to write down. I usually prefer a whiteboard for stuff like that but unfortunately it's not a persistent way of storing. ;) Also writing it down the old-school way is something I can think of, but only for quick notes... Which software do you use for that? Are there commonly used programs? Is there any free software at all?

    Read the article

  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

    Read the article

  • How should I handle "real time" events in an online strategy game?

    - by Hojat Taheri
    Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get the list of attacks happening each second would cause heavy load. Is there any technique to achieve this goal? Another example: You want to attack a village 3 hours away, you send troops and the attack occurs 3 hours later. Should there be an script to check the database at each second to run the query at the specified time?

    Read the article

  • Is there an alternative to SDL 1.3 for a C++ game that should run on iOS and Android?

    - by futlib
    I've used SDL for many desktop games, always as the cross-platform glue for: Creating a window Processing input Rendering images Rendering fonts Playing sounds/music It has never disappointed me at those tasks. But when it comes to graphics, I prefer to work with the OpenGL API directly, even though all of our games are 2D. In the project I'm currently working on, I've made sure to only use the API subset supported by both OpenGL 1.3 and OpenGL 1.0, so making the thing run on Android should be easy, I thought. Turns out there is no official Android or iOS port of SDL yet. However, there's one in SDL 1.3, which is still in development. SDL 1.3 doesn't seem very appealing to me for three reasons: It's been in development for at least 4 years, and I have no idea when it will be done, not to mention stable. It's not ported to as many platforms as SDL 1.2. From what I've seen, it uses OpenGL for drawing, so I suppose the community will move away from directly using OpenGL. So I'm wondering if I should use a different library for our current project - it doesn't matter much if I need to port my existing code from SDL 1.2 to SDL 1.3 or to some other library. We're planning to release on Windows, Mac OS X, Linux, iOS and Android, so good support for these platforms is essential. Is there anything stable that does what I want?

    Read the article

  • Clutter for game GUI

    - by tjameson
    I'm pretty new to game development, having only written a simple 3d game for a class project, but I'd like to get started on a bigger project. I'm writing an MMORPG to run in both the browser (WebGL) and natively (OpenGL ES 2). In choosing a GUI toolkit, I'm trying to find a style that work work natively and would be simple to emulate in WebGL. I am considering using D or Go for writing my game, so interfacing with C++ libraries will be difficult, if not impossible. Of course, the language isn't the end goal here, so if using C++ will save considerable time, I'll bite the bullet and use that. In order to reduce the amount of code I'll have to write for the browser, I'm considering using something simple like Clutter for basic abstractions, which I think will be pretty easy to emulate (layered canvases maybe?). Does anyone have experience using Clutter for a 3d game? Note: I haven't used any game development libraries, and I only have limited experience with GUI libraries. I do have HTML+CSS experience, so maybe librocket is a viable solution?

    Read the article

  • OpenXDK Questions

    - by iamcreasy
    I was strolling around XBox development. Apart form buying a DevKit from Microsoft, another thing got my attention is called, OpenXDK which stands for Open XBox Development Kit. From their main site its pretty obvious that there hasn't been any update since 2005 but digging a little deeper, I found that in their project repository is was being updated. Last time stamp was 2009-02-15. Quick google search said, its not actually really on a good place to poke around. Many and MANY features are absent. Being a hobby project I perfectly understand. But, those results are quite old. The question is, is there anybody who has any experience with OpenXDK? If is, that is it possible to shade some light on this? about its limitations? Is this a mature project? How's the latest version and what's it capable of doing? Or should I just stay away from it?

    Read the article

  • How can I extract a list of Minecraft items and recipes?

    - by Sean
    I'm designing a robust system for resolving item dependencies in Minecraft and to do so, I need to maintain a database of items and recipes. Right now, this database has to be hand-crafted (no pun intended); I would like to know if it is possible to somehow query the Minecraft jars (or perhaps more realistically, grep through them) to extract this data automatically. How can this be done? The project is currently in Python, but it can still be ported to Java without much fuss at this stage. (For the curious.)

    Read the article

  • How to build list of items available in World of Warcraft?

    - by Cyclops
    There are a number of non-Blizzard sites that show a complete list of available items in World of Warcraft (such as wowhead, etc). I would like to know the best (easiest) way to compile a similar list. I believe some sites are based on user-entered input, which I would like to avoid. Looking at the lua API, it seems that there are functions to get a list of items, but it's not clear if I can just download everything (I remember a reference to throttling somewhere, can't find it now). Does anyone have code samples that would do this, or links to source? Also, Eve Online has made a database of items available (and I do mean SQL database file for download, not the Armory) - is there anything similar for Wow? I'm just looking for the names and stats, not the graphic icons.

    Read the article

  • What helped YOU learn C++? [on hold]

    - by Tips48
    So here's my attempt to not get this question closed for too subjective :P I'm a young programmer, specifically interested in Game Development. I've written my first couple games in Java, which I would consider my self intermediate-Advanced in. As I start to prepare myself for college and (hopefully) internships, I've noticed that learning C/C++ is essential to the industry. I've decided to start with C++, and so I read a couple of books that I saw were suggested. Anyway, now I have a decent understanding of the basics, but I really want to enhance my language knowledge. Instead of just asking for things to do, I was wondering what were some exercises that you did that really helped you understand the language? Preferably they would be near the beginner level. I understand that they obviously won't be directly related to Game Development, but it be nice if there were some things that I could transfer over eventually. (Specifically, I struggle with memory (pointers, etc) since there is no such concept in Java) Thanks! - Tips P.S.: Here's to hoping this isn't to subjective :P

    Read the article

  • Nashorn ?? JDBC ? Oracle DB ?????·?? 3

    - by Homma
    ???? Nashorn ?? JavaScript ??????? JDBC ? Oracle DB ???????????????????? Oracle DB ????? SQL ??????????????? ???????????????????????????????? ????????? URL ? https://blogs.oracle.com/nashorn_ja/entry/nashorn_jdbc_3 ??? JDBC ??????????????? JDBC ????????????????? Nashorn ????? JavaScript ????????????? ???????? JDBC OCI ???????????????????????????????? ????? ?? Java ??????????????? Nashorn ? JavaScript ???????????????? // Invoke jjs with -scripting option. /* * This sample can be used to check the JDBC installation. * Just run it and provide the connect information. It will select * "Hello World" from the database. */ var OracleDataSource = Java.type("oracle.jdbc.pool.OracleDataSource"); function main() { // Prompt the user for connect information print("Please enter information to test connection to the database"); var user, password, database; user = readLine("user: "); slash_index = user.indexOf('/'); if (slash_index != -1) { password = user.substring(slash_index + 1) user = user.substring(0, slash_index); } else password = readLine("password: "); database = readLine("database(a TNSNAME entry): "); java.lang.System.out.print("Connecting to the database..."); java.lang.System.out.flush(); print("Connecting..."); // Open an OracleDataSource and get a connection var ods = new OracleDataSource(); ods.setURL("jdbc:oracle:oci:@" + database); ods.setUser(user); ods.setPassword(password); var conn = ods.getConnection(); print("connected."); // Create a statement var stmt = conn.createStatement(); // Do the SQL "Hello World" thing var rset = stmt.executeQuery("select 'Hello World' from dual"); while (rset.next()) print(rset.getString(1)); // close the result set, the statement and the connection rset.close(); stmt.close(); conn.close(); print("Your JDBC installation is correct."); } main(); oracle.jdbc.pool.OracleDataSource ? Java.type() ?????Nashorn ??????????????????????????? Java ? System.out.println() ? System.out.flush() ? java.lang. ???????????????? Java ?????????? readEntry() ????? Nashorn ? readLine() ???????????? Java ????????????????????????JavaScript ?????????????????? ?? Java ??????????????????????????? Java ???????????????? JavaScript ?????????????????? ???????? JDBC OCI ???????????????? LD_LIBRARY_PATH ????????????????? ???Nashorn ? readLine() ??????????jjs ????? -scripting ????????????????? $ export LD_LIBRARY_PATH=${ORACLE_HOME}/lib $ jjs -scripting -cp ${ORACLE_HOME}/jdbc/lib/ojdbc6.jar JdbcCheckup.js Please enter information to test connection to the database user: test password: test database(a TNSNAME entry): orcl Connecting to the database...Connecting... connected. Hello World Your JDBC installation is correct. JDBC OCI ????????????????? "select 'Hello World' from dual" ??? SQL ?????????????? ?????????????????database ???? :: ??????????? ??? ??? Oracle DB ????? SQL ???????????????? Java ? JDBC ??????????????????????????? Nashorn ??????????????????????????????????

    Read the article

< Previous Page | 641 642 643 644 645 646 647 648 649 650 651 652  | Next Page >