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  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

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  • where should damage logic go Game Engine or Character Class

    - by numerical25
    I am making a game and I am trying to decide what is the best practice for exchanging damage between two objects on the screen. Should the damage be passed directly between the two objects or should it be pass through a central game engine that decides the damage and different criteria's such as hit or miss or amount dealt. So overall what is the best practice.

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  • Writing a Master's Thesis on evaluating visual scripting systems

    - by user1107412
    I am thinking to write my Master's thesis around theorizing, and then implementing a PlayMaker or Kismet-like (building game logic by visually arranging FSMs) tool in Unity. The only thing I am still concerned about is the actual research question that I should pose. I was kinda hoping that the more experienced game designers out there might know. Update: What about reducing the use of visual programming to graphically designing FSM-Action-Transition flows, which can then be attached to game entities (very much like http://playmaker.com does it)?

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  • streaming speed for video content on iphone

    - by Jim
    My application was rejected from Apple today.Apple says that the video stream should be not more than at 64kbps. what should i will have to do get my application approve on App Store?? Should i have to make changes on video content that i am streaming from my iPhone or should i have to change in code? Please suggest. Thanks, Jim.

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  • What would most games benefit from having?

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • What's a good video upload storage solution?

    - by Nikko
    What's a good video upload storage solution? I'm trying to find a way to offload bandwidth to another storage solution (something like S3), but at the same time, also trying to find a solution which is geared for video storage. Are there any solutions out there for this? Or should I just use S3? Thanks!

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  • Embed Youtube video in asp.net

    - by o-logn
    Hey everyone, I have a textbox where users can enter the link to a YouTube video. I'd like to have an <object> on my page which gets populated with the YouTube video. I tried accessing an <object> from the codebehind (with runat=server) set to true, but I couldn't. Thanks for any help

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  • What's the best webserver software for video?

    - by sopppas
    Hi, we have a collection of FLV files, to be displayed by FlowPlayer flash-app in a website. The scripts and handling of data are done with Apache/MySQL/PHP. As the video files are static files they should be served by a more static oriented webserver like lighttpd or nginx, like it's done with photos. What's the best webserver for serving video? A static files oriented webserver should be good? thanks in advance regards, rui

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  • Best of both worlds: browser and desktop game?

    - by Ricket
    When considering a platform for a game, I've decided on multi-platform (Win/Lin/Mac) but can't make up my mind as far as browser vs. desktop. As I'm not all too far in development, and now having second thoughts, I'd like your opinion! Browser-based games using Java applets: market penetration is reasonably high (for version 6, it's somewhere around 60% I believe?) using JOGL, 3D performance/quality is decent; certainly good enough to render the crappy 3D graphics that I make there's the (small?) possibility of porting something to Android great for an audience of gamers who switch computers often; can sit down at any computer, load a webpage and play it also great for casual gamers or less knowledgeable gamers who are quite happy with playing games in a browser but don't want to install more things to their computer written in a high-level language which I am more familiar with than C++ - but at the same time, I would like to improve my skills with C++ as it is probably where I am headed in the game industry once I get out of school... easier update process: reload the page. Desktop games using good ol' C++ and OpenGL 100% market penetration, assuming complete cross-platform; however, that number reduces when you consider how many people will go through downloading and installing an executable compared to just browsing to a webpage and hitting "yes" to a security warning. more trouble to maintain the cross-platform; but again, for learning purposes I would embrace the challenge and the knowledge I would gain better performance all around true full screen, whereas browser games often struggle with smooth full screen graphics (especially on Linux, in my experience) can take advantage of distribution platforms such as Steam more likely to be considered a "real" game, whereas browser and Java games are often dismissed as not being real games and therefore not played by "hardcore gamers" installer can be large; don't have to worry so much about download times Is there a way to have the best of both worlds? I love Java applets, but I also really like the reasons to write a desktop game. I don't want to constantly port everything between a Java applet project and a C++ project; that would be twice the work! Unity chose to write their own web player plugin. I don't like this, because I am one of the people that will not install their web player for anything, and I don't see myself being able to convince my audience to install a browser plugin. What are my options? Are there other examples out there besides Unity, of games that have browser and desktop versions? Did I leave out anything in the pro/con lists above?

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  • Display turns off when watching videos (then video starts to lag), how to fix it?

    - by Bad Learner
    Okay, here's the thing - - On my Ubuntu 11.10 64-bit installation, I have the display set to turn off automatically after 3 minutes of inactivity. There are two problems now: the display turns off even when I am watching videos. But I don't want to keep fiddling my mouse or keyboard when I am watching a movie. Okay, like I said above, the display turns off, then I move the mouse a bit each time, and the display turns back on. But now, the video doesn't play properly, it lags. A lot actually. Are these issues common? Can these be fixed?

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  • Non-unique display names?

    - by Davy8
    I know of at least big title game (Starcraft II) that doesn't require unique display names, so it would seem like it can work in at least some circumstance. Under what situations does allowing non-unique display names work well? When does it not work well? Does it come down to whether or not impersonation of someone else is a problem? The reasons I believe it works for Starcraft II is that there isn't any kind of in-game trading of virtual goods and other than "for kicks" there isn't much incentive to impersonate someone else in the game. There's also ladder rankings so even trying to impersonate a pro is easily detectable unless you're on a similar skill level. What are some other cases where it makes sense to specifically allow or disallow duplicate display names? (I have no idea what to tag this as. I went with game-design because I needed at least 1 tag and I don't have rep to create new ones yet.)

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • Transcoding audio and video

    - by Lance Fisher
    What is the best way to transcode audio and video to show on the web? I need to do it programmatically. I'd like to do something like YouTube or Google Video where users can upload whatever format they want, and I encode it to flv, mp3, and/or mp4. I could do it on our server, but I would rather use an EC2 instance or even a web service. We have a Windows 2008 server.

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  • Images to video - converting to IplImage makes video blue

    - by user891908
    I want to create a video from images using opencv. The strange problem is that if i will write image (bmp) to disk and then load (cv.LoadImage) it it renders fine, but when i try to load image from StringIO and convert it to IplImage, it turns video to blue. Heres the code: import StringIO output = StringIO.StringIO() FOREGROUND = (0, 0, 0) TEXT = 'MY TEXT' font_path = 'arial.ttf' font = ImageFont.truetype(font_path, 18, encoding='unic') text = TEXT.decode('utf-8') (width, height) = font.getsize(text) # Create with background with place for text w,h=(600,600) contentimage=Image.open('0.jpg') background=Image.open('background.bmp') x, y = contentimage.size # put content onto background background.paste(contentimage,(((w-x)/2),0)) draw = ImageDraw.Draw(background) draw.text((0,0), text, font=font, fill=FOREGROUND) pi = background pi.save(output, "bmp") #pi.show() #shows image in full color output.seek(0) pi= Image.open(output) print pi, pi.format, "%dx%d" % pi.size, pi.mode cv_im = cv.CreateImageHeader(pi.size, cv.IPL_DEPTH_8U, 3) cv.SetData(cv_im, pi.tostring()) print pi.size, cv.GetSize(cv_im) w = cv.CreateVideoWriter("2.avi", cv.CV_FOURCC('M','J','P','G'), 1,(cv.GetSize(cv_im)[0],cv.GetSize(cv_im)[1]), is_color=1) for i in range(1,5): cv.WriteFrame(w, cv_im) del w

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  • How do I make this ad execution?

    - by Maggie
    I am doing research on replicating an ad execution - http://www.digitalbuzzblog.com/gol-airlines-mobile-controlled-banner-game/ It's a simple "game" involving using the phone as a forward/back/left/right controller for a car in flash on the internet. I've started reading on P2P, but I'm finding such a vast amount of information and non specific to what I need that it's hard for me to sort through. Does anyone know any tutorials or can shed some light on how I might go about making a very simple mobile controller for a flash game?

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  • Where to start game programming for Android

    - by Marthin
    Hi, I'm new to game programming. But I'v got an ide for what I think would be a fun game for the Android platform. My question is, where do I start? Anyone got some good sites to recommend or perhaps a book or two. I'v got medium skills when it come to programming but i'v got a masters of science degree in computer engineering so i'm not totally unfamiliar with algorithms and stuff. Thx for any help! /Marthin

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  • Documentation vs tutorials vs video tutorials - which one's better?

    - by Cat
    As a developer/software engineer, what would you say are the most helpful resources when attempting to learn and use a new system? If you had to integrate a new SDK into your codebase/application, which one of the following options would you much rather go with? documentation tutorials video tutorials Same question for learning a new framework (e.g. writing an iOS app, learning Python, integrating the Android SDK, etc.). I'm not referring to becoming an expert, just get to know enough to use a system/language/framework properly. This is a pretty general question, but I think it's very relevant to anyone who's doing engineering work, since learning how to use new systems quickly is a very important skill to have. Thank you!

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  • What most games would benefit from having

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • Create Levels using blender

    - by notrodash
    I am creating a game and I have a custom level format for levels in my game. I wanted to know if it is possible to create levels for that kinda format in Blender. My format is XML based and just declares the positions of certain objects. Online I have seen many people use Blender to create levels in their own custom format that blender can understand. How do i get blender to understand my format and use blender to create levels for my game?

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  • Streaming Video In Scala InfoChannel Designer 5

    - by godleuf
    I am having the hardest time finding urls to use in Scala Designer 5 showing video streams. I am new at this program, but there is an option to run a video as a background. I have found a couple of samples to link to, but nothing great thus far. Anyone out there using this program and wanting to do the same? Thanks.

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  • Is it possible to modify a video codec + distribute it?

    - by Nick
    this is my first question on this particular stackexchange node, not sure if it's the most appropriate place for this question (if not, guidance to the appropriate node would be appreciated). the abstract: I'm interested in modifying existing video codecs and distributing my modded codecs in such a way as to make them easily added to a users codec library... for example to be added to their mpeg streamclip, ffmpeg etc. some details: I've had some experience modifying codecs by hacking ffmpeg source files and compiling my hacked code (so that for ex: my version of ffmpeg has a very different h.263 than yours). I'm interested now in taking these modified codecs and somehow making them easily distributable, so others could "add them" to their "libraries." Also, I realize there are some tricky rights/patent issues here, this is in part my motivation. I'm interested in the patent quagmires, and welcome any thoughts on this as well. ctx link: if it helps (to gauge where I'm coming from) here's a link to a previous codec-hacking project of mine http://nickbriz.com/glitchcodectutorial/

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  • Recommendations for C++ open source game engines on IPhone

    - by Dave
    I decided that I want to make a game for the iphone I was thinking of using oolong or sio2 any recommendations? Both have the problem of lack of tutorials, is it possible to somehow use a normal C++ game tutorial and integreate the engines rather than the one used in the tutorials? So if the C++ tutorial talks of creating an engine I can skip it and use sio2 or oolong? Thanks

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  • What language should an 11-year old start with to learn game programming?

    - by emsr
    I have a 11-year old son who wants to do game programming. I've started him on C++ (C++11) and he's learned iostreams, looping, functions, logic and flow control. I'm using the standard library and no memory management at all. But I would like to ask: What language would you suggest for a pre-teen (Python, ...)? What books would you suggest? We looked at one book that was just for console ASCII games. I liked the C++ that it taught but I think he'll get bored without some graphics at some point.

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  • What program to use to create subtitles for a video?

    - by user4124
    I have a video that I want to create subtitles for. Is there a program that can perform rudimentary speech-to-text in order to set the correct start/stop of each individual subtitle create rudimentary text subtitles (using some sort of speech-to-text) I know about gnome-subtitles. However, it requires extensive effort to create those subtitles manually. You need to select yourself the start and stop for each sentence. Youtube has the above features (creates rudimentary text subtitles at the correct timings, using speech-to-text). However I would rather not upload the videos to Youtube just to get my subtitles. Is it possible to do the subtitles efficiently in Ubuntu? Update: I plan to use the .srt subtitles only, and do not need to hard code them on the videos. My biggest requirement is to have the program automatically find the start/stop for each sentence, so that I write the text in it.

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