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  • 3D open source physics engine suitable for mobile platforms (Android and iOS)

    - by lukeluke
    I have made some research and found that bullet, ode, newton and some others are open source physics engines that should be portable enough (but I have never tried to comile/use anyone of them on phones). I am writing my games for mobile platforms in C++, so the engine should be C or C++. I need a fast engine, since mobile platforms have limited resources. I need a free engine. A good design would be nice to have too. What engine is best suited for my task? What I really would like to hear from you is your direct experience. Documentation and support (for example, forum or an IRC channel) is a really important aspect to take into consideration.

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  • Help comparing Cocos2d and Unity3d for this project [closed]

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

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  • Environment Award for AgroSense Java Farm Management System

    - by Geertjan
    Beating IBM's energy information system and Evoswitch's modular data central hall, Ordina's AgroSense, a farm management system for precision agriculture, received the prestigious IT Environment Award in the Netherlands yesterday. AgroSense is an agricultural services platform created in Java on the NetBeans Platform. It looks like this: Among other things, the team has been investigating whether and how to integrate JavaFX games into the AgroSense platform, as well as other JavaFX-oriented effects. Here's a pic of the red tulip award that the team received yesterday at a black tie award ceremony: The original announcement of the nominations for this competition in English can be read here. On Twitter, you can follow the AgroSense project here: @AgroSense Congratulations, AgroSense team, for this fantastic achievement!

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  • Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

    - by Mimars
    After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. Basically, after some research I see that there are several solutions. This seems to be the simplest one: Let's say I define a constant aspect ratio for the game (16:9) and the whole game will be created for a resolution 1680 x 1050. The game will be rendered in this resolution and then I will be able to scale the render to match the player's display resolution. Therefore the game might be playable on almost any resolution, while it would keep the aspect ratio. So, if the game was run on 4:3 display, the top and the bottom of the display would be filled with black color. It seems easy, but my question is - Is this a good approach for a simple game? The game will be simple, but I want to maintain high quality.

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  • Reasons to disable game save during combat (e.g. Mass Effect 2)

    - by Steve V.
    So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, the save button is disabled. Once combat is over, save functionality reappears. It seems reasonable to assume that Mass Effect 2 is a state machine, and therefore, the internal state of the program at any moment can be captured and reloaded later. This is basically a solved problem - games have been designed this way since the Half-Life era. It also seems reasonable to assume that BioWare knew what they were doing when they made the decision not to follow this model - it's a tried and true system; BioWare wouldn't have done it the way they did without some good reason. What reasons are there to disable game save functionality during combat?

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  • Question about creating a sprite based 2-D Side Scroller with scaling/zooming

    - by Arthur
    I'm just wondering if anyone can offer any advice on how best to go about creating a 2-D game with zooming/scaling features akin to the early Samurai Showdown games. In this case it would be a side scroller a la Metal Slug, the zooming would come in as more enemy sprites entered the screen, or when facing a large sized boss. A feature that would be both cosmetic as well as functional to the game. I've done some reading and noticed a few suggestions that included drawing different sized sprites, a standard size and zoomed out size. Any thoughts? Thanks for your time.

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  • What WINE packages do I install in 12.04

    - by VedVals
    I have Ubuntu 12.04 64bit. I tried to install WINE in 11.10 but met with some difficulties because of which I removed it. I tried to install Assassin's Creed 1 but turned to be a catastrophe. Now I want to try again. However, I am confused as to which of these packages am I to install, avoiding crashes, clashes, system failures system damage and ensuring running smooth installation of games. I need help regarding compatibility and dependency. I viewed this answer and as per the update & want the latest developing branch.

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  • What software programming languages were used by the Soviet Union's space program?

    - by shamp00
    I got interested in the Soviet space program and was interested to discover that the software on the Buran spacecraft circa 1988 was written in Prolog. Does anyone know what languages might have been used in earlier missions, especially the Mars PrOP-M rover missions of the early 1970s which were somewhat autonomous and could navigate obstacles? Edit My source for the Buran Prolog is this declassified document from the CIA site from May 1990. I couldn't find an OCR version, so here's the relevant quote from p. 0449: According to open-source literature, the Soviets used the French-developed programming language known as Prolog to develop on-board system software for the Buran vehicle...

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  • Starting Game Programming in C++, where to begin for optimal cross-platform development?

    - by Qasim
    I wish to begin learning game development in C++. I have knowledge in syntax and the console using Visual C++ 2010, however I want to begin programming. My only problem is that I want to be able to support many platforms including Windows, Mac OS, and Linux. As I get better, I also hope I can submit games to XBLIG (or XBLA) and Steam, and even the Google Play Store (But that would take some porting and major redesign of controls). I have looked into c++ and SDL but I have no idea how to get started. I have Visual C++ 2010 installed and I hope I can still use that as other C++ IDEs are quit outdated. Because I want to stick with Visual C++ and SDL (unless there is a better library than SDL), there is not much room for debate but rather how to create projects to support cross-platform development.

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  • Adding multiplayer to an HTML5 game

    - by espais
    I am interested in making a game that I currently have a co-op experience, however I'm curious as to the best method of implementing this in HTML5. I have made games before using straight C sockets, and also with the Net library for SDL. What are some of my best options for doing this in a canvas-based environment? At present, all I can come up with are either AJAX/database solutions (with a high refresh rate), or somehow implementing a PHP server that would funnel the data through sockets. The overall gameplay would be a 2.5D platformer-ish type of game, so both clients would need to be continually updated with player positions, enemy positions, projectiles, environmental data, etc.

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  • Does your team develop their supporting tools or this should be outsourced out of it?

    - by Pierre 303
    By supporting tools, I mean: reference data manager, like virus definition for anti-virus software test data generator level builders for games simulators or advanced mocking systems Does the team building the core product (in the case above, the game or the anti-virus) should be part of the development of the supporting tools significantly, or this is a task you would outsourced out of the team to help it focus on the product? I don't have enough experience to evaluate the pros & cons of each, so I'm hopping you would come up with personal experiences to share, or even studies or papers you read on the subject.

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  • What is the point in using real time?

    - by bobobobo
    I understand that using real time frame elapses (which should vary between 16-17ms on average) are provided by a lot of frameworks. GetTimeElapsedSinceLastFrame, and it gives you the wall clock time. But should we use this information in basic physics simulation? It looks to me to be a bad idea. Say there is a slight lag on the machine, for whatever reason (say a virus scanner starts up). The calculations all jump, and there is no need for this. Why not use a virtual second and ignore wall clock time? For gameplay on the level of Commander Keen, shouldn't you always use the virtual second and not real-time? (Besides stopwatch timing for race games) I don't see a need to use real time and not a fixed 16ms time step.

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  • Are VM-based languages becoming viable for Graphics since the move to GPU computing?

    - by skiwi
    Perhaps the title is not the most clear, so let me elaborate it more: I am talking about VM-based languages, by that I mean languages that run on the JVM (java) and for example C#. Also I am talking about 3D graphics, just to be clear. Lately the trend has been that most computing is being done on the GPU and not on the CPU, and since times the issue with programming games on a VM-based language is that garbage collecting may happen randomly. So let's take a look which is responsible for what: Showing the graphics: GPU Uploading graphics to the GPU: CPU? Needs to be done every frame? Calculating physics constraints: GPU Doing the real game logic (Determining when to move objects (independent of physics calculations), processing AI): CPU Is my list actually correct? And if it is, is for example Java becoming more viable? Or is uploading the graphics (vertices) still the most expensive operation? Would like to get more insight into this.

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  • How would I use JBox2d in Java?

    - by BluFire
    So I did some research and a found Box2d. I then proceeded to download it and the testbed. Now that i have it, I don't know how to properly use it. I'm looking for a clear simple answer on how to use the engine. The things I did was that I put it into a lib folder and referenced the JBox2D jar file. After that i got stuck. How can i use this to program games for android? I'm very confused since Box2d was intended for C++.

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  • Should I switch my graphics mode in the BIOS to avoid using Bumblebee?

    - by Fawkes5
    I have just purchased a Acer 3830TG, the timeline X series. To my surprise I found out that there is no first-party support for nvidia optimus for linux. Bumblebee works great, but the battery life from the graphics card always running is not so great. I don't use linux for games so i don't really need the graphics card on, I have Windows for that. In my bios, I have the ability to change my graphics mode from switchable to integrated. If I do this, reinstall ubuntu, what will happen? Will my nvidia card just turn off? Will everything work properly, as if i'm not running an optimus laptop? Is this recommended as opposed to dealing with bumblebee? What is the best thing I could do?

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  • MVC? patterns for game development? [closed]

    - by davivid
    Possible Duplicate: MVC-like compartmentalization in games? I am thinking of the best way to structure my project and was thought a MVC style pattern would be appropriate. Would be correct having the model handle the majority and basically being the game engine? Are there any standardised patterns recommended for simple game development? Model / Game Engine Data: Level Design, Chat feeds, etc Game Status: Player status, Enemy status, World Status etc etc. Engine: Physics, Collisions, AI View 3D: Gameplay, Camera, Rendering... 2D: UI etc Controller: Player Input UI Input

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  • Windows 7 Climbing the Charts, Fights for Market Share

    Microsoft has to fight with competitors in various industries for market share whether it be in computing video games or portable media devices just to name a few. The story is no different within the cell phone industry either. Within this particular mobile arena the main enemies for Microsoft are RIM Apple and Google Android. Microsoft is lagging a bit among the competition as things currently stand but they hope that will change in the near future.... Transportation Design - AutoCAD Civil 3D Design Road Projects 75% Faster with Automatic Documentation Updates!

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  • Does Ubuntu 12.04 supports for B75 boards?

    - by rail02000
    I want to build a new computer with Intel G840 CPU and Gigabyte B75M-D3H motherboard and install Ubuntu (or Kubuntu) 12.04 64bit on it. However, I'm worried about whether the chip is too new and whether that Linux Kernel now has support for it. According to the article [Phoronix] Intel Core i7 3770K Ivy Bridge Linux Performance Review ,the Linux kernel is ready to work on the chip. Existing Intel Sandy Bridge motherboards/chipsets are compatible with Ivy Bridge processors, but earlier this month Intel launched the new Panther Point chipsets that are already compatible with Linux too: the B75, H77, Z75, Z77, HM75, HM76, UM77, and HM77. But I didn't find further information or cases about running Ubuntu on the chip. So,is it OK to run Ubuntu on the board? Do I need to upgrade the kernel to a newer version (3.4 or 3.5 etc.) to get the system more smoothly? Or should I choose boards with H61 chip? Thank for your response!

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  • which flavor of Ubuntu works on ASUS P4GE MX mobo with P4 and 1gb ram

    - by user209546
    I have Ubuntu 13.10 installed on ASUS P4GE MX Mother board with Intel 845 Chip set and Pentium 4 processor with 1GB ram. Unity and Dash are not loaded, hence not able to close any page opened by right clicking on blank desktop and entering into 'change desktop background'. Live wall papers are working but the setting page is not closing as no buttons are available on the panel. I removed Ubuntu 13.10 and tried with 13.04 / 12.10 / 12.04 / 11.10 and 11.04. Ubuntu 11.04 is working but the problem is that it out of date and upgrades available. Please provide a way / solution

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  • How to tell Wine that I have changed CD when mounting them virtually on a netbook with no CD drive?

    - by glenatron
    I have been trying to catch up with some of the old games from way back that are about right for my little Aspire One netbook through Wine. I've run into a problem Baldurs Gate, however, which is that I can't change CD. Obviously, I don't have a CD drive, so I have copied the CD content onto an external hard drive and I'm using a mount command with the loopback option to persuade the game that the CD is present. This allowed installation to work correctly and works fine to run it and to play the content from the first CD. However, when the game asks for CD2, I'm stuck. If I mount the CD2 ISO to the CD Rom path it doesn't appear to respond, whether or not I have first unmounted CD1. When I ask Wine to show me the CD drive it contains the right data, but it seems as though whatever signal would be interpreted by Windows to mean the CD drive has been closed isn't being sent. Does anyone know of a way to do this, or am I barking up the wrong tree and there is something else I need to do?

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  • Particles are not moving correctly [closed]

    - by cr33p
    I want to make a particle explosion, after something gets destroyed, but somehow only one line of mixed colors show up on the screen. Here's the header: http://pastebin.com/JW5bPLj2 Here's the source: http://pastebin.com/KHmFqytD I don't get what's wrong, as it's nearly the same as in "Programming Linux Games" Can somebody help me fix that? PS: "Uint32 delta" is needed to update the pixels based on time. PSS: Maybe I should add that it's programmed in C and includes SDL. EDIT: Found the problem. It was the "drawParticles" function. The problem was, that I passed a double to "offset" (as particles[i].x, etc are all doubles). So I ended up with values like ~MAX_INT because I didn't cast the doubles properly to ints.

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  • Will C++ remain viable for game engines in somewhat distant future?

    - by samual
    C++11 has opened ways, which were only dreamt by the C++ programmers. It has been three years since I have been learning C++, and I am going well. Now I want to get into vedio games. Every core of the game code I saw, was monstourously writtern in C++. My question is - If I get into serious game engine dev, and perfecting it would take, maybe say 10 years, would we still be writing game engines in C++ ?(newer standard) Or, will John Carmack, write id tech 7 in c++? note - I am strictly talking about game engines.

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  • How Would I create alternate players (Turn base Event)

    - by Blue
    The picture above shows 2 players. Each containing 3 characters. I want to know how to make a Turn based event starting with player 1 alternating turns with player 2. And in every alternation each character gets a turn. If a character dies, the next character on the same team goes, and so on. How would I create this? Is there a tutorial? I haven't made any turn-based games so I don't know how to program these kinds of stuff.

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  • All command need privilage

    - by Am1rr3zA
    I try to install Hping3 in my ubuntu 8.04 but after installation when I want to Hping3 I got this error: Command 'hping3' is available in '/usr/sbin/hping3' The command could not be located because '/usr/sbin' is not included in the PATH environment variable. This is most likely caused by the lack of administrative priviledges associated with your user account. also when I try to run ifconfig I get this: Command 'ifconfig' is available in '/sbin/ifconfig' The command could not be located because '/sbin' is not included in the PATH environment variable. This is most likely caused by the lack of administrative priviledges associated with your user account. first it needs to run sudo su and then run the command. is it normal? or I miss something? when I run echo $PATH I get: /usr/local/bin:/usr/bin:/bin:/usr/bin/X11:/usr/games:/home/amirreza/simulator/ns-allinone-2.33/bin:/home/amirreza/simulator/ns-allinone-2.33/tcl8.4.18/unix:/home/amirreza/simulator/ns-allinone-2.33/tk8.4.18/unix:/home/amirreza/simulator/ns-allinone-2.33/ns-2.33/:/home/amirreza/simulator/ns-allinone-2.33/nam-1.14/

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  • How do I get started with fog type effects in a first person game?

    - by Dream Lane
    Hey guys, I'm currently using JME3 to learn 3d game development in java, and I have run into a situation. I would like to add fog effects to my games, but I don't even know where to start to implement this. I know how to set the camera's far frustum to limit the render distance, but that just simply makes a sharp cutoff. I'd like the fog it up a bit to make it feel more natural. I'm looking for an answer that points me into the correct direction. I'm not looking for specific code snippets or even JME3's engine specifics. I just want to get an idea of how this stuff works in general. Thanks!

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